| And now, for something completely dissimilar... | |
| The (Other) TADS Game List | |
| -------------------------- | |
| Maintained by | |
| Paul David Doherty <h0142kdd@rz.hu-berlin.de> | |
| and | |
| Gerry Kevin Wilson <whizzard@uclink.berkeley.edu> | |
| Version 1.2 (August 20, 1996) | |
| -=-=-=- | |
| This is our attempt to list and describe all text adventures written with | |
| TADS (currently about forty). It was inspired by a similar list by Alan | |
| Mead, which unfortunately hasn't been updated for a couple of years. With | |
| Alan's permission we've made liberal use of comments and descriptions from | |
| his list. We would appreciate it if the reader e-mailed us about any | |
| mistakes or omissions, and if TADS authors sent us information about their | |
| upcoming releases. We'd also be glad if other players would send us | |
| comments or (very short) game reviews for incorporation in the list. | |
| All the games listed here (except the commercial ones of course) are | |
| available from the official Internet repository of all kinds and flavours of | |
| adventure games: the Interactive Fiction (IF) Archive, maintained by Volker | |
| Blasius <Volker.Blasius@gmd.de> and located at ftp://ftp.gmd.de/if-archive/. | |
| Check it out. | |
| For those unfamiliar with TADS, it is a text adventure design system | |
| (hence the name) written by Michael Roberts. It is now freeware and can | |
| be downloaded from the IF Archive. | |
| **NEWSFLASH** | |
| Since this was last posted on 28 March 1996, four new games have | |
| been released: "FooM," "Past Tense," "Urban Cleanup," and "Wormhole". | |
| Another game, though 5 years old, has only now found its way into the | |
| archives (Ski Adventure). Finally, there are updated versions of a number | |
| of games (Frustration, The Holy Grail, The Light: Shelby's Addendum, Lost, | |
| Lost New York, The Mission, Uncle Zebulon's Will). | |
| In a 20 June 1996 posting to rec.arts.int-fiction, Mike Roberts has | |
| announced that High Energy Software has been closed and TADS is no longer | |
| shareware. A freeware release (with the complete documentation) will be | |
| prepared and put into the IF Archive. We'll see whether that will take as | |
| long as the promised release of the Adventions games... (For those who | |
| don't remember the details: Adventions stopped shipping "Rylvania" and | |
| "UU0" in June 1995 and announced an upcoming freeware release in October | |
| 1995.) | |
| Nobody has sent in any short reviews, so I guess we'll have to | |
| continue pilfering quotes from SPAG and XYZZYnews. Thanks to the helpful | |
| few who have mailed in additions and corrections: David Allen, Ville | |
| Lavonius, and Wolvie. | |
| One function of this list is to give adventure players up-to-date | |
| information on how to reach the game authors by e-mail. We would appreciate | |
| it if TADS authors could let us know whenever their e-mail addresses change. | |
| **END OF NEWSFLASH** | |
| Index | |
| ----- | |
| Existing TADS Games (by genre) | |
| College Games: | |
| Ditch Day Drifter | |
| MacWesleyan/PC University | |
| Save Princeton | |
| Veritas | |
| Classics: | |
| Colossal Cave Revisited | |
| Dungeon | |
| Educational Games: | |
| The Pesach Adventure | |
| Fantasy: | |
| Curse of Vengeance | |
| The Four Symbols | |
| Frustration | |
| The Golden Fleece | |
| The Holy Grail | |
| John's Fire Witch | |
| Lethe Flow Phoenix | |
| The Mission | |
| Perdition's Flames | |
| Unnkulia Zero | |
| Unnkulia One-Half | |
| Unnkulian Unventure I | |
| Unnkulian Unventure II | |
| Horror: | |
| The Horror of Rylvania | |
| Programming Exercises: | |
| +=3 | |
| Alice in Wonderland | |
| Eliza | |
| Kitchen Encounters | |
| Shadowland | |
| The Underoos that ate New York! | |
| Science Fiction: | |
| Deep Space Drifter | |
| Enhanced | |
| High Tech Drifter | |
| The Legend Lives! | |
| The Light: Shelby's Addendum | |
| Lost | |
| Past Tense | |
| Urban Cleanup | |
| Waystation | |
| Wormhole: The Beginning | |
| Other (or no) Genre: | |
| The Broken String | |
| FooM | |
| Gerbil Riot of '67 | |
| GC | |
| The Great Archeological Race | |
| HERO, INC Volume 1 | |
| Lost New York | |
| Modernism | |
| Ski Adventure | |
| Tyler's Great Cube Game | |
| IF Competition Entries 1995: | |
| A Night at the Museum Forever | |
| The One That Got Away | |
| Toonesia | |
| Uncle Zebulon's Will | |
| Undertow | |
| UNDO | |
| Forthcoming TADS Games | |
| A Note About TADS | |
| High Energy Software | |
| Existing TADS games (by genre, sort of...) | |
| ------------------- | |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=COLLEGE GAMES: | |
| Ditch Day Drifter (DITCH.GAM) | |
| "You wake up to the sound of voices in the hall. You are confused for a | |
| moment; it's only 8 AM, far too early for anyone to be getting up. Then, | |
| it dawns on you: it's ditch day here at the fictitious California | |
| Institute of Technology in the mythical city of Pasadena, California. | |
| Ditch Day, that strange tradition wherein seniors bar their doors with | |
| various devices and underclassmen attempt to defeat these devices (for no | |
| other apparent reason than that the devices are there), has arrived." | |
| (authors blurb) | |
| "The game takes you into a realistic university atmosphere with just a | |
| small bit of overstatement to make you smile. ... The puzzles are fairly | |
| easy, but all logical and well-thought-out. This makes the game an | |
| excellent introduction to IF." (Lars Joedal, in SPAG #2) | |
| Author: Michael J. Roberts <mroberts@hinrg.starconn.com, | |
| 73737.417@compuserve.com> (c) 1990 | |
| Freeware (Source included with TADS distribution) | |
| Released: ca. September 1989 | |
| Latest Version: 1.0 (TADS 2.0.1, 7 Apr 1993) | |
| -=-=- | |
| MacWesleyan (a.k.a. PC University): An Everyday Nightmare (PCU.GAM) | |
| "Your goal is to obtain all the necessary signatures on your Student | |
| Identification Form and return it to the Registrar's office. This | |
| includes getting signatures from your faculty advisor, department chair, | |
| dean, the university president, and the U.S. president, not to mention | |
| getting your own signature (harder than it sounds). Based at Wesleyan | |
| University in Middletown, CT, the game also features speeding Domino's | |
| pizza trucks that hinder your safe passage, unusual psychology | |
| experiments, and a bus labeled 'House of God' that indeed houses the | |
| Famous One." (author's blurb) | |
| "It's lighthearted, charismatic, and just challenging enough to hold an | |
| experienced player's interest while at the same time catering to | |
| newcomers. And besides, the author is distributing it as freeware. You | |
| can't beat that." (C.E. Forman, in XYZZYnews #4) | |
| Author: Neil deMause <neild@echonyc.com, nulldogma@aol.com> (c) 1989-95 | |
| Freeware | |
| Released: March 1995 | |
| Latest Version: 1.0 (TADS 2.2.0, 6 Apr 1995) | |
| -=-=- | |
| Save Princeton (SAVEPTON.GAM) | |
| "Have you ever wanted to kill somebody by feeding them school food? To | |
| hobnob with F. Scott Fitzgerald? To be single-handedly responsible for | |
| the salvation or destruction of one of the oldest universities in the | |
| United States? Save Princeton offers you the chance to do all this and | |
| more. In the role of a visitor to the campus, you must save Princeton | |
| from a mysterious invasionary force. Saving Princeton doesn't require | |
| any familiarity with the place. In fact, all it requires is an off-beat | |
| sense of humor and a little bit of brains." (author's blurb) | |
| "The puzzles in this game are done fairly well, but some tend to be | |
| rather illogical or bizarre. ... The characters add to the humor of the | |
| game, although many of the characters could have been more developed. ... | |
| All in all, Save Princeton is a fun, enjoyable game." (Brian Reilly, in | |
| SPAG #8) | |
| Authors: Jacob Solomon Weinstein <jweinste@usc.edu>, | |
| Karine Schaefer <no e-mail> (c) 1991-95 | |
| Shareware US$10 | |
| Released: | |
| Latest Version: 2.0 (TADS 2.2.0, 21 Mar 1995) | |
| -=-=- | |
| Veritas: A Harvard Game of Interactive Fiction (VERITAS.GAM) | |
| "Before you can graduate from Harvard in this game, you must complete a | |
| scavenger hunt that takes you through a labyrinth of food tunnels, the | |
| Harvard Lampoon headquarters, library stacks, and other noteworthy spots | |
| on campus." (author's blurb) | |
| Reminiscent of Zork, or other treasure gathering games. You can chose | |
| your gender at the beginning. | |
| "The puzzles [...] range from the mundane to the harder-than-average -- a | |
| couple I wouldn't classify as puzzles at all, since you can easily solve | |
| them without even trying. ... But this is nit-picking, because the true | |
| genius of 'Veritas' isn't in the puzzles, but in the details. ... If you | |
| hate red herrings, be forewarned: probably one-third of the items [...] | |
| are there for nothing but atmosphere, but they do a terrific job of | |
| providing that -- I feel like I came away from the game with a decent | |
| understanding of Harvard culture..." (Neil deMause, in XYZZYnews #1) | |
| Author: James T. Reese <jreese@leland.stanford.edu> (c) 1995 | |
| Shareware US$10 | |
| Released: January 1995 | |
| Latest Version: 1.2 (TADS 2.0.1, 26 Dec 1994) | |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=CLASSICS: | |
| Colossal Cave Revisited (CCR.GAM) | |
| "CCR 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.'" (author's blurb) | |
| Porter: David M. Baggett <dmb@ai.mit.edu> (c) 1993 | |
| Freeware (Source available) | |
| Released: July 1993 | |
| Latest Version: 1.0 (TADS 2.0.1., 9 Jul 1993) | |
| -=-=- | |
| Dungeon (DUNGEON.GAM) | |
| The original 'Zork' as written in 1977-79 at the MIT by a group including | |
| Marc Blank and Dave Lebling. It was programmed in MDL but ported to | |
| Fortran (and renamed 'Dungeon') by Bob Supnik in 1979/80. This is a TADS | |
| port of the Fortran port (based on Dungeon v3.1). | |
| Porter: Darin Johnson <djohnson@cs.ucsd.edu> (c) 1994 | |
| Freeware (Source available) | |
| Released: June 1994 | |
| Latest Version: 0.3beta (TADS 2.0.1, 15 Mar 1996) | |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=EDUCATIONAL GAMES: | |
| The Pesach Adventure (PESACH.GAM) | |
| "TPA is a simple game which is designed to provide a fun learning | |
| experience for children in about the ten-year-old range. It will be of | |
| interest mostly to Jewish children and to their religious school | |
| teachers. TPA has a decidedly Jewish theme, and the correct solution of | |
| the game requires a certain amount of Jewish knowledge." (author's blurb) | |
| Author: Bob Newell <bnewell@gobblernet.lod.com, | |
| bnewell@btigate.com> (c) 1993 | |
| tzedakah-ware | |
| Released: | |
| Latest Version: ? (TADS 2.0.1, 1 Jun 1994) | |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=FANTASY: | |
| Curse of Vengeance (CURSE.GAM) | |
| Fairly typical Dungeons & Dragons meets text adventure. Includes | |
| extremely simple combat system, armor and weapon classes, and a 'Save the | |
| princess' plot. | |
| "Unfortunately, the programmer considered combat to be more important | |
| than puzzles, and the general course of a game involves a lot of slogging | |
| through extremely boring battles." (Russ Bryan) | |
| Author: Scott C. McNab <no e-mail> | |
| 3328 East Kimberly Road #322 | |
| Davenport, IA 52807, U.S.A. | |
| Shareware US$10-20 (Source available for US$20) | |
| Released: | |
| Latest Version: 1.3 (works with TADS 1.04 for Macintosh ONLY!) | |
| -=-=- | |
| The Four Symbols (SYMBOLS.GAM) | |
| "A seemingly simple quest, but with a sting in its tail! Can you prove | |
| yourself innocent of witchcraft? Will you curse the day you encountered | |
| the black cat? Will you survive? Only time will tell as your wits are | |
| challenged in this adventure." (author's blurb) | |
| "I'm sorry, I've played it and I still have no clue what the heck it's | |
| about." (GKW) | |
| Author: The Grue! <grue@prism.u-net.com> (c) 1992-93 | |
| "Shareware" (Crippleware) UKP5 (Demo version available) | |
| Released: | |
| Latest Version: 1.1 (works with TADS 1.20 ONLY!) | |
| -=-=- | |
| Frustration (FRUST.GAM) | |
| Chasing after a wayward shopping list given to you by your Aunt Maud, you | |
| accidentally plummet down an open manhole. What adventures await you at | |
| the other end? | |
| Author: Jim MacBrayne <jmacb@medusa.u-net.com> (c) 1990,95 | |
| Freeware | |
| Released: January 1996 | |
| Latest Version: 1.02/960115 (TADS 2.2.0, 25 Feb 1996) | |
| -=-=- | |
| The Golden Fleece (FLEECE.GAM) | |
| "As he lifted the pawn and advanced it one square on the board, Zeus' | |
| voice thundered, causing the circle of watching Gods to wince. 'An | |
| interesting concept, my son, but one with which I cannot agree. Mortals | |
| are by their very nature worthless, serving merely as playthings for our | |
| amusement.' | |
| Hermes' face carried an almost mocking smile as he replied. 'Not so, my | |
| father. Indeed this very day have I witnessed such courage in battle as | |
| would have done credit to any God. I would wager that amongst all your | |
| 'playthings' I could find one mortal at least whom you would be proud to | |
| call Brother.'" (from intro) | |
| Return the Golden Fleece and prove your worthiness. | |
| Author: Jim MacBrayne <jmacb@medusa.u-net.com> (c) 1989,96 | |
| Freeware | |
| Released: February 1996 | |
| Latest Version: 1.00/960114 (TADS 2.2.0, 15 Feb 1996) | |
| -=-=- | |
| The Holy Grail (GRAIL.GAM) | |
| The consequences to be faced if you fail in your mission are dire indeed. | |
| Are you up to the challenge? | |
| Author: Jim MacBrayne <jmacb@medusa.u-net.com> (c) 1989,95 | |
| Freeware | |
| Released: January 1996 | |
| Latest Version: 1.01/960227 (TADS 2.2.0, 31 Mar 1996) | |
| -=-=- | |
| John's Fire Witch (FIRWITCH.GAM) | |
| A small, witty text adventure. Its clever puzzles received quite a bit | |
| of acclaim on rec.arts.int-fiction upon its release. You've come to | |
| visit your old friend John Baker, but he's missing, and a blizzard has | |
| rolled in outside while you were asleep waiting for him. | |
| "...a pleasantly engaging, unpretentious game that should appeal to a | |
| broad range of IF gameplayers." (Lauren Meckler, in XYZZYnews #2) | |
| "...one of the best -- perhaps _the_ best -- shareware games I've ever | |
| played; better, even, than most commercial games. ... 'John's Firewitch' | |
| is simply very good workmanship; those little irritating glitches and | |
| mannerisms that seem to be unavoidable in non-commercial works are | |
| absent; the game is eminently playable (much thanks to the excellent | |
| parser); the puzzles logical with satisfying solutions; the ending forms | |
| a satisfying climax; the writing excellent and free from mannerisms and | |
| bad jokes; everything just feels right. ... With authors like John Baker | |
| around, why should we mourn the passing of Infocom?" (Magnus Olsson, in | |
| SPAG #4) | |
| Author: John Baker <baker-j@ix.netcom.com> (c) 1995 | |
| Shareware US$6 | |
| Released: January 1995 | |
| Latest Version: 1.01 (TADS 2.2.0, 4 Feb 1995) | |
| -=-=- | |
| Lethe Flow Phoenix: A Flight of Fantasy (LETHE.GAM) | |
| Camping out at night takes you into a strange otherworld peopled with, | |
| among other things, several biblical references, objects of a symbolic | |
| nature, and a talking tree. Started as an entry for the first IF | |
| Competition but grew too large. | |
| "The game's highly metaphorical plot and screensful of explanatory | |
| background material [...] made it difficult for me to get really drawn | |
| into the setting. ... While I was a little disappointed with the game's | |
| story development, I did enjoy the puzzles and the NPCs ... I'm looking | |
| forward to seeing future games from this author." (Stuart Beach, in | |
| XYZZYnews #7) | |
| "...ALL plot, characterisation and background is confined to the cut | |
| scenes, and the interactive portions are completely unrelated to the | |
| ostensible plot. The effect is unnerving and surreal. ... The most | |
| curious aspect of 'Lethe Flow Phoenix' is how well done the individual | |
| parts are! ... But the plot and the puzzles make a game bolted together | |
| like a Frankenstein monster: neither side supports the other, and the | |
| result is neither successful as a game, nor as a story." (Gareth Rees, | |
| in the rec.arts.int-fiction group) | |
| "...an ambitious attempt to deal with questions not normally addressed in | |
| IF, and an attempt to extend the traditional adventure game to be able to | |
| do so. ... It contains some pieces of excellent writing, as well as some | |
| good work in the invention of puzzles and intricate puzzle machinery. IF | |
| authors are advised to study it carefully." (Magnus Olsson, in SPAG #9) | |
| Author: Dan "The Grim Reaper" Shiovitz <scythe@u.washington.edu> (c) 1995 | |
| Freeware | |
| Released: August 1995 | |
| Latest Version: 2 (TADS 2.2.0, 19 Sept 1995) | |
| -=-=- | |
| The Mission (MISSION.GAM) | |
| A quest for a shoelace? Well, there's a lot at stake here...and it's up | |
| to you whether or not you win the bet and succeed at your mission. | |
| Author: Jim MacBrayne <jmacb@medusa.u-net.com> (c) 1990,95 | |
| Freeware | |
| Released: January 1996 | |
| Latest Version: 1.02/960331 (TADS 2.2.0, 31 Mar 1996) | |
| -=-=- | |
| Perdition's Flames | |
| "You've died and gone to Hell! Explore a land that no living mortal has | |
| ever seen. This innovative game has all of the usual great TADS | |
| features, and it may be one of the friendliest text adventures ever | |
| written! Being dead has its advantages -- you don't have to eat or | |
| sleep, you can carry as much stuff as you want, and best of all, you | |
| can't die! Plus, this may be the first text adventure ever to be | |
| certified 100% MAZE FREE!" (author's blurb) | |
| Author: Michael J. Roberts <mroberts@hinrg.starconn.com, | |
| 73737.417@compuserve.com> | |
| [Commercial $25] | |
| -- The game is commercial but no longer available. A freeware release was | |
| announced in June 1996. | |
| Released: | |
| Latest Version: v1 | |
| -=-=- | |
| Unnkulia Zero: The Search for Amanda (UU0.GAM) | |
| "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, <shudder>, 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!" (author's blurb) | |
| A fairly large text adventure. In it we learn about the early history of | |
| the Valley and the Unnkulians, and we get a glimpse of the future. | |
| "Unnkulia Zero is the latest in the Unnkulian series. It is fairly long | |
| and not as easy as the earlier games. The puzzles are logical and | |
| funny." (Audrey A. DeLisle, in SPAG #1) | |
| Author: David A. Leary <dleary@umabnet.ab.umd.edu> (c) 1993 | |
| [Commercial US$25] (Demo Edition available) | |
| -- The game is commercial but no longer available. A freeware release | |
| is planned. | |
| Released: | |
| Latest Version: 1.0 | |
| -=-=- | |
| Unnkulia One-Half: The Salesman Triumphant (ONEHALF.GAM) | |
| "You 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 favor?" (author's blurb) | |
| Somewhat smaller than UU1 and UU2. Explores the trials and tribulations | |
| of a down-and-out Acme salesman. Easy, compared to UU0 or UU2. | |
| "Oddly enough, this short, humorous game is my favorite of the Unnkulian | |
| series. Probably something to do with my lack of patience or something. | |
| Or maybe I can only take the cheez jokes for so long before I begin to | |
| feel unhinged." (Gerry Kevin Wilson, in SPAG #1) | |
| Author: David A. Leary <dleary@umabnet.ab.umd.edu> (c) 1993 | |
| Freeware | |
| Released: | |
| Latest Version: 1.0 (TADS 2.0.1, 20 Apr 1993) | |
| -=-=- | |
| Unnkulian Underworld: The Unknown Unventure (UU1.GAM) | |
| "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. <Gasp!>" (author's blurb) | |
| Irreverent parody of contemporary IF games. Has a maze. | |
| "I enjoyed the game, especially the first 200 points (out of 400). In | |
| this first part the puzzles are very logical and well designed. In the | |
| second part there are some puzzles in which I didn't find any logic at | |
| all. The writing is quite well done and gives the reader a good | |
| description of what is going on. ... Lastly, there is lots of humour in | |
| this game. It may get a bit repetitive, but humour is an important part | |
| of the game." (Toni Cortes, in SPAG #2) | |
| Author: David A. Leary <dleary@umabnet.ab.umd.edu> (c) 1991-93 | |
| Shareware US$10 | |
| Released: | |
| Latest Version: 3.0.1 (TADS 2.0.1, 20 Apr 1993) | |
| -=-=- | |
| Unnkulian Unventure II: The Secret of Acme (UU2.GAM) | |
| "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." | |
| (author's blurb) | |
| "Also has a maze, unfortunately. Seemed like a good idea at the time. | |
| (It wasn't.)" (David Baggett) | |
| "I would rate it higher, but the plot is a bit jerky. ... In general, | |
| it is still amusing, but not as good as UU1 and not as involved. I won't | |
| say what the object is because that is part of the plot." | |
| (Audrey A. DeLisle, in SPAG #1) | |
| "A lot of UU2's problems (and difficulty) stem from its pseudo- | |
| nonlinearity. Once you get into the underworld, you have many puzzles | |
| you can work on at once. They have to be solved in a particular order, | |
| however, and this is why people get confused." (David Baggett, in | |
| SPAG #2) | |
| Author: David M. Baggett <dmb@ai.mit.edu> (c) 1991-93 | |
| Shareware US$10 | |
| Released: | |
| Latest Version: 3.0 (TADS 2.0.1, 20 Apr 1993) | |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=HORROR: | |
| The Horror of Rylvania (RYLVANIA.GAM) | |
| "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." (author's | |
| blurb) | |
| A hard-edged gothic horror game. You become a vampire and must search | |
| for the cure. | |
| "It is somewhat linear, but not limited like some games. I enjoyed | |
| playing it. The atmosphere was well created to be eerie, but not | |
| disgusting." (Audrey A. DeLisle, in SPAG #1) | |
| "I still feel that Rylvania is an extremely important and innovative IF | |
| game --- one that has been unjustly ignored. It's disappointing that | |
| although there are so many IF enthusiasts out there, so few are willing | |
| to pay a fair price for such a strong work." (David Baggett, in SPAG #5) | |
| Author: David A. Leary <dleary@umabnet.ab.umd.edu> (c) 1993 | |
| [Commercial US$20] (Demo Edition available) | |
| -- The game is commercial but no longer available. A freeware release | |
| is planned. | |
| Released: | |
| Latest Version: 1.0 | |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=PROGRAMMING EXERCISES: | |
| +=3: A (Controversial but Nevertheless) Logical Adventure (3.GAM) | |
| This one-puzzle game was Dave Baggett's response to a discussion (flame | |
| war?) in rec.arts.int-fiction and specifically to Russ Bryan's claim that | |
| there could be no puzzles which are logical yet unsolvable. | |
| Author: David M. Baggett <dmb@ai.mit.edu>, | |
| Carl de Marcken <cgdemarc@ai.mit.edu> (c) 1994 | |
| Freeware (Source available) | |
| Released: | |
| Latest Version: 1.2 (TADS 2.0.1, 26 Nov 1994) | |
| -=-=- | |
| Alice in Wonderland (ALICE.GAM) | |
| Partial IF version of Alice in Wonderland, as a programming aid to TADS | |
| authors. | |
| Author: Trevor Powell <LeGarre@aol.com> (c) 1991 | |
| "Shareware" (only available as source) | |
| Released: | |
| Latest Version: 1.0a1 | |
| -=-=- | |
| Eliza (ELIZA.GAM) | |
| "Psychiatrist simulation" via string substitution, first implemented by | |
| Joseph Weizenbaum in the 1960s. This TADS port is based on a 1979 BASIC | |
| version. | |
| Porter: David Allen <dallen@powereda.com> (c) 1994 | |
| Freeware (only available as source) | |
| Released: | |
| Latest Version: ? | |
| -=-=- | |
| Kitchen Encounters (KITCHEN.GAM) | |
| An interesting bit of programming that simulates a kitchen, generated | |
| from a note left to the author by his wife. | |
| Author: Andy Jewell <avjewe@cfar.umd.edu> (c) 1992 | |
| Freeware (only available as source) | |
| Released: | |
| Latest Version: 0.2 | |
| -=-=- | |
| Shadowland (I): The Tower of Iron (SHADOWLAND.GAM) | |
| Shadowland seems more a coding example than a full-fledged game. You | |
| start out strapped into a mad scientist's machine, but free yourself and | |
| hack, blast, and julienne your way through numerous monsters. | |
| Author: Tom Claburn <TCLABURN@aol.com> (c) 1993 | |
| Freeware ??? (only available as source) | |
| Released: | |
| Latest Version: 1.0 | |
| -=-=- | |
| The Underoos that ate New York! (UNDER.GAM) | |
| A five-room example game for Whizzard's ADV.T rewrite (WADV). | |
| "It's [...] a short 'un by Whizzard, [...] but I remember I got a big | |
| kick out of playing it." (Dan Shiovitz, in the rec.arts.int-fiction | |
| group) | |
| "I found the humor in 'Underoos' to be... disturbing." (John Baker, in | |
| the rec.arts.int-fiction group) | |
| Author: Gerry Kevin Wilson <whizzard@uclink.berkeley.edu> (c) 1994 | |
| Freeware (only available as source) | |
| Released: May 1995 | |
| Latest Version: ? | |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=SCIENCE FICTION: | |
| Deep Space Drifter (DEEP.GAM) | |
| "Find your way off the space station and explore the planet below. Visit | |
| the swamp and the caves. Defeat the maniacal Pinback and escape with | |
| your life." (author's blurb) | |
| Hide the service droids and bologna sandwiches. This thing has mazes. | |
| Big mazes. Really big. No, bigger than that. Two of them. Other than | |
| the mazes, DSD is generally held to be a very decent game. | |
| "The part of the game on the space station is good, with quite a bit of | |
| atmospheric details and generally good puzzles. But down at the planet | |
| things are less convincing. Everything is deserted, but no real reason | |
| for this is given. Several of the puzzles here are also very time- | |
| consuming and tedious. Among these puzzles are the game's two infamous | |
| mazes." (Lars Joedal, in SPAG #3) | |
| Authors: Michael J. Roberts <mroberts@hinrg.starconn.com, | |
| 73737.417@compuserve.com>, | |
| Steve McAdams <75204.1051@compuserve.com> (c) 1988,90 | |
| [Shareware $15] (registration includes source, hints and map) | |
| -- A freeware release is planned. | |
| Released: ca. September 1989 | |
| Latest Version: 1.0 (TADS 2.0.1, 7 Apr 1993) | |
| -=-=- | |
| Enhanced (ENHANCED.GAM) | |
| "Here you are, trying to survive yet another day in the big city with no | |
| money, no job and no hope. As you walk down the street in the government | |
| research project area, you suddenly see a sign reading: 'Volunteers | |
| needed for military research project! Do you want to make money? Do you | |
| want to help your country? Can you start at once? No special skills | |
| needed. Enter here.' Everything on the list sounds good to you, so you | |
| enter the door and sign up. That's when your nightmare begins..." | |
| (author's blurb) | |
| A short cyberpunk game in which you try to avoid donating your body to | |
| science. First part of the CyberVenture Trilogy. | |
| "...some of the actions that must be taken in the game depend upon the | |
| player's familiarity with certain cyberpunk terminology ('ice', etc.), | |
| and a lot of the in-jokes are *really* in. ... I enjoyed the game, for a | |
| while; when I began to have parsing problems, my enjoyment was | |
| diminished." (Roger N. Dominick, in SPAG #2) | |
| Authors: Hans Persson <unicorn@lysator.liu.se>, | |
| Dominik Zemmler <dz@lysator.liu.se> (c) 1993 | |
| Shareware US$10 (registration includes source and hints) | |
| Released: December 1993 | |
| Latest Version: 3/941004 (TADS 2.0.1, 22 Jan 1995) | |
| -=-=- | |
| High Tech Drifter (HIGHTECH.GAM) | |
| The very first TADS game! Not quite finished though. Seems to be a sort | |
| of mantra with us IF authors. Try to recover Ma and Pa's secret | |
| semiconductor formula from a big, bad corporation. | |
| Author: James B. Cser <no e-mail>, | |
| Michael J. Roberts <mroberts@hinrg.starconn.com, | |
| 73737.417@compuserve.com> (c) 1988,90 | |
| Freeware (only available as source) | |
| Released: ca. 1989 (never finished) | |
| Latest Version: 1.0 | |
| -=-=- | |
| The Legend Lives! (LEGEND.GAM) | |
| "A new chapter in the history of Unnkulia and the Valley unfolds. 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 UU1. Written by a | |
| Ph.D. candidate at the MIT AI Lab, LEGEND is an epic of unprecedented | |
| depth that explores what can happen when networks and software get 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 attempts to locate and terminate *you*. | |
| While sticking to the often humorous style of the Unnkulian Unventures, | |
| LEGEND nevertheless explores many serious themes about technology and its | |
| effects on society. It is not just a challenging and fun computer game; | |
| it is one computer science researcher's view of a future nearly destroyed | |
| by an entirely synthetic and substanceless entity -- a software | |
| construct." (author's blurb) | |
| Includes UU3. "The beginning of a new series. You take the role of a | |
| graduate student at Akmi Yooniversity who has made a terrifying discovery | |
| while exploring some old literature about the Unnkulians. The fate of the | |
| galaxy rests in YOUR hands. (Surprise.)" (David Baggett) | |
| "Fundamentally, Legend invites you to think about what life really is. | |
| What aspects of life do we consider the exclusive domain of biological | |
| entities, and why? What would a machine have to do to change our idea of | |
| what life is? ... Beyond the central theme, Legend also talks about good | |
| and evil [...]; fascism and how it creeps up on you when bureaucracies | |
| get too old and powerful, and how technology contributes to this; the | |
| nature of time; and how technology both brings people together and | |
| simultaneously eats away at their individuality --- particularly, how it | |
| helps people to work together much more efficiently, but likewise makes | |
| each person's individual contribution less significant." (David Baggett, | |
| in SPAG #5) | |
| "The NPCs are not developed well enough. ... The ending is a tremendous | |
| disappointment. Not because it's an emotional downer or anything like | |
| that; it's just totally unexpected and very unsatisfying. However, I | |
| cannot in good faith say anything *too* bad about the game, because it's | |
| one of the most visionary and daring works to come along since, well, 'A | |
| Mind Forever Voyaging' from Infocom. ... _Legend_ deserves to be played | |
| if for no other reason than to think about what David is trying to say. | |
| I mean, when was the last time you played an IF game which *really* had a | |
| message and a vision?" (M. Sean Molley, in SPAG #5) | |
| "The descriptions of many of the game locations are highly engrossing and | |
| impart a genuine atmospheric quality to that portion of the game. ... | |
| 'The Legend Lives!" is excellent proof that interactive fiction can be as | |
| much fun to read as to play." (Eileen Mullin, in XYZZYnews #2) | |
| Author: David M. Baggett <dmb@ai.mit.edu> (c) 1994,95 | |
| Freeware (Source available) | |
| Released: March 1995 | |
| Latest Version: 1.1 (TADS 2.2.0, 3 May 1995) | |
| (too big for standard DOS TADS -> needs 386+ version!) | |
| -=-=- | |
| The Light: Shelby's Addendum (SHELBY.GAM) | |
| "A strangeness has fallen. You first became aware of it with the | |
| darkening of the skies: the majestic, threatening storm clouds that | |
| seemed on the verge of deluging the earth in a torrent, yet hung | |
| motionless, impatient, as though awaiting further instructions from some | |
| unseen and malignant higher power... | |
| First the clouds, then the sudden silence of the birdsong, and the | |
| people. Where were the people? The village was deserted as you passed | |
| through. Not a soul to be seen. You knew you had to alert Barclay and | |
| Holcroft that something was terribly wrong with the balance of things, | |
| but before you had reached even the main gate an impenetrable mist had | |
| rolled in from below the cliffs and obscured the path to the lighthouse. | |
| When, at last, you reached the courtyard entrance, something even | |
| stranger happened. You began to feel suddenly and inexplicably weak, as | |
| though the very life were being drawn from your bones. You had eaten | |
| well on the train journey from the Commission's headquarters in the | |
| capital city, and passed your last physical with glowing colors, yet you | |
| felt as though you were at death's door. | |
| You had to see Holcroft. He, perhaps, could explain...." (from intro) | |
| Follow-up to "Manor of Madness" and "Corridors of the Nethermind", two | |
| adventures by the same author published for the Sinclair Spectrum in the | |
| early 1980s. | |
| "I really like puzzles in adventure games that include what I think of as | |
| many interlocking parts ... [Shelby] has a good variety of this kind of | |
| interlocking, scavenger hunt puzzles. ... I found it wholly absorbing | |
| once I was able to overcome the initial obstacles and get drawn into the | |
| drama of the adventure." (Stuart Beach, in XYZZYnews #8) | |
| "...a fascinating piece of science-fiction IF from a very talented writer | |
| ... Not only are some of the more important puzzles [...] just downright | |
| obscure, the author has chosen to "hide" most of the objects in the game | |
| deep within the scenery. ... The game logic is consistent all the way | |
| through, and everything is eminently believable. The author has | |
| certainly created a seamless experience as far as I am concerned." | |
| (M. Sean Molley, in SPAG #9) | |
| "Most of the fun in this game is figuring out the background to the world | |
| McCarthy has created here ... The actual mechanics of the game are | |
| disappointing. Some of the text is good, notably the introductory | |
| paragraphs, but much of the rest is rather lacklustre. ... Some of the | |
| puzzles seemed completely arbitrary to me, and even after solving them I | |
| still don't understand why the solution worked." | |
| (Gareth Rees, in SPAG #9) | |
| Author: C. A. McCarthy <illusory@execpc.com> (c) 1995-96 | |
| Shareware US$10 | |
| Released: December 1995 | |
| Latest Version: 2.0/19960428 (TADS 2.2.0, 28 Apr 1996) | |
| -=-=- | |
| Lost (LOST.GAM) | |
| While searching for riches in the forest, you come across a spaceship | |
| which takes you to different places and times. Difficult, with multiple | |
| mazes, but rather engrossing. | |
| "The game is quite large (the code is over 10,000 lines long) and has the | |
| largest vocabulary that the compiler would allow." (Jeffrey Hersh) | |
| Author: Jeffrey Hersh <Frumple@earthlink.com> (c) 1993 | |
| Shareware US$10 (Source available) | |
| Released: 1992 or 1993 | |
| Latest Version: 2.0.2 (TADS 2.2.0, 23 Apr 1996) | |
| -=-=- | |
| Past Tense (TENSE.GAM) | |
| An espionage game set in the future. You receive a package at your house | |
| addressed to an Agent Pritel with instructions for a mission. But | |
| wait... you're not Pritel! | |
| The TENSE command allows you to switch between past and present tense. | |
| Author: Daved Nault <nault.3@osu.edu> (c) 1996 | |
| Freeware (Source available) | |
| Released: March 1996 | |
| Latest Version: ? (TADS 2.2.0, 26 Mar 1996) | |
| -=-=- | |
| Urban Cleanup (URBAN.GAM) | |
| "Neotext's second IF game, also aimed at the beginner IF level. This | |
| game showcases witty writing and simple puzzles for the young and the | |
| just beginning. Imagine your surprise when you find that the Virtual | |
| Reality video game you just bought is the key to unlocking totalitarian | |
| control in your society!" (author's blurb) | |
| Author: Philip Dearmore <morbeus@eskimo.com> (c) 1996 | |
| Shareware US$10 | |
| Released: June 1996 | |
| Latest Version: 1.0 (TADS 2.0.1, 14 Jun 1996) | |
| -=-=- | |
| Waystation (WAY.GAM) | |
| "While driving home one night, your car mysteriously dies. You get out, | |
| pop the hood, and wham! that's the last you remember...until you wake up | |
| trapped in a cell. With no idea of how you got there and no one to ask, | |
| you must escape and find out why you were kidnapped. | |
| Visit the lovely sewage dump Melica! Tour abandoned Comanis! Avoid | |
| Efric at all costs! The game is guaranteed 99.9% maze free, and is | |
| freeware." (author's blurb) | |
| A future with dial up teleportation booths called waystations. Has | |
| something of a twist ending. Entertaining. | |
| "Your goal in the game is not revealed until over half-way through, so | |
| for the majority of the game you are reduced to moving purposelessly from | |
| location to location and solving seemingly arbitrary puzzles. ... The | |
| game is a mish-mash of genres -- Granade has played with many ideas, but | |
| expanded on almost none of them." (Julian Arnold, in SPAG #9) | |
| Author: Stephen Granade <sgranade@phy.duke.edu> (c) 1995 | |
| Freeware (Source available for US$10) | |
| Released: January 1995 | |
| Latest Version: 1.1 (TADS 2.2.0, 19 Dec 1995) | |
| -=-=- | |
| Wormhole: The Beginning (WORMHOLE.GAM) | |
| "A short promotional piece of interactive fiction originally intended to | |
| kick off the new Wormhole series, about a young man caught leaping | |
| between worlds through wormholes. Since the series idea died and was | |
| deemed unprofitable, this little game is kept around as freeware." | |
| (author's blurb) | |
| Author: Philip Dearmore <morbeus@eskimo.com> (c) 1995 | |
| Freeware | |
| Released: April 1996 | |
| Latest Version: 1.0 (TADS 2.0.1, 3 May 1996) | |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=OTHER (OR NO) GENRE: | |
| The Broken String (BS.GAM) | |
| The first punk rock interactive fiction game. | |
| "'Punk's not dead yet!' you think to yourself. 'Not if I can do | |
| something about it. I can put up a new band. There are still punks in | |
| this city. We can make this place live again. We can make the scene | |
| live again.' | |
| You play the role of Tim, a young punk rocker, livinng in an imaginary | |
| city in a squat. In Tim's city punk rock is dying and along with it all | |
| the ideals that true punk represents. Tim's feeling of frustration and | |
| alienation grows stronger every day, but instead of losing hope, Tim | |
| decides to go on a crusade to revive punk. Along the way Tim will | |
| encounter different problems, not all of them directly related to his | |
| task. Tim will also try to solve his personal problems as he goes on | |
| with his crusade. You must guide Tim through the city and help him | |
| complete his goal." (author's blurb) | |
| Authors: Harel Malka <rl_queen@netvision.net.il>, | |
| Ran Kramer <no e-mail> (c) 1995 | |
| Emailware (Source for version 1.0 available) | |
| Released: December 1995 | |
| Latest Version: 1.1 (TADS 2.2.0, 14 Feb 1996) | |
| -=-=- | |
| FooM (FOOM.GAM) | |
| "The shoot-'em up text adventure." Excellent parody of the famous | |
| Shareware game DOOM. | |
| Author: Piers Johnson <piers@socs.uts.edu.au, | |
| kaleid@ftoomsh.socs.uts.edu.au> (c) 1995 | |
| Freeware (Source available) | |
| Released: July 1996 | |
| Latest Version: 1.01d (TADS 2.0.1, 10 Mar 1995) | |
| -=-=- | |
| Gerbil Riot of '67 (GERBIL.GAM) | |
| "Arguably the daftest, most stupidly silly text adventure ever. | |
| Converted with tender loving care from the 8-bit original." (author's | |
| blurb) | |
| Author: Simon Avery <simon.avery@p1.f20.n255.z2.fidonet.org> (c) 1991-94 | |
| "Shareware" (Crippleware) UKP3 (Password needed for completion) | |
| Released: | |
| Latest Version: ? (TADS 2.0.1, 28 Feb 1994) | |
| -=-=- | |
| GC: A Thrashing Parity Bit of the Mind (GC.GAM) | |
| Not much plot but filled with ingenious puzzles. Set at MIT, and written | |
| for the MIT AI Laboratory Winter Olympics 1994. The first game to use | |
| David Baggetts WorldClass library instead of ADV.T. | |
| Authors: Carl de Marcken <cgdemarc@ai.mit.edu>, | |
| David M. Baggett <dmb@ai.mit.edu>, | |
| Pearl Tsai <tsai@ai.mit.edu> (c) 1994 | |
| Freeware (Source available) | |
| Released: | |
| Latest Version: 0.1.1.2.3 (TADS 2.0.1, 17 Jan 1994) | |
| -=-=- | |
| The Great Archeological Race (RACE.GAM) | |
| You play the assistant curator of the Evelyn Museum in Boston, and it's | |
| your job to help increase failing patronage by finding new artifacts. | |
| Your quest leads you deep into the heart of the South American jungle, | |
| where a whole new world waits to be discovered. | |
| "The atmosphere [...] reminded me somewhat of the 'Indiana Jones' movies | |
| ... In many places, the writing is plentiful and good; in others, it's | |
| extremely terse. ... The game doesn't try to be anything more than an | |
| enjoyable puzzle-solving romp, and of course the tricks and traps | |
| commonly associated with ancient sites provide the ideal excuse for | |
| having lots of puzzles. ... I highly recommend that you download this | |
| game and give it a try for yourself." (M. Sean Molley, in SPAG #3) | |
| Author: John LaBonney <JLaBonney@aol.com> (c) 1992 | |
| Shareware US$20 (no registration possible at the moment!) | |
| Released: | |
| Latest Version: 1.3 (works with TADS 1.20 ONLY!) | |
| -=-=- | |
| HERO, INC Volume 1: Calling All Heroes (HERO1.GAM) | |
| "CONGRATULATIONS! You may already be a winner! | |
| Have you ever wondered what life is about? Do you look for happiness but | |
| never find it? Does joy, fulfilment, and the answer to world peace | |
| always slip right through your fingers? Are you thinking right now, 'I'm | |
| a born loser?' | |
| Well, we at Hero, Inc once thought that too! Until we found the ultimate | |
| answer to all of these questions and more. And, for a limited time only, | |
| we've decided to make OUR happiness YOURS! Yes, you can be a hero too! | |
| Simply fill out the handy Special Introductory Offer Form enclosed and | |
| all your dreams could be about to come true!" (from intro) | |
| Author: Nate Cull <100242.2325@compuserve.com> (c) 1996 | |
| "Shareware" (Freeware?) | |
| Release: March 1996 | |
| Latest Version: Beta 1 (TADS 2.2.0, 4 Mar 1996) | |
| (The hint system needs a heap size of at least 10000. The command | |
| line switch '-mh 10000' should be used.) | |
| -=-=- | |
| Lost New York (LOSTNY.GAM) | |
| "They say you can never get to know the true New York as a tourist -- but | |
| this is going to turn out to be no ordinary vacation. What you thought | |
| would be a quick jaunt to the usual tourist traps instead uncovers an odd | |
| find that sends you hurtling through time, coming face-to-face with | |
| history. A history that you realize you are going to have to change if | |
| you ever want to find your way home..." (author's blurb) | |
| "This is the type of game that manages to teach you a lot about a subject | |
| while making it a very pleasant trip indeed. [...] it's not very clear | |
| what your purpose is in the New York time zones other than to solve | |
| puzzles and move forward. Even when you're solving puzzles, it's hard to | |
| tell what you're accomplishing in the big picture." (Rob Daviau, in | |
| XYZZYnews #10) | |
| Author: Neil deMause <neild@echonyc.com, nulldogma@aol.com> (c) 1996 | |
| Shareware US$12 (registered version has on-screen hints) | |
| Released: March 1996 | |
| Latest Version: 1.1f (TADS 2.2.0, 10 Aug 1996) | |
| (too big for standard DOS TADS -> needs 386+ version!) | |
| -=-=- | |
| Modernism (MODERN.GAM) | |
| Short no-puzzle "game" based on works of Samuel Beckett and Jean-Paul | |
| Sartre. Two parts: "Waiting for Godot" and "No Exit". | |
| Author: Jacob Solomon Weinstein <jweinste@usc.edu> (c) 1993 | |
| Mailware | |
| Released: March 1993 | |
| Latest Version: 1.0 (TADS 2.0.0, 21 Mar 1993) | |
| -=-=- | |
| Ski Adventure (SKI.GAM) | |
| "...a game that takes place at an abandoned ski resort, SnoFlake. You | |
| play the main character, a lost camper trying to find his way home." | |
| (author's blurb) | |
| Author: John LaBonney <JLaBonney@aol.com> (c) 1991 | |
| Shareware US$10 (no registration possible at the moment!) | |
| Released: ca. April 1991 | |
| Latest Version: 1.0 (works with TADS 1.01 ONLY!) | |
| -=-=- | |
| Tyler's Great Cube Game (CUBE.GAM) | |
| Another one-puzzle game. | |
| Authors: Tyler Bindon <jgolinsk@gpu.srv.ualberta.ca>, | |
| Steven Taschuk <no e-mail> (c) 1995 | |
| Shareware US$5-20 (Source available from US$10 onwards) | |
| Released: | |
| Latest Version: 1.1 (TADS 2.2.0, 4 May 1995) | |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=IF COMPETITION ENTRIES: | |
| -=-1995: | |
| A Night at the Museum Forever (MUSEUM.GAM) | |
| Retrieve the diamond ring from the time museum. | |
| "The writing is not quite up to Infocom's standards, but quite adequate; | |
| the puzzles may not be very original but are clever and logical; the plot | |
| is simple but quite clever and the time travel is handled nicely. My | |
| only big complaint about the game is its almost total lack of atmosphere. | |
| ... Despite these complaints, the game is quite clever and enjoyable." | |
| (Magnus Olsson, in SPAG #7) | |
| "Ninety percent of the game seemed to consist of tramping back and forth | |
| along the corridor in the different time zones, and the remaining ten | |
| percent was somewhat dull. No people, no interesting puzzles, no | |
| colourful background, no awe-inspiring future technology, nothing. The | |
| game seems to have not been playtested, and it raises rather more | |
| questions than it answers." (Gareth Rees, in SPAG #8) | |
| Author: Chris Angelini <cangelin@uoguelph.ca> (c) 1995 | |
| Freeware (Mailware) | |
| Released: August 1995 | |
| Latest Version: 1.0 (TADS 2.0.1, 25 Aug 1995) | |
| The One That Got Away (THE_ONE.GAM) | |
| Go fishing for 'The Old One'. Won 3rd place. | |
| "...the trigger that started my game was an episode of 'The Simpsons' | |
| that I saw one night, about Homer going out fishing and struggling | |
| against one of those 'mighty fish of the past.' That must have made | |
| some kind of an impression on me, because, some morning afterwards, I was | |
| lying in bed when I thought, you know, no one has ever written an IF game | |
| about fishing. Before long, I was up and at my computer." (Leon Lin, | |
| in SPAG #7) | |
| "The writing is perhaps the best I've ever seen in an adventure game; not | |
| as poetic or beautiful as in 'The Sound Of One Hand Clapping,' but | |
| perfect for telling this kind of story. ... After the monumental | |
| introduction and a lot of build-up during your conversations with Bob and | |
| your attempts to get the right bait, you're ready for a monumental | |
| struggle, but instead you're presented with quite an anticlimax. ... | |
| Still, despite the anticlimax, its literary quality makes this game a | |
| truly memorable one, one worth playing and replaying several times, just | |
| as one returns to a favourite novel." (Magnus Olsson, in SPAG #7) | |
| "My favourite entry in the competition. The puzzles aren't up to much, | |
| but who cares? The writing is superb, atmospheric, and very funny. ... | |
| I hope that Lin writes more interactive fiction, and that he continues to | |
| orient his work towards strong characters." (Gareth Rees, in SPAG #8) | |
| Author: Leon Lin <leonlin@uclink.berkeley.edu> (c) 1995 | |
| Freeware | |
| Released: August 1995 | |
| Latest Version: 1.1 (TADS 2.2.0, 5 Dec 1995) | |
| Toonesia (TOONESIA.GAM) | |
| Try to gun down that rascally rabbit. Won 2nd place. | |
| "I'm a big fan of animation--I'd rank it as one of America's most | |
| significant cultural contributions to the world. I've wanted to do a | |
| complete game based on my favorite cartoons for a long time." | |
| (Jacob Weinstein, in SPAG #7) | |
| "The writing could use a bit more polish, but still manages to capture | |
| the spirit of Saturday morning. The NPCs don't, however -- if you | |
| encounter Daffy Duck or the Tasmanian Devil in a 'real' cartoon, he'll be | |
| in your face until Porky Pig shows up for the fadeout, rather than just | |
| standing around like they do here." (Palmer Davis, in the | |
| rec.arts.int-fiction group) | |
| "This game may not be very profound, but it's clearly one of the most | |
| entertaining adventure games I've ever played." (Magnus Olsson, | |
| in SPAG #7) | |
| "I enjoyed playing 'Toonesia'. It captures a good deal of the flavour of | |
| the cartoons it pastiches, and makes excellent use of the logic of the | |
| cartoon world it takes place in: I found all of the puzzles were solvable | |
| on the first attempt, and the majority were very good." (Gareth Rees, | |
| in SPAG #8) | |
| Author: Jacob Solomon Weinstein <jweinste@usc.edu> (c) 1995 | |
| Freeware | |
| Released: August 1995 | |
| Latest Version: 1.1 (TADS 2.0.0, 6 Dec 1995) | |
| Uncle Zebulon's Will (ZEBULON.GAM) | |
| See if you can claim the inheritance that your old uncle Zebulon (a | |
| wizard of some skill) left you in his will. Won 1st place. | |
| "...a complacently traditional, highly effective narrative. It combines | |
| the quirky unreality of Trinity with the gizmo-filled atmosphere of | |
| Spellbreaker or Starcross. ... The puzzles were all logical enough and | |
| simple enough that I beat the game without hints, and still had a great | |
| time doing it. What greater praise could there be?" (Gerry Kevin Wilson, | |
| in SPAG #7) | |
| "...a very solid piece of work. There were no bugs, all the pieces of | |
| the plot fitted together smoothly, the hook at the start was intriguing, | |
| and the ending was good, though not as much of a surprise as it should | |
| perhaps have been. ... The writing was very flat and lifeless, managing | |
| to be lengthy without being either vivid or humourous." (Gareth Rees, | |
| in SPAG #8) | |
| Author: Magnus Olsson <mol@df.lth.se> (c) 1995 | |
| Freeware (Source available) | |
| Released: August 1995 | |
| Latest Version: 2.0/960416 (TADS 2.2.0, 16 Apr 1996) | |
| Undertow (TOW.GAM) | |
| Go sailing on a yacht with three friends, and a corpse. | |
| "I had the setting for my game before I had a plot. I thought about what | |
| kind of game could take place on a yacht, and decided that a mystery | |
| would be perfect. I had never written a mystery before, and my earlier | |
| IF games have had a remarkable lack of NPCs in them. This was a perfect | |
| chance for me to take on the challenge of setting a game in a tiny | |
| environment, mastering NPCs, and writing a mystery all at once." | |
| (Stephen Granade, in SPAG #7) | |
| "...a very ambitious work unfortunately let down by its implementation. | |
| ... 'Undertow' seems not to have been play-tested much (if at all), when | |
| in fact the mystery genre demands extremely rigorous testing. ... I'd be | |
| intrigued to see what Stephen Granade could produce if he went back to | |
| the code without any deadlines or time constraints and tried to finish | |
| writing the game." (Gareth Rees, in SPAG #8) | |
| Author: Stephen Granade <sgranade@phy.duke.edu> (c) 1995 | |
| Freeware | |
| Released: August 1995 | |
| Latest Version: 1.1 (TADS 2.2.0, 5 Sep 1995) | |
| UNDO (UNDO.GAM) | |
| You're almost at the end of that adventure game you've struggled so hard | |
| to beat, when things get a little crazy. | |
| "The author of this game has obviously tried very hard to come up with | |
| something original, and he [...] has certainly succeeded, in the sense | |
| that this game is totally unlike any other piece of IF I've ever seen. | |
| ... Had this been made into a 'real' game (where there actually is a | |
| point to it all) it could have been a great success. As it is, perhaps | |
| the most appropriate characterization would be to call it an anti-game." | |
| (Magnus Olsson, in SPAG #7) | |
| "The only purpose of Undo, really, aside from being vaguely weird and | |
| entertaining, is to challenge some of the I-F conventions -- like having | |
| everything be a puzzle (most of the rooms are mere clues at best, and at | |
| worst just diversions), having a score (the 'score' of 86 you're shooting | |
| for is another negation joke -- as in, 'eighty-six that'), winning at the | |
| end, and so on. It's sort of an 'anti-game' in that sense." | |
| (Neil deMause, in SPAG #7) | |
| Author: Neil deMause <neild@echonyc.com, nulldogma@aol.com> (c) 1995 | |
| Freeware | |
| Released: August 1995 | |
| Latest Version: 1.0.1 (TADS 2.2.0, 31 Aug 1995) | |
| Forthcoming TADS Games | |
| ---------------------- | |
| Archaeology 689: Field Trip | |
| "There's oodles of text, the atmosphere is remiscent of Infidel and | |
| there's one very very talkative and sometimes even useful NPC. Plus you | |
| get to blow things up in a very spectacular way." (author's blurb) | |
| Author: Ville Lavonius <lavonius@cs.Helsinki.FI> | |
| Anticipated Release: not anytime soon | |
| Avalon | |
| "Once, a long time ago, I bragged that I could write a text adventure in | |
| two months. That was two years ago. You grow, you learn, you know? On | |
| the other hand, it will be worth the wait. I promise Arthurian legend, | |
| faeries, magic, war, love, death, rebirth, religion, and demons. We also | |
| learn why wizards shouldn't muck about with batteries, and why some folks | |
| really need, more than anything else, to learn to forgive, but most of | |
| all, to FORGET. Avalon toys with certain philosophical issues, like: | |
| How does the self relate to one's memories? Does the possession of power | |
| neccessarily require its use, and just when is it ethical to take a life? | |
| Avalon has a large cast of characters, about 20-30 in all. It will be | |
| released as a demo version, with the full game available for $25, a price | |
| that includes some nice packaging in the spirit of Infocom." (author's | |
| blurb) | |
| Author: Gerry Kevin Wilson <whizzard@uclink.berkeley.edu> | |
| Anticipated Release: 1996, maybe | |
| Bast | |
| Author: Magnus Olsson <mol@df.lth.se> | |
| Anticipated Release: unknown | |
| Deepcore | |
| "You are an unfortunate tourist of the future who is trapped inside an | |
| undersea mining station following a violent earthquake. The object of the | |
| game is to escape the station before the nasty aftershocks do you in." | |
| (author's blurb) | |
| Author: Brandon Allen <b.allen@m.cc.utah.edu> | |
| Anticipated Release: September 1996 | |
| Firebird | |
| "Firebird is based on the Old Russian folk tales that inspired the | |
| Stravinsky piece of the same name. You are Prince Ivan, and have been | |
| charged by your father, the tsar, to find the Firebird that has been | |
| stealing your father's golden apples. Your two older brothers have | |
| already tried and failed -- can you triumph over the many obstacles in | |
| your quest? Remember, your mission is not as simple as it first | |
| seems..." (author's blurb) | |
| Author: Bonnie Montgomery <bmontgomer@wwilkins.com> | |
| Anticipated Release: early 1996 | |
| Fire Witch II: In Search of The Ice Wizard | |
| Author: John Baker <baker-j@ix.netcom.com> | |
| Anticipated Release: January 31, 1997 | |
| HamsterWorld | |
| "Assuming this monstrous behemoth of a TADS game ever gets completed | |
| prior to the next millenium, you'll find HamsterWorld to be one of the | |
| most detailed and verb-heavy IF games ever spawned. | |
| 'I laughed, I cried, I wanted to play it again and again. It was better | |
| than "Detective."' - the Author's Friend." (author's blurb) | |
| Author: Neil K. Guy <nkg@vcn.bc.ca, nkg@tela.bc.ca> | |
| Anticipated Release: 1996 | |
| HERO, INC Volume 2: The Light Fantastic | |
| "Beyond the Fairhaven Library, the next stage of your journey awaits. | |
| You'll explore a strange new dimension, searching for the fabled Orb of | |
| Dreams. But what if the Nytemares have been there first...?" (author's | |
| blurb) | |
| Author: Nate Cull <100242.2325@compuserve.com> | |
| Anticipated Release: 1996 | |
| Logomancer | |
| "It's a spellcasting game. You are Logomancer General, and you must | |
| discover who or what is causing all spells cast in the land to come out | |
| backward." (author's blurb) | |
| Author: Jacob Solomon Weinstein <jweinste@usc.edu> | |
| Anticipated Release: January 1, 2010 | |
| Mad Venture | |
| Author: Ron Hale-Evans <rwhe@iglou.com> | |
| Anticipated Release: unknown | |
| SCIMITAR | |
| Feeling a little paranoid? You will be. | |
| Author: C. A. McCarthy <illusory@execpc.com> | |
| Anticipated Release: 1996 | |
| The Second Pit | |
| "Not a typical adventure, The Second Pit is more of a surreal exploration | |
| through the darker regions of the psyche, built around the basic | |
| storyline of a traditional fairy tale. What is your stepmother's secret? | |
| What does the wizard want? Who exactly is the old lady? Will you and | |
| your sister ever get home safely again? | |
| A demo version will be available. The full game will cost UKP5 (US$10)." | |
| (authors' blurb) | |
| Authors: Andrew Craig <no e-mail>, Tom Craig <no e-mail>, | |
| Sue Medley <no e-mail> | |
| Anticipated Release: Spring 1996 | |
| Sensorer | |
| "_Enhanced_, the first part of the CyberVenture trilogy, saw you get away | |
| from the laboratory where Professor Falken tried to dedicate your life to | |
| science. In _Sensorer_, you have to try to avoid Bob the security guard | |
| who has been sent out to find you and return you to Falken. It seems he | |
| has some way of detecting your whereabouts. You must find out how he | |
| does this and make sure that he won't be able to any more." | |
| (author's blurb) | |
| Authors: Hans Persson <unicorn@lysator.liu.se>, | |
| Dominik Zemmler <dz@lysator.liu.se> | |
| Anticipated Release: sometime 1996, hopefully | |
| The Spelunker's Tremendous Cave Adventure | |
| "So you think Colossal Cave Adventure was written by Crowther & Woods. | |
| Actually they decided to write it after finding this version. It was | |
| decided it should never be released. After being buried for years, it | |
| has resurfaced. Filled with terrible puns, outrageous descriptions, and | |
| bits of Alice in Wonderland and a comic book hero, it is a riot. Play | |
| the Spelunkers Tremendous Cave Adventure." (author's blurb) | |
| Author: Doug Harter <harter@postoffice.ptd.net> | |
| Anticipated Release: Summer 1996 | |
| Sphere | |
| The game opens with Harold Jenkins, a simple researcher, stumbling upon | |
| an intense residual energy in the ancient hull of a boat discovered off | |
| of the Virginia coastline. | |
| Author: Russ Bryan <russbryan@earthlink.net> | |
| Anticipated Release: unknown | |
| Spy-X | |
| "A new-age, high-tech spy thriller has you as the secret CIA spy, | |
| searching for clues that would lead to the capture of an international | |
| terrorist. Escape from a secret prison camp somewhere in Europe, and | |
| return home to find that your next assignment brings you into the | |
| investigation of your life..." (author's blurb) | |
| Author: Etienne Pelaprat <lobo@best.com> | |
| Anticipated Release: August 27, 1996 | |
| Trinity | |
| "At last! It's time for your well earned vacation. Venice, Rome, the | |
| Vatican, it just has to better than last year's vacation in Arizona. | |
| You'll never forget the noise of those explosions as the farmers tried to | |
| scare off the buzzards. This year you're determined to enjoy yourself, | |
| just a quick check of your luggage to make sure everything is packed | |
| before you call a cab to the airport. | |
| Let's see now.....suncream, travellers cheques, hat.....HAT? Panic sets | |
| in, your plane leaves in 3 hours and you can't find your hat. You | |
| remember what happened last year when you burnt your head on the first | |
| day and had to spend the rest of the vacation wearing a giant sombrero, | |
| complete with gaudy orange tassles hanging from the brim. Not to mention | |
| all those yanks saying 'Have a nice day, gringo!'. | |
| Demo version will be available. The full version complete with manual | |
| and map of the catacombs will cost UKP6.50 (US$12)." (author's blurb) | |
| Author: The Grue! <grue@prism.u-net.com> | |
| Anticipated Release: Spring 1996 | |
| Unnkulian Unventure IV: Heart of Unnkul | |
| "You thought you finished them off in 'The Secret of Acme', but those | |
| nasty Unnkulians are back again with more of their nefarious schemes! | |
| Stopping them this time will lead you across the Valley and beyond, and | |
| bring you face to face with the origin of the Unnkulian menace. | |
| Surprises, plot twists, revolting Cheez (tm) products, and generally | |
| wacky things abound in the next chapter of the Unnkulian series!" | |
| (author's blurb) | |
| The long-awaited sequel to UU2. | |
| Author: Chris Nebel <chris@graphsoft.com> | |
| Anticipated Release: maybe 1996 | |
| The World of the Tiers Adventure | |
| "Based upon the series of the same name by Philip Jose Farmer. Takes | |
| place on a world shaped like a wedding cake. Levels of the world include | |
| a mythological garden, a grand prairie, a trading level, and the Lord's | |
| castle and prison. A good many of the creatures from the series are there | |
| too." (author's blurb) | |
| Author: Doug Harter <harter@postoffice.ptd.net> | |
| Anticipated Release: Christmas 1996 | |
| Worlds on Fire | |
| "WOF is a game that starts you off on a ravaged Earth. You are not sure | |
| what has happened and have something not dissimilar to a case of amnesia | |
| (although you have not lost general knowledge of things, only where you | |
| are, who you are, etc.). It will include three towns, a temple (which | |
| will take you to 3-5 different places) and as many problems (some can't | |
| be called puzzles) as I could logically include. Not only that, but it | |
| includes over 100 rooms (not including the Endless Forest)! | |
| I couldn't make it freeware because I've spent too much time on it to | |
| make it free, yet I wanted it to be cheaper than most other games, so I | |
| made it 5 US dollars. If anyone would like to make a Mac or other type | |
| of computer version of the IBM version which I am working on (which is | |
| the only version, so far) contact me. The source code is not included so | |
| that people can't fiddle with the programming." (author's blurb) | |
| Author: Wolvie <Joshg2099@aol.com> | |
| Anticipated Release: September 1996 | |
| A Note About TADS | |
| ----------------- | |
| The Text Adventure Development System (TADS) is (surprise!) a system for | |
| writing text adventures. It is currently available for MS-DOS, Macintosh, | |
| Commodore Amiga, Atari ST/TT/Falcon and several flavors of UNIX: 386 Linux, | |
| DECstation (MIPS) under Ultrix, SGI Iris/Indigo under Irix, Sun 3 and Sun 4 | |
| (Sparc) under SunOS, Sun Solaris, and NeXT (68040 MACH). The OS/2 and IBM | |
| RT ports are unfortunately not up to date. Game sources and (v2.x) game | |
| files are portable between different platforms. | |
| TADS was shareware (US$40) but is now freeware. A new release with all the | |
| documentation and the debugger will be available in the near future. | |
| TADS is available via anonymous ftp from: | |
| ftp://ftp.gmd.de/if-archive/programming/tads/ | |
| ***EOF | |
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