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Planet Interactive Fiction

Saturday, 25. July 2026

Renga in Blue

Danger Is My Business: Stinkerus Americanus

I’ve finished the game; this is continued from my previous post. Just to get it out of the way first, we’ve got headhunters again, something I’ve written about before. Since this is set in India and vaguely Indiana Jones-shaped I checked in case it was making a reference, but Temple of Doom came out in […]

I’ve finished the game; this is continued from my previous post.

Portion of the ad from Softside’s January 1983 issue announcing that Adventures of the Month are now being moved to the disk/cassette version of the magazine.

Just to get it out of the way first, we’ve got headhunters again, something I’ve written about before. Since this is set in India and vaguely Indiana Jones-shaped I checked in case it was making a reference, but Temple of Doom came out in 1984. Perhaps Indiana Jones was making a reference to it, or at least stereotypes like it; the movie has an infamous “monkey brains” banquet, and as Roshan Seth (who plays one of the villains, Chattar Lal) explained to Empire magazine:

The banquet scene was a joke that went wrong. I got a great deal of flak for it because people kept saying, “How does an intelligent man like you agree to be in a film which shows Indians dining on beetles and eels?” Steven intended it as a joke, the joke being that Indians were so fucking smart that they knew all Westerners think that Indians eat cockroaches, so they served them what they expected. The joke was too subtle for that film.

The original script had a line from Indy that Hindus wouldn’t touch meat and this prompts an additional line about being suspicious of who the hosts are; it never made it to the film.

Still from the relevant scene.

Moving forward, I was stuck last time on a bear, or at least a bear was stuck on what I thought was likely an oar, but the bear was sleeping and wouldn’t move. What I had neglected to do is LOOK TREE.

(Nevermind climbing the tree doesn’t mention the nest, even though you’d think it would.) Throwing the apple at the nest resolves the bear issue. You can throw the knife instead but it loses whatever item you throw (and you can go back and get another apple; you’ll need it in just a moment).

THROW APPLE

At what?
(Example: AT NATIVE)

AT NEST

Hornets emerge from nest
and bear runs for his life
far off into the jungle

With that resolved, it was time to take care of the canoe. The stalling for time with the bear puzzle led me (via a comment of Voltgloss) to realize I could CUT ROPE twice and take the rope with me that was holding the canoe; it gets used multiple times later. I then hopped in the canoe, applying the previously-found PADDLE verb.

I find it interesting it doesn’t understand PADDLE, but does understand PADDLE ACNOE with my typo there.

You can LOOK CANOE to see the previously-unmentioned hole filling with water. You need to PLUG HOLE; the only item that works is the apple. Which is kind of absurd but at least the game has it come out mid-paddle.

The lost gun (and fact it gets you just killed earlier) puts this as yet another data point in my list of games where weapons are red herrings>. The knife doesn’t get used for violence, either.

More jungle! This time it’s a small set piece, where to the southeast there’s some quicksand; you can CLIMB TREE (every single jungle room has a “tree room”, I’m leaving them off) and find there’s a sturdy branch. Assuming you remember to take it off the canoe, you can tie the rope to the branch, then go down and SWING ROPE across the quicksand.

To the northeast are some headhunters; if you try to pass by to the northeast, one will throw a spear (if you don’t, they’ll leave you alone, which suggests a structural-solving puzzle solution you’ll see shortly).

With the spear thrown the headhunters will go in hot pursuit and follow you around. If you haven’t guessed yet, the right action is to circle back to the quicksand, and swing over using the already-prepared rope.

You then can retrieve the spear, except the game insists on having some kind of obstacle.

After much gnashing of teeth with PULL SPEAR and JUMP SPEAR I finally came across PULL HARD; applying a verb modifier is extraordinarily rare and downright abuse of the system (given the author-player contract generally has established it as a verb-noun form at nearly all other times, even disallowing PADDLE by just itself earlier).

Past the headhunter section is a chasm; you need to tie the rope to the spear, then tie the rope to a tree on the side you’re on, then throw the spear before finally climbing the rope across the chasm. Strangely, it works intuitively well; ropes are infamous for having implementation issues, but it helps the rope refuses to let you do anything other than the right actions for solving the puzzle.

You can retrieve the spear (although you need to cut the rope to do so). It gets used one more time on the section right after: another maze.

I get what the author was after; he wanted the jungle to feel tangled but didn’t want a full Crowther/Woods style tangled mess, but this still was a tangled mess to map out. Kirsch really wanted you to not bother mapping at all, because he added in a native who wants something valuable. You can hand over the spear, getting directions out of this area in the process:

I had my map already complete before I got this hint.

The southwest exit hinted at leads to another small area with a waterfall and wall of fire close to each other. You can GO WATERFALL first to get wet, then go back and go through the fire, where being wet is enough protection to pass through.

This leads to a northeast path with another LONG ROPE (always fun when you lose an item, only to find another version of the same item later; of course in code, it really is literally the same item). You can CUT ROPE to make two short pieces of rope, which will sort-of become important in a moment.

The “sort-of” is because you next come across a tent (see above) with the kidnapped daughter inside. Climb a tree and wait and eventually you’ll see a bandit come out; JUMP BANDIT to do a knockout. (As far as I can tell, this also works the same if you just go southwest for a while, wait, and come back to the tent.) You can then try to subdue the bandit via TIE BANDIT, and things go wrong.

Dale Dobson couldn’t get the tying to work. He didn’t discover what I found, which is you can TIE HANDS AND FEET as one command (no longer even being a two-word parser) but even though the game seems to understand that it still breaks and the bandit kills you (“You didn’t tie me good enough”).

Dobson studied the source code and found the relevant line never gets called, so he (and I) continued playing via the command NT=3 followed by GOTO 300 (this changes a variable disabling the bandit, and then resumes the game).

After all that nonsense was through, I was able to enter the tent and untie the daughter, who now follows the protagonist for the rest of the game.

The first obstacle is the two bandits that had left the tent earlier start chasing; you can fortunately get past a bridge where cutting the ropes seals off your escape.

This is the other reason I checked the year Temple of Doom came out, although the bridge-cutting scene in the movie was much more dramatic.

Unfortunately, you’re not done with natives yet. A bit more jungle in and you’re blocked by MAD NATIVES; there’s a skunk nearby, but the way to handle it is via the command HOLD NOSE (not even pretending the parser is reasonable any more).

I think this is the first Kirsch game where you need to refer to a body part?

The actual scientific name is “Mephitis mephitis” although I like the “Stinkerus americanus” joke.

This lets you get by but then the natives go in pursuit. If you just try to outrace then they’ll catch you, and there’s no obvious obstacle like a bridge to stop them.

You do pass by some quicksand (not blocking the path) and this ended up being the most clever puzzle of the game (or at least it would be if there wasn’t parser struggle in getting the command to work). You need to put your hat on the quicksand so the natives think you fell in.

Then it’s a clear shot to the ending except for another maze. There’s a mountain you can climb where you will see the embassy is “west” of a cedar tree so the idea is to wander until you find cedar (LOOK TREE everywhere, that is), then keep going west. I already caught on earlier so I did not map the maze this time.

And that’s a wrap! Kirsch is still going full steam in terms of imagining scenes and then trying his best to enact them in the parser; they don’t always survive contact with the implementation which results in things like PULL HARD and whatever mess was happening with the rope and the bandit. I do think the presence of mazes weakened this considerably over his prior games with the same general weaknesses; while he twice gave hints for getting out and clearly did the layout thinking it was more of a “tangled map” than a maze, in practice I still had to deal with the same annoyances as most maps from this era have.

We’ve still got enough Kirsch games to go I don’t want do tier-list them out, but as a general observation, it doesn’t seem like he’s had an “experience arc” like you might hope; there isn’t continual improvement, just the same template being repeated in multiple ways where sometimes it sticks and sometimes it misses. I think the best Kirsch games so far have been

Kidnapped: early game, with building floors being a clever way to set out a series of mini-adventure games

Jack the Ripper: an extended preparation puzzle, including a very clever part with the killer’s knife

Around the World in Eighty Days: the source material is more or less just like a Kirsch game, so this meshes reasonably well

Dateline Titanic: recontextualizing the treasure hunt as rescuing passengers

Arrow One: conceptual sci-fi with a better setting than usual for Kirsch and a clever language puzzle

As far as Kirsch’s own favorite, I’m going to guess he liked Jack the Ripper, because he produced two sequels (which we’ll see in 1983 and 1984, respectively).

I do think his rapid pace may be part of the issue on the lesser games — certainly at least the bugs and lack of polish show — but I’m not sure if just going bi-monthly would fix the issue; I don’t know if introspection would help. At the very least, there’s now a gap until the next Kirsch game. It doesn’t show up until March! That’s because February has an RPG instead, by a totally different author.

Both The CRPG Addict and El Explorador de RPG have played it, if you want to see what it’s like.

Coming up, we’re going to stick with random 1983 games, and I’m making my next pick truly at random (I’m not using the next item on my list, I’m using random.org and having it choose a number) so who knows what will happen?


Zarf Updates

Good luck, everybody

I'm embarrassed about this one. The Witness will be September's release for the Visible Zorker project, but it's already done for Patreon supporters. So I've scanned my Witness feelies for the app already. (You can see the high-res scans here ...

I'm embarrassed about this one.

The Witness will be September's release for the Visible Zorker project, but it's already done for Patreon supporters. So I've scanned my Witness feelies for the app already. (You can see the high-res scans here at the Internet Archive.) It's a classic package. The 1938 newspaper is probably Infocom's high point for pure immersive scene-setting.

But the matchbook caught my attention.

A red matchbook from a fictional restaurant called "The Brass Lantern". The phone number "ADeline 1308" is printed on the cover; another number, "CHANDLER 1729", is hand-written inside. The back says "Good luck, long life" with a circular Chinese symbol. My original matchbook feelie from The Witness.

That's a curious symbol. It's sort of a generic "look at this Chinese symbol" symbol. But is it actually Chinese? The Witness has this uncomfortable schtick of "obviously Asian, but no definite nationality". The Linder house is full of Orientalist tat; some of it is Japanese style, but only the "small Shinto shrine" in the entry betrays an actual tradition.

A circular Chinese symbol on a red background. If you know Chinese: just hold off. I'll get there.

So I immediately suspected that the symbol is a fake. After all, everything else on the matchbook is some variety of joke. "Brass Lantern", come on. The street names are Joel Berez and Al Vezza, two Infocom execs. The phone number "Chandler-1729" refers not only to Raymond Chandler, but to the best-known anecdote about the mathematical prodigy Ramanujan.

I did a quick image search to try to verify (or disprove) my theory. There are certainly a lot of symbols like that one:

A Google Image search. It shows a bunch of generally similar circular symbols.

But they all seem to be bilaterally symmetric, or nearly so. None of them have those squiggly bottom inserts.

Well, what about those inserts? They look awfully suspicious, especially upside down:

The same symbol, upside down.

Surely the right side is the Latin letter A. The left side is less obvious, but maybe an S? Or an E, or... this isn't really coming together. If it were SG, for "Stu Galley", then I'd buy it; but I can't make that work.

Maybe more context would help. Infocom's delightful packages were designed by G/R Copy, aka Giardini/Russell, aka the demon Jeearr. Did they have an "SA" on staff? ...How would I know?

At this point I started asking around, hoping someone would be smarter than me.


You know what happened next. Someone replied that it was an actual Chinese symbol. The character 壽 (shòu) really does mean "long life". I was barking up the wrong tree entirely.

(Two people, in fact. Thank to David Goldfarb and BoysenberryCider.)

If your browser doesn't render that Unicode character, here's a image version, with serifs:

The same symbol in a serif font.

(Apparently there's a Unicode character specifically for the rounded version, but I don't have a font that displays it.)

Wikipedia has a whole page of examples of shòu used in art. And guess what? Nearly all of them are bilaterally symmetrical!

Three samples of Chinese painted porcelain with floral designs and a familiar ideogram. From Examples of Chinese Ornament, Owen Jones, 1867.

Except for the ones that just go to town...

A ceramic plate painted with a tree whose branches entwine in a familiar way; a dark stone slab with a calligraphic ideogram engraved on it. A peach-tree shòu and one by Hai Rui which, at least according to the caption, is an ambigram.

I would be hard pressed to describe these symbols as having anything in common, beyond "a lot of horizontal lines around a vertical axis". Which just goes to show that I'm not looking at them right. This is decorative lettering (ideographing?). It's meant to convey the basic idea to someone who's familiar with the symbol. Someone who's already seen it zillions of times in different decorative forms already.

The word "LOVE" written in an exaggerated heavy-metal-band style. Someone must have done shòu in heavy-metal, but I couldn't find it, so here's LOVE instead.


For laughs, I spent some time trawling Ebay for "vintage Chinese matchbooks". Quite a few listings, but none in the style of the Witness one. One did have the shòu character:

A green matchbook for the Cathay Restaurant, Washington DC. This photo indicates that the Cathay Restaurant was open from 1941 to 1966.

Of course, the designers at G/R didn't have Ebay to trawl. They must have had some design source but I have no idea what. Not that 1867 Chinese Ornament book, certainly.

Arguably they fell into a trap of making the Chinese character look too much like itself. They should have gone for decorative rather than readable! Live and learn.

Thursday, 23. July 2026

Choice of Games LLC

Free expansion for “Spire, Surge, and Sea!”

Unlock the secrets of Gigantea! Today, we are thrilled to release a major, free expansion to Spire, Surge, and Sea, the Nebula Award Finalist post-apocalyptic science fantasy novel by Stewart C. Baker. Today’s update to Spire, Surge, and Sea is available at no additional charge. To celebrate, both of Stewart’s Nebula Finalist games are on sale for 40% off until July 30! Whether you are

Unlock the secrets of Gigantea! Today, we are thrilled to release a major, free expansion to Spire, Surge, and Sea, the Nebula Award Finalist post-apocalyptic science fantasy novel by Stewart C. Baker.

Today’s update to Spire, Surge, and Sea is available at no additional charge. To celebrate, both of Stewart’s Nebula Finalist games are on sale for 40% off until July 30!

  • Spire, Surge, and Sea (40% off): The King lies. The gods live. In humanity’s last city, floating in a worldwide seascape, will you tear it all down to protect your own memories?
  • The Bread Must Rise (40% off): In this magical baking contest, you’ll team up with the Queen Undying to bake your rivals into an early grave—or out of the grave, with necromancy!

Whether you are a returning voyager or braving the Worldsea for the very first time, there has never been a better time to play Spire, Surge, and Sea.

What’s New in the Free Update?

  • New Minigames in Chapter Five: Try your hand at one of four brand-new minigames to get closer to the game’s NPCs and discover what life is really like on Gigantea.
  • A Frozen Expedition in Chapter Six: Set sail to a mysterious island in the far, frozen reaches of the Worldsea. Uncover tantalizing clues about the King’s former life and secure critical help for your final confrontation.
  • In-Game Hint System: Worried about making a wrong move at a crucial moment? Toggle the new hint system to see exactly which stat is tested in each choice—or take out the guesswork entirely and view the exact score you need to succeed.
  • More Immersive Roleplay: We’ve expanded action and choice outcomes throughout the entire book for a more reactive, deeply personal player experience.

My So Called Interactive Fiction Life

Chord Version 1

Over the last two weeks I have aligned Sharpee with a new parser-IF modeling language called Chord. This effort was not to adhere to one side or the other. It was a true alignment where both sides were required to maintain their "way", be elegant, and in
Chord Version 1

Over the last two weeks I have aligned Sharpee with a new parser-IF modeling language called Chord. This effort was not to adhere to one side or the other. It was a true alignment where both sides were required to maintain their "way", be elegant, and in their own way provide a path for an author to create parser-based IF that publishes to a browser. There were changes across the Sharpee packages to enable this alignment and Chord matured into what I consider a highly readable and usable interactive fiction modeling language.

Chord is a declarative pseudo-code styled language. It compiles to IR (intermediate representation) and can be deployed to a framework-less web application the same as a standard Sharpee story. It has the same features as the Sharpee Typescript API and a few additional wrinkles.

The details for Chord are on the Sharpee website. I posted the work-in-progress syntax last week and today it's a complete and working new IF language.

The GenAI created sample story is listed at the end and that hits all of the Sharpee capabilities. I use the Typescript version for regression testing changes to Sharpee and now this version will also be used to regression test Chord.

Full documentation for Chord is on the website and in the GitHub repository on main.

I call it a modeling language because it is not a programming language. It does not have if-then-else blocks or boolean flags. It asks the author to find the correct domain meaning and implement its parts accordingly.

As in Sharpee, Chord also adheres to the post-turn text emission process in Channel-IO. Every piece of text is within a definition or defined as a phrase. Phrases can be listed in named phrasebooks with predicates to differentiate when they apply to the world. A Chord story can be one .story file or a .story file with .chord imports (though a .chord cannot also import other .chord files).

An author can replace the index.html template and add their own components to be filled with additional custom channel data. The template still has to follow a contract for its named styles and required components like the command line.

The website also has a sandbox/playground where you can try Chord live. I encourage you to give it a try.

##
## The Folly at Fernhill — one winter night to find the deed.
##

story "The Folly at Fernhill" by "The Sharpee Project"
  id: fernhill
  version: 0.1.0
  blurb: One winter night to find the deed that keeps Fernhill in the
  family.
  states: evening, midnight
  use state-machines

  on every turn while one chance in 12
    phrase distant-bell
  end on

## The estate exterior — the night begins here.

create the Grounds
  a region
  containing the Iron Gates, the Gravel Drive, the Fountain Court
  containing the Greenhouse, the Boiler Shed, Folly Hill

  on every turn while one chance in 6
    phrase night-wind
  end on

  after entering it
    phrase cold-returns
    play ambient night-wind when client has sound
  end after

  after leaving it
    stop ambient when client has sound
    phrase out-of-the-wind
  end after

create the House
  a region
  containing the Entrance Hall, the Study, the Pantry
  containing the Kitchen, the Cellar Stairs and the Cellar

  after entering it
    phrase house-hush
  end after

create the Iron Gates
  a room
  aka gates, gate
  north to the Gravel Drive
  south is blocked: long-road

  after entering it while the player has the deed
    play music dawn-theme when client has music
    win fernhill-saved
  end after

  first time
    The cab is already grinding away down the lane, its lamps swallowed
    by the dark. An auction notice is nailed to the left-hand gate,
    ruffling in the wind: FERNHILL HOUSE AND GROUNDS, BY ORDER OF THE
    ESTATE, AT DAWN.

  Wrought-iron gates stand open on one hinge apiece, rust freckling
  the scrollwork. The gravel drive runs north toward the dark shape of
  the house.

create the Gravel Drive
  a room
  aka drive
  south to the Iron Gates
  north to the Fountain Court

  The drive curves between bare lime trees, gravel crunching underfoot.
  The house looms ahead to the north; the gates are back south.

create the Fountain Court
  a room
  aka court, courtyard
  south to the Gravel Drive
  north to the Entrance Hall
  west to the Greenhouse
  east to the Boiler Shed

  A paved court before the front door, holding a dry fountain crusted
  with last summer's leaves. The greenhouse glimmers palely to the
  west; a squat brick shed hunches to the east; the front door of the
  house is north.

create the Greenhouse
  a room
  aka glasshouse
  east to the Fountain Court
  north to Folly Hill
  north is blocked while the boiler is off: frost-sealed

  Glass panes furred with frost on both sides. Staging benches run the
  length of the house, and a door in the north wall — glass too — leads
  up toward the folly, if it would open.

create the Boiler Shed
  a room
  aka shed
  west to the Fountain Court

  Brick, low, and bitter with old coal dust. The estate's boiler sits
  cold as a tomb against the back wall, its pipes running off through
  the earth toward the greenhouse.

create Folly Hill
  a room
  aka hill
  south to the Greenhouse
  north to the Folly through the folly door

  The hill rises behind the greenhouse, and on its crown stands the
  folly: a little stone temple, fire-scarred about the windows, that
  nobody has entered in twenty years.

create the Folly
  a room

  Soot still ghosts the walls in here, twenty years on. The night sky
  shows through a scorched hole in the dome, and a cache of ancient
  estate fireworks slumps against the far wall.

  after entering it, once
    change the fuse to lit
    phrase fuse-catches
  end after

create the Entrance Hall
  a room
  aka hall
  south to the Fountain Court
  west to the Study
  west is blocked while Mrs Kettle is guarded: kettle-blocks
  east to the Kitchen
  north to the Cellar Stairs

  The heart of the house: a cold marble floor, a dead fireplace under
  a wide mantel{mantel-hint}, and a tall case clock standing silent
  against the stairs. Doors lead west to the study and east to the
  kitchen; a colder passage runs north.

create the Study
  a room
  east to the Entrance Hall

  Verity's study, exactly as she left it: a desk under the window, a
  travelling trunk against the wall, and the smell of pipe smoke that
  never quite left the curtains.

create the Kitchen
  a room
  west to the Entrance Hall
  north to the Pantry through the pantry door

  Copper pans hang in ranks over the cold range. The pantry door
  stands in the north wall.

create the Pantry
  a room

  Narrow shelves of preserves and crockery. With the door shut, no one
  in the kitchen would know you were here.

create the Cellar Stairs
  a room
  aka stairs, landing
  south to the Entrance Hall
  down to the Cellar through the cellar door

  A bare landing at the top of the cellar steps. An oil lamp sits in a
  wall niche, left where a careful hand could always find it.

create the Cellar
  a room
  dark

  Brick vaults run off into the dark, cold enough to keep milk in
  July. Somewhere back in the blackness, water is dripping.

  on every turn
    phrase cellar-drip
  end on

  on every turn while the oil lamp is lit, once
    phrase lamplight-startle
  end on

create the folly door
  a door
  aka warped door

  A stone-framed door of oak, warped and silvered by the fire. It has
  not been opened in twenty years.

  on opening it while tobias is not shaken
    refuse folly-jammed
  end on

create the pantry door
  a door, lockable, starts unlocked
  aka white door

  A plain white-painted door with a bolt on the pantry side.

create the cellar door
  a door, lockable with the tarnished key
  aka grey door
  score unsealed worth 5

  A heavy grey door, locked as long as anyone can remember. The
  keyhole is tarnished black.

  after opening it, once
    award unsealed
  end after

create the doormat
  aka mat
  scenery, a supporter
  in the Fountain Court

  A bristle mat worn bald in the middle, older than you are. It sits a
  little proud of the flagstone, as if something kept it from lying
  flat.

create the tarnished key
  aka key
  concealed
  on the doormat
  score found worth 5

  A small key gone black with weather.

  after taking it, once
    award found
  end after

create the oil lamp
  aka lamp
  light-source, switchable
  in the Cellar Stairs

  A hurricane lamp with a full reservoir and a clean chimney.

create the boiler
  aka furnace
  scenery, switchable
  in the Boiler Shed
  states: cold, filled, primed, running
  score lit worth 10

  A cast-iron estate boiler, cold now, its dial at rest. Pipes run
  from its flank toward the greenhouse. A stopcock and a primer
  plunger stand ready on its flank, and a small brass plate reads:
  FILL. PRIME. LIGHT. IN THAT ORDER.

  on switching_on it
    refuse when it is cold: boiler-clank
    refuse when it is filled: boiler-clank
    award lit, once
  end on

create the stopcock
  aka cock, water valve
  scenery
  in the Boiler Shed

  A quarter-turn stopcock on the feed pipe from the rain tank.

  on turning it
    phrase stopcock-turns
  end on

create the primer plunger
  aka primer, plunger
  scenery, pushable
  in the Boiler Shed

  A long-handled primer plunger, worn smooth by fifty winters of use.

  on pushing it while the boiler is cold
    refuse primer-dry
  end on

define machine the boiler works
  role furnace is the boiler
  starts cold

  state cold
    when turning the stopcock: filled

  state filled
    on enter
      change the boiler to filled
      phrase water-gurgles
    end on
    when pushing the primer plunger: primed

  state primed
    on enter
      change the boiler to primed
      phrase primer-thumps
    end on
    when switching_on the furnace: running

  state running, terminal
    on enter
      change the boiler to running
      change the vine to flowering
      phrase pipes-warm
      phrase vine-stirs
      play sound boiler-thump when client has sound
    end on
end machine

create the solicitor's letter
  aka summons
  readable

  The letter that brought you here: Fernhill goes to auction at dawn,
  and whatever Great-Aunt Verity hid is lost with it unless someone
  finds the deed tonight.

  on reading it
    phrase summons-text
      "…the property known as FERNHILL to be sold at public auction at
      first light. Any party asserting prior title must produce the
      original deed of the estate before the fall of the hammer."
  end on

create the travelling trunk
  aka trunk
  a container with max items 3
  openable
  in the Study

  Verity's old travelling trunk, papered with steamer labels from
  ports she never mentioned. The lid is heavy but unlocked.

create the diary page
  aka page, diary
  readable
  in the travelling trunk
  states: folded, read

  A page torn from a diary, the hand young and furious.

  on reading it
    change it to read
    phrase diary-text
      "K. says the greenhouse will take the worst of the frost and the
      vine with it. Let it. What matters is safe where the fire went,
      and only the little silver thing will open it. If I cannot keep
      Fernhill, no bank and no buyer shall have the proof of it."
  end on

create the half-burned letter
  aka burned letter
  readable with text "…arrangements with the county bank, where the deed may rest secure until…"
  in the travelling trunk

  Only the middle of the letter survived its trip through a grate. It
  seems to say the deed went to the bank in town. It seems to.

create the mantel
  aka mantelpiece, shelf
  scenery, a supporter with capacity 2
  in the Entrance Hall

  A wide stone mantel over the dead fireplace, dusted but bare except
  for a single framed photograph.

create the framed photograph
  aka photograph, photo, frame
  scenery
  on the mantel

  Verity at thirty, on the folly steps, squinting into some summer
  long gone.

  phrase detail while the diary page is read:
    Knowing what the diary knows, you see it now: the folly whole
    behind her, and on her knee a small steel box with a bright slot
    in its lid.

  after examining it
    show image folly-photograph when client has images
  end after

create the grey overcoat
  aka overcoat, coat, verity's overcoat
  wearable, a container
  in the Entrance Hall

  A great grey wool overcoat hanging by the door, too heavy for
  anyone's shoulders but hers. The pockets are deep.

create the winding key
  aka clock key
  concealed
  in the grey overcoat

  A small brass crank key — the kind that winds a tall case clock.

create the crowbar
  aka bar, pry bar
  in the Cellar

  A forge-made crowbar, cold and certain.

create the nailed crate
  aka crate
  a container
  openable with the crowbar
  in the Boiler Shed

  A pine crate nailed shut hard, stencilled FERNHILL ESTATE — BOILER
  SPARES.

create the tin opener
  aka opener
  in the nailed crate

  A wooden-handled tin opener, estate issue.

create the brass valve handle
  aka valve handle, handle
  in the nailed crate

  A four-spoked brass handle, sized for the boiler's water valve.

create the kipper tin
  aka tin
  a container
  openable with the tin opener
  in the Pantry

  A flat tin of kippers with no ring-pull and no mercy.

create the kipper
  aka fish
  edible
  in the kipper tin

  One bronze kipper, pungent enough to summon any cat in the county.

create the garden shears
  aka shears
  in the Kitchen

  Long-bladed garden shears, oiled and sharp — Tobias's pride, judging
  by the edge.

create the sherry bottle
  aka sherry, bottle
  in the Kitchen

  A dusty bottle of oloroso, the good stuff, hidden behind the pans at
  hip height where a housekeeper might know to look.

create the vine
  aka determined vine
  scenery, prunable
  in the Greenhouse
  states: seedling, flowering, fruiting
  score fruited worth 5

  Verity's vine, at the warm end of the staging over the buried
  pipes: barely more than a seedling now, twenty years after the
  frost that should have killed it.

  after pruning it while it is fruiting, once
    award fruited
  end after

create Smoke
  aka cat, grey cat
  a person, follower
  feedable with food the kipper
  in the Pantry

  A smoke-grey cat with lantern eyes, appointed to the pantry mice
  and answerable to no one.

  on every turn while it is fed and the player is in the Greenhouse, once
    phrase smoke-nose
  end on

create the furnace poker
  aka poker
  in the Boiler Shed

  A long iron poker for the furnace grate.

  on taking it while the boiler is running
    refuse poker-hot
  end on

define trait feedable
  data
    food: entity
  states: peckish, fed

  phrases en-US
    no-morsel:
      You have nothing that would interest a cat of standing.
    already-fed-cat:
      A slow blink. The account is already settled.
    cat-eats:
      The kipper vanishes with terrifying efficiency, and something is
      decided about you. From now on, you have a shadow.

  on feeding it
    the actor must have its food: no-morsel
    it must be peckish: already-fed-cat
    change it to fed
    phrase cat-eats
  end on
end trait

define action feeding
  grammar
    feed :creature
  the creature must be reachable
  otherwise refuse not-feedable

  phrases en-US
    not-feedable:
      That has no appetite you can help with.

define trait prunable
  on pruning it
    the player must hold the garden shears: need-shears
    select on its state
      when seedling
        phrase vine-too-young
      when flowering
        change it to fruiting
        move the silver locket to the Greenhouse
        phrase vine-fruits
      when fruiting
        phrase vine-done
    end select
  end on
end trait

define trait windable
  on winding it
    the player must hold the winding key: need-winding-key
    it must be stopped: clock-already-going
    change it to ticking
    phrase clock-wound
  end on
end trait

define action pruning
  grammar
    prune :target
    trim :target
  the target must be reachable
  otherwise refuse cannot-prune

  phrases en-US
    cannot-prune:
      There's nothing to prune about that.

define action winding
  grammar
    wind :target
    wind up :target
  the target must be reachable
  otherwise refuse cannot-wind

  phrases en-US
    cannot-wind:
      That doesn't wind.

create the fuse
  aka fireworks fuse
  scenery
  cuttable with the garden shears
  in the Folly
  states: coiled, lit, cut
  score nerve worth 5

  A long waxed fuse snaking from the fireworks cache across the
  floor. Old, but not too old to burn.

  on every turn while it is lit
    phrase fuse-hiss
  end on

  on cutting it
    change it to cut
    award nerve, once
    phrase fuse-cut-through
  end on

define sequence the fuse burn
  when the fuse becomes lit
    phrase fuse-racing
  3 turns later
    kill the player fuse-blast when the fuse is lit
end sequence

define sequence the long night
  at turn 14
    phrase dusk-deepens
    change the story to midnight
  at turn 70
    phrase small-hours
  at turn 130
    lose dawn-comes
end sequence

create the deed box
  aka box, steel box, silver box
  a container
  openable with the silver locket
  in the Folly

  A small steel box under a shroud of soot, unmarked but for a neat
  bright slot in the lid — the exact size of a locket that does not
  open like a locket.

create the deed
  aka title deed, title
  readable
  in the deed box
  score recovered worth 10

  Heavy paper, folded in oiled cloth, whole and legible after twenty
  years in the dark: the original deed of Fernhill.

  after taking it, once
    award recovered
  end after

  on reading it
    phrase deed-text
      "…the house and grounds known as FERNHILL, held in perpetuity by
      the family and heirs of the bearer of this instrument."
  end on

create Mrs Kettle
  aka housekeeper, kettle
  a person, proper, guard
  pronouns she
  in the Entrance Hall
  states: guarded, softened
  score softened worth 5

  The housekeeper, planted before the study door with her knitting and
  no intention of moving. Her eyes say the study is not for visitors.

  on giving it
    change it to softened when it has the sherry bottle
    award softened, once when it is softened
    phrase kettle-softened when it is softened
  end on

create Tobias
  aka groundskeeper
  a person, proper, patrol with route [the Gravel Drive, the Fountain Court, the Boiler Shed] and wait-turns 5 and announces-movement true
  pronouns he
  in the Gravel Drive
  states: steady, shaken
  score truth worth 5

  The groundskeeper, out in all weathers on his rounds, a storm
  lantern swinging at his knee. Weathered, watchful, in no hurry to
  help.

  on asking it
    phrase tobias-shrug
  end on

create the silver locket
  aka locket

  A little silver locket on a fine chain, its face engraved with the
  folly before the fire. It is heavier than it looks, and it does not
  open like a locket.

define topics for tobias
  about the boiler:
    phrase tobias-boiler-reply
  about the silver locket:
    phrase tobias-locket-reply
  about "the folly", "the fire":
    change it to shaken
    award truth, once
    phrase tobias-folly-reply
  about "the bank": phrase tobias-bank-reply
end topics

define topics for Mrs Kettle
  about the grey overcoat: phrase kettle-coat-reply
  about "the study", "verity's study": phrase kettle-study-reply
end topics

create the player
  starts in the Iron Gates
  carries the solicitor's letter

  Cold, underslept, and the last of the family who still believes
  Verity hid the deed.

create the auction notice
  aka notice, sign
  scenery, readable
  in the Iron Gates

  Fresh print on old iron: FERNHILL HOUSE AND GROUNDS, BY ORDER OF THE
  ESTATE, AT DAWN.

  on reading it
    phrase notice-text
      "Sale to be conducted at the property at first light. Viewing by
      arrangement with the solicitors, Messrs. Hobbes & Vane."
  end on

create the lime trees
  aka trees, limes
  scenery, plural
  in the Gravel Drive

  Bare pollarded limes, planted two lifetimes ago, creaking in the
  wind.

create the fountain
  aka basin
  scenery
  in the Fountain Court

  A dry stone basin drifted with last summer's leaves. The cherub in
  the middle has lost his nose to some hard winter.

create the staging benches
  aka benches, staging
  scenery, plural
  in the Greenhouse

  Slatted staging the length of the glasshouse, empty but for one
  determined vine at the warm end, over the buried heating pipes.

create the iron pipes
  aka pipes
  scenery, plural
  in the Boiler Shed

  Lagged iron pipes leaving the boiler's flank, running toward the
  greenhouse through the earth.

create the fireplace
  aka hearth
  scenery
  in the Entrance Hall

  Cold ash and a firedog, under the wide stone mantel.

create the case clock
  aka clock, tall clock
  scenery, windable
  in the Entrance Hall
  states: stopped, ticking

  A tall case clock, stopped at some hour years gone. The winding
  hole waits behind the little brass door in its face.

  on every turn while it is ticking and one chance in 8
    phrase clock-chime
    emit estate-clock with hour "evening" when evening
    emit estate-clock with hour "past midnight" when midnight
  end on

create the writing desk
  aka desk
  scenery, a supporter
  in the Study

  A leather-topped desk under the window, its blotter still dented by
  a heavy hand.

create the long curtains
  aka curtains
  scenery, plural
  hiding-spot with position behind
  in the Study

  Floor-to-ceiling curtains of faded bottle green, deep enough to
  swallow a person whole.

create the copper pans
  aka pans
  scenery, plural
  in the Kitchen

  Ranks of copper pans, dull with disuse but hung in strict order.

create the cold range
  aka range, stove
  scenery
  in the Kitchen

  A black iron range, cold to the wrist, its fire door hanging open.

create the preserve shelves
  aka shelves, preserves, jars
  scenery, plural
  in the Pantry

  Narrow shelves of preserves in ranked jars: damson, quince, and
  things gone too dark to name.

create the wall niche
  aka niche
  scenery
  in the Cellar Stairs

  A little arched niche worn smooth at the lip — a lamp has lived here
  a long time.

create the scorched dome
  aka dome, hole
  scenery
  in the Folly

  The folly's little dome, breached by fire; the night sky shows
  through the black-edged hole.

define sound night-wind from "audio/night-wind.wav"
define sound boiler-thump from "audio/boiler-thump.wav"
define music dawn-theme from "audio/dawn-theme.wav"
define image folly-photograph from "images/folly-photograph.png"

define channel clock
  mode replace
  gated by sidebar
  return "The clock: (hour)" from estate-clock
end channel

define phrase long-road
  The lane runs three dark miles to the village, and the cab is gone.
  You are not leaving without what you came for.
end phrase

define phrase frost-sealed
  The glass door to the folly path is sealed fast under a rind of
  frost. Nothing short of real warmth in these pipes will shift it.
end phrase

define phrase night-wind, randomly
  The wind comes off the downs and worries at the bare limes.
or
  A gust rattles every pane in the greenhouse at once.
or
  The wind drops for a moment, and the night is very quiet.
end phrase

define phrase distant-bell
  Far off in the village, the church bell counts another quarter hour
  gone.
end phrase

define phrase cold-returns, first-time
  The cold finds you the moment you step out, and means it.
or
  The cold again, familiar now.
end phrase

define phrase out-of-the-wind
  You step out of the wind, and your ears sing in the sudden quiet.
end phrase

define phrase house-hush
  The house holds its old hush — mothballs, cold ash, and wax.
end phrase

define phrase kettle-blocks
  Mrs Kettle does not move from the study door. "The study is not for
  visitors," she says, to her knitting.
end phrase

define phrase kettle-softened
  Mrs Kettle turns the bottle to read the label, and something in her
  shoulders comes down an inch. "Her ladyship's oloroso. Well." She
  steps away from the study door. "Five minutes, mind."
end phrase

define phrase kettle-coat-reply
  "Her walking coat. Twenty winters old and warmer than anything you
  could buy now. She'd not begrudge you the loan of it tonight."
end phrase

define phrase kettle-study-reply
  "Shut since the spring, and it'll stay shut. Unless," she looks at
  you over the needles, "you were to bring me something that made the
  evening kinder."
end phrase

define phrase tobias-shrug
  Tobias turns his head and spits, which appears to be his whole
  opinion on the subject.
end phrase

define phrase tobias-boiler-reply
  "She's not dead, just cold. Fill her, set the valve, then light
  her — in that order, mind, or she'll clank at you like church
  bells."
end phrase

define phrase tobias-locket-reply
  Tobias goes very still when he sees it. "Her little silver box.
  She wore it the night of the fire and never after. Whatever it
  opens, it's up at the folly."
end phrase

define phrase tobias-folly-reply
  The lantern stops swinging. "Twenty years I've not opened that
  door, and her ladyship neither." He looks up the dark hill for a
  long moment. "Go on then, if you must. The door's only warped, not
  cursed. Shoulder it."
end phrase

define phrase tobias-bank-reply
  "Bank?" He snorts. "Bank never had it. Her ladyship trusted banks
  the way foxes trust hounds."
end phrase

define phrase boiler-clank
  You twist the dial and the boiler answers with a hollow CLANK, like
  church bells dropped down a well. Cold, dry iron. The brass plate
  insists: FILL. PRIME. LIGHT.
end phrase

define phrase stopcock-turns
  You crank the stopcock a hard quarter-turn.
end phrase

define phrase primer-dry
  The plunger sinks with a dry wheeze and comes up again. Nothing to
  prime — the jacket is empty.
end phrase

define phrase water-gurgles
  Somewhere inside the iron, water gurgles down into the jacket.
end phrase

define phrase primer-thumps
  The plunger meets resistance at last and thumps home. The boiler
  is primed.
end phrase

define phrase pipes-warm
  Flame catches with a soft whump, and within moments the pipes begin
  to tick and stretch as warmth crawls toward the greenhouse.
end phrase

define phrase fuse-catches
  The warped door's first draught in twenty years drags across the
  floor — and wakes a thread of sparks in the old blasting cord. The
  fuse is burning toward the cache.
end phrase

define phrase fuse-hiss, cycling
  The fuse hisses on, eating its slow way toward the fireworks.
or
  Sparks walk the waxed cord, closer now.
end phrase

define phrase fuse-racing
  It is racing you.
end phrase

define phrase fuse-cut-through
  The shears bite through the waxed cord. The spark train staggers,
  gutters, and dies a hand's breadth from the cache.
end phrase

define phrase fuse-blast
  The cache goes up in one white roar, and the folly keeps its
  secrets after all.
end phrase

define phrase dusk-deepens
  Somewhere beyond the grounds the last light goes out of the sky.
  Midnight is coming on.
end phrase

define phrase cellar-drip, cycling
  Somewhere back in the vaults, a drop falls.
or
  Drip. The dark keeps its own time.
end phrase

define phrase lamplight-startle
  Something small skitters away from your lamplight and is gone.
end phrase

define phrase need-shears
  Bare-fingered pinching will mangle it. This wants the garden shears.
end phrase

define phrase vine-too-young
  It is all stem and hope — nothing to prune yet. What it wants is
  warmth in these pipes.
end phrase

define phrase vine-fruits
  You take the dead growth off in three clean cuts, and the vine
  answers the warmth almost while you watch: a single heavy fruit
  swells, splits — and something small and silver slides out into the
  leaf mould. Verity's own way of banking.
end phrase

define phrase vine-done
  The vine has given everything it kept.
end phrase

define phrase vine-stirs
  At the warm end of the greenhouse staging, something green stirs.
end phrase

define phrase need-winding-key
  The little brass door wants its crank key — the kind a careful
  housekeeper leaves in a coat pocket.
end phrase

define phrase clock-already-going
  It is wound and walking. Tick, tock.
end phrase

define phrase clock-wound
  The key turns, the weights climb, and the old clock clears its
  throat and begins to walk again: tick, tock, after twenty years.
end phrase

define phrase clock-chime
  The case clock counts the quarter, bright and even, through the
  whole house.
end phrase

define phrase poker-hot
  The poker has been drinking the furnace's heat — it would take the
  skin off your palm.
end phrase

define phrase smoke-nose
  Smoke pads down the staging, ignores the vine entirely, and noses
  hard at the leaf mould at the warm end. Cats know where things are
  buried.
end phrase

define phrase mantel-hint while the diary page is read
   — and over it Verity's photograph, which you cannot stop looking
  at now
end phrase

define phrase small-hours
  The small hours settle over Fernhill. Dawn — and the auction — are
  no longer an abstraction.
end phrase

define phrase dawn-comes
  Grey light finds the gates, and with it the first motorcar of the
  auction party. Whatever Fernhill still hides, it will hide it for
  strangers now.
end phrase

define phrase fernhill-saved
  You come down the drive with the deed of Fernhill inside your coat,
  and the iron gates, for the first time tonight, look like they are
  holding the world out rather than you in. At dawn the hammer will
  fall on nothing: the proof came out of the fire after all.
end phrase

define phrase folly-jammed
  The warped door doesn't shift. Twenty years of weather have set it
  like a jaw — and something in you doesn't care to force Verity's
  folly without knowing more of it.
end phrase

create the iron weathervane
  aka weathervane, vane
  scenery, pushable
  in the Iron Gates

  An iron weathervane on the gatepost, older than the house behind it.

  after examining it
    phrase vane-mood
  end after

  after pushing it
    phrase vane-story
  end after

  after touching it
    phrase vane-quiet
  end after

define phrase vane-story
  The weathervane creaks the same one story it always tells, whatever
  the hour.
end phrase

define phrasebook midnight-voice while midnight
  vane-mood, first-time:
    The vane swings hard north, as if the night had opinions.
  or
    The vane holds north. Of course it does.

  vane-story:
    A book must never win this line.
end phrasebook

define phrasebook evening-voice
  vane-mood, first-time:
    The vane noses the evening breeze, unhurried.
  or
    The vane sits easy in the last of the light.

  vane-story:
    Nor this one.

  vane-quiet:
    The vane keeps its own counsel.
end phrasebook

Tuesday, 21. July 2026

The People's Republic of Interactive Fiction

July 2026 Post Mortem

The People’s Republic of Interactive Fiction met on Monday, July 20, 2026 over Zoom. Attending: Hugh, Josh Grams, Andrew Stephens, Michael Stage, Zarf, Vince Kotchian, Doug Orleans, Stephen Jablon, Matthew Griffin, and anjchang welcomed newcomer Shelby S. Warning: What follows is probably not proper English, but just a log of notes from the meeting to jog people’s […]

The People’s Republic of Interactive Fiction met on Monday, July 20, 2026 over Zoom. Attending: Hugh, Josh Grams, Andrew Stephens, Michael Stage, Zarf, Vince Kotchian, Doug OrleansStephen JablonMatthew Griffin, and anjchang welcomed newcomer Shelby S. Warning: What follows is probably not proper English, but just a log of notes from the meeting to jog people’s memories.

Links & Lightning Round

Narrascope Recap & Debugging Tools

We discussed a Narrascope‑adjacent project (from Aaron Reed) that allows you to inspect and annotate narrative variants — potentially useful for debugging branching structures or exploring narrative space. This led to a broader conversation about debugging tools and narrative visualization.

Aaron Reed related mentions:

Sound Design, Mods, Puzzles & Parser Nostalgia

We then talked about a recent foray Angela had at a rap conference. How audio is another way to tell a story audibly, and that narrative branching is possible. Ambiguity in how homophones can be spoken (or twisted) by the rapper can result in exploring different ideas with the same utterance. e.g. how someone might say “it’s nothing” and different narratives cold result. Josh noted that removing the K from Counterfeit Monkey gives counterfeit money — a moment of collective amusement.

Hugh mentioned that many games are now doing clever sound design with interaction. For example, a racing car game where driving over items creates a sound composition. The Ocarina of Time was mentioned as having clever use of sound for narrative. Michael mentioned that open‑source narrative variants reminded him of the modding culture around Doom.

The group briefly touched on the Granite Puzzle in Zork, a classic parser moment that continues to inspire IF puzzle design.

Jams, Engines & Experiments

The following Jams were mentioned and sparked interest from the group:

  • A low‑stakes month‑long jam from Neo‑Interactives: Engine Jam 26 — “try a new engine or make IF in a tool not meant for IF (Jupyter notebooks, spreadsheets, etc.)” https://itch.io/jam/engine-jam-26
  • Andrew Stephens mentioned he’s joining an IInk Jam 2026 link: https://itch.io/jam/inkjam-2026 The two jams overlap by about a week.

Moments Out of Time & IFComp History

Stephen highly recommended Moments Out of Time, by L. Ross Raszewski a time‑loop mystery where you replay multiple runs, choose limited items, and reconstruct a family’s history. Many nice qualities noted, including the sound effects and stuff in the game. The game includes a debriefing phase that checks whether you’ve inferred things you shouldn’t know yet. Stephen also noted that Moments Out of Time is a Z6 game, complete with sound effects. https://www.ifwiki.org/Moments_Out_of_Time

The group noted it placed second in IFComp 2001 by a slim margin — a reminder of how community visibility and author activity can influence long‑term recognition. We discussed how certain games persist due to the author’s continued interaction with the community. John Ingold’s name also came up in connection with his winning game’s legacy.

Matt asked whether anyone had played Incident at Galley House.

Closing Notes

The meeting wrapped with reminders about upcoming events and jams.

A MIT Campus meetup is planned Wednesday July 29th, at 6PM. Details forthcoming.

The next PR‑IF meeting is scheduled for August 17th at 6:30 PM.


Zarf Updates

The Fool and his Money returns

Here's an interesting bit of game-historic preservation: someone has posted a browser-playable version of Cliff Johnson's epic (and epically-slow-to-release) 2012 puzzle game, The Fool and his Money. Here's the new web site: www.the-fool-and-his-money.com. ...

Here's an interesting bit of game-historic preservation: someone has posted a browser-playable version of Cliff Johnson's epic (and epically-slow-to-release) 2012 puzzle game, The Fool and his Money. Here's the new web site: www.the-fool-and-his-money.com.

I dunno who did this. Cliff Johnson's original web site, www.thefoolandhismoney.com, stopped working a couple of years ago. I have no leads on what happpened to the man himself. I hope he's okay.

That's the announcement. I'm about to go into one of my rambles through game history, but I figured you'd want the hot link up front.


So, rambling. Way back in my college years, I played a Mac game called The Fool's Errand. It was awesome. Changed my life. (As you know if you played System's Twilight.)

Long after that -- but still a long time ago -- Cliff Johnson announced the sequel, to be titled The Fool and his Money. I immediately pre-ordered it. That was December 2002. After Shade but before The Dreamhold, as S. Morgenstern might have put it.

The game went through, let's say, a few delays. (And I gave it some guff on my blog for that.) But it shipped in 2012 and it was pretty darn good. I said that on my blog. My blog review is cited on Wikipedia, which I guess tells you how big a splash the game didn't make.

Sadly, playing The Fool and his Money has become its own sort of puzzle. The original Fool's Errand was a Mac puzzle game, which means it was released as Mac floppy disks. The Internet Archive is great at Mac floppy disks. You can play it right now! (Also play 3 in Three!)

The Fool and his Money, in contrast, was written in Adobe Director / Shockwave. (A different tech than Flash, despite Flash's "SWF" file suffix.) The "modern" Mac and Windows binaries were essentially launchers for an embedded Shockwave player and DCR media file.

This did not turn out to be a long-term solution. Director was end-of-lifed in 2013; Shockwave didn't last a lot longer. Mac dropped the hammer on Intel 32-bit apps in 2019, and started the switch to ARM in 2020. So running the Mac app at all became a problem.

I don't know what the story was on the Windows side -- better than Apple, to be sure. But even if you could run the app, you couldn't buy it any more. Cliff Johnson used some kind of hand-rolled license key framework. You buy the game, Johnson emails you a license key file.

I can't laugh at this, because it's exactly how I handled System's Twilight registrations for the first couple of years. In fact I would mail back a printed code sheet. I still have a big manila envelope full of registration forms.

But that was 1994. October of 2012 was into the era of Steam Greenlight, if barely; Itch.IO launched six months later. Either would have accepted gamerbucks and handed out The Fool and his Money forever. Cliff Johnson did not choose to avail himself of these services. Instead, he kept hand-crafting license key files... until he got tired of it, or Director broke, or the app ran into compatibility issues, or something. I don't know what straw broke the Tower's back, but you couldn't buy it any more.

A 2023 post by Renzo Pigliacampo cites this response to an inquiry (from TangoBunny, see comment below):

From: [email protected] Alas, the boat has sailed, hit an iceberg, and sunk. Unlike the 1987 The Fool's Errand, which is still operational, the 2012 sequel is not. Irony, my old friend, we meet again. Cliff

A few months after that, the game's web site (and Johnson's) turned into a fly-buzz banner:

A snippet of a page about "The Fool and his Money", with a large yellow and black banner over top reading "My Website shall return." www.thefoolandhismoney.com snapshot circa November 2023

It didn't. The site disappeared entirely in late 2024.

The good news, or interesting news anyhow, is that Renzo Pigliacampo dug into that license key framework. His post describes the process of installing Adobe Director, opening up the game file, and porting the script that handles license keys.

You can access to the encoder, decoder and keygen on GitHub together with the cast decompilation, or online from the extras section here.

We are not done yet, as there's a little detail we overlooked. Back over the game's website, in the installation instructions there are two sections: current orders and true believer pre-orders. The only difference is that the latter doesn't come with a PassKey.txt file, only the PassWord. So this means that there has to be a way to enter the game with just a password...

-- "Making a keygen for a commercial Shockwave game", 5 May 2023

In other words, the pre-order keylist was hard-coded into the app. And indeed Pigliacampo dug it out! Take a look.

There's me at #10. I recognize quite a few other names on the list, from my on-line and in-person social circles. Also some more famous puzzle fans. Check out #297.

(Special shout-out for Christina Schulman, #134, a friend from Pittsburgh. Christina was the very first person to register System's Twilight in 1994. She passed away a year ago.)

And that brings us around to where we started: the web port of The Fool and his Money.

In the year 2026, I still aspire to finish this damn game, so I ended up porting the original Adobe Director game content to the web.

I’ve made every effort to contact Cliff about this project, but I haven’t been able to reach him. If you know how to reach Cliff — or ARE Cliff — I’d appreciate hearing from you.

I’m sharing this web port in the spirit of software preservation for a game that is no longer commercially available or runnable on the platform that many purchased it on — but especially in appreciation of Cliff’s puzzling genius.

-- from "About this site", www.the-fool-and-his-money.com

I don't know who put it up. It wasn't me. The web site is unsigned. It claims to be someone on the True Believers list, so that cuts it down to 1600 names or so.

I can say that I did finish the damn game, back in 2012. It was worth playing. I could probably take another stab at it; it's not like I remember any of the puzzles.


So what happened to Cliff Johnson? I don't know. I don't know anybody who knows.

The last news I heard was 2017, when Johnson designed a puzzle for a book on the architecture of Kazakhstan. I realize how that sentence sounds but it entirely happened. I bought the book but I did not try to solve the puzzle.

Part of the rules page for "the Astana Treasure Hunt", with rules and conditions. Frank Albo is listed as the "Author"; Cliff Johnson is listed as "the "Creator". From my copy of Astana: Architecture, Myth, and Destiny, Frank Albo, 2017.

Three page footer lines, each with a row of cryptic symbols. Puzzle-tastic page footers.

I didn't try to read the book, either. It seems to be either pure crackpot woo or a serious monograph aimed at the crackpot woo market. These are the sort of questions which, if the answer were "yes", would not be phrased as questions:

Is Astana the sun-worshipping capital of Zionist Freemasons? Is there an energetic grid linking its major buildings with the pyramids of Egypt? Is the city’s Master Plan a coded magical talisman devised by the New World Order? Separate fact from fiction and find out how an underground stream of design principles and ideas permeates the layout and construction of the most extraordinary city ever conceived.

-- from the Astana web site

Great photos, though.

The book's puzzle page is still up. The original "Closing Date" was supposed to be the end of 2018. I guess nobody solved it, because on the web page, that's extended to May of 2020. There's no indication of any sort of conclusion since then. The people running the contest might have been a wee bit distracted by the end of the world.


Only that's not the last footprint left by Mr Johnson upon the puzzle world. Check out this article from the ancient eldritch time of the blockchain:

Looking for a different type of puzzle game? Quantum Noesis is a game that’s part graphic novel, part puzzle game, unlocks episodically over the weeks and features prizes for those who are fast enough to solve them first and – of course – it’s powered by NFTs and has its own unique token economics and behind-the-scenes AI enterprise.

Are the puzzles number puzzles? Word games?

Almost all of them are word-based puzzles and they were designed by legendary puzzle master Cliff Johnson. Cliff comes up with indescribable, category defying word puzzles, the likes of which you’ve never seen.

-- from "Quantum Noesis: Redefining the puzzle game with a little NFT magic", BlockchainGamer.Biz, 20 May 2022

(Credit to zaratustra on the thinky-puzzle-games discord for uncovering this treasure.)

The Quantum Noesis website lasted a bare two years, from a coming soon page in January 2022 to this snapshot in October 2023. There's some nice art in the middle. The aesthetic is sort of Tron crossed with Poser models, which, okay, I might have gone for that. Except for the NFT stuff. And except for the story, which is exactly the sort of weak-tea five-years-ago "decentralized AI utopia" hype which got stomped flat and incinerated by the corporate dystopian AI of the current hype cycle.

But, indeed, Cliff Johnson is listed as the game's Puzzle Designer. This interview remains live:

Cliff has come on board with Synesis One as our puzzle designer, after connecting with Tracy Spaight. He was drawn to the opportunity to create new conundrums and puzzles against the background of AI singularity and NFT word tokens.

-- from "Meet Cliff Johnson, Puzzle Game Designer", Medium, 23 March 2022

The article mostly just reiterates Johnson's history for folks too young to have experienced it first-hand. His comments about the Quantum Noesis game feel pro-forma. Well, I don't want to project my assumptions. Paying work is paying work.


I guess we can compare Cliff Johnson with Chris Manson, another cult puzzle-master of that era. (Maze and The Fool's Errand were just two years apart!) Manson did another couple of puzzle books after Maze; I spent a summer banging my head against The Practical Alchemist. But then he disappeared from puzzle-dom, preferring to work on illustrated storybooks... until Tonda Ros showed up with Blue Prince and asked him to guest-star.

The difference is that Blue Prince is a genre-defining triumphant hit. The Astana book and David Blaine's Mysterious Stranger were, um, not. I don't think that's Cliff Johnson's fault. Then again, I don't think the success of Blue Prince can be laid at Chris Manson's feet either. I don't know where I'm going with this comparison, sorry. "Riding coattails is a crapshoot"; well, working on your own stuff is a crapshoot too.

Of course the remixes and inspirations echo on forever, but that may be tepid comfort to the original artist.

Let's try a different comparison. People preserve, remake, and reinvent old games. Sometimes it's the original creators taking another run at their old work. Sometimes it's licensed and aligned with the corporate legal framework. And sometimes, as with the Johnson's games, it's samizdat. Under the covers. Puzzle sickos in trenchcoats handing out floppies. That last one was metaphorical.

As you know, I'm going that unaligned route with the Infocom canon. It started out as a community project, which is to say, I ignored copyright entirely. ("Fair use" is something we say to each other, not a legal ruling.) It became Officially Permitted when Microsoft open-sourced the Zork trilogy, but I'm way past that now, back into the technically-illegal.

It's nice when the business world does this work. (You can buy the Zork trilogy on GOG.) It's nice, full credit given, when the business world turns a blind eye to community work. That's the fanfic bargain; unspoken, largely projection on both sides, but real.

But we can't rely on the business world. We can't even rely on the non-profit world. (I say this as the IF Archive lead for IFTF! And a devoted admirer of the VGHF, etc.) The bigger the organization, the more legal crap it has to contend with. That's why my Visible Zorker project isn't an IFTF project; it's me going rogue.

Cliff Johnson, to his credit and his curse, refused to let The Fool and his Money get caught up in the business world. Now just plain folks have to take up where he left off.

If he did leave off. I never rule out a triumphant return, or even a modest low-key return. I'll let you know what I see.


Update with footnotes

Lot of replies to this one! Let me add more info.

First, the original download packages of The Fool and his Money remain available from the Internet Archive. You can download the Windows zip file from that link and play on a modern Windows setup, using one of the passwords in the True Believers list. Feel free to use mine: AND974VPR.

The Mac app is not viable on modern Macs, but can be made to work on sufficiently old Macs. (Looks like it will run on PowerPC or 32-bit Intel Macs.)

If you play on the web, then your progress is saved in local storage (cookies). Beware cookie-clearing.

On the UI

When you launch the game (either on the web or on Windows), you see a screen of twelve Tarot card "tokens". These are your save profiles. The card with the yellow-highlighted name is your current save slot. Since you're almost certainly playing on your own machine, just ignore the token list and hit "Play". You'll be off and running in the default slot.

If you hit "Tokens" you'll be back at the slot-selection screen. Just hit "Play" again.

The "Menus" screen shows all the available levels. Some are unlocked when the game starts; most will need to be unlocked by solving puzzles. There's a "Prologue" which introduces the story, but it doesn't autoplay -- you need to click to watch it.

On bugs

Torbjörn Andersson notes in comments that the Prologue sequence is janky in the web version. Now that I take a look, it's janky for me too.

(The first time I clicked "Prologue", the music played but no further animation started. When I clicked outside the pane and then hit "Prologue" again, the animation started too early.)

The Prologue isn't critical; it just recaps the Finale of The Fool's Errand. But this brings up the possibility of bugs in other scenes or puzzles. I've only tested a few.


The People's Republic of Interactive Fiction

June 2026 Post Mortem

The People’s Republic of Interactive Fiction met on Thursday, June 23, 2026 over Zoom. Attending: Zarf, Doug Orleans, Andrew Stephens, Michael Stage, Hugh, Carl Muckenhoupt, Vince Kotchian, Josh Grams, Allyson, Cidney Hamilton, Matthew Griffin, and anjchang. It was a lively reunion, with several folks returning from Narrascope and plenty of cross‑talk about talks, tools, mysteries, and […]

The People’s Republic of Interactive Fiction met on Thursday, June 23, 2026 over Zoom. Attending: Zarf, Doug Orleans, Andrew Stephens, Michael Stage, Hugh, Carl Muckenhoupt, Vince Kotchian, Josh Grams, AllysonCidney Hamilton, Matthew Griffin, and anjchang. It was a lively reunion, with several folks returning from Narrascope and plenty of cross‑talk about talks, tools, mysteries, and parser theory. Warning: What follows is probably not proper English, but just a log of notes from the meeting to jog people’s memories.

PR-IF Representation at Narrascope

Narrascope Highlights

Many attendees had just returned from Narrascope (or had attended remotely), so the conversation was full of fresh impressions:

Mystery Design, Deduction Games & Player Agency

A major portion of the meeting turned into a deep dive on mystery design, branching, and player agency. We discussed how players interpret clues.

Topics included:

Nicholas O’Brien’s talk sparked conversation about the point of interactivity — how much agency matters if it doesn’t alter the story, and how players stitch together meaning from small variations.

This led to a broader discussion of branching, agency, and narrative theory:

  • Carl noted that branching is often just a slight variation on linearity anyway, citing Minecraft as an example of a game with many approaches but no traditional branch points.
  • The group discussed how players stitch together meaning, even when choices don’t alter game state.
  • Allyson mentioned Sarah Willson’s Closure, where the narrator is your best friend texting instructions to you.
  • Iron Chif Episode 2 (ZIL) got a shoutout.
  • Carl shared an IFDB poll and mentioned Ryan Veeder’s Orient Express project: https://ifdb.org/poll?id=o5jhbd6i9tw8jt

This led to a discussion of how much players understand the impact of their choices, and a “cranky post” someone shared about choices that don’t change game state but do change the stage of the player’s experience.

Finally, Gram Nelson’s classic triangle of identities came up — the relationship between player, protagonist, player‑character, and narrator — and how IF authors handle the shifting boundaries between them.

Other References,Tools, Articles & Parser Experiments

A few additional links and mentions rounded out the meeting:

Closing Notes

This month’s meeting was a whirlwind of Narrascope impressions, mystery‑game theory, branching‑narrative philosophy, and community updates. The mix of talks, tools, and design debates made for a rich conversation.

Travel logistics came up — several folks are considering Boston or NYC meetups later in the year.

Monday, 20. July 2026

Renga in Blue

Danger Is My Business (1983)

It’s been a while since we’ve played Peter Kirsch, despite this being his 16th game for this blog. (Most recently: The Dalton Gang, Alaskan Adventure, The Curse of the Pharoah). This is the 20th and last game for the SoftSide Adventure of the Month (he didn’t write all of them, but he edited all of […]

It’s been a while since we’ve played Peter Kirsch, despite this being his 16th game for this blog. (Most recently: The Dalton Gang, Alaskan Adventure, The Curse of the Pharoah). This is the 20th and last game for the SoftSide Adventure of the Month (he didn’t write all of them, but he edited all of them and wrote the majority). He kept going after this with the SoftSide Adventure Series (10 more games!); it was published on their “SoftSide Selections” which has more than just adventure games. The reason for the transition seems to be the desire to put everything on the “disk version” (DV) or “cassette version” (CV) of the magazine, which SoftSide was starting to push out more by this point.

As mentioned in my earlier Kirsch posts, the benefit of cranking out so many games has been getting to explore every genre rapid-fire, including some where Kirsch is one of the earliest examples (like the track-the-killer game Jack the Ripper, which has two sequels in the forthcoming Adventure Series). Here the game is something in the Indiana Jones mold, kind of. We’re supposed to rescue the American ambassador’s daughter, who has been kidnapped and is somewhere in the jungles of India.

As usual, the SoftSide series has Apple, TRS-80, and Atari versions; I do not have a download of the TRS-80 version. I went with the Atari despite being warned ahead of time of an issue which requires modifying a variable mid-game (found by Dobson in his playthrough); I will do the same thing myself when I get to that section.

Dobson points out that “Sam” could be male or female, so I decided to imagine the main character as a woman. I’m reading a book by Sam Hawke (City of Lies) so it works for me.

As far as why I’m going with Atari instead of Apple: in a practical sense, I find it easier to read text when there’s lowercase characters, I haven’t brought out Atari to this blog in a while, and just in general amongst retro-sites I get the sense that Atari users were much keener on the games than people on other platforms. I assume people on Apple were busy playing Sierra games. (Also, the Apple version might have the bug that the Atari version does, and the same fix may not work!)

I decided to make a verb list right away this time; Kirsch games can be finicky and sparse with their verb choices.

Three-letter parser, so typing SHOUT is really just SHOOT. I additionally want to emphasize this is not comprehensive on every possible verb; there’s one verb early not on my list (fortunately easy to work out).

There’s another reason I kicked off with a verb list: the game starts you in a maze. Just stalling a little bit before starting to map made me feel better.

There’s a brief scene if you go northwest, but it seems to be just marking the endpoint of the game.

Maybe you could give some supplies? All the game starts you with is a hat and a gun.

The aforementioned gun and hat then need (ingloriously) to be used as room markers for mapping the jungle. You can climb trees but they don’t always have something to see (this seems to be vaguely buggy, I’ll explain in a moment.

YOU’RE ON TOP OF A TALL TREE

Visible exits:
Down

It doesn’t look like a maze when properly laid out, but I still had to map it out like one (and the general logic to shape didn’t form until about halfway through). At least this isn’t the sort of maze with lots of “arrow jumps”; most rooms are connected to “adjacent” geographic space rather than flying around like a pinball.

Kirsch at least emphasizes the maze in one respect by having apples up one of the trees, but having the apples be stolen when you drop them. They can’t be used as “breadcrumbs” for mapping.

Most of the trees have bananas … sort of. It seems to be buggy; I think the author’s intent was to have jungle trees either be apples (in one case) or bananas (in all other cases) but every once in a while my game would have the bananas just not show up, even if shortly after on a second trip they did. Fortunately, there’s no need to get too fussy about it; all you need is to give a banana to a monkey in the jungle, who will leave behind a knife.

You can take the knife over to a canoe and cut a rope tying it to a tree; while I can then GO CANOE I unfortunately can’t get it to move!

This is where the unusual verb shows up: PADDLE is understood.

Hence, I am fairly certain I am in need of some sort of oar, but there’s only one other place that the oar can be: a sleeping bear in a different part of the jungle.

I thought about using the gun to scare or even just shoot the bear (…although in the latter case the bear would still be sleeping on the object…) but unfortunately this attracts the attention of “natives” who come and kill you (this is true if you SHOOT GUN anywhere, even not in the context of being at the bear).

I could of course check the very walkthrough I linked earlier but I’m going to be stubborn a bit longer. It’s faintly possible I’m wrong about the oar and it’s instead a get-a-boat-to-move puzzle, where there is almost no consistency between games on what commands to use. I’ll still take suggestions (from people who didn’t look at hints) but please no help right now otherwise.

Sunday, 19. July 2026

Renga in Blue

Deathship / Werewolf (1982/1983)

It was remembered as a “joke” computer, with its 22 by 23 character screen and 3.5Kb of RAM. Revisionists forgot that at the time there was nothing else, and that within the confines of that 3.5Kb of RAM (sometimes more) we made magic happen. Brendan Jones (quoted above) we’ve seen before with three VIC-20 games […]

It was remembered as a “joke” computer, with its 22 by 23 character screen and 3.5Kb of RAM. Revisionists forgot that at the time there was nothing else, and that within the confines of that 3.5Kb of RAM (sometimes more) we made magic happen.

Brendan Jones (quoted above) we’ve seen before with three VIC-20 games from 1982, the most memorable being Fatman: Crime and Vice which invokes gritty American ultracrime stories despite being written by a teen-aged Australian. He was friends with Nigel Dunk (mentioned here and here) and Nigel used Brendan’s Adventure Compiler to write three games of his own: Deathship, Werewolf, and Crown Castle. The third game (described as “coming soon” in a text file from many years ago) seems to have never been dumped and since we’re talking about private games here, likely was genuinely lost, but we can still play the first two.

I do want to emphasize the “private games” part; despite the moniker of the project being All the Adventures, we can’t take it literally. Not only is there lost commercial work, but there’s also the vast supply of games that were written on personal computers for fun and only played by family/friends. We’re reliant on the few people who uploaded their games to the Internet many years later and maybe a random disk or two surviving to get a window into what things were like historically.

The private-game aspect is good to keep in mind here because both games are straightforward and short. That’s not necessarily a bad thing! Certainly for a modern player they’re used to “game poems” and the like which might last five minutes and most, but with a commercial product from this time it would be considered too insubstantial, and even as a type-in there would need to be special circumstances for an adventure to be so simple (although it did happen). In the context of VIC-20 games, there’s also the matter of low memory capacity to consider, although these games were written for the 16k expansion memory.

In Deathship, you “awake on a ship”, no exact context of what your function was (passenger? sailor?); everyone else is dead. (Not to be confused with the Ohio Scientific game by Aardvark with the horrible parser. This game’s parser isn’t great but the game is short and straightforward enough it doesn’t matter.)

You start in a cabin that “reeks of salt” with a watch and a cupboard. In the cupboard you can find a hammer if you LOOK (OPEN isn’t understood here) and if you LOOK at the watch (not READ) you are mysteriously told the number of turns until sunset. So mysterious, I wonder what kind of game this is?

The rest of the map is very small and not exactly reflecting a ship, but I’ll be forgiving. In the small span there’s some nice moments of atmosphere.

The atmosphere here would be better if you could do something with the locker, but you can’t LOOK or do anything else useful I could find.

Just laying about the map, in addition to the hammer/watch from the start area, and the warning note from a different cabin, you can find a lantern, some food, a key, some wood, some garlic, some spaghetti, and some pizza.

If it isn’t blatantly obvious yet, what we need are the hammer, wood, key, lantern. The garlic isn’t useful!

To the east there’s a room that’s dark and you’ll die if you aren’t carrying the lantern.

With the lantern, you’ll find a coffin. You need to open it and apply the wood/hammer promptly on the vampire sleeping inside.

You need to HAMMER WOOD.

Even with mapping things out and taking screenshots this was a five-minute game, but I’m not complaining; other than the parser struggle at the end it didn’t pad out its gameplay with tedious mazes or the like.

Next game! Rather than hunting down a vampire you are hunting down a werewolf.

You start in a Large Square with a poster announcing a reward for killing a werewolf menacing the village, and a monument with a “gun” inside which is the “fabled gun Wolfsmane”.

Unlike Deathship there are characters to talk to. A blacksmith mentions they can do melting including “firearm accessories”…

…a clerk wants proof there is a werewolf before allowing access to the gun in the monument (via a key)…

…a baker can’t sleep (this scene is purely for “color”, you can take the cake but it does nothing)…

…a necromancer wants some wolfsbane to make a werewolf repellant (you can nab the potion right there)…

…and a priest announces (with slurring I assume meaning they’re drunk) that they’re not a nice person.

I’m unclear what the deal is with the priest. If you take the potion from the necromancer and drop it, the priest will eagerly drink it and then die, but past him is a shovel which does nothing (DIG is not understood, it is unnecessary for the game). What you do need is a CRUCIFIX you can see by LOOKing at the altar. The cross is made of gold, but the crucifix is made of silver, which is (using the “fan fiction shortcut”) the sort of thing you want vs. werewolves. Since you can take the cross/crucifix while the priest is alive without getting stopped there’s no reason to kill the priest, who is simply trying to stop you from entering the graveyard.

While I’m talking about it, let’s get that crucifix swiped from the altar melted down into a silver bullet, although we still need the gun:

To the far north (just past some matches which you can pick up) there is a “Dense Wood” with wolfsbane, but it is attached to a tree. To cut it you need a knife which is conveniently nearby. What is less convenient is if you try to take the knife and leave a werewolf will kill you.

I was very confused here because I thought this was a timed event. It is not. The idea here is if the body is left behind the werewolf will get you because … smell or something? I don’t know, but if you BURN BODY before leaving, you won’t get killed when leaving the cabin.

With the knife you can take the wolfsbane, leave it for the necromancer, and get the repellant. For the gun, at least in my version of the game, I was just able to OPEN MONUMENT and GET GUN with no fuss at all. I didn’t need to bother with the clerk. I assume this is buggy, and what you’re supposed to do is use the head from the house with the body (why the smell of the head didn’t matter if the smell of the body didn’t matter I don’t know).

This lets you go south into a records room and pick up a key. It will let you then UNLOCK MONUMENT but this isn’t required to OPEN MONUMENT.

With the repellant, gun, and bullet, you have almost everything ready; there’s a bear in front of the werewolf cave, but you can nab some honey from a dock and bribe the bear to go away.

Plot twist at the end, though!

The solution here was more difficult to wrangle than Deathship, especially the cryptic part about burning the body and the priest who can be killed with a random potion drop (but for no apparent reason). Comparing with Brendan Jones (using the same engine): his games were much more linear. Crime and Vice in particular was quite scene-oriented, and likely designed imagining what each scene would be like in order; both of Dunk’s games were non-linear and based around collecting resources for killing a supernatural creature (meaning there was more flexibility in the order). I don’t think either approach is “bad”, necessarily, but based on the weak parser, I think the open world worked better; despite it being sometimes arbitrary if you needed to “drop” something or “give” it, by not locking the actions in a particular order it was less painful to hit a spot of parser difficulty (even though I generally persisted each time until I made it through parser trouble, having the option to go elsewhere made the overall experience less grating). Jones still has two games left in 1983 we have to play, so I’ll return to that comparison when I get to those games.

One last thing to note is that, based on the CASA solution, the C64 version of the game is less buggy than the VIC-20 version I played. Unfortunately, the file has seemingly been purged at every C64 site I’ve visited; I played the VIC-20 version not because I wanted to but because I had to. (The VIC-20 version also has some unfortunate text vandalism.) A current link to the C64 version would be lovely if someone has one (it’s freeware, so there’s no reason the file should be secret, I think?)

Friday, 17. July 2026

Interactive Fiction – The Digital Antiquarian

The Life and Times of Maxis, Part 2: SimWorld

This article tells part of the story of Maxis Software. Maxis came into 1994 riding high on the wings of SimCity 2000, the hit of the previous holiday season. They followed up that success with… SimHealth: The National Health Care Simulation. This may sound like satire, but it was all too real. To be clear, SimHealth was […]

Would you trust these two men with your investment? Jeff Braun and Will Wright shortly before Maxis’s IPO.


This article tells part of the story of Maxis Software.

Maxis came into 1994 riding high on the wings of SimCity 2000, the hit of the previous holiday season. They followed up that success with… SimHealth: The National Health Care Simulation. This may sound like satire, but it was all too real.

To be clear, SimHealth was not, say, a playful look at the life of a hospital, with eccentric doctors and bizarre made-up diseases. It wasn’t even an earnest simulation of performing surgery. No, this was exactly what it said on the tin, a simulation of healthcare in the most macro sense. It was, to put it another way, literally a simulation of government bureaucracy. If you were getting bored with saving fantasy worlds from evil wizards and fighting the Second World War over and over, said Maxis, you could buy this game and engage with some truly exciting dilemmas. “Who gets health insurance? What does it cover? Who pays for it? How do you control costs? How will your plan affect business, physicians, specialists, insurance companies, lawyers, medical research, and the average citizen?” Hours and hours of fun for the whole family, am I right? Um… am I right?

Ironically, this most defiantly esoteric Maxis game ever arose from the same set of circumstances that gave birth to the multi-million-selling SimCity 2000. The venture capitalists at Warburg Pincus Ventures, who had traded $10 million in cash for 30 percent of Maxis’s equity and a seat on its board in 1992, thought that the company could find a profitable sideline — or possibly even a mainline — in making simulations for Corporate America to use for internal training and planning. The sticking point was that neither Will Wright nor any of the other idealists around him had much interest in such things. Jeff Braun’s solution was to buy a little software house called Delta Logic, built around a couple of refugees from the wreckage of Digital Research, the firm that had made the most popular business-oriented personal-computer operating system in the world until Bill Gates and Microsoft came along. Since then, John Hiles, Greg Rossi, and their colleagues at Delta Logic had been tinkering with social simulations of various stripes. They were now to be rebranded Maxis Business Simulations, given a lot more money than they had ever had before, and set loose to realize the venture capitalists’ dreams. “There’s the potential for this new business to be bigger than the games business,” enthused Braun dutifully.

That didn’t happen, although a surprising number of projects came and went during the less than two years that Maxis Business Simulations was a going concern. There were a simulation of an oil refinery for Chevron, a simulation of the power grid for the Pacific Gas & Electric Company, a simulation of a telephone network for a communications consultancy, a simulation of pollution management for the Environmental Protection Agency, and a simulation of the closure of a military base (?) for the new Maxis subsidiary’s hometown of Monterey, California. With the exception of a prototype version of SimRefinery, none of the actual software that resulted from these initiatives has been preserved, to whatever extent it came to exist at all. Constant churn was a fact of life at Maxis Business Simulations. It seems safe to say that the idea of doing corporate or civic planning via interactive simulations was one of those that looked better on paper than it tended to turn out on the computer screen.

SimHealths origin story isn’t that different from most of the other Maxis Business Simulations projects. It began when the Markle Foundation, a bedrock of old-school American philanthropy, requested a simulation to illuminate one of the hottest political debates of the 1990s, as it seems to be of every decade: what, if anything, to do about the uniquely strange and byzantine American healthcare system. President Bill Clinton, who in January of 1993 became the first Democrat to occupy the Oval Office in twelve years, made reforming healthcare on a more efficient, equitable basis the flagship issue of his first term. So far, so good. But then he decided to place the project under the stewardship of his unelected wife Hillary Clinton, who was already at this early date a lightning rod for Republicans and no small percentage of independents. It turned into an epic fiasco, burning up most of the president’s political capital without benefiting anyone and setting the stage for a brutal midterm shellacking at the hands of the Republicans. Indeed, many political scientists argue that the current, hyper-partisan era of American politics dates from those 1994 midterms, when Republicans under their future Speaker of the House Newt Gingrich first learned to characterize their Democratic opponents as not just misguided about means but evil in intent.

Is this the weirdest game ever to be reviewed in Computer Gaming World?

If this is the case, then SimHealth stands today as an oddly touching artifact of the Before Times, when there was still more than lip service paid to the notion of politics as a good-faith quest for the policies that yield the most good for the most people. In that spirit, the Markle Foundation decided to make SimHealth available to everyone as a boxed… well, I suppose the word “game” is the only one to use, considering that it was sold in the games section of those stores who were willing to sell it at all, and considering that it was given a two-page review by Computer Gaming World magazine, alongside the likes of Wing of GloryAlone in the Dark 2Carriers at War IIRavenloft, and Aces of the Deep. (One of these things was not like the others…)

SimHealth even played like a game, albeit one with unusually sober — not to say boring — subject matter; in some ways, it was actually more of a game than Maxis’s earlier SimEarth or SimLife. You start out with your political party having just won an election, and have to try to maintain your mandate and with it your chosen approach to healthcare through the elections that follow. Everything about it is incongruous. Once it was decided to release SimHealth publicly, the main Maxis office pitched in with art drawn in the house style; inevitably, it brings to mind nothing so much as good old SimCity. All told, SimHealth stands today as one of the more bizarre games ever to be put in a box and sold. One doesn’t know whether to hail it for its chutzpah or laugh at it. Whatever else you can say about it, it certainly didn’t embrace the then-prevalent gaming mono-culture of sci-fi, fantasy, and war.

The discussion that sprang up around SimHealth was, to the extent it sprang up at all, dogged by the same fallacies that swirled around SimCity. For all that SimHealth presented itself as an early example of a “serious game” with something to say about the real world, there was no reason to believe that this purported “simulation,” created by a few harried programmers in well under a year, could possibly be modeling anything as complicated as a national healthcare system for one of the more populous and diffuse countries in the world with any sort of accuracy. Approaching it as a gamer would — because how else was he supposed to approach it? — Computer Gaming World’s Keith Schlesinger quickly found a winning strategy.

All you have to do is adopt an extreme libertarian ideology, eliminate all federal healthcare (including Medicare!), and cut other government services by $100-300 billion per year. The polls never sink below 57 percent favorable, and the behavior point total is almost a perfect 400. You can set the game to “Run to the End” and breeze to victory while hardly touching the mouse or keyboard. Institutions wax and wane, but the “invisible hand” of the free market keeps everything pretty much in line.

There is one catch: the entire private insurance industry goes bankrupt in the first three months of the game! That means no one has any protection even from catastrophic disease and injury. One wonders what people are doing about this. Why aren’t [they] rioting and burning down Main Street?

Once they’re through celebrating this endorsement of their views, even the extreme libertarians among us may, if they’re being honest with themselves, feel a twinge of concern at the pernicious idea that simulations like this one are somehow modeling abstract truths instead of being a morass of oversimplifications, biases, and highly questionable judgment calls on the part of their designers. I do suspect that the anecdote above arose by accident rather than out of any deliberate attempt to instill an ideological slant into the software. In fact, to their credit I suppose, the designers of SimHealth included an “Assumptions” menu which lets players tinker with the most fundamental rules of the simulation itself. But it does rather raise the question of what the point of it all is. What am I meant to learn from SimHealth if even the designers aren’t sure what the rules should be? The whole project was noble and well-meaning — and also kind of useless.

Unlike SimCity, though, SimHealth came and went quickly enough that the debate around it hardly got started. By the time it was released to retail in early 1994, Maxis was already in the process of divesting themselves of their brief-lived Business Simulations division. “The gap between building simulations for entertainment and simulations for businesses was too great,” said an older and wiser Jeff Braun. “One was a product, the other was a service.” The former Maxis Business Simulations would soldier on independently for a while as Thinking Tools before closing up shop for good.

In his (excellent) article on this side quest, Phil Salvador of The Obscuratory states that Maxis sold about 50,000 copies of SimHealth. I find that number extremely surprising, assuming it’s correct — not because it’s so low but because it’s so high. My guess would have been more in the range of 5000 copies — and that’s if I was feeling generous.


Regardless of the exact numbers that SimHealth did, we can say with confidence that Maxis’s second and last Sim title of 1994 sold far more. SimTower: The Vertical Empire still stands today as the best-remembered Sim game of the 1990s that isn’t a SimCity. That said, this particular apple didn’t fall that far from the SimCity tree. Your task in SimTower as well is that of building a functioning community — but here you’re to do it all inside a single skyscraper. It feels only appropriate that the game was conceived and coded in Japan, where people have long been in the habit of living small and vertically.

Yoot Saito, the mastermind of SimTower, was once memorably described by Jeff Braun as “a rock-star groupie who became a rock star himself.” He fell in love with SimCity not long after its release: “I didn’t leave the Macintosh for almost 24 hours. I so much admired the creator of this genius and crazy software.” He chased Will Wright into a hotel lobby during a MacWorld exhibition like a screaming girl from A Hard Day’s Night. He then proceeded to tell his cornered hero about his idea for a SimCity inside a single building. One thing led to another, and in late 1994 Maxis brought his SimTower to the West.

Your goal in SimTower — and yes, you do have a goal — is to eventually erect a five-star building, meaning one that has at least 100 floors and at least 10,000 more or less happy residents, with a cathedral as the cherry on top of the imposing sundae. How you do this is entirely up to you. Your biggest challenge, the direct equivalent to SimCity’s need for efficient roadways and subways, is your elevator system; get this wrong and your gleaming utopian tower will soon collapse into impatience and discord. As Yoot Saito would be the first to tell you, the rest of the game was really born out of his odd fascination with elevator systems.

Late one night, I was waiting in my building’s lobby for an elevator. There are two cars in my building’s shaft. I pushed the button, but instead of the closest car coming to my floor, the farthest car arrived first. In my usual questioning way, I asked myself, “What happened here? How are these cars logically synchronized?” That was the beginning of SimTower.

Yoot Saito was truly a man after Will Wright’s heart.

SimTower has many of the cute, juicy touches that lent personality to the Japanese ports of SimCity. Add a restaurant to your tower, and a food critic will stop in to eat and pass judgment. Play the game on Christmas, and Santa Claus will fly overhead. SimTower isn’t as deep or complex as SimCity 2000, but this was probably more of a plus than a minus for the nascent casual-gaming market of the mid-1990s. It became a surprise hit for Maxis, giving them their second holiday season in a row with a new game near the top of the bestseller charts. Suddenly the bottom line was looking pretty darn good.

As a result, Jeff Braun made a fateful decision, one that he would later deem “a big mistake.” He took Maxis public on May 25, 1995. It “was just sort of the thing to do, and it just felt right,” he says. This year would prove the first of the dot.com boom, highlighted by Netscape’s $3 billion public bow in August. Maxis’s own $35 million IPO may have been a vastly more modest affair on the face of it, but the cachet of SimCity and SimTower were enough to get Jeff Braun and Will Wright mentioned in some of the same conversations as Netscape’s dynamic duo of Marc Andreessen and Jim Clark. In December of 1995, Braun showed up alongside Andreeseen in Newsweek’s list of “The Net 50,” despite the fact that Maxis had yet to release a game that connected to the Internet in any sort of way. Newsweek was blissfully unfazed: “Look for Braun to start moving his world of fantastic simulations to the Internet sometime next year.” Maxis took out a lease on the glass-enclosed sixth floor of a glitzy high-rise in Walnut Creek, California.

In addition to the generalized furor over all things tech, the Maxis IPO was fueled by the excitement surrounding educational and edutational software. These categories were widely considered to have a very lucrative future in the offing, as school administrators bought the new generation of multimedia computers and looked for things to do with them in classrooms at the same time that parents were doing the same at home. If Maxis perhaps wasn’t quite of the category, their games’ non-violent nature and engagement with real-world topics placed them solidly adjacent to it. Their new Sim games of 1995 reflected a desire to align themselves still more closely.

SimTown was a kid-friendly, simplified version of SimCity, wrapped in a bright, cartoony aesthetic. “This town is run by kids!” screamed the back of the box. Unfortunately for Maxis, children tend to require less simplification than many adults think they do, even as they can smell adult condescension from a mile away. SimTown wasn’t a big seller.

SimIsle: Missions in the Rainforest was a worthier effort with a lot more heart and soul put into it, so much so that I’m prepared to call it the hidden gem in the 1990s Maxis catalog. Developed in collaboration with a British house called Intelligent Games, it plunks you down in a tropical archipelago of 30 islands. But instead of settling for being just another “SimCity except somewhere else,” SimIsle brings some fresh ideas to the table. Each of the islands constitutes a set-piece scenario, complete with a set victory condition and a defined endpoint. As Computer Gaming World wrote in its review, SimIsle has “a lot of good old SimCity charm with a bit more game than is customary in the series.” It replaces the usual Sim abstractions with a distinctive and compelling sense of place, fed by digitized photographs and an evocative soundtrack. At times, it feels less like a Maxis Sim game that it does an early version of Tropico.

Some of the islands are to be developed for tourism, some for resource extraction or industry, some as wildlife preserves. There’s an environmental message to SimIsle, but you’re never beaten over the head with it in that way that can make some other Maxis games feel so simultaneously noble and dull. “If you want to explore what happens when you tarmac an entire island, that’s your affair,” said lead designer Matthew Stibbe. “Alternatively, you can see if it is possible to marry economic growth, with all its benefits, to ecological safety.” The game succeeds in making you want to preserve and conserve as much as possible, by making its archipelago an interesting and even exciting place to explore. Finding a new species of flora or fauna or an unsuspected ancient ruin is a genuine thrill. Destroying such things can be devastating, but sometimes you feel like you have no choice if you want to satisfy a scenario’s goals. You often have to settle for preserving what you can. These agonizing tradeoffs convey a different sort of realism than most Maxis games, showing the world to be a messy place where exploitation and conservation are less binary choices than a precarious balancing act.

In keeping with this Sim game being not only about nature, science, and other such abstract forces, it features, for the first time ever — outside of the SNES SimCity, that is — individual people. You can accomplish things on your island only by directing “agents,” each with a picture, a capsule biography, a personality profile, and a unique set of skills and abilities, from “flora and forestry” to “construction,” “negotiation” to “local ecology.” You can even find agents with underworld connections, if that’s your bag; setting up a drug trade is a possibility for the unscrupulous player. Your agents can improve their skills with experience and training, further tightening the bond between you and them. The lack of just such a personal touch is one of the reasons that most Maxis Sim games leave this player feeling kind of cold. Everybody is different, of course, but I have to say that SimIsle is the direction that I wish Maxis had begun to take much earlier and had stuck to thereafter.

The agents system of SimIsle smacks oddly of Sir-tech’s cult classic Jagged Alliance, which came out the very same year.

Indeed, the places where SimIsle disappoints me most are the ones where it misses opportunities to take its freshly “game-like” approach still further. The archipelago itself positively begs for a larger campaign to structure your play. As it is, though, SimIsle maintains no memory of what you’ve done before as you go from island to island; nor can you take the same team of agents with you. But this failing isn’t enough to keep it from becoming my personal favorite Maxis game. I first played it shortly after its release, played it again more briefly for this article, and really wish I had the time to play it some more. I highly recommend it to anyone who is left a little cold by the rest of Maxis’s catalog for any or all of the same reasons that I am.

Sadly, SimIsle was not rewarded for its uniqueness. It was no more commercially successful than SimTown, being written off by most gamers as just more of the same, from a publisher that had become rather too much of a known quantity. From the perspective of the marketplace, the bloom had come off the Sim rose just as the post-IPO firm was supposed to be taking flight.

SimGolf wasn’t a bad effort as golf simulations went, but it never had a prayer against the Links juggernaut.

So, by 1996, the Sim line was flailing, casting about for the right combination of familiarity and freshness that could make it feel relevant again. There were no fewer than five new Sim-branded games that year, and they were well and truly all over the place. SimPark was a simulation of a wildlife park, but with the kid-friendly branding and simplifications that had made their dubious debut in SimTownSimTunes was a visual music-making system that could have been released under any of a dozen educational-software imprints. And SimGolf was nothing more nor less than a straightforward golf simulator, dumped onto a market that was already full to bursting with the things. One of the most distinctive brands in the industry just a couple of years earlier, the Sim line was now being diluted to the point of meaninglessness. Was it for adults or children? Was it games or educational software? Was it products in the mold of SimCity or just anything upon which you could conceivably slap the label of “simulation?” Maxis seemed to want the answer to all of these questions to be “Yes,” full stop. The result was just confusion.

Even the stuff that ought to have been in their wheelhouse didn’t quite pan out. SimCity 2000: Network Edition added online-multiplayer functionality to the venerable city-builder; rumors of this product were presumably the reason that Newsweek had buzzed about Jeff Braun “moving his world of fantastic simulations to the Internet.” But the sales of the finished product weren’t anything like Maxis had hoped. This may have been because they did nothing to update the graphics or interface, leaving the Network Edition looking like exactly the three-year-old game it otherwise was. But more likely, it was down to the questionable value proposition of a multiplayer SimCity. How was such a thing supposed to work, given that competition was so conspicuously absent from the franchise’s DNA? Maxis’s approach was to let you divide a city into different zones, then place one person in charge of each of them, to compete or cooperate as they chose. It felt more forced than exciting.



You may have noticed that the name of Will Wright has appeared in this article much less than it did in the one before it. There’s a reason for that: after completing (the non-networked) SimCity 2000, he had stepped back from day-to-day game development to work on various “research projects.” One of these tried to make a reality out of the idea he had presented at the 1990 Game Developers Conference, for a new ecosystem of interoperable games. He was no longer so bold — or naïve? — as to imagine the entire industry joining him in this effort right away, but he did think it could be a very good thing for Maxis games at least to learn to talk to other Maxis games, as summarized in Game Developer magazine:

Most Maxis games occupied some of the same intellectual real estate, which made them natural candidates to extend into each other. For example, one of the central strategies a player can use in SimCity is to develop a mass-transit system to help the city grow. In A-Train, a game Maxis imported from the Japanese company Artdink, the goal is to help a community expand using a commuter rail line. In the same vein, the monster towers of the future in SimCity 2000 are similar in nature to those players build in another Japanese game imported by Maxis, SimTower.

Thus the SimWorld project was born. The goal of this project was twofold. It would allow Maxis to create future games with the capability to extend and merge into other preexisting and future games. And it would leverage SimCity and the millions of hours of playtime that people have invested in SimCity saved games into new markets.

The most intriguing Sim title of 1996 was also the first concrete manifestation of all this. SimCopter was a helicopter simulator, marking the brand’s first foray into first-person vehicular simulators of any sort and Maxis’s first foray into 3D graphics. But this was a helicopter simulator with a difference. You could take a city you’d built in SimCity 2000, load it into SimCopter, and fly around looking at your handiwork close-up. No one could say it wasn’t a cool gimmick.

SimCopter did have other things to enjoy as well once you got past the gimmick. The flight simulator itself was pleasantly forgiving, making it stand out in a genre that usually wanted to make games only for the hardcore of the hardcore. Best of all, SimCopter took a lesson from SimIsle in structuring the time you spent with it more than did your typical Maxis game. If you play in “career” mode, you take the role of an urban helicopter pilot tasked with putting out fires — mostly figuratively, occasionally literally. In addition to extinguishing the literal conflagrations, your assignments can involve traffic jams, rooftop rescues, crowd control, police chases, medical evacuations, and VIP taxi flights. If you do well, you earn money and points and advance to better helicopters, bigger cities, and more difficult (and profitable) missions.

It’s surprisingly engaging, although it can leave you wanting more in the longer term. The reality that there are less than ten types of mission in all, procedurally generated over and over, sets in well before the campaign is over. “We could not miss Christmas, which meant we really couldn’t aim too high,” admits Will Wright. “Had we had another six to eight months to work on it, I think it would have turned out much, much better.” (How many times has a game developer said this?)

Immediately after its release, SimCopter and Maxis were embroiled in an unwelcome but kind of hilarious controversy, when it was discovered that the virtual citizens over whom the helicopter flew included crowds of strapping young men in Speedos who enjoyed kissing one another. The source of the transgression proved to be a gay Maxis artist named Jacques Servin, who wished to make a statement about the “aggressive heterosexuality” of game culture: “I’ve always wanted to be an activist, but activism is so moribund now. Do you think these heads of corporations are going to walk into an art gallery and say, ‘Oh, wow, I was wrong?’ Symbols are so much more powerful where you don’t expect them.” Servin was fired by Maxis after his handiwork hit the press — not, the company was careful to say, for being gay, but for inserting unapproved content into its game. Nonetheless, a brouhaha with the gay advocacy group ACT UP followed, despite Servin’s own statement that his former employer was actually “very enlightened” about sexual orientation. This was publicity that Maxis emphatically didn’t need, managing to cast them in an unfavorable light with the accepting and the bigoted alike. It became one more data point to contribute to the growing impression of a company for which absolutely nothing was going right anymore.

I never saw any men in Speedos during my time with SimCopter; Maxis patched them out of the game just as quickly as they could. But never fear, the Internet preserves all.

Just eighteen months after the IPO, Maxis was looking like a hot mess. From a high of $50, the stock price was down to barely $10. None of their Sim games since SimTower had done very well, nor any of the grab bag of non-Sim oddities they had published on behalf of other studios. Meanwhile the excitement over educational software that had done so much to fuel the IPO was starting to look misplaced, for the same reason that the buzz over non-game multimedia CD-ROMs was fizzling out: the World Wide Web was eating those offline software markets alive.

Development had begun on a new SimCity, traditionally the company’s savior, but that wasn’t going well either, having gotten bogged down in a bid to make the game fully 3D. A free-floating 3D camera, noted Will Wright,

takes what used to be a very simple, Lego-like thing and turns it into AutoCAD. “What am I looking at? Oh, I see, I’m facing the building two inches away.” It becomes that kind of experience. So that was part of it. The other part was the technology. Without going with really severe restrictions on what you could build, we just couldn’t have a decent frame rate and have the level of detail that we could have in an isometric viewpoint.

Both of these issues were exaggerated by the need to cater to the casual players who made up so much of the SimCity base, who were neither comfortable with the latest generation of 3D games nor had computers that were up to running them all that well.

Maxis’s investors pronounced themselves “concerned” by the direction of the company, which was on track to lose more than $2 million in 1996. What revenues there were were mostly still being generated by SimCity 2000, now a steady-selling staple of the world’s budget bins. But even that wouldn’t last forever.

Jeff Braun was forced out of the company he had co-founded by his own board of directors in August of 1996. His replacement in the CEO’s chair was one Sam Poole, a former Disney executive who had joined up as sales manager at the time of the IPO. His marching orders from the board were clear: find a buyer before the ship of Maxis went under.

In June of 1997, Electronic Arts stepped up. No cash changed hands, only stock, worth $125 million on paper. “I entered the deal with a lot of trepidation,” says Will Wright. “I knew there were going to be layoffs, but not doing the deal would have meant even more layoffs down the road.” For its part, EA made it clear that it was buying Maxis for just one reason: to get its hands on the SimCity brand, the one item in the Maxis portfolio that it considered to be worth anything at all. Whatever was left of the old dream of SimEverything died the moment the contract was signed. As far as EA was concerned, Maxis was a one-product studio.

The last couple of shambling embodiments of the old spirit, in the form of products that had been a little too far along in the pipeline to cancel, came out in the months just after the acquisition. Streets of SimCity operated on the same principle as SimCopter, letting you drive instead of fly around your handmade city. But for some reason — one has to suspect the intervention of someone at EA, looking jealously at Activision’s hit Interstate ’76 — your car had guns to shoot the other cars on the road with. The whole thing was as ineptly implemented as it was abjectly tone-deaf. Had EA actually understood the brand it was buying? You know, the one that was always described as not being violent in the way of all those other videogames?

SimSafari was more defensible, if not ultimately all that much more compelling. It was another game in the mold of SimTown and SimPark, a “kid-friendly,” simplified version of the SimCity approach. But one might be excused for asking how big a difference there really was between building a “wildlife” park, as in SimPark, and a “safari” park, as in SimSafari.

Meanwhile back at the Maxis ranch, major if fairly predictable changes were afoot. Relieving Sam Poole of his duties, EA parachuted in a manager named Luc Barthelet to fix whatever ailed its acquisition and to get that all-important third SimCity back on track. In a report back to the mother ship that surprised absolutely no one, Barthelet bemoaned a lack of “focus” and “structure.” He set out to re-instill these qualities. “I told people from day one: we are going to be a PC studio that does top-ten products, and if we did that we’d stay in business,” he says. “A lot of people weren’t interested in this. They wanted to do their own little projects, and didn’t care if they would sell. Those people left.”

Barthelet may not have been an overly cuddly or sentimental sort, but his tough love was probably just what the moribund next-generation SimCity needed. He could see no reason why that game needed to be 3D. Stop screwing around, go back to the tried-and-true isometric view, and just get it done, he said. Ocean Quigly, the project’s art director, compares his early days on it to “running through the fog not knowing where we were going.” The fog was now lifted and a compass provided.

SimCity 3000 would prove another picture-perfect sequel. By some metrics, it expanded dramatically on its predecessor, with the possibility to construct 400 instead of just 100 different types of buildings in a city up to four times as big, all with sharper graphics and a cleaner interface. But it was still the SimCity that its fans and the media knew and loved, exuding a “don’t fix what isn’t broke” philosophy from its every pixel. The additions were largely commonsensical and cosmetic. The larger selection of buildings let you give your city a distinctive American or European aesthetic; the likes of the Statue of Liberty and the Eiffel Tower were waiting for you right there in the menu. Borrowing a page from Civilization II, a franchise it had partially inspired (have I mentioned that game design is always a dialog?), SimCity 3000 had a panel of municipal department heads to offer their advice to mayors who happened to be in doubt. (Also like in Civilization II, some of their advice was wise, some of it self-servingly parochial.) The biggest conceptual leap was to turn your city from an isolated specimen under glass into a part of a larger nation, complete with other towns with which you could trade electricity, water, or sewage services and enter into other sorts of business arrangements. There was still no structure beyond abstract building for its own sake, no campaign or thread of narrative, placing it at odds with some other city-builders, such as the historical ones made by Impressions Games. That said, a substantial percentage of SimCity players probably wouldn’t want it any other way. This SimCity product was as in harmony with its brand as Streets of SimCity had been off-key.

Maxis learned some of the advantages of hooking up with a deeper-pocketed parent when the time came to demonstrate the game publicly for the first time at the 1998 E3 trade show: EA flew former New York City Mayor Ed Koch in to promote SimCity 3000 in person. Sure, as a spokesman Koch was better primed to entice the mainstream media than the E3 gamer crowd — but then, that was kind of the point, wasn’t it? EA knew well where its SimCity bread would be buttered.

The original targeted release date was the Christmas of 1998, but Maxis couldn’t quite get it done to their satisfaction. Rather than let this make-or-break game out in a less than ideal state, Luc Barthelet convinced the EA brass to let them hold onto it a few months more. SimCity 3000 finally shipped in February of 1999, whereupon it became clear that the franchise’s winning streak would continue, as it became Maxis’s first really successful game since SimTower four and a half years earlier. In fact, it became the best-selling single computer game of 1999. (Admittedly, its release date so early in the year did give it a longer runway than almost all of the competition.) Luc Barthelet had his top-ten game and then some; the old SimCity magic of mixing casual with hardcore appeal still worked. This was a game that your Starcraft-playing buddies could enjoy as much as your middle-aged dad. By the end of 1999, Maxis could boast of having sold more than 7 million copies of its three SimCity games over the past decade. In comparison to this figure, the sales of all of their other games combined constituted little more than a rounding error.

There was one thing that did separate SimCity 3000 from its two predecessors: Will Wright contributed practically nothing to it. “It was a running joke around Maxis that whenever the SimCity team would come to ask me for advice I would go running,” he says. “They finally gave up. You know, the day they shipped SimCity 3000 was one of the happiest days of my life. They proved that we have a team within Maxis that knows how to build a SimCity without my involvement.”

Yet Will Wright was still employed at Maxis. So, just what was he doing, wondered plenty of people at the time. The answer to that question would soon turn the games industry on its head, making all of SimCity’s success look like the merest prelude to this, the mad scientist’s main act.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: The books Games That Sell! by Mark H. Walker; Building SimCity: How to Put the World in a Machine by Chaim Gingold; Game Design Theory & Practice (2nd ed.) by Richard Rouse III; SimIsle: The Official Strategy Guide by Douglas R. Brumley, Phil Powell, and Selby Bateman; The Secret History of Mac Gaming (expanded edition) by Richard Moss. Computer Gaming World of June 1994, April 1995, December 1995, March 1997, and May 1999; Retro Gamer 115; The American Prospect of March/April 1994 and March/April 1997.

Online sources include the collection of Maxis articles by Phil Salvador at The Obscuratory, Tristan Donovan’s interview with Will Wright for the old Gamasutra site, and “SIMply Divine: The Story of Maxis Software” by Geoff Keighley for GameSpot.

Where to Get Them: Of the Maxis games described in this article, only SimCity 3000 is currently available as a digital purchase.

Wednesday, 15. July 2026

Renga in Blue

Catacombs: Looking Upon the Angel of Death

(Continued from my previous posts on Catacombs, and in particular my last post which described how the 1981 PET version of the game was recently rescued.) Catacombs was more frustrating to get to the finish than I expected because some aspects got changed, the fact I hadn’t put together a “full run” of the game […]

(Continued from my previous posts on Catacombs, and in particular my last post which described how the 1981 PET version of the game was recently rescued.)

The disk copies we have are for the “4040” edition of the game. This is referring to a disk drive pair by Commodore; image via the Centre for Computing History. While the predecessors (2040 and 3040) were for the US and Europe respectively, this one seems to have gone international; it gets mentioned in an Italian book, for instance.

Catacombs was more frustrating to get to the finish than I expected because some aspects got changed, the fact I hadn’t put together a “full run” of the game before, and one extremely nasty bug. Regarding the second point on making a “full run”, there are some things that need to be done in a particular order, otherwise a softlock can happen. The easiest to point out is simply that you can’t drain the lake and enter Poseidon’s realm (an action that never even worked on the DOS version) until after you’ve swam over it to castle on the other side of the lake. In general, you have to look at the overall map and plan a general route before executing it. I have a meta-map below explaining the layout:

Points to note:

▸ The church is the starting point, and you can use keys to enter the catacombs directly or you can use a secret passage (pull a rope three times). You need to cut that same rope (with a sword you find early) to reach a jeweled clock hand on the top of the church which is one of the treasures, but that can be saved for the very end of the game.

▸ As I mentioned last time, you can cross the River Styx with a coin (as was required in the DOS version) but it counts as a treasure, so that particular route should be avoided.

The purring ball is a red herring.

▸ The other way to reach the Afterlife is via a lake, where you can drain it and enter via Poseidon’s domain, but there’s no way to refill the lake, so the castle you reach by swimming has to be done first.

▸ The afterlife also includes a spot where a geyser is blocking your way. There’s a “tap” in the living-world you can turn to stop it and get by, but by using the tap the place it is at gets blocked off. The secret entrance then becomes the only way to get into the catacombs.

▸ There’s an inventory limit of six. Usually this means a maximum of five held objects because the lamp is required for most of the game, so there’s at least some aspect of needing to sweep through for treasures first before starting to wreck things.

All this represents the “puzzle” that I missed solving by only worrying about getting individual treasures.

The bug I will get to in context, but let’s just say even though I was warned ahead of time and supposedly did everything “right” to avoid it, I was still struck by the bug and had to restart the game.

The Angel of Death appears quite frequently and does nothing (no manure drop like the DOS version, you just find it in the open). I did find out from Alastair that EXAMINE HOODED or EXAMINE HOODED FIGURE both work. EXAMINE FIGURE gets the response “I don’t understand that”. It generically applies to both misunderstood verbs and misunderstood nouns.

Based on the meta-ponderings, I planned an attack in this order:

a.) nab the keys and get the lamp/sword/coin and wand too (which is by the lake, does no magic, and is just a treasure)

b.) open the secret passage and nab treasures nearby, this includes a bottle for holy water

c.) fill the holy water, nab the cloak, and try killing Dracula with the holy water (in the DOS version killing the vampire was worthless, in this version of the game it gets you 27 points)

c.) with the cloak of invisibility-to-undead on, swim to the castle and take care of the actions there

d.) pull the plug and pass through the afterlife focused on getting into Heaven

e.) turn the tap, do a second pass through the afterlife with the geyser

f.) take care of the spider in the palace (with the flamethrower from the castle?) and any last treasures still lingering

g.) cut the rope and get the treasure from the clock as one final step

This went fine at least early on. When I tried killing Dracula I had a problem where I threw the bottle first before taking the cloak.

I had also been warned not to take the cloak but rather WEAR it directly off the floor, because it messes up the inventory otherwise.

From there it was time to visit the castle, which had a slightly different map layout than before. (For example, the flamethrower in Classic Quests is tossed in a cell to the side, whereas here it shows up in the torture chamber.)

The zombie stationed at the front, who was straight out buggy in the DOS version and could even cause the game to crash, will sometimes stop you from passing through at random, but you can just try again and you’ll get through.

There’s later a hint mentioned in the fireplace about killing undead with fire…

…and the flamethrower is still present, but I never got it to work.

The game doesn’t even allow the command CLEAR FLAMETHROWER WITH PEN from the first game (it cuts off before it reaches that many characters) and just CLEAR FLAMETHROWER gets a “huh!” message which appears when the verb is applied to most nouns.

Fortunately, you can ignore the flamethrower entirely. You still need to plant manure to get a purple cube…

…and nab a purple sphere too (still mysterious to me what their deal is, only the sphere counts as a treasure), and you can escape via a teleport like last time.

Following my process, I needed to go yank the plug next, and this is where I ran into trouble. This is with just the book in my inventory (for getting past the Pearly Gates) and the lamp:

Alex reported having this bug too, but it was fixed by using WEAR CLOAK rather than taking it, and also dropping the cloak once it was done being used. I did both things and still had the bug. I knew I could get through because on another attempt (before working my sequence out) I could pull the plug properly, so I’m still not sure why it shows up or is missing. I ended up going nuclear and pulling out Alex’s walkthrough and following it step by step, with the hope that the reason for the bug wasn’t pure randonmness.

Phew. Fortunately everything else followed straightforwardly; I nabbed the trident (not reachable in the DOS version) and I was able to use the book to get by the Pearly Gates.

Death decides to take a visit to the Pearly Gates as well.

Then I did a second loop (you can go into the drained lake) where I first turned the tap, shutting off the geyser…

The Angel of Death is persistent. It’s mildly hilarious in a story-implication sense. Imagine a TV show where a person with a skull helmet randomly shows up each episode but everyone ignores them.

…used the scissors to cut the grass at the Elysium Fields (still the weirdest-to-find treasure of the game) and did the whole section going by the geyser (which was now turned off), retrieving a cup.

This is a riddle. You’re supposed to say SILICON. I don’t remember it being in the DOS version.

The only thing remaining was the spider at the palace, previously completely impassable. It turns out you can just “clear web” here, no flamethrower required.

The final step involves using the sword to cut the rope (which was previously needed for entry into the secret part of the catacombs) and nabbing the jeweled short hand from the clock.

What I found most curious about the experience was how many “loose ends” were there in the original game. For example, in the palace, in the DOS version there’s a crown you find in a laundry bag, but in the original, the crown is just sitting out in the open, but the laundry bag is still there.

Why is the laundry bag there? It doesn’t add to atmosphere or even humor; it really seems like it was meant to hold the crown but Brian Cotton forgot to hook it up to the initial release; a bug that got fixed later, maybe? The hooded figure you just ignore was equally odd; did Cotton intend all along to have the manure appear because of the rider’s visit, but never got around to implementing it at first? Why make an entire ASCII art in the fireplace indicating you should kill undead with fire if you don’t need to bother with it?

These don’t feel like intentional red herrings but more like the author didn’t hook up everything he was planning. This suggests the DOS port is in some ways closer to the author’s intent, but of course that version is still broken (although at least, if someone ever gets hacking, they know what really is supposed to be happening).

The one thing that changed very little between versions was the general text in the rooms. None of the text was stored in memory, enabling Cotton to type more words than an in-memory game might allow. This has the downside that it runs very slow; I ended up playing most of the time at 3.5x PET speed. This would have been distressing to play otherwise; Cotton’s willingness to make the trade-off is what led to this very early British game (with long descriptions more like a proper late-80s game) existing in the first place.

Coming up: Some 1983 games. I’ve been doing a lot of pre-1983 mopping up lately, as so many things keep getting discovered; there’s a trilogy coming up (in perhaps a month?) in the same category.


My So Called Interactive Fiction Life

Chord Design and Development

After the first pass at designing Chord, I followed the same step as I did with Sharpee. I worked with Claude to build first an Author's Guide, then documentation for the Standard Library.The first document used Family Zoo as its spine and although we found a few
Chord Design and Development

After the first pass at designing Chord, I followed the same step as I did with Sharpee. I worked with Claude to build first an Author's Guide, then documentation for the Standard Library.

The first document used Family Zoo as its spine and although we found a few issues, it was completed in a day.

That second document blew up everything, but part of that was Claude blundering on what it meant to do an audit. Sometimes Claude seems to "model-down" and although there is no public evidence of this happening, the responses tell a different story. I set it aside and slept on the problem.

I came back today and got the correct audit prompt from Gemini.

The issues include:

  • The current port of Dungeon from the original 1981 MDL source should pass a clean audit outside of the gnomes, which I intentionally removed.
  • Chord and Sharpee must align on IF capabilities 100%
  • Non-IF puzzles or concepts require a hatch from Chord to either Sharpee or Typescript.
  • Changes to Sharpee and Chord must retain their own elegance.
  • A port of 1981 MDL Dungeon to Chord must at least pass a "reasonably achievable" gate. I may not work on the Chord Dungeon implementation now, but Chord must support the goal.

Chord has its own set of directives as does Sharpee. Those must be maintained or discussed to keep both the API and the Chord language elegant and usable, though Chord is a pseudo-code mirror of Sharpee.

It's clear this will end up bumping Sharpee to 3.0 with Chord 1.0 as its partner authoring language. The MacOS IDE may also be delivered as a part of 3.0.

Tuesday, 14. July 2026

Zarf Updates

On ZIL indentation

I tried to give this post an eye-catching title like "The Power of Indentation!" But my fingers wouldn't have it. Blame the fingers. I don't know much about the text-editing tools used at Infocom. The Witness source directory includes a tantalizing ...

I tried to give this post an eye-catching title like "The Power of Indentation!" But my fingers wouldn't have it. Blame the fingers.

I don't know much about the text-editing tools used at Infocom. The Witness source directory includes a tantalizing mention of TECO, an editor used at MIT in the 1960s and 70s. Going back a couple of years, there's a map file in the 1978 MDL Zork repository which seems to about managing TECO keybindings.

TECO's editing macros later evolved into their own editor, naturally called "Emacs". Wikipedia notes:

By 1979, Emacs was the main editor used in MIT's AI lab and its Laboratory for Computer Science.

It seems certain that Infocom folks used Emacs at some point, but I don't have any evidence about when.

Whatever editor they used, we can ask: Did it auto-indent their ZIL code? The ZIL code we have is very consistently indented, so it seems like a good bet, but I don't know for sure. The only reference in the 1989 ZIL manual is:

Also note the spaces at the beginning of the TELLs in the DESCFCN. If your describers are of the indentation flavor, your DESCFCN must supply its own indentation.

"Describers" are explained as:

[...] a small package of programs which handle the descriptions for the player's environment: current room and visible objects.

...Which is interesting, not least for saying "programs" for what we (and ZIL itself!) call "routines". I think that "indentation flavor" is not about source code indentation, but rather the indented style of object listing:

Sitting on the kitchen table is: 
  A brown sack
  The brown sack contains:
    A glass bottle
    The glass bottle contains:
      A quantity of water
    A clove of garlic

Some Infocom games used a more sentence-like listing format, particular if they were less container-heavy.

But I digress. Let's go back to the source code.


This is what the Infocom devs saw as they wrote their code:

The ZIL source for the FIND-IN routine in Zork 1. FIND-IN, from Zork 1.

(But probably in black and white. Or black and green. The syntax coloring is my addition.)

ZIL, like Lisp, is built around deeply-nested lists. Indentation is purely decorative, but it's a huge part of making ZIL/Lisp code readable. You can see that function above is indented to indicate nesting and what lines up with what:

The ZIL source for the FIND-IN routine in Zork 1. The same function showing alignment guides.

As I said, this is very consistent through all the ZIL code I've looked at. The only exceptions are long spans of text, which are left-justified for readability:

The ZIL source for the DAM-FUNCTION routine in Zork 1. DAM-FUNCTION, from Zork 1.

This indentation style seems to be designed specifically for ZIL game code. The ZIL compiler (which is MDL code, same idea) has similar code indentation; but multiline text spans are handled quite differently. So my guess is that someone built an indentation routine (or "program"!) specifically for Infocom game source.

That's all great. Unfortunately, when I launched the Visible Zorker, it rather mangled the indentation.

The ZIL source for the FIND-IN routine in Zork 1. FIND-IN as shown in the original Visible Zorker. Some of the vertical alignment is wrong.

That's entirely my fault. The original source files were indented with tab characters, and assumed 8-column tab stops. A very classic format, to be sure. But I'm used to 2-col or 4-col tab stops. When I wrote my ZIL-display code, I told it to transform tabs into four-space sequences.

When I made that decision, my only thought was, "It'll take up less space that way." The Visible Zorker app is divided into two or three text columns. They can be awfully narrow. Anything that reduced horizontal whitespace seemed like a good idea. But as you see, the vertical alignment went completely flop-bott.

Someone pointed this out on the forum last week (thanks squam!) I cranked on some reindentation logic, and eventually settled on this:

The ZIL source for the FIND-IN routine in Zork 1. FIND-IN as shown in the Visible Zorker today.

It's roughly the same as Infocom's style, except that the first level of indentation is always two columns. (Rather than trying to line up with the routine name.) This saves some space while keeping everything else aligned. It's particularly good for object definitions:

The ZIL source for the SWORD routine in Zork 1. The SWORD definition in Zork 1.

For large functions it can be wider than my previous (four-space) code. But I think the improved clarity is worth it.

All the Visible Zorker games have now been updated with the new format. Let me know if you see any problems.

(This article is cross-posted to my Patreon.)


Addendum:

Hey, look -- evidence of editing software revealed! See video and comments below.

A photo of a terminal window showing ZIL code from Spellbreaker. From a BBC documentary segment about Infocom.

(The video is from 1985 and shows the development of Spellbreaker. So a bit later than I've got to in my Visible Zorker timeline.)


Games which I have been seriously waiting for

What a wonderful time to be a puzzle fiend! The Incident at Galley House Dimhaven: The Lost Source (Updated to add: I played a free review copy of Galley House.) The Incident at Galley House by William Rous and Evil Trout -- game site ...

What a wonderful time to be a puzzle fiend!

  • The Incident at Galley House
  • Dimhaven: The Lost Source

(Updated to add: I played a free review copy of Galley House.)


The Incident at Galley House

  • by William Rous and Evil Trout -- game site

Galley House has been abandoned since 1936. Since long before that, as far as anybody can recall; but the heap of unexplained corpses that turned up in 1936 pretty well sealed the deal. But what happened back then? Your shiny new spectronoetic console might just provide answers.

Last year I reviewed the original plain-text version of Galley House:

Type Help is smart, sharply written, intensely compelling, and a great puzzle besides. I couldn't stop thinking about it until I was done, and then I wrote this post. Yay! It's good. You should play it.

-- me on Type Help, Feb 2025

Really that's all I need to say and all you need to read. Have at it.

But you may have more questions.

What kind of game is this? It is static deduction. Indeed, Type Help rapidly became one of the inspirational touchstones of that hot new genre, to be mentioned in the same breath as Golden Idol or Roottrees. Now it's been redone with (simple static) graphics and (very excellent) voice actors, ready for its Steam debut.

Is it worth playing Galley House if you've already played Type Help? It certainly was for me. The story is the same, and I remembered the basic concept well enough. But eighteen months is enough to blur the details. I still had to play -- listen to the dialogue, take notes, and deduce who was where and when. And who died where and when.

(Sure, I could have looked at my 2025 notes file. But why spoil my own fun?)

Plus, Galley House has... let's say additional material. Extended content. The story I recalled from Type Help did not cover everything I encountered in Galley House. I shall leave the details to await your arrival.

Is the additional material consonant with the original game? Yes. And, before you ask, it was all written by William Rous, the original author.

Is Galley House still basically a text game? I would say not primarily. You listen to spoken dialogue. Yes, you get text transcripts of everything you hear, browsable and searchable. When you need to recall a detail, you'll go straight to those transcripts. But it's still a distinctly different texture from the original. (Which, as we recall, was written in Twine.)

More importantly, you're no longer typing filenames at a text prompt. You're playing with a Mysterious Machine. (Yay!) Dials, levers, switches. The Machine does the same job you might remember from Type Help. But if you're new to spectronoetics, you've got an additional layer of inscrutability to contend with. There's more bits to experiment with. It's definitely a change-up from "What do I do? Oh, I guess I'm supposed to type HELP."

I am biased (by knowing the original), but I think the new introduction works. It's not meant to be a serious hump; you are provided with reasonable (in-character) instructions. Just keep in mind that while Galley House is of the Golden Idol lineage, it's not a straightforward fill-in-the-blanks quiz. There's a bit more to it than that.

Okay, enough out of me. Galley House is delicious and not a game to spoil.

I'll just add what I've been saying all along. I've played plenty of deduction-esques since the Obra Dinn came down the ways. Not all of them, or even most! It's a delightfully productive (and still delightfully indie) subgenre.

But Type Help was the real audience breakout. For a few weeks in early 2025, my social feeds were full of non-puzzlers, non-gamers saying "Hey, have you seen this? It's amazing."

The Incident at Galley House is still amazing. It's graphical and voiced. It presents itself as more traditionally game-y. I honestly don't know whether that will net out as more viral or less. But if you haven't experienced this story, seriously, take a look. And if you have, take a fresh look.

(If graphics aren't your thing: the original game remains available for free.)

Dimhaven: The Lost Source

Quern came out in 2016. A lot of great graphical adventure/puzzle games appeared around that time, but Quern was the one that most successfully revived the spirit of Myst and Riven.

(I mean, aside from Obduction. Obviously.)

So everybody wanted to see what was next for Zadbox Games. A long delay is what. But Dimhaven Enigmas was announced in 2023. It had a bit of a bumpy road, including a failed Kickstarter followed by a surprise publisher deal and a new subtitle. But Dimhaven: The Lost Source is now up and available.

It's good! It's not a rehash of Quern. That may or may not bother you.

Dimhaven is distinctly more narrative, for a start. (Quern had a story, but even while I was playing it I couldn't have told you what it was.) Dimhaven is an odd and isolated island; your uncle disappeared there; you really want to know why. Off you go. By the way, while the island is inhabited and even a bit of a tourist trap, it's only accessible by parachute.

(I said the game was more narrative. I didn't say the narrative was serious.)

Dimhaven introduces itself by saying it "doesn't hold your hand". Then it tells you to use the in-game hint system if you get stuck. Say what? Sounds like handholding to me.

Now that I've finished, I have some sense of what they mean by "no handholding". To wit: all the puzzles lean towards the obscure end of the puzzlebow. I mean the sort of puzzles where step one is figuring out what the puzzle is. Dimhaven never, ever wants to give you a direct clue.

Let me compare the recent 7th Guest remake (which I called "a perfectly good lightweight puzzle game"). One 7G puzzle is a necklace of different-colored gems. Touching a gem changes some of the gem colors. You hunt around a bit and eventually find a diagram of what colors they're supposed to be. Now you have a puzzle. It's a bit tricky, but once you have the diagram, you're basically on track.

Dimhaven doesn't have that puzzle. But if it did, it wouldn't give you the target diagram. Instead, you'd find a parable about what colors go near what other colors, or maybe a partial family tree of colored birds. Indirect clues, always. And the information would be in a different room. Hidden behind something that you didn't realize you had to move.

See what I mean? Dimhaven is not interested in the puzzle register of "Figure out how to reach the goal." It's in the register of "Construct a theory about what the goal is; try to reach it; see if that forms a solvable puzzle." If it doesn't, throw out that theory and look for a new one. Also, if you're not sure how to look behind, under, or on top of something, you'll definitely need to.

I think of this style as "Mystery Hunt puzzles", because that's the format where I first encountered it as a core tenet. Of course many adventure games have that sort of puzzle. But Dimhaven's apparent goal is to only have that sort.

By the way, when I talk about "Hunt-style puzzles", I don't necessarily mean difficult puzzles. Puzzle Spy International is a recent game which is definitely down this alley -- but on the easy side. Indirect clues, but fairly straightforward to feel through.

Dimhaven, needless to say, is on the hard side.

Inevitably, if you get stuck on a puzzle of this sort, you get wedged. Playing with the mechanism won't help you. You need to come up with the right theory. If you're not getting it, you're just not getting it. I looked at the hints two or three times. (Including once in the original demo, back when I played that.) Sometimes I said "Yeah, I should have thought of that." Sometimes I said "Pff no way." You will get stuck in different places. Don't be shy about hints.

Or play with a buddy. If you're not coming up with the right idea, it's quite likely that your buddy will see it right away. Or vice versa. Mystery Hunt is a team sport.

Besides puzzles, what have we? The story, per se, is quite well done. Good pacing, nicely integrated with your progress. You start alone on a strange island -- cue lonely-ambient music! -- but this is not a Myst-ish solitary quest. You run into an NPC, and then another; then the NPCs start to get more actively involved until they're pushing the story towards its climax.

That ending is really the only point where the narrative gets detached from the gameplay. The story primes you for a showdown: "You must do <X> before <Y> gets it!" But when you unlock that bit, it turns into an old-fashioned cut-scene and everything wraps up on its own.

To be fair, the Big Final Puzzle is a corker. And I'm not saying that they should have added time pressure! That always sucks. But the Big Final Puzzle is over and solved before the Big Final Story Climax begins. You never have a chance to feel triumphant about it.

The story doesn't have much depth behind it, either. Everything seems to run on adventure-game logic. The island of Dimhaven isn't a place; it wobbles between enigma, theme park, and mundane resort town as the plot requires. Indigenous number symbols? Seen in one puzzle, never again. Ancient artifacts? Only when relevant to the plot. What was up with the giant wall? The lighthouse? Pure scenery. I know, every game can't be Riven; but even Myst had a sense of place and history whispering from beneath its clunky journals. I'm afraid Dimhaven is a lot more like Rhem.

The visuals are nice... until I looked closely. Dimhaven doesn't hammer you with realistic detail; it takes a more stylized route. Stylized is awesome too! But Dimhaven combines low-poly models with massively pixelated textures, and the result just comes off as blurry. Inconsistently blurry, at that. A painting on the far side of the room looks fine, but breaks up into pixelated trash when you come close. The wall behind the painting looks bad at a different distance. I felt like I was constantly on the verge of eyestrain.

The worst part is clues: placards, letters, informative bits of paper. These are always too blurry to read -- until you click on them. Only in your hand does their full resolution load in. If two pieces of paper are lying on a desk, they can't both be unblurred at the same time! Drove me nuts.

What you're supposed to do is snapshot each clue with your in-game camera, and then browse the photo album. To be fair, this works fine. Use the heck out of that camera.

The best part is the lighting and the panoramic visual design. When you look out over the landscape, everything looks terrific.

To give further credit, the low-texture style means that you always know what to ignore. If it stays blurry, it's scenery. Quern had problems with focus, but the designers neatly avoided that this time out. Also, hey, Dimhaven requires a quarter the disk space that Quern did, and the min specs are barely higher than Quern's were. (Ten years ago!) The designers made a choice, is what I'm saying. It's just not to my taste.

I still recommend Dimhaven. It's a good ride and it never feels same-y. Lots of different things to do and see and solve. Plenty of good puzzles. Lots of different kinds of puzzles, but thoughtfully; no obligatory sliders or Mastermind. (Okay, one quickie static deduction scene, but that was a pleasant change of pace.) The designers are serious about puzzles, and I'm never going to complain about that.

I hope I don't have to wait another ten years to find out what's next.

Sunday, 12. July 2026

Renga in Blue

Catacombs: The Rescued (Previously Presumed Lost) 1981 Version

(Continued from my previous posts on Catacombs, which you probably should read before this one if you want the full background.) Last weekend, I received a message from Marcel Ingram Lansing that one of the most sought-after Commodore PET games had been rescued. Specifically, Colin Haynes had copies of both Catacombs and Goblin Towers by […]

(Continued from my previous posts on Catacombs, which you probably should read before this one if you want the full background.)

Last weekend, I received a message from Marcel Ingram Lansing that one of the most sought-after Commodore PET games had been rescued.

Specifically, Colin Haynes had copies of both Catacombs and Goblin Towers by Brian Cotton in Commodore PET disk format. They’re part of a series of five adventures from the author published by Supersoft starting in early 1981. Goblin Towers we already had in something close to the original form, but Catacombs we’ve only had as a broken DOS port from five years later which is impossible to beat.

Catacombs is one of the earliest commercial British text adventures, and given how many they eventually came out of the country, it’s not exaggerating to say a landmark has now been preserved.

LONG ASIDE: The first ad for Catacombs was from February 1981. Based on Gareth Pitchford’s research, we know of four (or maybe three) adventure games from earlier that were sold “commercially” (to at least some extent) of British origin.

1. Just one month earlier the magazine Computing Today had a classified ad for Dungeons of Death on the Commodore PET; the description makes it unclear if it’s an RPG, quasi-RPG, quasi-adventure, or adventure.

“Amusing, spifferoony game tape for 16K PET”. Source. Remember, for newsstand magazines the actual month is roughly one off from the one printed.

2. There’s an ad in Personal Computer World November 1980 for a mysterious game called Toxopholy by the equally mysterious Spider Software out of Croydon, Surrey. It was written for Apple II, which was not a common computer in England. (Not unknown either, to be clear!)

Given another ad from Spider Software elsewhere which includes games like Wizard and the Princess, they clearly were more of a “publisher” of Apple II software, although the Toxopholy ad is so early that game may still have originated with them.

From Windfall July 1982, an Apple magazine from the UK. Notice that Toxopholy is no longer advertised.

3. We know more about Galactic Hitchhiker for the UK101 than the other games, because I’ve played it and written about it here already. It is remarkable for having the “computer avatar” have its own voice and attitude, and is story-driven in a way rare for 1980. It was first advertised a month before Toxopholy.

4. There was an early adventure game by none other than Games Workshop, the company most known for Warhammer 40K and with 2025 revenue of £565 million. The earliest ad anyone has been able to find for their adventure appeared in a July 1980 issue of Practical Computing (so out by June) which puts it as the earliest commercial release of an original text adventure from Britain we know of.

Our own version of this classic computer moderated fantasy adventure game in which you explore an underground dungeon populated by snakes, trolls and menacing little goblins which constantly bar your way. As you explore, you give the computer commands such as – get gold, open lock, drop bottle, kill goblin etc. – and tell it which way you proceed. The computer responds with your revised situation and awaits your further instructions.

White Dwarf Issue 22 (Dec. 1980/Jan. 1981) mentions Games Day ’80 with pictures; Adventure was being shown off on a Commodore PET.

None of this undercuts Catacombs in importance. None of the games just mentioned had wide distribution; Steve Jackson describes sales of the PET games as a “disaster” (the biggest seller, a Star Wars game, sold 60 copies), and Dungeons of Death appearing once in a classified means it might have sold in the single digits. While the Cotton games didn’t quite have the reach of, say, Planet of Death, they still had a second printing by Supersoft, and generally got into the UK gaming consciousness; the only places on the Internet you can find Toxopholy mentioned as even existing are my page and Gareth’s.

Returning back to the recent rescue: the disks for Goblin Tower were easy to copy, but Catacombs was a tricky case because the disk seemed to be corrupted. There’s a long account here (along with downloads!) of what happened, but to shorten the story, Brian Cotton used text files for each individual room, and wanted to make sure the player couldn’t read them.

DirMaster is able to list the file correctly, but trying to take the directory on a real Commodore PET just produces corruption. What’s happening is the extra ” character followed by the @C which is sufficient to garble the text (when looked at with a PET) into junk. Furthermore, Cotton didn’t want people realizing the trick through the game’s BASIC source code. From Marcel’s video:

Look closely at line 2, which has a string of colons like this: “::::::::::::::::::::”. If run alone, that’s just a string of non-commands, but prior to that line there’s the SYS 15602 line. What that does is call a different spot in memory which overwrites the next line of BASIC source code while that code is running.

The spot filled with colons has been transformed into Z$=”0:”+CHR$(34)+CHR$(0)+CHR$(3). This provides a string that the game then uses to read the name of any text file representing a room, putting those characters at the start. Then, immediately after Z$ is assigned, the game covers its tracks by calling SYS15449, which rewrites the line of code that was just called back into a string of colons.

The web page includes the original version (which does run emulated) and also the “cracked” version with everything changed into plain-text. The issue for preservation is that it took a little more than a simple file-copy to preserve the disk (check the link for details). For us from here, though, we can focus on the game itself!

The game is genuinely close to its large Classic Quests iteration, although there’s one immediate change you can see from the start.

The result of READ BOARD.

The game has ASCII art! There’s files marked “pic1” through “pic11” (or to be more exact, funky characters followed by pic1 through pic11) and each one is an image that has a mere text description in the DOS version.

Your job is to explore the church that you start at and the catacombs beneath and retrieve all the treasures.

At least at the start, the game is very similar to the Classic Quests version, with room descriptions at least matching. However, inside the church, the book in the Classic Quests version uses text…

While the page is quite legible the content seems not to make much sense, however I can make out something about entering Heaven with the aid of certain holy writings.

…but uses ASCII art here. There’s no hint indicated like in the DOS version.

The map outside seems to be a slightly different maze than before (I probably will not map it out, but I’m always morbidly curious when a game undergoes slight changes). The keys are hidden under a lectern in the church just like before, and they unlock a tomb in the same way.

Inside is a coffin with a sword and lamp. The lamp lights with LIGHT LAMP but does not turn off with DOUSE LAMP (as the Classic Quests version) but rather OFF LAMP.

Just to the east is the vampire staked with the cloak, and the cloak has ASCII art. I haven’t tried messing with the vampire yet; in the current DOS version, you get a container for holy water from the church, then throw it at the vampire to kill it so you can safely take the stake, but the stake is used for absolutely nothing. It may not have the same behavior in the original!

Down is an OBOLUS coin as before, but again, some slight bit of art.

Just adjacent is the river with Chiron; I remember having to intentionally give a coin over in the DOS version (which is wrong to do! the coin is a treasure and you can cross the river a different way). Here, if you wait a turn at Styx, you will automatically cross.

One last difference I’ve noticed is that something that was previously broken definitely is here: the hooded rider. This was a rider that was supposed to appear randomly, but examining it would cause death.

You have looked upon the Dark Angel. This is the angel of death: to be more specific, your death. It has cost you your life to look upon it.

This game doesn’t let you examine! I’m not sure if I’m supposed to do something different here. It’s curious if it was added just for the DOS port.

Just as a reminder, other than this scene (which should result in some manure) I had a non-working flamethrower, no way of getting by a spider web (probably uses the flamethrower), a zombie and purple sphere with no clear use, and no way of pulling a “plug” in the water. On the last one, quoting Alex Dijkstra:

You need to remove this to get to Neptune’s bedroom and the Elysian field without paying Charon.

That is, previously the coin was getting used anyway because the alternate method wasn’t working! More investigation (and probably a finish) next time.

Saturday, 11. July 2026

My So Called Interactive Fiction Life

Sharpee: Chord

Now that version 2.2 of Sharpee is shipped with the website and developer manual updated, I took a swing at developing a more author friendly syntax that compiles to Sharpee. I'm calling it Chord.It's currently implemented in a branch and working with Cloak of
Sharpee: Chord

Now that version 2.2 of Sharpee is shipped with the website and developer manual updated, I took a swing at developing a more author friendly syntax that compiles to Sharpee. I'm calling it Chord.

It's currently implemented in a branch and working with Cloak of Darkness. It will need testing on Dungeon which implements every feature of Sharpee and has its own story-specific add-ons.

Here is what Cloak of Darkness looks like in Chord:

story "Cloak of Darkness" by "Roger Firth (Sharpee implementation)"
  id: cloak-of-darkness
  version: 1.0.0
  blurb: A basic IF demonstration - hang up your cloak!

define condition in-darkness: the player's location is dark

create the Foyer of the Opera House
  a room
  aka foyer, hall, entrance
  west to the Cloakroom
  south to the Foyer Bar
  north is blocked: cant-leave

  You are standing in a spacious hall, splendidly decorated in red and
  gold, with glittering chandeliers overhead. The entrance from the
  street is to the north, and there are doorways south and west.

create the Cloakroom
  a room
  aka cloakroom

  The walls of this small room were clearly once lined with hooks,
  though now only one remains. The exit is a door to the east.

create the Foyer Bar
  a room, dark while the player has the velvet cloak
  aka bar

  The bar, much rougher than you'd have guessed after the opulence of
  the foyer to the north, is completely empty. There seems to be some
  sort of message scrawled in the sawdust on the floor.

create the player
  starts in the Foyer of the Opera House
  wears the velvet cloak

  As good-looking as ever.

create the velvet cloak
  aka cloak
  wearable

  A handsome cloak, of velvet trimmed with satin, and slightly
  splattered with raindrops. Its blackness is so deep that it almost
  seems to suck light from the room.

create the brass hook
  aka hook, peg
  scenery, a supporter with capacity 1
  in the Cloakroom

  It's just a small brass hook, screwed to the wall.

create the message in the sawdust
  aka message, sawdust, floor, writing
  scenery
  in the Foyer Bar
  states: intact, trampled, obliterated

  on reading it
    select on its state
      when intact
        phrase message-intact
        win
      when trampled
        phrase message-trampled
      when obliterated
        phrase message-obliterated
        lose
    end select
  end on

when the player enters the Foyer Bar while in-darkness
  phrase stumble
  first time
    change the message to trampled
  third time
    change the message to obliterated
end when

define verb hang or hook means put (something) on (something)

define phrases en-US
  cant-leave:
    You've only just arrived, and besides, the weather outside seems
    to be getting worse.
  stumble:
    Blundering around in the dark isn't a good idea!
  message-intact:
    The message, neatly marked in the sawdust, reads... You have won!
  message-trampled:
    You can just make out: {garbled}
  message-obliterated:
    The message has been trampled beyond recognition. You have lost!

define text garbled from "./extras.ts"

There are core tenants for Chord that include:

  • must rely on Sharpee architecture concepts
    • Traits
    • Behaviors
    • Messages
    • Language Support
    • Phrases
    • Define and Create primary syntax constructs
    • Closed syntax for code blocks and selection criteria
  • Macro conditions for complex selection criteria
  • The stdlib must be able to be rewritten in Chord

This is a brand new endeavor and a work in progress, but it dramatically reduces the amount of effort to write a story and relies on almost entirely pseudo-code like syntax.

When I get through Dungeon, the developer manual will be split into a pure programming manual and an author's manual focused on the Chord syntax.

Thursday, 09. July 2026

Renga in Blue

Thissala: Your Friend and Aide for Evermore

Back already! (Continued from my previous posts on Thissala.) Well. Rob pointed out I still missed a chunk of content, but I still would have made it an addendum or a comment on my last post, except then I found a puzzle that both of us had missed, and here I am. Many of the […]

Back already! (Continued from my previous posts on Thissala.)

From a 1981 brochure for the Data General Dasher terminal.

Well. Rob pointed out I still missed a chunk of content, but I still would have made it an addendum or a comment on my last post, except then I found a puzzle that both of us had missed, and here I am. Many of the lingering puzzles could be “this isn’t coded yet” territory, but the nature of the puzzle I found is such that it feels highly likely there’s a way through.

Let’s do that missing chunk first, and then the new puzzle. Last time I mentioned a section with a “dedication”.

Caldera (west)
You are in the great caldera of the minor mountain. There is a trail leading up the western slope of the caldera. Set in the ground is a 5 foot monument of marble in the shape of a man. From the sculpture eminates an outstandingly beautiful sound, unlike any other known to humans. The tone, pitch, and volume change constantly, but the rate of change appears to be dependant to your proximity to it. Engraved in the front of the sculpture is a dedication.

READ DEDICATION
It is with great sorrow, that here, at this location, on the twenty-fifth day of July, in the nineteenth hundred and eightieth year, we dedicate this sculpture in appreciation of a departed contributor to this endeavor. Swept away by the lure of self enrichment through further education with the eventual goal of making big bucks, he has left us.

We shall miss you Big Jim.

Though you are gone in being, the Thai will always remain

What I missed — because I interpreted the “trail” as the one I just entered in on — is that there is a new exit going up.

Acme of the minor mountain
You have reached the very top of the minor mountain. The visibility is very bad due to a dense cloud mass directly in front of you. The cloud obstructs your vision north, up and down.
There is a stake deeply imbedded in the ground here.

The stake is highly suggestive of typing a rope, and indeed TIE ROPE TO STAKE finally works! And then when I tried to climb the rope down it killed me and sent me down to Riverworld again. Sigh.

Did you know there was a real time strategy game based on Riverworld from 1998?

The game is fishing for you to DROP ROPE before going down (even though you’d be holding on to the rope to go down, right?) This allows going into a cloud section:

The white ramp
You are standing on a narrow white ramp joining the ledge on minor mountain and the clouds interior. The ramp is unlike anything you have ever seen. It is translucent and obviously very thin, but it can support your weight without the slightest sign of strain. Through the ramp you can see the ground many feet below.

N
A little gnome stops you on the bridge. After staring at you for a couple of seconds, he grows angry and curses you, waves his arms and suddenly there is a flash of bright light and when the smoke clears you find yourself in …

In the small room
You are in a small room with one window and a ventilation shaft in the opposite wall. The wall of the room are made from stone, and by looking through the window, it is obvious that you are somewhere in minor mountain, looking out on a field. The window has vertical bars obstructing passage, and the ventilation shaft has a crosswork grate covering it.
There is a small pile of bread pieces in the corner.

Thus begins a small escape section. Wait a beat (generally by trying to look at stuff and having nouns fail to get recognized) and a bird will appear at the window. Feed it the bread, and it will eat it, then fly off and bring you back a key.

There is a flurry of sound at the window. The multicolored bird has returned, but now he is aglow with light and the colors of his wings appears to change constantly. He lets out a noble cry and from his beak drops a brass key. The bird cries once more and disappears up towards the sun, circling higher and higher. He will be your friend and aide for evermore.

You can go up and unlock a grating, finding an exit out a ventilation shaft.

On the bed
You are standing on top of the small bed. Directly in front of you is a ventilation shaft embedded in the cold, gray stone wall.
Against the wall is a closed metal grating.

UNLOCK GRATING
There is a quiet click from within the lock on the grate as the brass key slowly turns

OPEN GRATING
The grating is now open.

ENTER GRATING
In the ventilation shaft
You are crawling through a well lit ventilation shift. The walls are made of aluminum. To the northeast there appears to be a junction in the shafts, while to the southwest you can see the end of the shaft, and a grey wall outside.

This is a small maze, and despite your items being zapped away by the gnome when you got imprisoned, leaving only the brass key, it still isn’t terribly hard to map.

Unfortunately, it also has the common attribute of some other portions of Thissala version 0.60 which it doesn’t seem to have any overall purpose. There are no treasures: you get captured, you get out. You can repeat trying to go up the white ramp but you just get caught again (and the bread/bird sequence appears again). Of the mainframe games I’ve seen with some in-progress aspects, the author usually nestles a treasure somewhere whenever they make a new area; that’s an easy way to make it “useful”! Maybe the working idea here was a little different because of the meta-plot, but there’s still clearly intended treasures to gather as well.

Just in case there was something useful from the brass key, I went around the map trying to stick it in various things, including the post box I spoke of ages ago. The box doesn’t even recognize being unlocked as something that makes sense, despite it being described as locked.

Inside the Old Post Office
You are standing inside of the old post office. Against one wall is a counter. This is was at one time a very busy post office (according to local lore) but now it is deserted. All of the postboxes have been destroyed except for one, which has a set of buttons on the front with a large brass faceplate around them, and a hinge on the left side.
The post office box is securly closed.

UNLOCK BOX WITH KEY
You cannot unlock the box.

By now I’d been obsessively trying to find recognized nouns, and I idly tried PUSH FACEPLATE, which resulted in “You cannot push it.” Not … “I don’t understand the word” … but … “cannot push”! Hmm! (Possibly you’ve hung out with me long enough you’re nodding along, but keep in mind how remarkable it is to realize a major clue from a slight change in parser message.)

READ FACEPLATE is the key.

!!! Due to the nature of already putting a “reset” button and a full ASCII screen, it seems highly unlikely the authors left this puzzle as a stub. It’s still possible whatever clue is meant to hint on a key combination was supposed to be placed and never was, but my intuition is telling me this puzzle can be solved.

PUSH “2”
Click.

PUSH “6”
Click.

PUSH “8”
Click.

PUSH “0”
Click.

PUSH “4”
Click.

PUSH “3”
Click.

Unfortunately this doesn’t seem to be the kind of code where there’s a sound when you’ve gotten the right number of key presses (even if they’re wrong) so I don’t know what length of sequence we’re looking for. Still, this is the closest this game has had to a Ferret-esque puzzle where people can chip in suggestions. For the record, I already tried 1979 (from the dime), the date from the memorial, and various ways of turning GLUCMAN LOCK COMPANY (and the special way it is written) into numbers. I will take suggestions in the comments.

In the meantime, my next post will be on a different game, even if somehow we progress here, and that progress leads to more progress; we’ll leave the action in the comments for now, but assuming we get somewhere, I will return to Thissala in a future post.


The People's Republic of Interactive Fiction

July meetings (two!)

The Boston IF online meetup for July will be Monday, July 20, 6:30 pm Eastern time. We will post the Google Meet link to the mailing list on the day of the meeting.  The in-person meetup will be Wednesday, July 29th, 6:30 pm at MIT. We’ll gather at the MIT Open Space, which a park […]

The Boston IF online meetup for July will be Monday, July 20, 6:30 pm Eastern time. We will post the Google Meet link to the mailing list on the day of the meeting. 

The in-person meetup will be Wednesday, July 29th, 6:30 pm at MIT. We’ll gather at the MIT Open Space, which a park adjacent to the Kendall T stop and the MIT Museum. What happens after that is still under discussion. Possibly Flat-Top Johnny’s.

Note that the Red Line will be replaced by shuttle buses that week. See the MBTA site.

Tuesday, 07. July 2026

Renga in Blue

Thissala: Last Stop on the Suicide Express

This is my last post on Thissala for now, although given the authors never finished it, and there seems to be content I haven’t been able to access, I can’t promise it is the last word. My previous posts on this game are needed for context. Let me first address something I mentioned in my […]

This is my last post on Thissala for now, although given the authors never finished it, and there seems to be content I haven’t been able to access, I can’t promise it is the last word. My previous posts on this game are needed for context.

Via S. Howlett-West Books. Prior to officially being To Your Scattered Bodies Go, the first book of the Riverworld series was published as two novellas; this magazine has the second.

Let me first address something I mentioned in my post last time: what happens if you die repeatedly? In Riverworld the book, it causes the protagonist Richard Burton to be resurrected, but farther down the river; in a search for the source (like Burton searching for the source of the Nile) he kills himself repeatedly in order to take the “suicide express” down the river.

It doesn’t happen like that here.

KILL ME

As the darkness of death fades, and the light intensifies, you find yourself falling quickly at first then slower, then slower still until you find yourself looking down on a strange land. Below is a river, a long river, so long that even at this height the river stretches forever. About 1 mile from each bank of the river is a tall mountain range. You slow more until you are about 1 foot from the ground, and then you lite gently on the surface of an eerie world.

Western extreme of the bridge
There is a broken down wooden bridge here that crossed over to the other side of the river

KILL ME

As the darkness of death fades, and the light intensifies, you find yourself falling quickly at first then slower, then slower still until you find yourself looking down on a strange land. Below is a river, a long river, so long that even at this height the river stretches forever. About 1 mile from each bank of the river is a tall mountain range. You slow more until you are about 1 foot from the ground, and then you lite gently on the surface of an eerie world.

Thick mist
The ground, and the river, are almost undistiguishible here due to the dense fog that surrounds you. Upstream, you can barely make out what appears to be a bridge heading to the other side of the river.

You reappear at some random place on the west side of the river, and the three coins (dime, penny, quarter) re-materialize somewhere in Riverworld to be picked up. The only problem is the boat. If you’ve used the boat to the tower, and then escape, the boat stays at the tower! That means you are stuck in Riverworld and have to reload a save game. (I also, oddly, had one of the three coins not appear, which made me suspicious of a secret room, but it could easily be just a bug. You can re-suicide to get the coins to move elsewhere, though.)

The boat does have a delay when you push a button, so if you actually do feel the need to ride the suicide express, you just need to remember to press it after arriving at the tower.

Inside the little boat
You are standing inside the little boat that floats on the great lake at the end of the river. There are two buttons here, on marked “T” and the other “S”, although no explanations are given.

PUSH “S” BUTTON
Beep

DISEMBARK
After a momentary delay, the boat glides off quietly towards the shore

The Silver tower
You have reached the silver tower in the middle of the lake. You are standing on the lake level platform. The platform continues around the tower at this level in both the clockwise and counterclockwise direction. There is a second platform visible high above your head

I finally got by the pirate who was stabbing me, via that magic of the game being glitchy or at least confused. I reloaded a different save to go over to where the pirate/rat/spider were and for some reason one of the enemies (the spider) was missing. This was enough for me to win the battle.

ATTACK RAT WITH SCIMITAR
Your attack with the scimitar has been completely successful. The rat falls to the ground dead. As you look at the body, it disintegrates.

LOOK
In a notch in the wall

W
The Pirates Den

N, S, E, and W from the den lead back to the notch. I’m guessing the authors planned to mimic the pirate of Adventure but never finished adding the feature in, so the Den is just a description-less room.

Next up: two easter egg areas. First is from the lingering ghost of Adventure, which clearly held strong over these authors. You can use the magic word XYZZY…

XYZZY
You’re in Debris Room.
You are in a debris room filled with stuff washed in from the surface. A low wide passage with cobbles becomes plugged with mud and debris here, but an awkward canyon leads upward and west. A note on the wall says “magic word XYZZY”.

XYZZY
You’re inside building.
You are inside a building, a well house for a large spring.

…and using XYZZY a third time just sends you back to where you left from. This all raises a question: what is the earliest XYZZY easter egg? Is it this one? That is, not just a game that’s a derivative of Crowther/Woods, but one coded from scratch, that implements the word anyway. Acheton says

I’m afraid that magic word hasn’t got enough power to work in this universe.

and Zork has a voice that says “Fool”, but is there another one I’m missing from ’78-’79 that did more? I haven’t tested XYZZY everywhere.

From Dennis Donovan’s 1978 map of Crowther/Woods, via Facebook.

ASIDE: There was an odd period in the 1990s where XYZZY easter eggs were so prevalent a list was developed of every occurrence; you can find a modern compilation via David Welbourne. I remember when So Far (1996) first came out it seemed like a statement that XYZZY was not an understood word. (“That’s not a verb I recognise.”, with the British spelling, since Graham Nelson used that spelling.)

The other easter egg comes from an undescribed exit at the mountain right before the bridge. The text says “highest plateau” but the game didn’t really mean that. I will give the text in its entirety.

Highest plateau
You are on the highest plateau, which is considerably larger than the two lower ones. Directly below you you can see the Dipestia which flows from the NE to the SW where it curls around Major mountain, to south. Across, but higher up the northern face of other mountain, there is an observation booth with what appears to be a small gnome looking out at you using binoculars. Directly below the observation booth, at the level of the ledge you are on, is a wooden drawbridge. The drawbridge is in the closed position, forming a path accross to Major mountain

U
Top of the mountain
You have reached the top of the lesser mountain, on the eastern edge.
There is a trail here that heads due west.

W
Eastern edge of the caldera
You are standing looking down into a great caldera.

D
Caldera (east)
You are in the great caldera of the minor mountain. To the west you can hear a beautiful but faint sound – a sound unlike any instrument or animal ever heard.

W
Caldera (west)
You are in the great caldera of the minor mountain. There is a trail leading up the western slope of the caldera. Set in the ground is a 5 foot monument of marble in the shape of a man. From the sculpture eminates an outstandingly beautiful sound, unlike any other known to humans. The tone, pitch, and volume change constantly, but the rate of change appears to be dependant to your proximity to it. Engraved in the front of the sculpture is a dedication.

READ DEDICATION
It is with great sorrow, that here, at this location, on the twenty-fifth day of July, in the nineteenth hundred and eightieth year, we dedicate this sculpture in appreciation of a departed contributor to this endeavor. Swept away by the lure of self enrichment through further education with the eventual goal of making big bucks, he has left us.

We shall miss you Big Jim.

Though you are gone in being, the Thai will always remain

At least we have a date of one of the game sections! (25 July, 1980.) What I don’t know is which of the authors (David Auerbach, Paul Chiasson, and Peter Macaulay) this is referring to! Or if it even is one of those authors, and this is one of those things where someone who gives lots of suggestions is uncredited.

With all that wrapped up, there’s two puzzles lingering that Rob hinted at in the comments. One of them, I’ll admit, I still wasn’t able to solve with the ROT13 hint Rob gave; somehow there’s a parser command that puts the washer and the fuse together, and then it installs in the fuse box…? Given the result is a single treasure, and we still have the treasure destination, I’m fine leaving that puzzle be. (I’m guessing the answer will show up in the comments, so check there if you want to know. Look, I’m doing engagement!) The puzzle I did manage to solve involved the skittish hen.

FEED HEN WITH CORN
The hen does not trust you, and refuses the food.

Somehow way back in my early days of playing I tried just leaving the corn here but not coming back (because I forgot about it while mapping a billion rooms, maybe). If you leave the corn and do come back, you get a golden egg.

Inside the hen house
Sitting in the corner, eating some dried out corn, is a large hen.
Sitting on the shelf is a small nest
It contains:
@In the middle of the nest, where the hen used to sit, is a beautiful golden egg.

Huzzah, another piece of score that only registers when you are holding it, because we can’t get into the bank (where the treasure probably goes). With that, let’s summarize all the sticking points:

1. getting the teleporters to work

2. the bank

3. the mysterious box in the church which counts as a treasure but kills you

4. getting the treasures back past the bridge where the gnomes stop you (probably using 1)

5. the dowel/cylinder setup

6. the curtain with the hooks

7. the north exit mentioned in the Kitchen which isn’t there

That’s less than you might think! The desert had no real puzzles and I have found no use for the hammer or the key. Of the above issues, I’m pretty sure 7 is a dead end (unless there’s a wizard cheat code or someone can just hack a 32-bit Eclipse), but I still feel like the other six may plausibly have a real solve in game; just neither me nor Rob can find it. A thread for a future explorer to pull, perhaps? (Or at least someone who can figure out Data General binary files.)

You might be able to guess already I don’t recommend this game for the general public. I found the whole process of “digital archaeology” fascinating while contextualized in a historical sense — playing a game with no clear ending just like the players of the early ’80s on a mainframe did — and the prose was pleasant enough despite the typos, but it wasn’t enough of a reward for mapping and more mapping and more mapping. It’s like some musicians started with an ABACA formula but got stuck in B with a 2 hour guitar solo.

Coloured rock canyon
You are standing on a North-South track in the middle of a sandstone canyon. The rock walls on either side are veined and banded with varied hues of sandstone, mainly reddish shades which lie between roseate and ocherous, but with occasional streaks of bluish-gray and green, which seem to indicate the bedding-planes of an upper Triassic, or possibly lower Lias, series of sediments. The colours appear to be glowing in the strong sunlight. It is altogether a beautiful and somewhat awe-inspiring sight.

(Someone got to show off their geology skills, though!)

I don’t want to discourage people from trying too hard, because I really would like an answer to those questions! Maybe one of the unaccounted-for authors (David Auerbach, Paul Chiasson) is still alive and will Google themselves, and we’ll finally get the story on what happened.

The lore of Thamos and the flute never came up past that parchment, so I’m not going to mention it other than leaving this image of a sci-fi opera version of the Mozart music, T.H.A.M.O.S. At least it isn’t as weird as Help, Help, the Globolinks!

Coming up: a recently rescued lost Commodore PET game.


IFComp News

IFComp 2026 Now Accepting Intents & Entries

IFComp 2026 Now Accepting Intents & EntriesHello, everyone, and happy (slightly belated) start of July! With a new July comes a new season of the Interactive Fiction Competition!From now through August 1st 2026, 11:59pm Eastern (23:59 ET), the IF Comp website will be open for authors to declare their intent to enter this year’s competition!Final entries are due on August 28th, 11:59pm Eastern,

IFComp 2026 Now Accepting Intents & Entries

Hello, everyone, and happy (slightly belated) start of July! With a new July comes a new season of the Interactive Fiction Competition!

From now through August 1st 2026, 11:59pm Eastern (23:59 ET), the IF Comp website will be open for authors to declare their intent to enter this year’s competition!

Final entries are due on August 28th, 11:59pm Eastern, but you must register by August 1st!

If you miss it, there’s always 2027… If you register and then can’t complete your entry in time, you may always back out of the competition and enter your work elsewhere or next year.

As with the previous iterations of the IFComp, authors will be allowed to participate as judges, vote, and review entries other than their own.

If you have any questions about the competition or its rules, you can contact us at [email protected]

In addition to entries, we are also accepting prizes to award contestants! If you would like to donate a prize for this year’s competition, you can email us at [email protected] — no prize is too humble or too grand.

If you would prefer to donate money, our Colossal Fundraiser will launch by August. Another announcement will be made then.

Thank you, everyone. We’re looking forward to another fun year.

Sunday, 05. July 2026

My So Called Interactive Fiction Life

Sharpee 2.1

Phrase Algebra Fully ImplementedSharpee 2.x replaces the entire text-rendering system. Text is no longer astring with embedded formatters; it's a tree of typed Phrase values thatdefer realization, rendered by one per-locale Assembler at the end of theturn.The old

Phrase Algebra Fully Implemented

  • Sharpee 2.x replaces the entire text-rendering system. Text is no longer a
    string with embedded formatters; it's a tree of typed Phrase values that
    defer realization, rendered by one per-locale Assembler at the end of the
    turn.
  • The old formatter chain collapsed to a bare string after the first formatter, so nothing downstream could agree an article, pluralize a verb, or resolve a pronoun. The Assembler is now the single authority for articles, agreement, punctuation, whitespace, reference, and case.
  • Authors write {the box}{verb:is target}{contents:box} and get grammatical English for free: "an open wooden box," "the pygmy goats are dead," "a goat, a rabbit, and a parrot." That's the bar Inform 7 set, and 2.x clears it.
  • Template syntax errors now throw loudly at parse time instead of silently rotting in output.
  • The design is 15 typed phrase members; adding a text feature is one new union member, one Assembler case, one parser branch. Never a rewrite.
  • Fifteen ADRs (192–206) specify the system, including: state-derived adjectives ("the open box" from live trait state), live container contents, a contribution channel where traits/NPCs/daemons append clauses into one grammatically-joined sentence, varying and cycling text that survives save/restore, pronouns that agree with the last-mentioned entity, numerals as digits/words/ordinals, and verbatim pass-through so you never see "a north."
  • NPC speech is composition, not a subsystem: quoted dialogue gets capitalization, quote glyphs, and punctuation-inside-quotes right, and attribution agrees in number ("the triplet acrobats say").

Engine correctness (2.0–2.1)

  • Capability-behavior and action-interceptor registries moved off process-wide singletons onto the WorldModel itself (ADR-207/208). Symptom fixed: the first story loaded in a process used to win the bindings for every later game — the tutorial zoo scored 70/75 because petting silently stopped awarding. Now it's 75/75, per world, idempotent.
  • The fix was verified three ways: 201/201 transcript assertions against npm pack tarballs, then 197/197 against the real npm registry at 2.1.0.
  • 2.1.1 shipped the fixes surfaced by book validation: transcript-tester state-assertion resolution (the player reserved word, alias lookup), engine command chaining, scenery listing/article fixes, NPC direction, and devkit build fixes.

The Sharpee Author & Developer Manual v2

  • A new edition for the 2.x line: 31 chapters across 8 parts plus 5
    reference appendices, building one game (the Family Zoo) from a single
    room to a themed, tested, saved-and-restored browser release. (Note: the
    change-list doc says "36 chapters" in one place — the real count is 31;
    don't quote 36.)
  • The old "Formatter Chain" chapter is now "The Phrase Algebra" — the system
    it used to teach literally throws an error in 2.x.
  • The validation: before release, an AI agent in a clean Docker container played first-time reader — installed from npm, followed the book literally front to back, typed in every listing, ran every test. Seven rounds of fix-rebuild-rerun (Rounds A–G across nine container runs) until runs came back clean: all 31 chapters PASS, zero blocked, zero deviations, 169/169 transcript assertions, browser behavior verified with Playwright. The transcript testing was added in the new book.
  • Getting to zero took killing issue classes, not instances: the book now has four named front-matter conventions (the import, placement, replacement, and illustrative rules) that chapters cite by name, so a literal reader can never be lost about where code goes or whether a listing is meant to be typed.
  • The book teaches transcript testing by doing it: readers now build a real two-file walkthrough chain with save/restore checkpoints, event assertions, and world-state assertions — every printed listing verified green against the published packages.
  • The v1.5 edition remains available for the previous line.

The tutorial and the proving grounds

Sharpee 2.1

The Family Zoo tutorial split into versioned lines (v1.5.0 frozen,v2.0.0 current); v2 uses chapter-named cumulative snapshots (ch02-first-room.ts … ch28-multi-file/) that each compile against the published packages.

  • Dungeon (the Mainframe Zork port) migrated onto the phrase system and drove the story validation: article absorption, verbatim scalars, a melee blank-output fix, and the message-param contract sweep.

Road Map

There is still some changes to Dungeon based on an accepted but unimplemented ADR regarding embedded scenery in room descriptions. The author can do it themselves and not use the slots, but the new ADR will allow the author to offer a list of phrases to describe scenery. These get emitted round-robin.


Zarf Updates

The Red Pearls of Borneo: design ruminations

Borneo, 1941: rich white Brits run the show for tobacco, pearls and the opium trade, while World War Two creeps up around the edges. Who is sneaking onto the Goodwill plantation and why? The Red Pearls of Borneo (Bushmonkey Games) is an interesting ...

Borneo, 1941: rich white Brits run the show for tobacco, pearls and the opium trade, while World War Two creeps up around the edges. Who is sneaking onto the Goodwill plantation and why?

The Red Pearls of Borneo (Bushmonkey Games) is an interesting take on the deductionizer format. It's patterned after Type Help; your challenge is to figure out which people were where and when. But it adds a layer of search mechanics to the logic. I don't think it's entirely successful, but it's an instructive try.

The new gimmick is that you have to identify people by name (first and last) before you can start placing them in scenes. But you can only use a name after you've heard it in a scene already found. This is unlike Golden Idol, where you have to collect the words but they're all lying around the scene free for the taking. In Red Pearls the names are a gating mechanic.

To soften this, the game lets you track objects as well as people. You have to associate the object with its owner. Then it lets you peek into still-locked scenes and see part of the dialogue -- the lines spoken by whoever is holding the object. (Not necessarily the original owner...)

The result is a search experience that feels more hand-scripted, or even on-rails. You have to find certain things in order to unlock other things. But it's also more soft-edged and tactile. You might find one name in a partial view of one scene, then another name in a different slice of a different scene, then put them together. It's more nuanced than Type Help's scene-by-scene progression.

I can see why they tried this idea. I love search tools. Nothing gets me jazzed like finding a magic lens or a UV flashlight. Point it at all the things! The partial unlocking of the search space is a great addition. The problem is that using the objects feels perfunctory and mechanical. It's just a row of icons. It's easier to click through them than to think about which one might work.

To some extent this is true for the entire timeline. When you try a combo (room / time / list of names), the game might say "right", "wrong", or "nothing happened here at that time." That third option is important; it saves you a lot of pointless clicking. But the way you get there is... pointless clicking. I'd click through an entire row or column of the grid, just to fill in the grey "nothing happened" squares. Logic doesn't start until you know where it's worth looking.

In some sense this is the element that's analogous to Golden Idol's word-collection stage. But in GI, mechanically clicking everything is when you learn the story! It's interesting in its own right; the words are just a way to check that you didn't miss something. In Red Pearls, the lawnmowering is just a chain of nopes until you hit the right spot.

I'm not saying it's a bad game. It's good! The deduction framework is solid and the historical background is dense and engaging. The characters are great, consistently surprising and human -- probably the best-drawn crew I've encountered in this shiny-new subgenre.

My design suggestion is just to drop the click-click-click phase. Grey out all the "nothing happens" squares in a row as soon as it appears. (Or perhaps the first time you select one.) When focused on a location, highlight the active objects; grey out the rest. And once you select an active object, permanently add its lines to the location's dialogue. Unlocking an object will feel like a big advancement, and you still have the fun interaction of selecting locations to see where it works. You can almost always guess which slots are likely, so that's not mechanical. (Unless you're really stuck. But you always brute-force when you're really stuck.)


The other peculiar aspect of Red Pearls is its overall shape. This goes back to my Game Narrative Kaleidoscope thesis of "the player should know how far they've gotten". (You don't have to buy the book to read my chapter; it's what I just said.) (Feel free to buy the book though.)

The game begins by showing you a two-day, hour-by-hour timeline. It is very clear that the game, and the story, consists of filling in those two days.

So you do that. Except that's not how it goes. When you reach the "Conclude your story?" option, the timeline isn't entirely unlocked. One character is still nameless. But that person only arrives at the end; they're not part of the main story. Makes sense, right? You can roll credits, or try to 100% the last few details and win your puzzle-sicko trophy.

...Except that's not how it goes. If you continue, you unlock a completely new timeline, in which some of the characters escape the plantation and try to make it to civilization. It's not a whole new puzzle chapter, mind you. It uses the same unlocking mechanic, but in a narrative mode. You track the group from place to place, learning what happens, with only a few logical hops.

And yes, the new timeline provides some clues that unlock the remaining bits of the original chapter. Which opens up a third timeline!

So really this is a puzzle game plus two short stories involving the same characters. They're excellent short stories. I was on the edge of my seat. But what a weird choice! The whole history of narrative games has been "how do we mix the storyline in with the gameplay so that players don't feel stuck behind a glass pane?" These chapters aren't non-interactive; they require active reading and selection. But switching from a puzzle-centric Type Help model to a nearly-hypertext epilogue feels unbalanced.

Actually, the comparison to Type Help is interesting. I won't get into spoilers, but Type Help features a gradual shift in modality. In the beginning, progress is slow; you're groping blindly into the story. But as you learn more and possibilities narrow down, the gameplay accelerates, until you fly into a genuinely propulsive climax.

(And then an interesting change of pace, in the upcoming Galley House remake. But that's a different post.)

So I'm not objecting to the idea of a gameplay shift. It's just that "accelerate and go whoosh!" is a classic audience-pleaser, whereas "stop gaming and read" is a much harder sell.

Do I have a design suggestion here? Man, I don't know. Release the two story chapters as DLC? I don't mean for purchase; the original game is free. But positioning them as separate experiences, rather than surprise chapters, might make sense. Or maybe it would be a complete flop. (They'd be spoilery, for a start.)

The chewy solution is the "standard" narrative design: figure out how to interleave the story sequences with the puzzle sequences. Perhaps as flashbacks. But now I'm suggesting a complete redesign, so I won't push too hard for it!

The designers are hard at work on a full-scale Cold War followup, Green Mist over Portland. We shall see how their design toolkit evolves. In the meantime, Red Pearls is worth playing.


Renga in Blue

Thissala: END DIGGINS

(Continued from my previous posts.) I’ve finally finished filling in the map of the desert, and found absolutely no items whatsoever. It’s all just rooms and more rooms. If there are any puzzles, they’re of the “hidden” variety. This presents an opportunity to do something I’ve done only marginally on this blog: analyze the prose. […]

(Continued from my previous posts.)

I’ve finally finished filling in the map of the desert, and found absolutely no items whatsoever. It’s all just rooms and more rooms. If there are any puzzles, they’re of the “hidden” variety. This presents an opportunity to do something I’ve done only marginally on this blog: analyze the prose.

Via eBay.

Before I get that, let’s lay out the rest of the geography.

I mentioned a rusty key after a rock slide; heading farther northwest leads to a view by a cabin (the one with unimplemented rooms)…

Canyon edge overlooking cabin
You are on a northwest-southeast track which runs along the rim of a canyon. A small ruined cabin lies on the canyon floor far below to the west, and beyond it you can just see the entrance to a mine. The canyon walls are too steep to get down there.

…and is followed by a series of paths leading finally at the far north to a tower (which I gave the description of last time). I hadn’t mapped every nook and cranny here but I can now say they just go around in a circle.

The map has a strange mixture of realism and confusion. So many of our maps essentially have dropped the next place at random; however, the author who made this section clearly cared about how one aspect merged into another, and it all likely made sense in their head. In practice, having (for example) a north exit turn so going back requires going southeast and having some exits be only one-way (without absolutely clear reasoning given why) makes whatever reasoning the author had opaque to me.

Winding path in mountains
The small winding path where you now are is crossed by what could be various tracks in all sorts of directions, and winds so much that you are totally unsure of which direction it is heading. You have the impression that recognisable territory lies to the south of where you now are. The mountains all around are dry and bare.

N
Dry hillside
You are on an open dry hillside at a point where an East-west trail crosses a faint North-south path. The path to the north seems to head for a notch in the ridge of hills which lie across the horizon in that direction, and the Westward path goes into a dip in the hills which could be the beginning of a valley. The open bare rocky landscape surronding here is niether interesting nor attractive, though it is slightly impressive in a bleak sort of way.

N
Rock notch
You are on a path just beside the place where it runs through a notch in a rocky ridge of hills. The ridge runs more or less in an East-West direction,and the path on one side leads downhill to the South. On the other side it runs through the notch to the North and curves round and out of sight to follow the line of the ridge just below the crest on the northern face. You could also get over the rocks to the West (or amost any other direction) since the slope is not terribly steep.

I haven’t been fussing much about the typos; notice both “surronding” and “niether” at the dry hillside. I generally have given these a pass given the circumstances of the game either being a snapshot in progress or abandoned due to circumstance. (Just a reminder we knew nothing about Thissala prior to the Novas Are Forever dump appearing last year; for all we know there is some build from 1988 that completes the game, just like Ferret eventually came to an end.)

The other part I had left to fill in was the Opal Mine. (There’s a Goblin Mine mentioned which seems like it might have been intended as a separate place, but maybe the authors forgot about it? … or maybe there’s some ultra-obscure puzzle to get there.)

It started out seeming like it might be essentially linear.

Inside mine entrance
You are standing just inside the entrance to an opal mine. To the south the sunlight spills in through the doorway onto the rocky floor. The mine passage heads north from here and begins to twist about.

N
First side passage
The main gallery of the mine runs in an East-West direction here, and there is a small passage leading off the gallery to the north.

N
Curved Passage
You are in a narrow curving passage which runs Northeast-Southwest at this point. The passage appears to get broader to the Northeast.

NE
Angled junction
You have just come around a curve in the passage to this junction. From where you are standing a wide passage runs in a Northeast-Southwest direction, and a hewn rock passage enters this from the Southeast.

From there the map branched out a bit, enough that I would occasionally run into a room I’d seen and then have to shift my map around to make everything fit.

I still wouldn’t call my layout optimal, but again, there seems to be absolutely nothing here. For people without many virtual rooms to spelunk, just the sheer act of discovery I suppose might be interesting, but I really am not sure where the author of this section was going for.

Narrow Squeeze Passage
You are in a narrow North-South passage. The roof of the cave, which is quite high to the north, descends as the walls narrow, making the passageway to the south very tight.

N
Fourways junction
You have come to the middle of an arched and faintly reverberant cavern. Trails, which are faintly marked in the floor of the cave, lead North, South, East and West to passages dimly-glimpsed on each side.

N
Hole in roof
You are standing in a narrow twisty passage with walls of dryish dark coloured stone, which runs Southeast-Northwest at this point. There is a hole in the roof here.

There are only two rooms I found somewhat of interest (in a “maybe there’s a puzzle here” way), the first being a mysterious room marked with the word END DIGGINS. Maybe it signals a magic word, but more likely it signals the place the author ended (it’s essentially the farthest north you can get).

End diggins
You are in a very roughly excavated circular chamber with entrances only to the South and Southeast. Scratched in large rough letters against the north wall of the chamber are the words “END DIGGINS”. This would appear to be about as far as you can get.

Not too far away, going up a hole and heading northeast, there is a “View” which follows the same model of longer text than usual as other Views.

Faint Breeze Passage
Yoy are in a straight Northeast-southwest passage mined through some dry grayish rock. A faint breeze is blowing from the Northeastern end of the passage.

NE
View
You are standing where a hole emerges from a mine into the middle of a sheer cliff face. The rock is unscalable on all sides. From this vast height you can see over a vast and windy desert of golden sand, which ends in a mountain range far to the north of where you are standing. The mountains contain some of obviously volcanic origin, and just on the edge of the desert beside the mountains is an isolated and still active volcano, whose stark vertical sides of black basalt rise up from the harsh desert, and are topped by a craggy lava cone. Smoke or steam appears to be coming from several blow holes on the volcano, and from the caldera on its crest a plume of smoke and dust rises to a great height before being blown sideways in the wind. The hole in the rock leads off to the southwest and safety.

As I already mentioned, I don’t think lingering on the typos (“Yoy”) is worthwhile, but I think I can treat the View here as the author-intended prose. Is the prose effective?

Colossal Adventure from Level 9 didn’t have the space to put a long prose chunk so didn’t copy the Volcano View composed by Woods and his friends, but they compensated with actual art of a Volcano outside.

You can look at both in a holistic sense and in a micro sense. In a holistic sense, it’s trying to emulate the Volcano View of Colossal Adventure, so let’s pull that text up alongside.

You are on the edge of a breath-taking view. Far below you is an active volcano, from which great gouts of molten lava come surging out, cascading back down into the depths. The glowing rock fills the farthest reaches of the cavern with a blood-red glare, giving everything an eerie, macabre appearance. The air is filled with flickering sparks of ash and a heavy smell of brimstone. The walls are hot to the touch, and the thundering of the volcano drowns out all other sounds. Embedded in the jagged roof far overhead are myriad twisted formations composed of pure white alabaster, which scatter the murky light into sinister apparitions upon the walls. To one side is a deep gorge, filled with a bizarre chaos of tortured rock which seems to have been crafted by the devil himself. An immense river of fire crashes out from the depths of the volcano, burns its way through the gorge, and plummets into a bottomless pit far off to your left. To the right, an immense geyser of blistering steam erupts continuously from a barren island in the center of a sulfurous lake, which bubbles ominously. The far right wall is aflame with an incandescence of its own, which lends an additional infernal splendor to the already hellish scene. A dark, foreboding passage exits to the south.

This maybe goes a bit too long (and was ALL CAPS in the original) but still has two advantages over the View in Thissala. One, the scene is vibrant in a way that allows picturesque words (“jagged”, “sinister”, “brimstone”, “gorge”) such that the prose level matches the melodramatic swarm of the vision. Second, the scene is totally isolated: there is nothing like it elsewhere. Hence, the length of prose lends a significance that the Thissala text lacks; even though there are absolute clichés in here, the fact this is the only place this happens in a work that can take 20+ hours to solve makes them more forgivable. You can think of it as the perspective of the avatar being overwhelmed and suddenly becoming loquacious; when I came across the scene for the first time (as a child!) I found this aspect to be moving.

In a micro sense, the Thissala prose is functional; despite this being in person something that would look at least semi-epic, it tries hard to describe what’s there in an almost scientific way.

Smoke or steam appears to be coming from several blow holes on the volcano, and from the caldera on its crest a plume of smoke and dust rises to a great height before being blown sideways in the wind.

This isn’t bad! But the language with “smoke or steam appears” is too hedging to be effective, and the idea of a giant plume going up and then sideways is conveyed but doesn’t have a sense of poetry. Let’s take, comparably, the first room of Beyond Zork, as written by Brian Moriarty:

The horizon is lost in the glare of morning upon the Great Sea. You shield your eyes to sweep the shore below, where a village lies nestled beside a quiet cove.

A stunted oak tree shades the inland road.

The prose here is similarly trying to depict what “your eyes” sees in a direct way, but makes it more dramatic: it establishes a “glare of morning” causing you to “shield your eyes” which segues into using your eyes to “sweep the shore below”. While it is never the absolute case that less text means more — Thoreau’s advice isn’t “simplify” but rather “simplify, simplify” — Moriarty manages to pack more into what’s going on via his choice of words. Both have the very similar technique of description-by-eye-movement (not conventional!) but Thissala needs a few more rounds of edits to hold the same amount of poetry.

From the original Beyond Zork map, packaged with the game.

Of course, those “few more rounds of edits” is the sticking point now — I really am out of places to explore, although Rob reports I’m missing something … somewhere. I think I’m done with Riverworld (see image on the top), although I haven’t tried dying multiple times yet to see if anything different happens on a return visit. I still haven’t resolved the fuse section, which I highly suspect is a matter of finding the right phrasing (in other words, not really a puzzle); I don’t foresee that opening up a large area. I am still suspicious of the curtain, but I haven’t had any luck getting it to move or do anything (Rob hasn’t had any luck either).

Library
This is the king’s library. Along each wall are shelves of books on all subjects, some old, and some new. Breaking the shelving on the east wall is a doorway, and on the north wall, a set of curtains.
Next to the curtains, on each side, are small hooks to hold the curtains
Sitting on one of the library shelves is a hardbound book

The book (Dream Park) I tried reading a bit of and I didn’t find any clues related to the game. Things do not go as badly as they do in Westworld; the environment is sort of a mega-LARP involving fancy holograms and the book plays more with combining the two layers of story than having one destroy the other; it doesn’t go apocalyptic. If the book indicates anything to me it might be there’s a “control room” somewhere that affects the world as a whole, but did the authors ever get around to implementing it?

There was a Dream Park RPG from 1992. Since the characters are LARPing with holograms, it means they don’t really “die” when they die. Source.

I suspect, no matter what, I’m winding down on my entries. I’ll still do a big push on the remaining puzzles and locations but unless something major happens I’m likely going to finish by my next entry.

Friday, 03. July 2026

Choice of Games LLC

Coming Sep 17th: “Hunter: The Reckoning — Day for Night”

We’re excited to announce the release date for our upcoming game Hunter: The Reckoning — Day for Night on September 17th. Wishlist it now on Steam! These monsters aren’t just in the movies! Will you hunt the vampires, werewolves and others stalking Hollywood, or will you become a monster instead? Hunter: The Reckoning — Day for Night is an interactive novel by Josh Labelle set in the World of

We’re excited to announce the release date for our upcoming game Hunter: The Reckoning — Day for Night on September 17th. Wishlist it now on Steam!

These monsters aren’t just in the movies! Will you hunt the vampires, werewolves and others stalking Hollywood, or will you become a monster instead?

Hunter: The Reckoning — Day for Night is an interactive novel by Josh Labelle set in the World of Darkness. It’s entirely text-based, 900,000 words and hundreds of choices, without graphics or sound effects, and fueled by the vast, unstoppable power of your imagination.

Hollywood is full of monsters. From the greedy studio heads to the desperate hopefuls out for their big break, nobody gets out without sin. Once, you were one of those hopefuls, barely scraping by trying to make your dreams come true—scrambling to land auditions or hustling to get your screenplay read.

Then a chance encounter with the supernatural showed you that Hollywood is ruled by another kind of monster. You’ve dedicated yourself to hunting down the beasts who stalk the back alleys of Los Angeles, and doing everything in your power to stop the ones who rule the boardrooms.

It’s been a blockbuster summer for the supernatural, full of inexplicable phenomena and monstrous incidents. There are fires in the hills, ghosts in the theaters, and a beast threatening pets in Beverly Hills that is definitely not a coyote. Could it have something to do with EVRLST, the hottest new self-help and wellness cult run by a washed up ‘80s superstar? Is it true what they say about him never being seen in the daylight and not having aged a day in the last three decades? And what about the woman they call the Baron of Hollywood? What kind of power does she have—and can it possibly compare to the studio execs?

Fortunately, you’re not alone. Others have seen the truth in the shadows, including a retired special-effects wizard, a mortician to the stars, a theater manager, and more. You’ll need all the allies you can get as you drive through the seedy supernatural underbelly of Tinseltown, where chaos reigns, and blood and money flow. There’s no telling who will get top billing, and who will end up slashed on the cutting room floor.

Or will you shirk your hunting duties to pursue your Hollywood dream? Make connections, land jobs on movies, or even make a deal with the devil to get cast in a major blockbuster. Maybe the best way to defeat the bloodsucking monsters is to join them. Or is that Hollywood’s biggest lie, the lie you tell yourself?

  • Play as male, female, nonbinary; gay, straight, bi, asexual, or poly.
  • Choose your weapon to blast through supernatural threats, and upgrade it for even greater firepower; and visit your local garage to find your perfect getaway vehicle.
  • Stop a hot new celebrity from literally sucking the life out of their fans—or succumb to their charms and plunge into a romance.
  • Solve a decades-old murder and set an unquiet soul to rest—or drive out the ghost with arcane force!
  • Uncover the secrets behind a cult that preys on young vulnerable actors, and stop the monster behind it!

Redeem lost souls in the city of angels—or lose your own soul trying.

Wishlist Hunter: The Reckoning — Day for Night now on Steam!