Rising From Time's Ashes: The Best Free Interactive Fiction Of The Century Collected by Michael Feir, Editor of Audyssey ++ Contents: Introduction Playing The Games Inform Games Tads Games Parting Thoughts ++ Introduction: Hello, reader, and welcome to this collection of the best freely available interactive fiction as of December, 1999. Once known as text adventures, this genre of game has changed as drastically as its name over the past thirty years. In the beginning, complex treasure hunts ruled the day. The focus was on the puzzles and challenges. Since that time, the importance of plot and story has slightly surpassed that of puzzles. As Graham Nelson so aptly puts it: "An adventure game is a crossword at war with a narrative." [Graham Nelson, The Craft of Adventure] For the past ten years, I have been an avid fan of interactive fiction. It is a perfect blend of my interests in literature and computer games. Due to its purely textual nature, this kind of game was one of the first forms of computerised entertainment to be accessible to the blind. With the advent of speech and Braille access to Windows, it has once again become the first easily accessible entertainment for blind people using the Windows operating system. Since speech and Braille access to computers became obtainable by individuals, interactive fiction has been the most widely known and popular form of accessible entertainment. The Audyssey magazine covers all kinds of computer games accessible to blind people. Despite a growing variety of these, interactive fiction still constitutes the bulk of what is discussed. Everyone seems to be eagerly anticipating that next great puzzle-filled story to emerge from the ingenious imaginations of authors. This file is your guide to the many other files which comprise this collection. Much is left for you to discover, so be certain to look through the "documentation" and other directories for items not covered here. For example, there are many articles and other interesting texts in the "For the Curious" directory. Throughout this file, you'll find plus-signs. These have been placed to serve as a means of quickly moving through the file to what you want to find. Two plus-signs indicate the beginning of a new section of this file. For instance, two such symbols precede this section. A single plus-sign separates sub-sections. Each game description is considered a sub-section, so it is easy to quickly browse through them and find games of interest to you. Any game which contains subject matter that may be unsuitable for children and/or offensive will have two asterisks before its title. Parents, teachers, and others concerned may wish to remove these games from installed copies of this collection which children may have access to. They should be aware, however, that these games can easily be downloaded from the Internet by anyone who knows where they are. Should you wish to remove parts of or all of this collection from your hard drive, all you have to do is delete the items you want to get rid of. No special uninstallation is required. If you want to get rid of the whole collection, just delete the "time's ashes" folder and any shortcuts you might have made to the Winfrotz and Wintads interpreters. The compressed self-extracting file containing this collection requires nine MB of disk space. When fully installed, the entire collection of games, interpreters, and files takes up sixteen MB. This may increase if you maintain a lot of saved game positions. This collection of interactive fiction games, related files, and other information, is the result of ten years of personal experience with interactive fiction, as well as insights gained through editing the Audyssey magazine over the past three years. To determine the "best" freely available interactive fiction, I examined several factors: Obviously, my own enjoyment and experience with these games played the most crucial role in deciding which games to include. In general, I look at games holistically. Puzzles must fit well into the game's atmosphere or story. Games which do not attain this must demonstrate their worthiness in other ways. Other than personal experience, I also looked at what reviewers thought of the games included. SPAG and XYZZYnews have long been the two best magazines on the Internet covering interactive fiction. Reviews in these publications are generally well-written and thoughtful. Other indices I used were the annual XYZZY Awards and IF competition. Although I used the results of these to help decide which games to include, I have not allowed my selection to be constrained by how games fared based on the awards or the competition. This is especially true regarding competition entries, where I have included games which received lower rankings than others that I chose not to include. It is important that players be aware that this collection does not necessarily reflect the opinions of the interactive fiction community at large concerning which games are the "best of the century". Although I consulted a vast amount of resources in constructing the collection, I do not always subscribe to their views on what constitutes the "best" interactive fiction. The activity and interest a game generates is also a measure of its quality. The newsgroup rec.games.int-fiction is where players discuss these games fairly informally. Having been a member of this newsgroup for well over two years, I have taken notice of games which inspired high numbers of articles. While there aren't enough hours in a day to read all of the articles posted to this newsgroup, I have read enough to gain insight into the general prevailing opinions of a game's merits or lack thereof. As with literature, there are some authors of interactive fiction who choose to examine the darker sides of life and human nature. Others have written their games as a means of provoking thought on issues important to them. People have a tendency to assume that games are written purely to entertain. While some clearly are, others have been devised to teach lessons. Chess, for example, was used to teach medieval strategy. Often, children's stories are also written to teach a moral. Since interactive fiction is a blending of game and book, it is important that players and others be aware of these motivations. When selecting games for including in this collection, I have done so mostly on the basis of quality. Morality has steered me away from works which are made purely for sadistic pleasure. There are certainly a lot of smaller games out there written only for perverse gratification. To be included, the author must have told a good story and/or created an emmersive environment for players to explore. This rules out a lot of the short and dirty games. The author must also have included puzzles which are fair, fitting, and/or particularly innovative. Some of the darker works of interactive fiction have sparked quite a lot of controversy. If this is the case, the game's description will explain this to a degree. The game's title will also be preceded with a pair of asterisks. With the ending of the century only months away, it occurred to me that a good opportunity existed to promote the awareness of this wonderful medium for entertainment and expression. Interactive fiction has been around for nearly three decades, and many excellent pieces have been released during that time. As with all art forms, there are far more works done by dabblers than by the more thoughtful and skilled artisans. This collection offers the would-be player a wide variety of works which have stood the test of time and/or proved their quality in other ways. The first-time player may be certain that he/she is starting with games free of bugs and inattention to detail. All games have been around long enough for their authors to correct any initial shortfalls. All games in this collection are absolutely free. there are no strings attached. Games and information in this collection were obtained via the Internet, and can be found at: ftp.gmd.de Look in the /if-archive section. Not being a skilled programmer, I cannot contribute games to the interactive fiction community. However, as a long-time player and fan of the genre, and as editor of the Audyssey magazine, I can use my skills to educate the public about and promote interactive fiction. By doing this, I hope to increase the size of the interactive fiction community and thereby encourage more authors to share their dreams with us. Neither I nor those who distribute this collection glean any financial profit by doing so. Authors have written these games to be freely enjoyed. I hope the information I have placed in this and other files will aid you in better understanding and enjoying the games. This collection was also made for the MSC Extras CD for clients of Microcomputer Science Centre. This company offers solutions for people who cannot normally access computers due to various disabilities. They wanted a collection of free games which could be accessed by all and could be played in the Microsoft Windows environment. Since interactive fiction games have no time limitations, don't require fast reflexes or co-ordination, and are not graphical in nature, they are accessible to all regardless of disability. Many thanks to the folks at MSC for providing the initial inspiration, time, and drive space to begin construction of this collection. Over the course of working on this project, my own goals and criteria have changed. This is particularly the case regarding the more controversial games included. When I expanded the scope of the collection to include these, it was a decision arrived at later in the collections development. While the final result might be less suited to their purposes than originally planned, I hope that both they and you who read this find my warnings and the double-asterisk indicators placed in front of the descriptions of such games to be a good compromise. It is hoped that these games will serve not only as pure entertainment, but also as a painless way for people to become familiar with their access technology through using it to play. For years, it has been noticed that people who play computer games are more skilled and comfortable with computers. Because they are busy having fun, they do not think of the learning process as a chore. Rather, it is perceived as a means to further enjoyment. The games in this collection are written with two powerful systems called Inform and Tads. The Inform system is based on the Z code used by Infocom, a company which used to make interactive fiction. The Z stands for Zork. Zork was Infocom's most famous universe. The Zork trilogy were the first commercially available computerised adventure games of this type. As an advertising ploy for the new graphical Zork games, the older text-based trilogy has been released into the public domain. These three famous games are also included in this collection. Neither Infocom nor the games in this collection dealt strictly with fantasy or dungeons. Infocom made stories ranging from romances to comedies, to science fiction and mysteries. I have chosen the best games which I have been fortunate enough to find using the Inform and Tads systems. Note that I did not create these games. All I have done is to construct a collection of games and related information. If you need help while inside a game, most of the games in this collection have built-in help and instructions. You need only type help, followed by the enter key, to access a game's help system if it has one. Some games, such as theatre, offer hints to solving puzzles. Others merely offer playing instructions. Those games which do not come with built-in help often come with files containing instructions and hints. Help in Tads games is somewhat more sparse in nature. The majority of Tads games contain minimal to no built-in help. This includes most of the Adventions collection of games which comprise a part of this collection. If all else fails, many of the games are accompanied with solution files with a .sol extension after their names. You can find all such solution files in the folder called "solutions". These files can be read from any text viewing program or word processor, and are simply ASCII files, also known as DOS files. These solutions should not be resorted to unless you find yourself completely stuck. The fun of these games lies in solving their puzzles and plots yourself. These games need not be played completely alone. Try playing them with a group of friends. An alternative to this approach is to form competitions and see who can solve the game first. The fact that these games are free should by no means suggest a lack of quality in them. As I said before, these games are the best I've found, and all of them can easily be compared to the works of Infocom. The authors have written them for their own interest for others to enjoy, and have sometimes taken as long as two years to write their games. You'll find each game a richly detailed universe unto itself. Below, you'll find Instructions on how to install and use Winfrotz and Wintads. These are the Windows-based interpreters needed to play Tads and Inform games. They are provided in this collection in self-extracting files found in the same folder as this file. You'll find the actual games in the "inform games" and "tads games" folders respectively. There are thirty-four Inform games and sixteen Tads games included, making a total of fifty games. Finally, all documentation for games, with the exception of solution files, will be found in the "documentation" folder. For descriptions of each game found in this collection, see the "Inform Games" and "Tads Games" sections found later in this file. ++ Playing The Games: Within a game of interactive fiction, you must solve the mysteries and determine how the plot unfolds. The computer will describe your surroundings and inform you of the results of your actions. By typing in your commands in the form of sentences or phrases, you tell the computer what you want your character to do. For example, you might type: Open the door Turn on the light Take the sword Instead of sentences, commands can be abbreviated to as little as two words. It's up to you. While the games have differing abilities to understand your input, they will, as a rule, be able to understand fairly natural sentences. One of the benefits of the Windows platforms is that applications written for them use standard methods of interface. You'll be happy to know that the same similarities existing between such popular applications as Microsoft Word, Corel's WordPerfect, etc, are present in the two interpreters used to play the games in this collection. These interpreters, (Winfrotz and Wintads), are very similar programs. The major difference is that each is used to play games written in a different development language. Players need not be too concerned with this beyond recognising that games with a .gam extension require Wintads, and games with .dat, .z5, and .z8 extensions require Winfrotz to be played. The most major difference between games written in the two languages was alluded to earlier. Tads games in general offer less help to players, and tend not to have as large vocabularies. The Inform system seems to produce better-built games with more features present. This is likely more a product in the higher learning curve required to write Inform games than authors of Tads games had to follow. Players will doubtless refer to the solutions for Tads games more frequently than for Inform games. As this collection demonstrates, in the right hands, both systems can produce spectacular results. In the main folder of this collection, you will find the Winfrotz and Wintads interpreters provided in self-extracting files. These files are called winfrotzr53.exe and wintads132.exe. Assuming that you are installing the collection onto the C: drive, you should merely have to run the two files above and accept the default settings regarding folders to install the interpreters into. The interpreters and all of their accompanying files will be deposited in the "inform games" and "tads games" folders. You can run Winfrotz and Wintads from the "run" dialogue box, from Windows Explorer, or by creating shortcuts to place in your menus or on your desktop. Instructions on how to do these things are provided in the extensive on-line help which comes with the Windows operating systems. Once you are in Winfrotz or Wintads, use them like any other Windows application. Pull-down menus will give you access to the various options. Jaws users or Windows-Eyes users can access these by using the "alt" key. Users of Jaws For Windows should set their screen echo to "all" by using the insert-s key combination while playing games. When you need to access Winfrotz or Wintads menus which are not part of the games, set the screen echo to "highlighted". Often, the help within games will tell you to press "n" or "p" to go to the next or previous topics. Instead of doing this, the arrow keys should be used since these will read out the topics you move to. The notes above may also be useful to people using other access technology. ++ Inform Games: + Ballerina102.z8 Not Just An Ordinary Ballerina: An Interactive Seasonal Shopping Emergency It's Christmas Eve, and your daughter just informed you that she wants Santa to bring her this year's impossible-to-find fad of a ballerina doll. As the parent of this child, you must help the jolly old fellow achieve this by "recovering" the doll from a rather odd shopping centre. To do this, you will face untold perils, perform acts of dubious morality, and confront a vast array of puzzles of varying complexity. The security guard must be fooled. A less than cheerful elf must be dealt with. Even Santa himself must be pressed into service. The author concedes right off the bat that this game is a victory of the puzzle over all else. The shopping centre is riddled with them. Don't even bother suspending your disbelief. It'll fall off the hook before a light on a Christmas tree can blink. While Mr. Aikin has written this game purely as an entertainment, it also has the effect of forcing the player to confront just how overly commercialised Christmas has become in this modern age. If anyone plays the game without being convinced of this, they may rest assured that nothing else will have a ghost of a chance to change their minds. This game is the latest large piece of Inform-based interactive fiction to be released. Not enough time has elapsed for it to have been reviewed in either SPAG or XYZZYnews, and I certainly haven't had time to delve very deeply into it. Not Just An Ordinary Ballerina is included in this collection primarily due to the game's excellent quality as noted by newsgroup members. Aikin's thorough beta-testing and quick release of a second version did much to persuade me that the game is free enough from bugs to be safely included. It features an absolutely unsurpassed variety of built-in help. Hints are available for all puzzles, and a walkthrough is also included. Instructions for beginners are more than adequate. The scoring system has been devised to take the seeking of help into account, so only the most stubborn and ingenious of players will be able to get the highest possible score. Puzzles range from the easy to the brain-blastingly difficult. The non-linear nature of the game means that there is no progression of difficulty for players. I found this out the hard way, and am currently stuck near the beginning of the game after around an hour and a half of serious play. As I indicated earlier, the newsgroup responded quite favorably to this very large and complex game. Especially praised were the game's excellent help system and variety of puzzles. People were quite thoroughly drawn into this game and commented extensively on loss of sleep and the like as a result. Its timely appearance was also remarked on. Coverage of this game would doubtless have been far more extensive than it has been to this point had the Interactive Fiction competition not been dominating the attention of the majority of players at the time of its release. Not Just An Ordinary Ballerina provides ample material for analysis which it is certain to receive in the future. + winter.z5 Winter Wonderland This winner of the 1999 IF competition puts you in the role of a poor young girl. It is Solstice Eve, but you cannot share in the good cheer enjoyed by other villagers. Your brother is very ill, and there is little your family can do to comfort him. Going into town to beg for a candle to put on your family's tree, you come upon a wonderful slice of luck while in the local tavern. This enables you to buy a gift for your brother. On your way home, however, the weather turns nasty. You become lost in a blizzard and find yourself in a realm of tree-sprites, dwarves, and other fanciful folk of ancient myth. Can you prevail in this mysterious place? Will you find your way home? Although the game has not yet been reviewed in SPAG or XYZZYnews, the fact that it won the 1999 IF competition beating thirty-six other games is testimony enough to its excellent craftsmanship. Newsgroup responses to Laura Knauth's winning entry have been positive for the most part. A few commented that the game lost some of its atmosphere towards the ending. I should caution players that the author has not yet released a post-competition release of this game. As a result, there may be minor bugs which she has not had time to fix prior to this collection's release. I would urge you to look on the IF-archive at: ftp.gmd.de for possible updates to this and other games in this collection. + tatctae.z8 **Time: All Things Come to an End In this gripping story, you are hurled by your experiment with temporal travel far into the future. You witness a murder, and your only means of possibly returning to the present you left seems to lie in unravelling the motives behind the murder. the portrayal of a possible future England is as vivid as it is chilling. Corporations seem to be dominant. Will time and fate catch up with you, or can you survive long enough to preserve the time-line from being used for evil ends? Andy Phillips, author of three major works of recent interactive fiction, has already earned himself a well-deserved reputation for excellent plot development and prose. On the other hand, he is also infamous for leaving players completely to their own devices. Not many clues are built into the text of the game itself. Very little built-in help is provided. He offers beginners an adequate set of instructions on how to play interactive fiction games, and that is his only act of mercy. Puzzles in the game are of a rather difficult nature, and correct solutions are not always apparent. In addition, you are cautioned to save your games often and keep multiple saved positions. In many instances, you have only a limited number of moves to accomplish various tasks. It is very easy to run out of moves and trap yourself. This game will keep its players thinking for months. Science fiction, cyberpunk and suspense fans will find much to attract them into this game. However, these fans had better be absolutely first-rate players if they plan on winning. This game received a lot of criticism in the two reviews I examined. However, despite the many bones the reviewers had to pick with Mr. Phillips, both were inexplicably drawn to the game. So was I until I came to the very end of it and saved over a crucial position. At this point, despite my curiosity about how the game ends, I would not re-play it again just to find out. Due to its difficult nature and size, the game prompted a large number of inquiries from stuck players. Like the reviewers, these players also seemed to be drawn to the game despite their complaints and its faults. Although not gratuitously gory, this game contains a lot of disturbing material including several nasty deaths for your character to experience. It also touches on the holocaust in places. + enemies.z8 **Enemies: An Interactive Psychothriller In this, Andy Phillips's most recent work of interactive fiction, you are an accountant waiting near a cinema for your date. Joanna is late. The reason for this is made known to you via your trusty cell phone. The caller informs you that he has somewhat forcibly changed your plans. You must try to out-whit a psychotic killer to save Joanna's life as well as your own. The game takes you back in time via flashbacks into your character's past as he tries to figure out who his enemies really are. Success seems to be the crux of the trouble. Your enemy plans on killing you, but wants to witness you fail to such an extent that he/she always gives you a chance to save yourself and Joanna. Will you succeed, or will you fall victim to your secret enemy? Like his other two pieces of interactive fiction, Mr. Phillips delves into the darker side of human nature. This is definitely not a game for younger and/or squeamish player. Explicit descriptions of violence and death are present, and characters in the game are anything but good role-models. Even the player's character is not free from a certain shady disposition. If the game teaches anything, it is that we should never judge a book by its cover. Puzzles in the game are often quite tricky, and Phillips has not softened with experience when it comes to providing clues. At times, an encyclopaedia may prove useful. I recommend this game for experts only. No official reviews for Enemies have appeared in either SPAG or XYZZYnews. Fortunately, the newsgroup rec.games.int-fiction shed light on how people found this game. The ending may disappoint some players. Certain items which should be immediately obvious must be searched for. Grumbles about the difficulty of puzzles and lack of clues were the most frequently expressed sentiments. Once again, however, despite this, people stuck doggedly to the game. + spring.z5 **She's Got A Thing for a Spring You receive a note from your husband to meet him at a hot spring for a romantic surprise. He wants to introduce you to one of his favourite places in a very special way. Of course, part of that "special" way is to be somewhat mysterious about it. Starting in an aspen grove in a mountainous area of North America, you have to find this hot spring. Of course, you aren't entirely left on your own, A guidebook has been provided you, and other help can be found. This includes Bob, an old and long-time resident of a small cabin in the wilderness. Bob won his creator the 1997 XYZZY award for Best Individual Non-player character. Brent Vanfossen obtained fourth place in the 1997 IF competition with this game. The post-competition review of this game praised the game's incredible scenery and noted Vanfossen's careful attention to detail in this area. It also pointed out how well-developed Bob was as an NPC or non-player character. Much of it was taken up with a recounting of said setting and Bob's abilities. Although it was not regarded as one of the most memorable competition entries, the reviewer thought it a well-polished work. Though most puzzles were judged to be fairly easy, one near the end requires a large amount of intuition and is, according to the reviewer, not very well justified by the rest of the game. I have yet to dig very deeply into this game, but have played long enough to appreciate both Bob and the scenery. The puzzles I've encountered so far seem fair enough to me. The on-line help and hints are excellent, and I can therefore recommend this game for beginners and intermediate players. Due to the game's mature subject matter, I have placed the two asterisks in front of the title to warn that parents/teachers should examine the game before allowing especially younger children to play it. + Fear.z5 **Fear: An Interactive Nightmare You awaken from a terrible nightmare to find that it has awakened with you. Your house is suddenly filled with unease and dread. The attic is too high! The kitchen is just too dark to enter! You must conquer your own home, and to do this, you must face your worst fears. Items in the house become gateways to challenges which pit you against common phobias. Can you survive this dreadful night? An entry in the 1996 Interactive Fiction competition, Fear won sixth place. It was designed to be won in under two hours as per competition rules. It features a very thorough hint system which should be more than sufficient to help even beginners solve it. Although no sexually explicit or graphically violent text is present, the dark nature of this game may be unsettling to children. I found the puzzles to be somewhat hard, and needed to use the built-in hints on several occasions. Due to this hint system, I can recommend the game for intermediate to expert players. Beginners may spoil the game by relying too much on the hints. Fear received an excellent review in SPAG, which tracks well with the general feelings on the game. Puzzles were seen to be well-made and fitted neatly into the story. They are rated as hard, but are also "refreshingly unique", according to the reviewer. Chuan-Tze Teo has masterfully crafted the unsettling atmosphere of the game, and the ending does not entirely dispel this. + jigsaw.z8 Jigsaw: An Interactive History In Jigsaw, you start out at the dawn of the twenty-first century. It is New Year's Eve, 1999. You have been invited to the party at Century Park. There, you are attracted to a complete stranger, who vanishes into the crowds. He/she leaves behind a piece to a jigsaw puzzle. This turns out to be the doorway to a key moment in the past. The stranger, named Black, is trying to alter history to better our future. To save the future, you must save the past. Your journey will take you to the start of the first world war, the sinking of the Titanic, the first powered flight, and many more key events in the twentieth century. Can you save history as you know it? Is it right that you do so? Graham Nelson's second major work of interactive fiction is an absolute masterpiece. As well as offering its players vivid portraits of history with breath-taking attention to details, Jigsaw invites us to explore several moral issues. It is also the only game I've come across which goes out of its way to be completely gender-neutral. This game requires some knowledge of historical events, but its puzzles are logical and fair for the most part. The built-in help and documentation is quite extensive and well written. However, no hints are provided for stuck players. For those interested, footnotes are provided to each segment of the game, which give historical information for the different events. They make for fascinating reading. Note that you must access these from within the help menu. The footnote command seems not to work properly. Players with some degree of experience with interactive fiction should be able to win this game without unreasonable frustration. Reviews of Jigsaw are all overwhelmingly positive, as is the general reaction to the game. Reviewers thought some puzzles to be quite hard, and warn that novices might have some trouble. A great many newsgroup articles were generated in a controversy over whether Black's gender was male or female. In an excellent article in XYZZYnews found in this collection, Nelson makes it quite clear that players are to project their own preferences on this. No other game outside of Infocom's commercial interactive fiction has been so universally praised for so many of its aspects. This collection does not rank games from best to worst. Were it to do so, Jigsaw would definitely be in the top three. It took me two years to win the game, and I enjoyed almost every minute of playing it. + theatre.z5 **Theatre: An Interactive Night of Horror In Theatre, you are a real-estate agent trying to sell an old theatre. During your previous visit, you accidentally left your pager in the basement. You retrieve your pager and start to leave, only to discover that your car has been stolen, and a vicious thug blocks your exit. Your only course of action is to travel through the theatre and uncover its dark past while surviving its supernatural dangers and other obstacles. The past is made clear in the pages of the journal of a young architect who worked on the theatre, and fell in love with the witch you must ultimately destroy. This game is especially good for beginners, as hints for puzzles are available, and it comes with instructions and even a short story. Brendon Wyber has done an excellent job of designing this puzzle-filled game. Even experienced players should find this game entertaining, if not especially challenging. For older beginners, I usually recommend this game as a starting point unless they object to horror. Reviews of Theatre all stated that Theatre was a good game for beginners, and that it was worth-while to try. However, each review also found areas to take issue with. The writing was seen as somewhat uneven. In particular, the ending disappointed all of the reviewers. I also found it a bit forced. However, I never had a problem with the writing style. I was too absorbed in actually playing the game to care very much. Over around two weeks, I played the game incessantly enough to have doubtless lost marks in my university classes. Winning proved very satisfying indeed. + Delusns.z5 Delusions: An Interactive Self-discovery In Delusions, you play the role of a virtual reality tester. Your job is to explore the limitations of the virtual reality worlds created by your fellow project members. that is, until something goes horribly wrong. A kind of virtual reality virus has been implanted into the system, and it traps you in a simulation of your own world. Its purpose is to make you aware of just how fragile reality actually is. You must find a way to escape its reality and return safely to your own. While attempting to do this, you find that what you perceive as reality is less than accurate, and that even you might not be who or what you think. The game contains extensive hints and help. The high-tech nature of this game may discourage some who are less computer-literate, but people who stick with this game will learn a lot about how modern graphical systems work, and enjoy a very thought-provoking game. Due to the extensive help available, I can recommend this game for intermediate to expert players. This game received fairly good reviews. The main complaints were about the games unoriginal plot and overly philosophical nature. There was too much text to wade through for them in places, as the author concentrated on plot rather than puzzles. Although it was generally agreed that the puzzles served the plot well and were not plunked in at random, they are seen as relatively lacking in originality. They are also sometimes rather hard to figure out without resorting to hints. One reviewer commented that one could choose to ignore the thought-provoking parts of the game and simply proceed to the next puzzle. Being interest in philosophical matters, I could certainly not do this. I thoroughly enjoyed this scrutiny of what we perceive to be reality. It took me around four months to win the game due to my stubbornness about not looking at hints. Delusions won third prize in the 1996 IF competition. + spirit.z5 Spiritwrak: An Interactive Fantasy In Spiritwrak, you are sent out into a world which has turned away from magic. As a monk in an order devoted to maintaining magic and the balance of things, you must journey throughout the land of Quendor and recover the four pieces of an ancient rod. This rod was broken by an evil demon who has now been loosed upon the world. Using various spells and your wits, you must recover the rod and thwart the demon. This game takes place in the Great Underground Empire, a universe designed by Infocom. The author has made a marvellous addition to this universe, and has more than equalled any game in Infocom's Enchanter trilogy. Experience with the above mentioned games will add to the enjoyment of this game, but is by no means necessary. This game provides nothing in the way of on- line help, but the file spirit.txt contains adequate documentation. Puzzles in the game are logical, and a lot of useful information is scattered about in the game for players. I rate this game as being of an intermediate level of difficulty. Experts will find puzzles to challenge them, but even beginners should find this game quite enjoyable and ultimately winnable with some effort. Dan Yu's ambitious effort to add to the Zork universe initially disappointed its solitary reviewer. However, this disappointment was short-lived. Although the reviewer points out a number of flaws, the game's detailed and non-linear nature overbalances them. Puzzles were seen as fair and logical for the most part. Newsgroup postings regarding this game mostly concerned the seeking of help in solving puzzles, and the differences between the first and second release. Therefore, it was hard to get an accurate sense of how the game was received. The number of repeat hint-seekers would suggest that the game had more than enough staying power to keep frustrated players hooked. It certainly kept me at it for months. I found it a neat and fitting addition to the Zork and Enchanter trilogies. + sherbet.z5 The Meteor, the Stone and a Long Glass of Sherbet The Meteor, the Stone and a Long Glass of Sherbet puts you in the role of ambassador of a small but influential city-state. You have been sent to the powerful but ill-guided Northlands Empire, a traditional and authoritarian power. You must investigate developments in the empire concerning rumours of the re-discovery of magic. Should the Northlands empire be the only power to have knowledge of this art, the balance of power would shift entirely in its favour. Can you learn the secrets of the Northlands empire and escape to tell them? This game is extremely well-written, full of rich description and details, combined with a good dose of humour. Context-sensitive hints are provided, as well as extensive background and instructions. Because of this help system, this game should be suitable for all players, despite the obscure solutions to some puzzles. Reviewers of this 1996 IF competition winner are all impressed with this game's many merits. They cite excellent writing and attention to detail. One common complaint was that the game seems to promise political intrigue, but delivers a dungeon crawl instead. Players should be ready for a couple of "guess the verb" situations, and a couple of obscure puzzles. All of the reviewers remarked that it would have been impossible to win the game in under two hours as per competition rules without resorting to the built-in hints. + bear.z5 A Bear's Night Out: An Interactive Children's Story In A Bear's Night Out, You play the role of a cute and cuddly teddy bear, who suddenly finds himself awake and aware, ready for an adventure. You must bravely explore the house that David, your owner, lives in. During your travels, you discover that a teddy bear picnic is going to take place. Can you find a way to get David to take you there? This game has been specifically written for young children, but people of all ages can appreciate the excellent writing and careful attention to details which has gone into it. Answers to many of the puzzles are not immediately obvious, but all puzzles are fair and logical, and hints are available in the help menu. With a small bit of help from kind folks who are older and hopefully wiser, children should thoroughly enjoy this warm and friendly game. I recommend this game for novices to intermediate players. Experts will still doubtless appreciate the craftsmanship this game exhibits, but may be disappointed with the mostly easy puzzles. Mr. Dyte drew high praise from reviewers who applauded the excellent way in which the physical limitations of being a teddy bear were taken into account. This was true both in game restrictions and in descriptive text. He struck a good balance between "realism" and game playability. Some justifications for particular game sub-plots and elements may have improved the game's reception. However, A Bear's Night Out is widely regarded as one of the finer works of interactive fiction to have resulted from the interactive fiction competition. + minster.z5 Christminster: An Interactive Conspiracy Your brother's urgent telegram has brought you to the town of Christminster Abbey, where things are not as they should be. A conspiracy is afoot inside the halls of Biblioll College, and it turns out that your brother is somehow involved. Is he in danger? You must gain entry to the college and unravel the conspiracy to aid your brother. The town and university are full of interesting characters, and places are richly described. This is one of the few games in which the player character is distinctly female. The documentation is quite good, and hints are available for desperate players. Characters are quite well-crafted. I recommend this game for intermediate to expert players. While Mr. Rees earned general praise from the XYZZYnews review of Christminster, the reviewer found that some puzzles were quite difficult to solve. The element attracting the most notice, however, was the excellent non-player characters which Christabel encounters. Edward in particular was noted for his sensitive and life-like qualities. Rees's handling of the feminine gender of the protagonist was also noted. + sofar.z8 So Far: An Interactive Catharsis In So Far, you start in a theatre observing a play. This play mirrors your life in some respects, as it deals with a lover's betrayal. It seems your wife is having an affair. A strange breeze eventually lures you into the heart of a shadow buried inside an abandoned room within the theatre. You must journey to four strange worlds, and beyond them into other strange areas in a quest to solve their mysteries and return home to find and possibly forgive your wife. Shadows become doorways, taking you to increasingly bizarre places. This game is one of the strangest of those in this collection. It has often been compared to the popular graphical game called Myst. The worlds you will travel through various shadows to reach range in nature from the ancient to the bizarrely modern. The plot seems barely held together by various performances that must be seen. Many of the puzzles are fairly tricky. This game is for the expert player only. In 1996, So Far received the XYZZYnews awards for best game, best writing, and best puzzle. The reviewer for SPAG praised So Far at length for its originality and non-conventional nature. The writing also impressed the reviewer greatly. So Far has frequently been compared to the graphical game called Myst due to its disjointed nature. It generated a very high volume of newsgroup traffic as people struggled with the many puzzles and elements. This was especially the case before a set of hints became available on the Internet, and a walkthrough was at last released. Players will be happy to learn that the walkthrough is present in this collection. The invisiclues written by Lucian Smith are available on-line at: http://www.bioc.rice.edu/~lpsmith/IF/sofar.html These hints are posted in a manner which prevents their being added to this collection. + curses.z5 Curses: An Interactive Diversion In Curses, the first interactive fiction game written by the legendary Graham Nelson, you are trying to avoid the chores of packing for your Paris vacation by looking for an old map in your attic. You've got to be careful not to make too much noise, or you'll have to help out with the packing. Through your family's long history, it has seemingly been cursed with the inability to completely succeed at anything. During your search, you are distracted by the mystery of this curse. Attempting to solve it will take you to many places and times. You'll also have to enlist the reluctant aid of your not so favourite aunt. Can you rid yourself and family of this ancient curse? This game is one of the most disjointed I've ever come across. The puzzles themselves are also fairly difficult. Apparently, built-in hints of some kind exist. The author provides a very good set of general play instructions. There are at least two fairly substantial mazes in this game, and one of them requires you to direct a robot mouse through it. This can prove quite difficult. Because of these difficulties, I recommend this game for intermediate to expert players. I strongly recommend against starting with this game if you've never played interactive fiction before. Reviewers in XYZZYnews and SPAG praised Curses for its excellent parser and highly literary nature. It should be noted that curses came out at a time when there was nothing else other than Infocom's games which even approached its high quality. This was the first debut of Graham nelson's Inform language based on the Infocom Zcode. Puzzles range from easy to devilishly hard. It inspired many authors to write their own high-quality games, and did much to make this collection possible. + claw.z5 Wearing the Claw In Wearing the Claw, you assume the role of a peasant chosen by your lord to save your village. An evil wizard has placed a curse on your village which is slowly changing its residents into animals. This curse has also affected you, and the farther you go astray, the worse its effects become. To save yourself and your village requires astute perception and resourcefulness of wit. The end of the journey will be quite a surprise. Yet another competition entry in 1996, this game is excellent if somewhat short. It is designed to be winnable in under two hours as per competition rules, and can be won in this time limit with the use of its built-in hints. Players may notice some parser limitations in terms of what the game understands. Descriptions are excellent, and characters are lively if limited. I rate this game as suitable for all players, especially younger ones. Experts may find the puzzles too easy. Two reviews of this game appeared in SPAG over the years. One of these judged Wearing the Claw as a middle-of-the-road game. Though it applauded the author's experimentation with breaking with the traditional scoring system, the review criticised its linearity. It also praised the author's building puzzles on previous challenges. The other review thought more highly of the game. Its harshest criticism was that the game was too short. Based on a later version, there were doubtless fewer glaring flaws than the first reviewer faced. This game did not spark much on the newsgroup other than a debate on scoreless interactive fiction. Built-in hints and a lack of truly diabolical puzzles enabled most to win without resorting to asking for help on-line. It placed eighth overall in the 1996 competition. + tangle.z5 Spider and Web In Spider and Web, You are an agent who has had the misfortune to be captured by the enemy. They are trying to interrogate you to find out how you managed to infiltrate their supposedly secure top-secret installation. Your interrogator uses a technique based on reconstructing your memories of what happened and comparing the results with known facts. You, the player, must not only discover what actually did happen, but how to escape your interrogator and complete your vital mission. This game is not recommended for beginners, as it is very possible to make fatal mistakes. It also makes heavy use of technical devices like those in spy novels. Players who enjoy spy novels will have a distinct edge when playing this adventure. Only a few general notes are offered as on-line help. Stranded players are forced to ask other players for hints, or resort directly to the walkthrough. I rate this game as expert level in terms of difficulty. Both reviews of Spider and Web highly praised Mr. Plotkin's game as highly innovative. Plotkin has earned a reputation for producing non-conventional games, So Far being a case in point. Several well-placed plot twists combined with excellent prose and game mechanics have thoroughly impressed both reviewers. Without giving too much away, I'll simply warn players to expect a sudden and drastic shift in game play. Also, the motif of good versus evil does not hold up throughout the game. The complex nature of the game generated many pleas for help and comments in the newsgroup. The non-conventional nature of the game drew both praise and curses from players as discussion progressed. + edifice.z5 The Edifice The forest has changed. An edifice now dominates your here-to-fore simple existence. Its purpose is an enigma. Towering above you, it intrigues and terrifies. Will it offer opportunities, or do dangers reside within it? Through exploring the edifice, you embark on a quest for civilisation. Each level holds another discovery on the road to wisdom, but does wisdom have a price higher than its worth? This winner of the 1997 IF competition is an insightful allegorical exploration of the process of civilisation. It contains excellent on-line help including hints and manual. Its puzzles are logical, but not always easy. The language puzzle in the game has been given the XYZZYnews Best Puzzle award. No specific knowledge is required to play this game effectively. Due to some of its harder puzzles, this game is rated at an intermediate level of difficulty. The first review of Edifice called the game the most intriguing entry in the 1997 competition in conceptual terms. However, it also went on to point out a number of design flaws. The hint system, though innovative, did not keep pace with the player well. Also, solutions to puzzles were somewhat arbitrary in nature. Writing was adequate, but not otherwise noteworthy. The next reviewer praised the writing. Especially note-worthy was the way that the prose became more complex as the player character's knowledge increased. Puzzle implementation was excellent, particularly regarding the language puzzle. The scoring system, however, was originally flawed, and this was the game's only shortcoming. I found the game quite interesting, but also had trouble with the scoring system. It took a couple of days to go through. The release included in this collection is a later one than what the reviewers and I played. Bugs we encountered will likely have been eliminated. + erden.z8 Travels in the Land of Erden Hoping to find adventure, you journey to the fabled lands of Erden. Rumours of a dragon and a valuable jewel have brought you here. a little probing will reveal that the dragon has been taken care of prior to your arrival. However, there is still the elusive jewel to be uncovered. From the grandeur of Erden's palace and mountain ranges to the humble shops and schools of the common people, to more mysterious places, your explorations will be rich in diversity and challenge. This game is extremely well-written and exceptional in its open-ended nature. The author has made a determined and largely successful effort to make her game as forgiving as possible. it is hard to reach a state from which the game is hopelessly lost. Due to this nature, and the adequate on-line help provided, this game is rated at a beginner's level of difficulty. The setting drew universal praise for its excellent atmospheric writing. Descriptions were reviewed as vivid and impressive. However, plot and story were not seen as so well integrated. Puzzles were clever but not particularly special. The game attracted more attention off-line and out of the public eye than it did on the newsgroup. Other than some calls for help, not much discussion resulted from it. The second release of the game included in this collection was the best testament to the game's high quality. Many players reported bugs and offered suggestions to the author resulting in the vastly improved version. I have yet to win this game, but have often been drawn into its sprawling environs. Despite being a competition entry, the author did not write the game as such. Therefore, the two-hour rule doesn't really apply to this game. + zdungeon.z5 Zork: This is the original version of Zork, before it was altered and split into the Zork Trilogy which is more widely known. As with all games written by the authors of Infocom, the prose and attention to detail are of the highest calibre. This is a direct port into Inform from the version written in MDL back in 1981. The parser is noticeably lacking in power when compared to Infocom's other works. However, the game is exceptionally large and combines elements from all three Zork games, plus a few more puzzles. On-line instructions are provided, as well as some other information. A complete solution is available should you become stuck. Due perhaps largely to its longevity, this game has not been reviewed in either SPAG or XYZZYnews. It has also not been the subject of much discussion on the newsgroup. It is included in this collection largely for historical reasons. + loose.z5 Mother Loose: An Interactive Nursery Rhyme You are a seven-year-old girl on her way home from school. It hasn't been a very good day so far, and it is about to get very strange. All is not well in the land of Mother Loose. Humpty Dumpty is about to have a great fall, and is in need of rescue. Also, Mother Loose seems to have disappeared. It is up to you to set things right. Along the way, you'll meet several of the land's other inhabitants, including a wolf that isn't quite the big bad chap he's made out to be. The prose in this game is very well-written. Character development is quite excellent, and youngsters will enjoy talking to them about various things. There are many puzzles which have multiple solutions, but there is a way to ultimately win without getting into mischief. Excellent on-line help and hints are provided, and there is plenty of background information. This game is suitable for beginner to intermediate players. Experts may find it somewhat lacking in hard puzzles, as it was designed mainly for younger players or the young at heart. The reviews of this game were quite good, praising its whit, sensitivity, and well-crafted environment. It is mainly suitable for younger players, with the exception of a few puzzles which they would likely find hard. One criticism of the writing was that bad deeds did not have long-term effects on characters as they should have. Some of the author's witty retorts to naughty deeds may also be above the comprehension of younger players. I found the game to be well-made, and those same elements which would make it a bit harder for youngsters made it more enjoyable for myself. The way in which the characters were used to teach morals was also quite interesting. Not much general discussion on this game could be found on-line. This is probably due to the fact that most youngsters aren't participating on newsgroups, and probably haven't even heard of interactive fiction. + photopia.z5 **Photopia This winner of the 1998 IF competition is Adam Cadre's second piece of short interactive fiction. It propels you into the lives of several apparently unconnected people. As events unfold, you learn that all of the various people you play are actually bound together by destiny. Actual events merge with the dreamscapes of a bright young woman just coming into adulthood and leaving her childhood behind. The effect is quite unique and profound. This game is not particularly suitable for young children, as it deals with mature subjects and has some rough language. Parents may find it especially interesting since one of the main issues dealt with is that of parenting. Those in search of puzzles may find this game somewhat lacking, as it is heavily built around characters and story. Players of any level should be able to complete the game, which has an excellent hint system. Reviewers all noted that Photopia was severely lacking in both choices and puzzles. One review went so far as to call it a victory of the narrative over the crossword in reference to Graham Nelson's widely shared view of interactive fiction. All reviews indicated that the reviewers felt more like passengers than drivers of the story. The newsgroups were flooded with articles about the merits and problems of linear and puzzleless interactive fiction. While it was generally agreed that the work was powerful in delivering its message, it disappointed many looking for more control over outcomes. I certainly found the story and especially its ending to be rather hard-hitting. As with others, I didn't understand how things all fit together until the very end. + The Zork Trilogy These three famous games were the first to be released by Infocom. They were the first to have the ability to understand sentences instead of merely two-word commands. Descriptions of all three games can be found below: Zork1.dat Zork I: The Great Underground Empire In Zork I: The Great Underground Empire, you are a bold adventurer who must gain entrance into the ruins of an ancient civilization and discover its treasures. A simple house in a woods hides the entrance within its walls, and also serves as a depository for any treasures you might be clever enough to find. From this deceptively mundane beginning, players journey into a world of rocky canyons, an underground river, a room from Atlantis, the land of Hades, into a forgotten temple, and across a solidified rainbow, and so much more. Your opponent in this first game is a cunning thief. He may appear at any time, to snatch a treasure or two, some of which are needed to solve other puzzles in the game. Until most of the game is solved, you must try to keep your distance, avoiding confrontation. Then, long after he has driven you insane, and after you have made use of his talents, the tables are turned. You must hunt him down in his lair, deep within a maze. There, you will enter into a duel to the death. When playing, keep in mind that all of the puzzles in this game have logical solutions, even the seemingly random fights with the troll and the thief. The other fantastic monsters, including the vampire and the Cyclops, also have logical solutions to defeating them. Although none of the games in the Zork trilogy offer built-in help or hints, these are made available in external files which have .hnt extensions. Documentation files are also available which have .doc extensions. While some puzzles are a bit obscure, I can recommend this game to all players with only slight reservations for novices. Zork II: The Wizard of Frobozz begins where its prequel left off. You start in the barrow, with the familiar sword and lantern resting by you. Taking up these adventurer's tools, you enter a second part of the underground empire. During your stay, you will visit caverns, a garden, a bank, and a land right out of "Alice In Wonderland". You will command a robot, open a seemingly impossibly fortified door, rescue a princess, fly into the heart of an ancient volcano, and much more. Your rival in this game is the wizard of Frobozz. Although prone to the occasional fumble, this meddlesome mage has some truly diabolical spells. The effects of some spells are quite amusing, if frustrating. While I played the game, I felt that almost anything was possible. The sense of being beyond reality is incredible. This time, logic doesn't have as firm a grip on things. My advice in most games is to stick to logic. Only when all else fails should you try anything out of the ordinary. In this game, however, this approach won't work. Try anything at all, no matter how ridiculous it seems. Anything is better than being reduced to the shame of looking at the solution, except, of course, being stuck at a hopeless point for all eternity. You may notice that this game seems to flow a bit smoother than the first one. Things seem less rugged, at least, to me. The world seems a bit smaller, if not more understandable. Unless you are really good at creative thinking, you may find Zork II exceedingly hard. Despite this, you should still enjoy the scenery. It is even better described than the scenery of the first game. For information concerning documentation and hints, see the description for Zork I: The Great Underground Empire. Due to the more intuitive rather than logical nature of the game, I must rate this game at an intermediate level of difficulty. I would still urge novices to explore the masterfully crafted environment. You can prevail with a bit of patience. The last part of the journey through Zork, subtitled The Dungeon Master, is the smoothest, best written of the three. While there are none of those bothersome mazes to worry about, there is something even worse. It is called the royal puzzle, and it lives up to its name. It is very hard to fix things if you make a mistake. It took me days to solve that thing. Each wall you push will effect others. The object is to get the ladder under the hole. I strongly recommend saving the game before starting this puzzle. Aside from the royal puzzle, I found the rest of the game to be spectacular. The descriptions and plot are marvelous, as is the final conclusion. Once again, Infocom presents a game which seems to take the player to the ends of the universe. From the bottom of the endless stairs, you travel to an underground lake, across an aqueduct, through a royal museum, and through time itself. All the while, the dungeon master tests you in his many guises. You meet face-to-face, after trials of all sorts, near a fiery inferno. Besides having the greatest scope, this game seems to be the most logically laid out. For the most part, navigation is fairly easy. The only possible exception to this is the land of shadows. That place can get a bit confusing. Perhaps, this logical organization is what makes the game seem smaller than it is. Like the other two games in the Zork trilogy, I found it difficult to rate this game. I'll put it to you this way: If you can handle the other two Zork games, you should be able to manage the final chapter in this saga. Intermediate to expert players should find this game quite challenging. See the description for Zork I: the Great Underground Empire for information concerning documentation and hints. Although the Zork trilogy is still given its due as historically important, it has suffered from neglect and comparison to what has come after it. Essentially a collection of puzzles and treasure-hunts, Zork is now seen as a fun sort of right of passage for players. Though often used as a measuring stick to compare other games, it is hard to find much conversation strictly about the three games discussed above. I very much enjoyed all three of these games, and will doubtless revisit them in the future many times. + Heist.z8 **Heist: The Crime of the Century Your uncle has just passed away. As the game opens, you, his favorite niece, find yourself at his funeral. Standing in thought after the coffin is lowered, you are approached by a stranger. He gives you an envelope containing a message from your uncle. It tells you that if you can complete the crime he started, a fortune awaits you. Your wits and skill as a newly made criminal will be put to the ultimate test as you follow in your uncle's footsteps. Old photographs, when placed in a frame within your uncle's apartment, become gateways to sections of this great test of cunning. Can you pull off the crime of the century? Is it right that you should? Was your uncle as immoral as he was made out to be? Find out if you can. Once again, Andy Phillips presents players with a mind-numbing and involved masterpiece of plot and puzzle. As was true with his other large pieces in this collection, he is absolutely without pity for the stumped player. Hints are not available, and textual clues within the game are hard to find. The story takes you to the darker side of humanity, as you must commit shady and devious acts to recover the six photographs from their hiding places. A couple of puzzles are especially difficult for blind players. These include a puzzle where you must turn on and off lights within a virtual digital watch, and a puzzle where a jewel must be forged so that you can keep the real one. Due to the values and nature of the game, I cannot recommend it for younger children. I must also recommend this game to the attention of expert players only. Surprisingly, this rather large and complicated work of interactive fiction has not driven anyone to review it for either SPAG or XYZZYnews. It certainly provides all elements which usually conspire to bring both praise and wrath on its creator. There are puzzles which many would consider unfair, shady morality, and other usually more than adequate catalysts. Newsgroup discussion of this game focused on the motivation of the player character to solve puzzles, and griped that Phillips hadn't provided enough prior motivation for the puzzles in this game. Of all the current authors of interactive fiction, Mr. Phillips has suffered the most from continued complaints on aspects of his works. Despite this, players including myself continue to return to his creations. I had to resort to a geology student, a cunning and devious acquaintance, and the solution more times than I would care to admit in order to finally win. Despite this, I found it a satisfying experience. + zorktuu.z5 Zork: The Undiscovered Underground In this prequel to the graphical Grand Inquisitor put out by Activision, you must explore a section of the great underground empire for the grand inquisitor. Armed only with a cheap plastic replica of the famous elvish sword, and a lamp of questionable reliability, you must tread the ancient caverns. As you enter, the tunnel is sealed behind you. Will you ever see the light of day again? Or, has the inquisitor sent you to your doom? Although written by one of the original authors of the Zork trilogy, this game lacks the depth found in most Zork games. It is one of the better short pieces of interactive fiction. However, when it was released, it provoked disappointment from its players due to its shortness and the degree to which it was promoted prior to completion. When played on its own, it stands up well to other works of comparable length. However, veterans of Zork may feel somewhat cheated by this game. No help is provided except that built into the text of the game itself. The puzzles are fairly easy for the most part, and enough humor and historical commentary is present to make this amusing to fans of Infocom and interactive fiction. I recommend this game to beginners and intermediate players. The review of this game was surprisingly light in criticism. Despite the reviewer's disappointment with the length of the game, credit was given for good writing and puzzles. As a teaser for Zork: Grand Inquisitor, the reviewer didn't think it worked as well as it might have. Newsgroup discussion centered mostly around helping stuck players out of the harder spots of the game. Lack of length was lamented by many, as well as disappointment with the game's ending. Puzzles, on the other hand, were generally appreciated as fair and well-made. + tapestry.z5 **Tapestry: An Interactive Destiny: In Tapestry, you play Timothy Hunter, a man who has just died in a car accident. You find the afterlife to be rather devoid of substance, until a figure appears and offers you a chance to change your past. If you do this, others must pay the price. Where do you fit into the tapestry of fate? Take care, for once you have chosen your path, you must follow it to its end. This interactive story has three completely separate paths to follow which lead to three different endings. Timothy can simply change the past to try and rectify some of the mistakes he made. Alternatively, he can re-play history and examine his decisions from a different perspective in order to better understand his guilt. Finally, he may simply leave things as they are and accept the consequences of his previous choices. Although puzzles in this game are rather limited, they are well-placed. The game concentrates on story rather than challenge. It has a context-sensitive hint system, and has excellent instructions for new players. Because of its more philosophical nature, I recommend this game to players who enjoy thought-provoking ideas rather than logic puzzles. In terms of difficulty, however, all players should be able to complete any or all of the paths. Tapestry won second place in the 1996 competition. It also picked up the Best Story award in the first XYZZY awards. One reviewer thought the game was well-polished, but lacked interactivity. Another thought that there was clearly one correct path to take in the author's mind. Despite his philosophical objections, he still acknowledged the game to be well-written. I found it somewhat limiting, but philosophically engaging on the whole. It took around two and a half hours for me to go through, but I thought for days afterwards about the game's content and message. + Windhal1.z8 The Path to Fortune Journey to a fantasy world and become Erin, a young apprentice to a dwarven blacksmith. The town of Windhall is in serious financial trouble. A hero is needed to recover the treasure hoard of a dragon. You are chosen to become that hero, and must learn to live up to your new role. With the help from other residents of the town, you must prepare for and meet many challenges. There are many non-player characters in this game which must be interacted with. They are all very well developed, unlike in a lot of other interactive fiction. This game is largely based on learning what motivates these characters. The descriptions in Path to fortune are enchantingly detailed, and the game is full of good humour. Registration entitles players to help in solving the game's many puzzles, some of which are a bit difficult. One thing which might frustrate some players is that the game keeps track of the time of day In Windhall, and certain things only happen at specific times. Although excellent instructions on how to play are provided, no hints are offered. Some of the puzzles are also less than fair. Due to these difficulties, I am forced to recommend this game to expert players, although even novices will find the characters and story to be amusing. Although a shareware game, registration is not necessary in order to win it. It is rumoured that the authors are no longer supporting their product. A solution file is provided in this collection for stranded players. Although highly praised for development of atmosphere and characters, the review of The Path to Fortune was annoyed by a number of its puzzles. Overall, these were judged to be tough but fair. However, the reviewer cited three instances where they were manifestly unfair or annoying. Though acknowledging that the time-of-day elements of the game added realism to it, the reviewer found them to be too constraining since all of the game's non-player characters had necessary information and skills needed to succeed. Re-visiting them time after time quickly became a chore rather than a pleasure. A lot of players were stuck frequently when trying to win this game. Postings with hints and spoilers were concentrated primarily after the game's release. Interest in this game seemed to dissipate over time despite the author's continued development of it. + weather.z5 A Change in the Weather This competition entry earned high praise for atmosphere and depth unusual for a game of its size. Andrew Plotkin, author of So Far, shows he can handle short stories with the same flare as full-length epics. Growing restless at a picnic, you wander away from your friends to explore the area. You soon begin to notice the wondrous effects on your natural surroundings which the weather can have. It changes the very nature of one's experience of it. The player will soon discover that this is not always for the best. The weather can be a powerful adversary. Was it so wise to go off exploring on your own? Do you have the whit and timing to survive? This game was judged the best Inform game in the 1995 interactive fiction competition. I found this game to be intriguing, but have not yet managed to win it. There are a lot of time-critical elements which keep thwarting me. The vivid atmosphere of the game continually draws me back into the game after my frustration abates. Several releases of the game appeared as the author altered it and fixed bugs. Gareth Rees, author of Christminster, reviewed this game just after the competition was over. Overall, he found it excellent but very frustrating due to time-critical elements. In particular, he praised the writing, the changes of scenery and the interaction of puzzle elements. Mr. Rees cautioned that it was quite easy to become stuck in the game, and that winning it involved continuously going back to saved positions and trying different things. The newsgroup still occasionally receives pleas for hints from stranded players despite the availability of a solution. Overall, players found the game to be quite frustrating. Some felt that the time-driven elements were artificial and unnecessary. + anchor.z8 **Anchorhead: An Interactive Gothic Horror Having only recently married, you suddenly find yourself leaving behind everything you have known to move to your husband's family property in Anchorhead. This coastal town is a fairly gloomy place, and you quickly discover that sinister forces are at work in your husband's life. Your husband is quickly being drawn into something, and your very life depends on unravelling the mystery surrounding his family. This game won the 1998 XYZZY Award for best setting, and was nominated for several others. Michael Gentry has produced a masterpiece of horror which is apparently quite faithful to Lovecraft's writings. Reviews of Anchorhead described it as a masterpiece of horror. Writing was very well-done, and avoided many of the pit-falls commonly found in such games. Timing and pacing were excellent, and the game's player-friendly nature also drew favourable comment. Newsgroup conversation on this game was mainly about getting help solving the quite numerous puzzles in the game. However, Anchorhead managed to provoke a fairly extensive discussion on Lovecraftian horror and interactive fiction. It was also compared favourably to Sierra's Phantasmagoria. Anchorhead offered its players more plot and freedom of action than did its graphical predecessor. Some players also felt that the ending was particularly sexist. The reaction of the Audyssey community to this game was particularly split and profound. Never has a game sparked such controversy in Audyssey. The vividly horrific and perverse circumstances the game goes into make it absolutely unsuitable for younger players. The game deals with such subjects as rape, incest, and cruelty to children. In defence of the game, it does this with the intention of staying true to Lovecraft's style and subject matter. Clearly, the author does not condone these perversions. In my own judgement, as well as most active members of the rec.games.int-fiction newsgroup, the game is not spoiled by these elements and is a worth-while effort on the part of its author. + jewel.z5 The Jewel of Knowledge: An Interactive Fantasy You and two other companions have journeyed into the bowels of the world in search of the fabled jewel of knowledge. The druids have need of its powers to help solve the problems of society. You have agreed to go on this quest purely for personal gain, and plan to recover the jewel for yourself. Your brave companions, a thief and healer, fall prey to the dangers of the underground expedition, leaving you to face your fears and your darker side on your own. With the legacy of their tools and wisdom, will you be able to defeat the three dragons guarding the jewel? Although the playing area is fairly confined, it is thoroughly packed with innovative puzzles. The author provides adequate on-line help, but does not offer built-in hints. Stranded players will be forced to resort to the solution included in this collection. I have found this game to be fairly intriguing, and plan on winning it eventually. I got fairly far in the game, but ignored the author's recommendation to save often and got the game into a hopeless state. I advise players to think very carefully before taking destructive or drastic actions. Reviewers and newsgroup participants reacted to this game quite analytically. One reviewer thought that the author developed the player character well, but over-worked the moralistic aspects of the story to the point of detracting from the ending's novelty. Players needed a lot of help from each other solving the game's many puzzles. Players of the old school were pleased with the game's puzzle-filled nature, and this sentiment was often expressed. The ending of Jewel of Knowledge also provoked an extensive exchange of opinions. Some felt that it was too heavy-handed and not well-supported by the game's overall universe. Others came to the author's defence citing portions of the game which supported the ending. + gumshoe.z5 **Gumshoe: An Interactive Investigation You are a private investigator whose luck seems to have completely run dry. The rent is due, your secretary hasn't been paid in weeks, and then, a distraught woman shows up with a case which might just save your business from collapse. Although criticised for its unoriginal plot, this detective game is roundly praised for extensive character development. It features several non-player characters who are completely mobile and very well-designed. All of these characters have their own motives, and will try and help or hinder you from solving the case. Gumshoe features many turn-based events which occur after a given number of moves. Also, the characters are all actively moving about the game's areas. This can make for excellent re-play value, but beginners may find this somewhat frustrating. Although the game has excellent instructions, no hints are provided for stuck players. Because of the event-driven nature of the game, I can only recommend Gumshoe to intermediate or expert players. Reviewers sharply disagree on the merits of this short game. One of them enjoyed it thoroughly, and praised the characters and puzzles for being well-developed. The other thought that the characters were almost all too shallow, and thought most of the puzzles were far too simple. While both reviewers agreed that the plot was nothing too original or new, they differed again on the quality of writing. One saw the game as lacking in all the double-crosses, hidden motives, and dark deeds which make detective fiction great. The other found that the author had tried to pack too much into a short game, and wanted more at the ending. The newsgroup reacted favourably to the technical aspects of the game, and many requests for help were posted. Most of these were the result of players trying to cope with timed elements in the game. Mike Oliphant has clearly demonstrated his technical skill with the game. The wandering non-player characters impressed many players with their constant motion and good development. However, he failed on the whole when it came to plot and story. Most players, including both reviewers, came up with criticisms there. Due to the somewhat seedy nature of the game, I must warn of its possible unsuitability for younger children in particular. + vgame.z8 **Varicella In this courtly intrigue, Adam Cadre puts the player in the role of Primo Varicella; A low-ranking palace minister bent on taking advantage of the sudden demise of the king to seize power. You have come up with a flawless plan to do this, but it requires immediate action. You are completely un-hindered by moral constraints of any kind, and will resort even to murder to gain power. Of course, this is equally true of your rivals who seek the regency. They are all equally immoral. Cadre has included many special features in this, his third and largest work of interactive fiction. These include the ability to look into rooms without entering them, and the ability to converse with other characters in three different tones. A lot of elements in the game are timed in the sense that they will happen after a given number of moves. Characters will actively pursue their own ajendas, and players will likely have to re-play the game several times in order to find the critical path needed to win. As a result, I cannot recommend the game to beginners despite the adequate help provided. A solution is available for stumped players, but no built-in hints are provided within the game. The review of this game was more impressed with the sheer amount of evil to be found in Varicella than with the technical features. All of Varicella's rivals are absolutely without redemption. While this may allow the player to go along with disposing of these wicked people, the player must still recognise that the character he/she plays is equally villainous. Non-player characters are judged to be poorly developed with only a few exceptions. They are somewhat predictable and un-surprising. The writing was judged to be some of the best ever found in interactive fiction. As the 1999 XYZZY awards have yet to be announced, it remains to be seen whether the IF community at large agrees with this. Newsgroup responses to this game were positive for the most part, and the immoral nature of the characters provoked quite a lot of reaction. There are apparently a lot of alternate solutions and endings for players to find, and newsgroup members have engaged in an extensive hunt for these. I have yet to get anywhere near winning this game. In fact, at the time of this writing, I have yet to commit my first murder. As the description above clearly indicates, this game is not suitable for young children. ++ Tads Games Many of the Tads games in this collection were created by a company called Adventions. They were once offered as shareware, but have now been released into the public domain. In most cases, no built-in help was put in their games. Stranded players will be forced to resort to the .sol files. On the positive side, the games are very well-crafted. Writing is excellent, and the parser is roughly comparable to that of Inform games. Adventions was noted for bringing both comical elements and characters as well as high-quality puzzles back into the mainstream of interactive fiction. Before I turn you temporarily over to the information file which was released with their collection, I should warn you that some instructions are to do with playing their games in DOS. Windows users may ignore instructions which don't appear relevant to them. All you need to play the Adventions games in Windows95/98 is the Wintads interpreter. You'll find complete instructions for using both Winfrotz and Wintads in a separate section near the top of this file if you have not already read them. You should also know that the Colossal Cave Revisited file, ccr.gam, has not been included in this collection. Instead, the file ad551.gam has been provided. This contains both the original and expanded versions of Colossal Cave. It also contains many features which make playing this historic work of interactive fiction easier for beginners. The expanded version of the game has a maximum score of 551 points. For information, please look within the game itself as well as the Colossal Cave Revisited section of the text below. I have not included commentary about the Adventions games. Instead, I have elected to simply include the Adventions introductory file as it was created. All of their games received high praise from developers and players. Excellent puzzles and writing seem to be universal to Adventions games. Without further ado, here is the introductory file to the Adventions collection of games. + Introductory Note This package of Adventions games was compiled for the Great Underground Adventures CD, a collection of interaction fiction written by contributors to the rec.arts.int-fiction Usenet newsgroup. Although that project has been cancelled, this archive represents an unabridged collection of the complete versions of all our games, so we have decided to make it available. Below you'll find a description of each game. We recommend you play the Unnkulian games in the order they are listed. Note that you will need a TADS run-time program for your system to play these games. If you don't know what that is, ask in the Usenet group rec.arts.int-fiction. You will probably be able to get the latest version of the TADS run-time for your system from the same place you downloaded this archive. On the Internet, look for TADS on the Interactive Fiction Archive site at ftp://ftp.gmd.de/if-archive/programming/tads/executables The file 00ReadMeFirst-TADS in this directory describes the various TADS packages, and will explain which one you need. Note that in order to play The Legend Lives! on a PC-compatible, you will need the GO32 version of the TADS run-time, as described in the 00ReadMeFirst-TADS file. On the Internet, this version currently resides here: ftp://ftp.gmd.de/if-archive/programming/tads/executables/pc-go32.tads2exe.zip Please note that we no longer ask for (or accept) money for any of the games in this collection. These are the full, registered versions, so there's no need to send us loot! If you get stuck and need a hint, please post a note in the Usenet group rec.games.int-fiction. We regret that we don't have time to answer emailed hint requests. Enjoy the games! -- Dave Baggett December 4, 1997 ADVENTIONS' Unnkulian Unventure Series The Unnkulian Unventures are known world-wide for their excellent prose, witty irreverence, and top-notch full sentence command interface. Adventure game devotees raised on now-classic 80's interactive fiction praise these games for bringing challenging puzzles, vivid characters, and evocative writing back to the gaming world. [UU1] Name: Unnkulian Underworld: The Unknown Unventure (a.k.a. "UU1") Author: D. A. Leary, for ADVENTIONS Ldesc: In "Unnkulian Underworld: The Unknown Unventure" you play the part of Kuulest's slave, and must recover the Orb of Studosity from the evil Unnkulians. Kuulest, the old geezebag, has died and left you with nothing to go on but a cryptic message about saving the planet. You'll encounter amazing Acme products, the infamous Guardian, those witty creatures known as Drolls, a giant beaver, and even the Dread Unnkulian Warrior. Sdesc: This is the game that started the Unnkulian saga! Status: Unsupported freeware, Copyright (C) 1993, 1996 D. A. Leary. File: UU1.GAM [UU2] Name: Unnkulian Unventure II: The Secret of Acme (a.k.a. "UU2") Author: David M. Baggett, for ADVENTIONS Ldesc: In "Unnkulian Unventure II: The Secret of Acme" your adventure continues as you try to create some good press for yourself - wouldn't want to fade into anonymous obscurity, now would you? Along the way, you'll find the answers to these compelling questions, and more: o What happened to the Unnkulians? o Why are Acme products so bad? o What is this cheez stuff, really? Plus, you'll get to explore Dawg Rock, a Duhdist Retreat, Acme's clandestine prototypes laboratory, and even pay a visit to Acme HQ. Sdesc: The second installment in the Unnkulian series. Status: Unsupported freeware. Copyright (C) 1993, 1996 David M. Baggett. File: UU2.GAM [Unnkulia 1/2] Name: Unnkulia One-Half: The Salesman Triumphant Author: D. A. Leary, for ADVENTIONS Ldesc: In "Unnkulia One-Half: The Salesman Triumphant," you'll play the role of a down-and-out Acme salesman, forced to work out of the Golden Dragon Inn, dangerously near Dread Unnkulia. Will you accumulate enough loot in this frightful backwater berg to turn your fortunes in your favour? Sdesc: Take a brief and light-hearted romp through the valley as a washed-up Acme salesman. Status: Unsupported freeware. Copyright (C) 1993, 1996 D. A. Leary. File: ONEHALF.GAM [Unnkulia Zero] Name: Unnkulia Zero: The Search for Amanda Author: D. A. Leary, for ADVENTIONS Ldesc: In "Unnkulia Zero: The Search for Amanda," will you, the Valley King's most trusted warrior, rescue his Lady Amanda from the gruesome clutches of the evil Unnkulians? Along the way to victory (or, , defeat!), you will: o Find out about the ancient days of the Valley, o Meet the King's faithful (but not so bright) Valley Patrol, o Explore *beautiful* Lake Draounheer, o Discover the ancient burial ground of your ancestors, o Become frustrated with the pesky Stoll and his Stoll Bridge, and, of course, o Meet that wondrously wacky Wowsa Willy! Sdesc: Explore the valley as it was long ago, in the person of the Valley King's number one warrior. Status: Unsupported freeware. Copyright (C) 1993, 1996 D. A. Leary. File: ZERO.GAM [The Legend Lives!] Name: The Legend Lives! Author: David M. Baggett, for ADVENTIONS Ldesc: A new chapter in the history of Unnkulia and the Valley unfolds in this exciting series. Find out what life is like on planet Tode (home to Unnkulia and the Valley) and the rest of the Unnkulian Universe 500 years after "Unnkulian Underworld: The Unknown Unventure." "The Legend Lives!" is a science fiction epic of unprecedented depth that explores what can happen when networks and software become too powerful to control. As hacker Gavin Kelly, you'll be at your wits' end tracking down and battling a terrifyingly powerful virus unleashed on AkNet, the known galaxy's information and service backbone. All the while, you'll have to thwart its creator's attempts to locate and terminate *you*. Sdesc: "A richly detailed game, with lots of interactive gadgets to play with, but also an ambitious work of art, with some quite lyrical prose and an interesting combination of the silly and the serious." - Baf's Guide to the Interactive Fiction Archive Status: Unsupported freeware. Copyright (C) 1994, 1996 David M. Baggett File: LEGEND.GAM NOTE: To play this game under DOS or Windows, you MUST have a 386 or later CPU and the GO32 version of the TADS run-time. The normal (real mode) version of TADS will not run this game properly. Other ADVENTIONS Games [The Horror of Rylvania] Name: The Horror of Rylvania Author: D. A. Leary, for ADVENTIONS Ldesc: The Horror of Rylvania" is true gothic horror in an interactive fiction setting. A radical departure from the light-hearted Unnkulian series, "Rylvania" is not for the faint-hearted. What you expected would be a fun outing in scenic Rylvania turns into a gruesome nightmare, with *you* playing the starring role. Find out what it's like to be alternately the source and challenger of evil in the tiny Eastern European province. Test your very moral fiber as you decide to damn yourself and save others -- or vice versa. "The Horror of Rylvania" will grip you like no interactive fiction ever has before. Sdesc: The Horror of Rylvania" is true gothic horror in an interactive fiction setting. A radical departure from the light-hearted Unnkulian series, "Rylvania" is not for the faint-hearted. Status: Unsupported freeware. Copyright (C) 1993, 1996 D. A. Leary File: RYLVANIA.GAM [Colossal Cave Revisited] Name: Colossal Cave Revisited Author: Willie Crowther and Don Woods (TADS conversion by David Baggett) Jeff Laing and Stephen Granade contributed better contents listing functions. Dave Picton make extensive improvements. Ldesc: Colossal Cave Revisited" is a remake of the first major adventure game ever written: Colossal Cave, otherwise known as "Adventure." The original Adventure was written in FORTRAN by Willie Crowther and Don Woods, and had only a simple two word command parser. Its descriptions were so vivid, however, that it captivated a generation of computer enthusiasts and quickly became part of the "hacker lore." ADVENTIONS' implementation of this classic features the same excellent full sentence parser our other games use, and comes with complete source code. For those new to interactive fiction, "Colossal Cave Revisited" is a must-have. Sdesc: The original Adventure, converted to TADS, with a full sentence parser. Status: Unsupported freeware. File: CCR.GAM + Besides the Adventions games discussed above, there are nine other Tads games counting the expanded version of Colossal Caves which demonstrate sufficient quality to belong in this collection. While some are not exactly up to Adventions's standards, they all contain the merit to be widely played and praised by the interactive fiction community. Descriptions of these other games follow: + Babel2.gam Babel You find yourself in a cold and seemingly abandoned space station. By exploring this strangely haunted structure, you must discover the nature of what went on in this frigid and isolated spot. Touching glowing spots found around the base will trigger flashes of insight about the people who worked here and what they were doing when everything went wrong. Ian Finley's first attempt at interactive fiction won him the second prize of the 1998 IF competition. Favoring literature over puzzles, he offers like-minded players the chance to be a part of his story. I haven't managed to win the game yet, but have begun to piece things together. Science fiction and horror fans, particularly of the H. G. Wells style of story, will find much to attract them into this game. Reviewers praise Finley for successfully combining these two genres and telling a powerful story. Although there are some elements which reviewers thought bothersome, they thought the game compelling and well-crafted. On the newsgroup, this game was one of those which brought the restrictions placed on competition games into question. The rule which forces authors to make games winnable in two hours was seen as having a negative effect on the game which could have used more plot development. + fmsr4.gam Frobozz Magic Support As a new magic support person, you must travel through Infocom's Zork universe helping people out of their problems with magic. As you complete tasks, they are logged by a friendly animated magic burin into a log book with solutions to the problems. This light-hearted romp will make fans of Infocom's Enchanter trilogy feel right at home. The friendly magic burin tied for Best Character in the 1997 XYZZY Awards. Other than the award above, this particular game has not drawn any significant reaction from the IF community. No reviews of this game could be found despite an extensive search I conducted while constructing this collection. The newsgroup expressed a lot of appreciation for the game, and there were the usual calls for help from stuck players. The game has currently gone through four releases. This continuous work on the part of the author is the only other evidence of the game's popularity. I won the game in around a month, and was forced to use the solution to get past a part of it. Despite this, I found it quite an enjoyable and unique perspective on the Zork universe. + Savannah.gam Sunset Over Savannah You have come to the last day of your vacation from your office job. Indecisive about your future, you find yourself standing in front of your hotel in Savannah. By wandering around your environs, you hope to come up with some sort of direction in which to take your life from this point. Ivan Cockrum's Sunset Over Savannah won sixth place in the 1997 IF competition, and received the 1997 XYZZY award for Best Writing. The review of Sunset Over Savannah gave Cockrum excellent marks for his writing style. The reviewer remarked that even the longer passages of text were a joy to read unlike those in other games. The juxtaposition of the fantastic and the common-place was also very skillfully handled. Some of the puzzles were also quite creative, and blended well into the game. Having the feelings of the player character be central to the plot is a feature unique to this particular game, and the reviewer thought Cockrum executed this innovation well. I've found the game quite rich in atmosphere so far. This is yet another game I haven't gotten around to delving into too deeply. This game has provoked very little response at all on the rec.games.int-fiction newsgroup. However, the game was discussed at some length in the rec.arts.int-fiction newsgroup set up for developers and those interested in developing IF. The author's original ideas were certainly noted by authors. + theone.gam The One That Got Away This game takes its players fishing. You must attempt to capture the legendary fish known as The Old One. Even the best of fishermen have been outsmarted by this extremely clever fish. Featuring only five locations and not a great deal of plot, this game relies on a non-player character called Bob, the Bait Seller, to give it depth. It is more a parody of interactive fiction than anything else, and should be taken in that light. It takes playful jabs at other works of IF as well as Moby Dick. Leon Lin took third prize in the Tads category of the 1995 IF competition. Reviewers of this game both thought that Bob was an excellent non-player character who was quite well developed. They were also both drawn in by the game's atmosphere, and enjoyed it despite the lack of any real puzzles. One thought that the game could have used more such elements. I won the game in well under an hour, but there were a lot of things I didn't get around to trying. I found it too short and linear, but still engaging while it lasted. + lethe.gam Lethe Flow Phoenix: A Flight of Fantasy While on a spontaneous camping trip, you find yourself unable to sleep one night. Wandering restlessly around, you accidentally fall off a cliff and knock yourself unconscious. When you awaken, you find yourself in a mysterious environment. You must learn how to move around this strange place, and also discover what your goals are. Aliens, angels, and global domination all come into play in this debut exhibition of Daniel Shiovitz's talents. This game received numerous reviews in SPAG and XYZZYnews since its release in 1995. All the reviewers agree that the game is quite enjoyable. However, each had his/her own problems with the game. These included everything from minor bugs in the initial release to complaints about a lack of balance between the interactive and non-interactive elements of the game. A reviewer remarked that all major character development takes place in non-interactive textual cut-scenes. The climactic scene in the middle of the game was somewhat spoiled since it was surrounded by more puzzle-oriented game sections. At least two reviewers agreed that Shiowitz tried to fit far too much story into the game. Though I have yet to conquer Lethe Flow Phoenix, I have found it quite enjoyable so far. The author's attention to detail is quite a treat to experience. Although excellent instructions and some general hints are provided, I cannot recommend the game to beginners. Intermediate players should find it quite enjoyable. + zebulon.gam Uncle Zebulon's Will Your mysterious uncle has died, and has left you instructions to search his mysterious house for your inheritance. Since your other relatives have already ransacked the place before you could get there, you are uncertain as to what is left to find. A demon guarding the door of the house gives cause for some hope that your uncle's mysterious alchemical activities might have yielded more than met the eyes of your greedy relatives. This game won Magnus Olson first prize in the 1995 IF competition. It has thoroughly stumped me near the end of the game, but I quite liked it up to that point. Reviewers found it to be an exceptionally well-crafted game with no bugs at all. While the writing was free from errors, it was judged to be too plain overall. Room descriptions received criticism for being too standardized. Another reviewer, in response to the first, thought this down-to-earth style of writing was a brilliant move on O'son's part, serving as a foil for the fantastic world you enter later in the game. This second reviewer also leveled criticism at the demon, judged to be too under-developed. Ironically, Uncle Zebulon, despite being dead and never appearing in the game, was seen as quite well-developed. Due largely to my own experience, I must recommend it for intermediate players. Beginners may find some puzzles somewhat hard. + toonesia.gam Toonesia This game puts you right into the wacky world of Saturday morning cartoons. As Elmo Fuld, you must attempt to shoot your old nemesis, a rascally rabbit. Unfortunately, this rabbit has gotten the jump on you. Before you can get your revenge, you must escape a cell in the base of a carrot-shaped tower, confront a duck and Tasmanian devil, and walk off a cliff among other things. Jacob Weinstein won second prize in the 1995 IF competition with this entry. Extensive hints are provided for stumped players which should be more than adequate to help even a novice player complete this short and amusing game. Reviewers thought the game an enjoyable way to pass a small amount of time. It was, however, judged to suffer from a lack of motion. Non-player characters are left standing around, and should have had more to do in the game. This static nature of things lessened the cartoonish atmosphere to a degree. Puzzles were judged to be quite good, if not especially difficult. One reviewer remarked that the author made excellent use of cartoon logic in the game. Not being a cartoon fan, I have not seriously tried to win the game yet. During brief periods of clowning around in its environs, I was certainly entertained. The game is especially suited to youngsters, and I recommend it for beginner to intermediate players. + worlds.gam Worlds Apart This science fiction epic is so new that it hasn't received any formal attention from SPAG or XYZZYnews yet. It has, however, sparked a copious amount of favorable newsgroup response. The author puts you on an alien world with no idea who or what you are. Over the course of the game, you must discover your identity and purpose. Along the way, you'll discover an incredibly rich and detailed game environment. Suzanne Britton's premiere work of interactive fiction is anything but conventional by her own admission. It is, she states, prose-heavy and environment-oriented rather than puzzle-oriented. The player is provided with superb on-line help and instructions, so the game should be suitable for all players who don't mind reading a lot. All players should be certain to review the notes and "about" section in the game by entering the quoted words at the command prompt within the game. I have merely scratched the surface of this masterpiece, but am already hopelessly hooked. Due largely to the author's timely second release and an excellent group of testers, I feel safe in including this late arrival on the scene in the collection. It is certain to become a classic, and has already garnered a lot of praise from its players on the newsgroup. + smallw3.gam Small World You are a lonely child whose aunt has died recently. She has left you a globe which you have become very attached to. You often spin it while dreaming of your own world. Pausing to look at this globe before heading out on a hiking trip, you suddenly find yourself sucked into this tiny world. For some reason, the globe refused to spin when you tried to turn it before falling in. Your quest is to start it turning again. Several puzzles must be solved in order to accomplish this. In the 1996 competition, Andrew D. Pontious won fourth prize for this entry. It also won him the Best Setting and tie for Best Individual NPC XYZZY awards in 1996. Extensive on-line help and hints are provided which should render the game suitable for all players despite its unconventional nature. Reviewers found this game to be well-done and quite original. They especially praised the devil in the game as an excellent non-player character. While one reviewer, writing before finishing the game, spent too much time wandering around without receiving any direction as to what to work on next, the other reviewer who completed the game found that it all made a strange kind of sense. Puzzles were neatly tied together, and the setting and unusual mapping scheme were handled expertly. I too have yet to complete this game. I wasn't stuck when I stopped, but constraints on my time prevented me from going back to the game before another one came along which hooked me in. Until I began work on this collection, I had temporarily forgotten about this little treasure. Fortunately, I stumbled upon the third revision of the game in time to include it here. ++ Parting Thoughts: Since the revival of interactive fiction, authors have done much to expand the scope of exploration and capabilities of this type of game. The most noticeable of these developments is that unlike earlier works which tended to be as non-controversial as possible largely due to Infocom's standards regarding this, contemporary authors have broken down this taboo and explored the darker side of life. The tendency towards plot over puzzles has somewhat altered the art from that of producing entertainment to one of self-expression. While the more conventional interactive fiction will probably never disappear, future games will likely feature innovations and attempts to out-shine prior works. This is what has already been happening over the past decade. The community of authors have entered into a kind of friendly potlatch where each tries to present the community with a better gift than the last. The fact that most modern works of interactive fiction are free is also worthy of note. Despite Adventions's brief run and the recently formed Cascade Mountain Publishing company, the bulk of interactive fiction is likely to remain free to all for the foreseeable future. So many excellent works are already freely available that authors wishing to sell works of interactive fiction have to introduce innovations and/or very high quality masterpieces taking years to construct. Examples of such masterpieces include Cascade Mountain Publishing's "Once and Future". If you are interested in sharing and possibly contributing to the discussions surrounding interactive fiction, there are four major resources at your disposal. All of them are free of charge, but require that you have access to the Internet. There are two newsgroups devoted to interactive fiction. These are: rec.arts.int-fiction: This group focuses on the art of developing interactive fiction, and the authors of various works will discuss issues pertaining to game design and writing. Whether you plan to develop a game or not, you are quite welcome to participate in discussions. However, I caution you that this forum is not the one to ask for hints to games. Rec.games.int-fiction: This newsgroup is devoted to discussion among players of interactive fiction. It is an excellent place to ask for hints. Different aspects, trends, and issues are also discussed. Two magazines are also available. Both are forums for reviews, commentary, and articles on interactive fiction. Many articles in this collection were taken from these two magazines. Their names are XYZZYnews and SPAG. Both can be found at: ftp.gmd.de Look in the /if-archives/magazines directory. The future of this art form seems pretty well secured. It has survived the deluge of graphical adventures and technological advances of the past thirty years. Though it is certainly not commercially viable on a large scale, interactive fiction is slowly inching its way out of obscurity. Recent references in various media are popping up all the time. Occasionally, articles will appear in widely read publications such as the New York Times. This is especially welcome news to groups of people, such as the blind, who cannot enjoy the wide variety of graphical multimedia games being produced. I hope that this collection has provided you who are unfamiliar with interactive fiction with a good introduction and range of titles to wet your appetite. Many more adventures await you on the Internet, and still more await their author's creative energy. The information in this collection should enable those who are interested to stay current with events in the IF community. You should also be aware that very few of the games in this collection are regarded by their authors as completely perfected. Be on the alert for updates to games you are particularly fond of. These are usually announced on the newsgroups and posted to the IF-Archive on the ftp.gmd.de site. I extend my best wishes to all those who travel to the many worlds of interactive fiction, and would hope that you remember that the journey can teach you much about yourself and those who travel with you. These games are constantly asking their players what they would do in given situations, and the answers you come up with can tell a lot about who you are as a person as well as a player. Until next time, good luck, and farewell. Sincerely: Michael Feir, Editor of Audyssey E-mail address: michaelfeir@csi.com