Style | StandardCards

Planet Interactive Fiction

Friday, 06. February 2026

IFTF Blog

Board Transition Update

At the end of 2025, David Cornelson stepped down from the IFTF board of directors. We would like to thank David for his time and service to the organization during his two years on the board. David will continue to support IFTF, along with former members of the board, on the advisory board.

At the end of 2025, David Cornelson stepped down from the IFTF board of directors. We would like to thank David for his time and service to the organization during his two years on the board. David will continue to support IFTF, along with former members of the board, on the advisory board.


The IFTF Microgrant program is back!

The IFTF Grant Admin Committee is pleased to announce that the Interactive Fiction Technology Foundation’s microgrant program is returning (after a successful pilot last year). Do you have a project in the works that would benefit an interactive fiction community and could use a bit of funds to get it over the finish line? We would love to hear from you: applications for this year’s program are now

The IFTF Grant Admin Committee is pleased to announce that the Interactive Fiction Technology Foundation’s microgrant program is returning (after a successful pilot last year). Do you have a project in the works that would benefit an interactive fiction community and could use a bit of funds to get it over the finish line? We would love to hear from you: applications for this year’s program are now open.

In our first year, we provided funding to support four great projects:

  • Improve accessibility features for Parchment on iOS (Dannii Willis)
  • An IF Workshop for writers in Indonesia (Felicity Banks)
  • Audiobook Documentation for Inform (Ryan Veeder)
  • Chronicling the history of annual IF awards (Brian Rushton)

As the list of last year’s awardees might suggest, the goal of the grant program is to support projects that benefit the interactive fiction community at large (rather than funding the commission of new games, for instance). We especially love projects that provide tangible benefits to a community of IF players or makers in their work to preserve, maintain, and inspire the continued growth of this medium. Proposals are evaluated by an independent committee of advisors (distinct from the grant admin committee) for merit, feasibility, and potential impact.

Our budget for the grants program remains small: we have $3,000 of funds in total to split between awardees, with a maximum award per application of $1,000. (Requesting a smaller amount is okay and helps us support more projects.) To preserve our volunteer bandwidth, we will not consider funding projects needing less than $150. We will ask you to submit a simple budget to back up the amount you are asking for, as well as a few details about your project and its scope, but we try to keep the application process as simple as possible.

Some fine print: Grant awardees will be asked to submit a report nine months after receiving funds, meaning our funding is best-suited for projects that will be accomplished in under one year. Please note that those directly involved in the grant process (i.e. Grant Admin Committee members, Grant Advisors, IFTF Board Members) cannot apply. Those who have been banned from IFTF activities are not welcome to apply. If you are connected to someone involved in the process, please disclose that in your application so we can make appropriate plans to avoid conflicts of interest.

If you’re interested in applying or learning more about the process, please check out our grant guidelines. Applications will be open until October 31, 2024, and we except to announce accepted projects by January 31, 2025.

If you have any questions, please reach out to [email protected]. We can’t wait to see the ideas the community comes up with!


2023 Grant Report: “Accessible IF on iOS” (Dannii Willis)

Dannii Willis has been the main developer of the open source tool Parchment for a very long time (has it been 15 years already?). Parchment is a very cool interpreter for parser games, allowing anyone to play the games directly in the browser. Dannii applied in 2023 for an IFTF microgrant, asking the organization to cover the price of acquiring a used iOS device; this would allow him to test the Pa

Dannii Willis has been the main developer of the open source tool Parchment for a very long time (has it been 15 years already?). Parchment is a very cool interpreter for parser games, allowing anyone to play the games directly in the browser. Dannii applied in 2023 for an IFTF microgrant, asking the organization to cover the price of acquiring a used iOS device; this would allow him to test the Parchment interpreter on real hardware himself, which would lend itself to faster iterations. Dannii was also in particular very interested to test the compatibility of Parchment on iOS with UserVoice, and try to push the envelope around accessibility features for blind or low-vision players.

We just received his report, which has great detail on the project and the work he accomplished using the iOS device he was able to acquire with our support — work for Parchment, but also on other cool projects! Hope you enjoy reading this!


Thanks to the IFTF grant I was able to purchase a refurbished iPhone 13, which has allowed me to test and resolve some significant issues with Parchment.

First, some virtual keyboard improvements: mobile phones and tablets are commonly used via virtual keyboards. While on most websites these work smoothly, they pose a problem for an app like Parchment which wants to adjust itself to fit perfectly in the remaining visible screen space, so that the status window etc will still be visible. Unfortunately browsers don’t act the same way with their virtual keyboards, so keeping a consistent user interface for both iOS and Android is difficult. In late 2022 Chrome introduced a meta tag for specifying which behaviour an app wants. Firefox added support for it in 2024, but Safari still doesn’t support it. In addition, while Safari does support the VirtualViewport API, which allows you to be notified when the virtual keyboard is opened or closed, its resize events are quite delayed, up to 700ms, which feels very sluggish. With my iOS testing device I was able to find solutions for these problems, so that Parchment now has a very smooth and responsive interface on all browsers.

The next two projects haven’t been added to the stable version of Parchment yet, but have been shared for testing. As part of a major comprehensive update to Parchment, I have developed a new file system and dialog. Similarly to the general virtual keyboard updates, it needed a little bit of special care to get working in iOS. Second, I have finally added sound support to Parchment! The Glk API that Parchment is built upon supports three sound formats, AIFF, Ogg/Vorbis, and MOD. Unfortunately Chrome doesn’t support AIFF, and Safari doesn’t support Ogg/Vorbis! (None of them support MOD, though MOD files are also rarely used, so for now I’m not intending to support them in Parchment.) I have added a small audio decoding library into Parchment so that AIFF and Ogg/Vorbis can be supported in all browsers.

And I have also used the iOS device for a bonus project: Infocom Frotz! This isn’t part of Parchment, but seeing as I used my iOS test device to work on it, I’ll mention it too: this year I ported Frotz to the web, finally allowing Infocom’s multimedia (sound/graphics) games to be played online. Infocom’s version 6 of the Z-Machine was a big departure from its earlier versions, and so even today it is only supported by some Z-Machine interpreters. Its window model is not compatible with the Glk model that most interpreters now use, and so playing Infocom’s Z6 games has required a stand-alone Z-Machine interpreter rather than the multi-interpreters the community usually recommends (Gargoyle, Lectrote, Spatterlight, or Parchment). But just because the Z6 model doesn’t fit our modern Glk model doesn’t mean that interpreters like Frotz aren’t high quality. Frotz already has an SDL version, and Emscripten, which I’ve been using for years to port the Glk interpreters for Parchment, also supports SDL. So it didn’t take a lot of effort to build Frotz with Emscripten, thereby allowing the Z6 model to finally be supported on the web. It still needed some extra polishing, most notably that Emscripten’s version of SDL doesn’t support mobile virtual keyboards. But I have a lot of experience with that! And of course, there were more viewport issues in iOS.

The test iOS test device helped me accomplish a lot this year that I couldn’t have effectively tested otherwise. Even though the year is over I of course won’t be getting rid of the phone. So you can expect at least one more end of year report from me. Will Safari finally add support for the interactive-widget viewport meta tag? I can only hope so. See you then!


2023 Grant Report: “Teaching Indonesian Authors to Write Interactive Fiction” (Felicity Banks)

We wrap up this series of grant reports with this fourth and final blog post, on Felicity Banks’ project and how support from IFTF made her able to travel to Indonesia and spread the word about IF! Felicity is a long-time IF author who lives in Australia but has ties to Indonesia, having travelled there over half a dozen times and learned the main language, Bahasa Indonesia. She applied for a micr

We wrap up this series of grant reports with this fourth and final blog post, on Felicity Banks’ project and how support from IFTF made her able to travel to Indonesia and spread the word about IF!

Felicity is a long-time IF author who lives in Australia but has ties to Indonesia, having travelled there over half a dozen times and learned the main language, Bahasa Indonesia. She applied for a microgrant to travel there for the Ubud Writers’ and Readers’ Festival, the largest writing festival in South-East Asia), hoping to offer an IF workshop as part of the official program track. However, after the festival declined the proposal, Felicity instead shifted the project’s focus to connecting with authors in Ubud around the time of the festival and giving a series of workshops. (Oh, and go to cat cafés and monkey forests.)

This proved to be very successful, with Felicity teaching 7 small workshops (focusing on the use of tools such as Twine) involving 18 Indonesian-speaking authors! The workshops went very well, as told by Felicity:

“It is wonderful to see people’s faces light up as they see their words transformed into a game at the touch of a few buttons. They are extremely impressed that volunteers on the other side of the world care so much about inviting Indonesian people into the community.”

Following these workshops, Felicity sought to keep the momentum going - as part of her application, she proposed to stay in touch with participants for two years after the workshops, to follow their progress. A WhatsApp group was created with over a dozen of Indonesian authors joining, and everyone keeps in touch and remains engaged with IF. Felicity also ran, in late 2024/early 2025, a small friendly comp for her students, with small cash prizes for the three best interactive stories.

We love this project - despite the fact that Indonesian is spoken by 200-250 million people, we are not aware of a Indonesian-speaking IF scene, and we would love for one to spring to life! Felicity’s familiarities and ties with Indonesia have allowed her to become an ambassador for IF there, and plant the seed among the community of authors; we are very happy the microgrants program was able to help make it happen!

“This was an incredible journey and I met lots of wonderful writers. Thank you so much.” -Felicity Banks


Announcing the 2025 IFTF Grant Recipients

We are pleased to announce the recipients of the second round of IFTF microgrants, after a successful pilot in 2024. The grants program exists to disburse small-value grants to peer-reviewed projects that benefit a community of interactive fiction makers, players, researchers, or educators. An independent committee of Grant Advisors review each submission and provide recommendations for funding to

We are pleased to announce the recipients of the second round of IFTF microgrants, after a successful pilot in 2024.

The grants program exists to disburse small-value grants to peer-reviewed projects that benefit a community of interactive fiction makers, players, researchers, or educators. An independent committee of Grant Advisors review each submission and provide recommendations for funding to the Grants Committee, who this year have selected four projects to fund.

We saw great diversity again this year in the projects submitted, including a higher number of submissions compared to our pilot year. Thanks to everyone who submitted proposals! Here are the list of grant recipients for 2025.

Critical Essays On Interactive Fiction - Grace Benfell Grace is a co-editor of The Imaginary Engine Review, an online games criticism journal. Grace will receive $500 to commission three articles for the journal on significant interactive fictions written in the 2010s, exploring how these works continue the medium’s tradition of experimentation and introducing modern IF to a broader gaming audience.

No-code IF platform for web using Ink - Mark Davis Mark Davis is developing a web-based tool for interactive fiction builders that allows creators without coding experience to create interactive stories incorporating images and animations, using Ink scripts under the hood. Mark will receive $600 for hosting and branding assets for the in-development platform, crucial steps towards opening it up to outside testers on its road to launch.

Interactive Fiction Workshop for London Games Week - Katy Naylor Katy will receive $716 to host a series of IF writing workshops and Twine mini-jams at the 2025 London Games Festival Fringe, and present resultant works online in a special edition of voidspace zine. The workshops are aimed at people interested in games or interactive writing but who have not coded or designed a piece of IF before, hoping to bring new voices into the community.

Atrament, an Ink-based IF engine - Serhii Serhii is working on an IF engine that combines Ink scripting with Javascript as an alternative to Inky, creating a more full-featured release platform for Ink stories comparable to the mature web deployments for languages like Twine and ChoiceScript. The core of the engine is already complete: Serhii will receive $1000 to fund dev time writing documentation, testing and debugging the engine, and adding improvements focused on easier development and deployment workflows for authors.

We’re thrilled to see so much passion for expanding the audience of IF writers and readers in this year’s awardees. We want to thank all applicants, as well as our Grant Advisors, who volunteered their time to review the projects and formulate a recommendation for IFTF: thank you very much to Grim Baccaris, Kate Compton, Emilia Lazer-Walker, Juhana Leinonen, Colin Post, and Kaitlin Tremblay.

Congrats again to this year’s grant recipients! Check back in the fall for information about next year’s grant cycle. An announcement of the 2024 grant recipients is also available.

And lastly: if you like the grants program and want to see it continue, please consider donating to IFTF! Our Paypal page allows you to specify the program you’d like to see your money fund - you can select the grants program in the dropdown menu if you are so inclined. Thank you to everyone who has been donating to IFTF and allowing us to continue furthering our mission!


IFTF Officer Transition

On February 22, 2025, IFTF elected two new officers to the roles of Treasurer and Technical Officer. The former position is being filled by Colette Zinna, while the latter, a new role, is being filled by Doug Valenta. Previously, these tasks were handled jointly by Andrew Plotkin, whose term on the board finished in March 2024 and whose time as Treasurer has now also ended. The board thanks Andrew

On February 22, 2025, IFTF elected two new officers to the roles of Treasurer and Technical Officer. The former position is being filled by Colette Zinna, while the latter, a new role, is being filled by Doug Valenta. Previously, these tasks were handled jointly by Andrew Plotkin, whose term on the board finished in March 2024 and whose time as Treasurer has now also ended. The board thanks Andrew for his many years of service to the organization’s administration; he will be continuing as the chair of the IFArchive committee and helping with the NarraScope conference.

Colette Zinna is a longtime fan of narrative games and an occasional game developer. She’s attended or volunteered at NarraScope every year since it began.

Doug Valenta is a programmer and creator focusing on games, narrative, language, and the web, and a two-time NarraScope speaker. Doug works as a software engineering manager, leading a platform engineering team at a data management startup. He lives in Portland, Oregon with his partner and two dogs.

As we celebrate our two new officers, we look forward to the organization’s continued growth as we continue to expand our purview, operational activities, and service to the world of interactive fiction and narrative games. You can read more about IFTF’s leadership, and join us on the Intfiction.org Forums to toast the new officers.


New IFTF Committee: Institutional Relations

We are pleased to announce the creation of our new Institutional Relations committee! You can learn more by reading our charter here. The intent behind this committee is to help support IFTF in establishing and nurturing relationships with institutions that align with our vision. Over the years, we have realized there are so many of them! Other non-profits (related to digital arts, video games, op

We are pleased to announce the creation of our new Institutional Relations committee! You can learn more by reading our charter here.

The intent behind this committee is to help support IFTF in establishing and nurturing relationships with institutions that align with our vision. Over the years, we have realized there are so many of them! Other non-profits (related to digital arts, video games, open source, etc.), educational institutions, libraries, museums and other preservation-oriented folks, video game studios, but also government bodies and granting bodies, and everything in between!

While IFTF has established a number of great institutional relationships over the years, there wasn’t necessarily formal internal resources or structures that could help in supporting these relationships; with so many committees with different goals and activities, there was a risk of a lack of coordination or visibility, and missing identifying interesting opportunities or potential synergies. This committee’s goal is to help with this, and also support the org more generally in things like communicating IFTF’s impact to various interested stakeholders more effectively, or having a more structured and more long-term-focused approach towards fundraising. We believe this is an important step in IFTF’s maturation, and we are very excited about it!

Our committee has a few members to get started with, however we’re definitely interested in onboarding more folks! If you like building bridges, or know a few people in fields related to what we do, like to find missing puzzle pieces, enjoy the thrill of finding new partners, have some fundraising experience — or if just like interactive fiction and would love to help us and maybe gain some skills, please get in touch via email and we’d be thrilled to chat!


IFTF 2024 Transparency report now available

IFTF’s 2024 Transparency report is online, summarizing the organization’s activity over the previous calendar year, including its financial income and outflow.

IFTF’s 2024 Transparency report is online, summarizing the organization’s activity over the previous calendar year, including its financial income and outflow.


Announcing the IFTF Patreon

Hello to everybody in the IFTF Community (and beyond!) The Interactive Fiction Technology Foundation’s board of directors is thrilled to announce the creation of a new way that you can help support our mission and get some fun perks in the process. This initiative has been in process for many months and we are delighted to finally launch it for the public. You may now support IFTF on the Patreon

Hello to everybody in the IFTF Community (and beyond!)

The Interactive Fiction Technology Foundation’s board of directors is thrilled to announce the creation of a new way that you can help support our mission and get some fun perks in the process. This initiative has been in process for many months and we are delighted to finally launch it for the public.

You may now support IFTF on the Patreon platform, at the following URL:

https://www.patreon.com/IFTF

Backing IFTF on Patreon provides an additional, accessible route to helping us continue to serve the community of narrative game lovers and its ever-evolving needs. By becoming a member of our Patreon, you can unlock various perks, such as:

• A special role and access to an exclusive channel in the IFTF Discord ($5/month tier)
• A unique profile badge on the Intfiction forums ($5/month tier)
• A scaling discount on NarraScope admission ($10/month tier or higher, after 6 continuous months)
• Access to the Secretest Discord channel ($100/month tier, for you wild and wacky folks!)

We plan to continue to expand the perks over time as each of IFTF’s committees hooks into the system. We also are open to suggestions about additional things we can offer, so if you have ideas, please feel free to contact IFTF.

IFTF Patreon Q & A

Q: I already financially support IFTF another way. Is that changing or being eliminated?

A: No! This is simply another option for helping out.

Q: If I support IFTF via PayPal, it’s considered a tax-exempt donation. Is that still true with Patreon?

A: We advise checking with a tax advisor with expertise in your specific jurisdiction, but Patreon states that “if the creator is a legally recognized not-for-profit company and you receive nothing of value in return for your payment to them, then some jurisdictions allow the patron to take a tax deduction.”

For more information, this is a good place to start: https://support.patreon.com/hc/en-us/articles/207099326-Is-my-payment-to-a-creator-tax-deductible

Q: I have an idea for a perk or feedback about the Patreon!

A: That isn’t a question, but you can still get in contact with us via the many routes outlined on our website: https://iftechfoundation.org/contact/

The Interactive Fiction Technology Foundation is registered in the United States as a 501(c)(3) charitable organization.


2026 IFTF Microgrant Applications Now Open!

IFTF is thrilled to announce the next round of our microgrant program, providing modest grants to folks working on interactive fiction technology, education, preservation, or outreach. Do you have a project in the works that will benefit an interactive fiction community and could use a bit of funds to get it to the finish line? We would love to hear from you: applications for this year’s program ar

IFTF is thrilled to announce the next round of our microgrant program, providing modest grants to folks working on interactive fiction technology, education, preservation, or outreach. Do you have a project in the works that will benefit an interactive fiction community and could use a bit of funds to get it to the finish line? We would love to hear from you: applications for this year’s program are now open.

The goal of the grant program is to support projects that benefit the interactive fiction community at large (rather than funding the commission of new games, for instance). We especially love projects that provide tangible benefits to a community of IF players or makers in their work to preserve, maintain, and inspire the continued growth of this medium. Proposals are evaluated by an independent committee of advisors (distinct from the grant admin committee) for merit, feasibility, and potential impact.

Our budget for the grants program is small: we have $3,000 of funds in total to split between awardees, with a maximum award per application of $1,000. (Requesting a smaller amount is okay and helps us support more projects.) To preserve our volunteer bandwidth, we will not consider funding projects needing less than $150. We will ask you to submit a simple budget to back up the amount you are asking for, as well as a few details about your project and its scope, but we try to keep the application process as simple as possible.

Some fine print: Grant awardees will be asked to submit a report nine months after receiving funds, meaning our funding is best-suited for projects that will be accomplished in under one year. Please note that those directly involved in the grant process (i.e. Grant Admin Committee members, Grant Advisors, IFTF Board Members) cannot apply. Those who have been banned from IFTF activities are not welcome to apply. If you are connected to someone involved in the process, please disclose that in your application so we can make appropriate plans to avoid conflicts of interest.

If you’re interested in applying or learning more about the process, please check out our grant guidelines. Applications will be open until November 15, 2025, and we except to announce accepted projects by January 31, 2026.

Last year, we funded an array of exciting projects focused on accessibility, education, documentation and outreach. And in our most recent funding round, we helped support four exciting projects currently in progress or concluding: Serhii is working on Atrament, an IF engine that combines Ink scripting with Javascript as an alternative to Inky, creating a more full-featured release platform for Ink stories comparable to the mature web deployments for languages like Twine and ChoiceScript. Work is in progress with a launch is expected by the end of the year. Grace Benfell commissioned articles on modern interactive fiction for a special issue of The Imaginary Engine Review, an online games criticism journal, with the goal of introducing modern IF to a broader audience. The special issue is expected to be published shortly. Mark Davis is developing Moving Literature, a web-based platform for interactive fiction builders that allows creators without coding experience to make interactive stories incorporating images and animations. A blog post introducing the platform recently went live. Katy Naylor hosted a series of IF writing workshops earlier this year in London and online, in association with the zine Voidspace, introducing artists from the wider literary and interactive performance worlds to interactive fiction.

We can’t wait to see what ideas you’ve got brewing this year. If you have any questions about the IFTF Microgrants or the application process, please reach out to [email protected]. And if you don’t intend to apply but are still thrilled that IFTF is funding cool projects, you can donate to the grants program directly (choose “IFTF Grants” in the donation page dropdown), or simply to the IFTF General Fund to help us keep this and many other great programs running!


Renga in Blue

Cosmo Cross (1982)

The company for today’s game, confusingly, goes by X’TAL SOFT, XTAL SOFT, or CRYSTAL SOFT depending on what document you are looking at. At least the title of the game is straightforward: The founding president, Yoshiyuki Morita, was a music fan in high school (along with Takeshi Kono, who he discussed rock and guitars with) […]

The company for today’s game, confusingly, goes by X’TAL SOFT, XTAL SOFT, or CRYSTAL SOFT depending on what document you are looking at. At least the title of the game is straightforward:

Except for the “Part-I”, thing, but that’s not part of the title; the game was sold as one whole but the three different parts are accessible with different passwords. Part-I is reached with XTAL.

The founding president, Yoshiyuki Morita, was a music fan in high school (along with Takeshi Kono, who he discussed rock and guitars with) and after graduating from university he founded the music studio “SKY SOUND” in Osaka. I found a 1982 recording from the studio, if you want to hear what sort of work they did:

In 1980, he saw a PC-8001 in Nipponbashi (aka “Den Den Town”, the second big electronics haven in Japan after Akihabara), and bought a MZ-80B for his studio “under the guise” of customer management.

Den Den Town in the 1980s. Via @carllin117464 on Twitter.

He found the management software terrible and learned programming by modifying it to be usable. This experience gave him enough of a taste of software development he wanted to work on his own. Because of the tape-based nature of computers at this time, it was not that unusual to switch from music to games; he founded Xtal Soft in April 1982 and the company’s first product (Cosmo Cross) was written by his old acquaintance Takeshi Kono, who left his job to join. Initial copies were made manually for the local Osaka area, one by one.

Cosmo Cross eventually sold a solid 10,000 tapes and was enough to kickstart the company to life, although where they really established their credibility was the RPG Mugen no Shinzou (translated either as “Heart of Fantasy” or “Heart of Illusion”). Quoting the composer Chihiro Fujioka (who had joined the company in 1983), the game was “a bit hard to explain” and they were “anxious about whether it would actually sell” but “the game decided the fate of Crystal Soft.”

It’s similar to Ultima but with giant character pictures on encounters. Images from Hardcore Gaming 101.

While they have multiple early adventures, they became mostly known for their RPGs; both Lizard and Crimson are available to play on Switch (Japanese language only, they never sold in English). Noteworthy is that the music for Crimson includes Sky Sound in the credits so they were still operating the same time as the software company.

For the purposes of today’s game specifically, I want to jump ahead a bit to 1990: Xtal Soft does a merger with T&E Soft, the latter most famous for the seminal RPG Hydlide. Takeshi Kono is still around as a game director. Mitsuto Nagashima is hired right before the merger as a programmer; his first project is the Japan-only (and technically impressive) vertical shooter Chikyuu Kaihou Gun ZAS…

…which he follows up with a game for Virtual Boy, one of the most famous for the system: Red Alarm. While Mitsuto Nagashima wore quite a few hats, according to an interview…

I was in charge of the game’s content, balance, enemy positions, and even parts of the story.

…the director of the game was Takeshi Kono, the author of Cosmo Cross.

ASIDE: Of the two top videos on Youtube, one calls it one of the very best Virtual Boy games and one calls it the worst. The reactions seem dependent on how people are able to handle the wireframe graphics, and this may be a case where the 3D looks different to different brains. Gunpei Yokoi, designer of the Virtual Boy, is quoted as saying, “when playing, you completely forget it’s all just lines” but that clearly wasn’t true for everyone. Digging into the Youtube comments: “in the actual game, it [the wireframe design] can actually make it difficult to focus your eyes because there is no surface to focus to.”

Cosmo Cross is part space shooter, part adventure game. It was originally for PC-88 (the version I’m playing) and later got a Sharp X1 port. It isn’t quite like Probe One: The Transmitter with both running simultaneously forcing the player to leap between joystick and keyboard rapidly; a better comparison is The Desecration, which switches between “arcade segment” and “adventure segment”. The Desecration’s arrangement is:

adventure – action – adventure – action – adventure – action

while Cosmo Cross instead goes:

action (in space) – adventure – action (in space) – action – action (in space) – action

(I’m basing this off both the manual which describes Act 2 of Part I as “kind of an adventure”, but also the guide from a 1984 issue of Oh! MZ. “Action” is more like “simulation” but I’m being handwavy here.)

There’s hence only a little adventure going on, but it’s unusual and early enough in Japanese adventure history to be worth a play even if I skip by the other parts. The problem is getting to it! I spent a long time deciphering what was going on with Part I Act 1.

The game came with “instruction cards” showing each of the scenes. This is a scene from the “adventure” part of the game.

Plot: in the year 259 on the Octam calendar, humanity was expanding their space colonies, and started to have constant battles with the Zagros. While most humans had moved from Earth, they still regarded it with fondness, and so the Zagros came up with an evil plan: tamper with a device installed by ancient aliens — intended to keep planets stable — to instead fling a planet into Earth and destroy it.

Humanity pooled their resources to build a single spaceship, the Saint Cosmo, piloted by… you! Your mission is to

a.) fly to the “clear blue” planet of Ariosferia (アリオスフェリア) to retrieve a Bluestone (ブルーストーンを); note that “the Zagros have anticipated this and have set many traps on Ariosferia.”

b.) use that Bluestone to power a “Revival Ray” and fix the sabotaged planetary-stability unit.

There’s a lot of keys going on; there’s a summary here and the more full manual text here. The big issue is that there are three kinds of steering:

◆ The number pad is used to generally change which direction your ship is pointing at.

◆ While floating in space with no enemies, you can press up plus a number (1 through 4) to activate Warp at different speeds. You can backwards-Warp by pressing down and a number.

◆ You can press F1 to activate a laser (F2 to turn it off); then holding down arrow keys will move a “crosshair” around. You cannot do any other kind of movement with the laser on.

I often was befuddled trying to rapidly switch from one to another, and since any kind of stalling can result in being attacked by ships, the result of pressing F2 a little too slow for the umpteenth time can be deadly.

Facing a Zagros ship, with the laser active.

There’s also a “barrier” that the player can activate with F3 (and turn off with F4) which will absorb some enemy shots; there’s a lot of details and rules about what you can do with particular amounts of enemy damage (like reduced warp) but the important points are that killing an enemy gains you 30% energy, and in general if you start to get serious damage (past about 50%) it is almost inevitable that you are going to die.

Suffering major damage. Notice that the laser crosshairs no longer show on the right and left side; this is one of the results of the damage.

The numbers in the bottom left corner end up being important.

VU and HL refer to how far off you are from an enemy vertically and horizontally. If you get these numbers down to 0 you are dead center and your shot will automatically kill. (You can still cause damage and eventually kill if you aren’t direct on center.) These become super important later (in a section I haven’t reached yet, and will probably decline to play) when there are invisible enemy ships to contend with.

The PARSEC display indicates shows how close you are to the destination planets. There’s a whole set of planets off in the distance you can try to get closer and closer to, and you point to the right one with your number pad movement; if you aren’t pointing at any planet, the display saying 0 PARSEC will be black space. You need to be pointing directly at a planet to see it at 0, and the goal of each of the space sections is to fly to the correct planet.

Ariosferia (the initial goal) is the clear blue one as the instructions say; later sections apparently can have the colors change when up closer.

Closer to the planets, close enough that if you try warp speed 4 you’ll overshoot and the game will automatically switch to rear camera and you’ll need to use warp backwards. The blue one is in the lower right. It’s not true 3D space and you’re essentially on a “track” like the one in Red Alarm or Star Fox, just the way you point your ship matters when you get up to the <2000 parsec range.

I found this section extremely frustrating to play. You start almost like a game of Lunar Lander where you’re just watching a number (the PARSEC count) in the corner, first holding up and Warp speed 4 and watching the counter tick down, then switching at the right moment to warp 3, 2, and 1 as you get closer and closer. Somewhere along the line you need to stop and steer, and that’s when an enemy will almost definitely appear (they can catch you at low warp, but it’s less likely).

The big problem is that often ships will appear in a position like this…

…and the laser is very slow at moving. (You can’t do number-pad steering in combat.) You can take many hits just from moving to shooting position. Here’s a battle (with the barrier shields off) that went relatively lucky; often the ships aren’t as well behaved and you need to adjust multiple times:

I constantly found myself in a situation where I would sustain rapid-fire from an enemy ship and even with my attempt at moving the laser over as “fast” as possible eventually I just would die.

I finally threw in the towel, as this is All the Adventures, not All the Space Simulators. I have here a video of the game played on Sharp X1 cued to start right at “0 PARSECS” with the planet in view. Once pointed the right direction, your ship will enter orbit and you press F5 to activate the next section of the game.

The video above keeps going into the adventure part but does not finish it. Things get a bit complicated so I’m going to wait on delving into there next time. (The game is in BASIC, and I have a setup from gschmidl that will skip straight to the adventure.) I will try a few more jabs at the space combat, but unless I’m missing something I’ll say finding the Bluestone will stay as my ultimate goal, because I really don’t want to deal with shooting down invisible enemies in space.


Interactive Fiction – The Digital Antiquarian

Ultima IX

This article tells part of the story of the Ultima series. Years ago, [Origin Systems] released Strike Commander, a high-concept flight sim that, while very entertaining from a purely theoretical point of view, was so resource-demanding that no one in the country actually owned a machine that could play it. Later, in Ultima VIII, the […]


This article tells part of the story of the Ultima series.

Years ago, [Origin Systems] released Strike Commander, a high-concept flight sim that, while very entertaining from a purely theoretical point of view, was so resource-demanding that no one in the country actually owned a machine that could play it. Later, in Ultima VIII, the company decided to try to increase their sales numbers by adding action sequences straight out of a platform game to their ultra-deep RPG. The results managed to piss just about everyone off. With Ultima IX: Ascension, the company has made both mistakes again, but this time on a scale that is likely to make everyone finally forget about the company’s past mistakes and concentrate their efforts on making fun of this one.

— Trent C. Ward, writing for IGN

Appalling voice-acting. Clunky dialog-tree system. Over-simplistic, poorly implemented combat system. Disjointed story line… A huge slap in the face for all longtime Ultima fans… Insulting and contemptuous.

— Julian Schoffel, writing from the Department of “Other Than That, It Was Great” at Growling Dog Gaming

The late 1990s introduced a new phenomenon to the culture of gaming: the truly epic failure, the game that failed to live up to expectations so comprehensively that it became a sort of anti-heroic legend, destined to be better remembered than almost all of its vastly more playable competition. It’s not as if the bad game was a new species; people had been making bad games — far more of them than really good ones, if we’re being honest — for as long as they had been making games at all. But it took the industry’s meteoric expansion over the course of the 1990s, from a niche hobby for kids and nerds (and usually both) to a media ecosystem with realistic mainstream aspirations, to give rise to the combination of hype, hubris, excess, and ineptitude which could yield a Battlecruiser 3000AD or a Daikatana. Such games became cringe humor on a worldwide scale, whether they involved Derek Smart telling us his game was better than sex or John Romero saying he wanted to make us his bitch.

Another dubiously proud member of the 1990s rogue’s gallery of suckitude — just to use some period-correct diction, you understand — was Ultima IX: Ascension, the broken, slapdash, bed-shitting end to one of the most iconic franchises in all of gaming history. I’ve loved a handful of the older Ultimas and viewed some of the others with more of a jaundiced eye in the course of writing these histories, but there can be no denying that these games were seminal building blocks of the CRPG genre as we know it today. Surely the series deserved a better send-off than this.

As it is, though, Ultima IX has long since become a meme, a shorthand for ludic disaster. More people than have ever actually played it have watched Noah Antwiler’s rage-drenched two-hour takedown of the game from 2012, in a video which has itself become oddly iconic as one of the founding texts (videos?) of long-form YouTube game commentary. Meanwhile Richard Garriott, the motivating force behind Ultima from first to last, has done his level best to write the aforementioned last out of history entirely. Ultima IX is literally never mentioned at all in his autobiography.

But, much though I may be tempted to, I can’t similarly sweep under the rug the eminently unsatisfactory denouement to the Ultima series. I have to tell you how this unfortunate last gasp fits into the broader picture of the series’s life and times, and do what I can to explain to you how it turned out so darn awful.


Al Remmers, the man who unleashed Lord British and Ultima upon the world, is pictured here with his wife.

The great unsung hero of Ultima is a hard-disk salesman, software entrepreneur, and alleged drug addict named Al Remmers, who in 1980 agreed to distribute under the auspices of his company California Pacific a simple Apple II game called Akalabeth, written by a first-year student at the University of Texas named Richard Garriott. It was Remmers who suggested crediting the game to “Lord British,” a backhanded nickname Garriott had picked up from his Dungeons & Dragons buddies to commemorate his having been born in Britain (albeit to American parents), his lack of a Texas drawl, and, one suspects, a certain lordly manner he had begun to display even as an otherwise ordinary suburban teenager. Thus this name that had been coined in a spirit of mildly deprecating irony became the official nom de plume of Garriott, a young man whose personality evinced little appetite for self-deprecation or irony. A year after Akalabeth, when Garriott delivered to Remmers a second, more fully realized implementation of “Dungeons & Dragons on a computer” — also the first game into which he inserted himself/Lord British as the king of the realm of Britannia — Remmers came up with the name of Ultima as a catchier alternative to Garriott’s proposed Ultimatum. Having performed these enormous semiotic services for our young hero, Al Remmers then disappeared from the stage forever. By the time he did so, he had, according to Garriott, snorted all of his own and all of the young game developer’s money straight up his nose.

The Ultima series, however, was off to the races. After a brief, similarly unhappy dalliance with Sierra On-Line, Garriott started the company Origin Systems in 1983 to publish Ultima III. For the balance of the decade, Origin was every inch The House That Ultima Built. It did release other games — quite a number of them, in fact — and sometimes these games even did fairly well, but the anchor of the company’s identity and its balance sheets were the new Ultima iterations that appeared in 1985, 1988, and 1990, each one more technically and narratively ambitious than the last. Origin was Lord British; Origin was Ultima; Lord British was Ultima. Any and all were inconceivable without the others.

But that changed just a few months after Ultima VI, when Origin released a game called Wing Commander, designed by an enthusiastic kid named Chris Roberts who also had a British connection: he had come to Austin, Texas, by way of Manchester, England. Wing Commander wasn’t revolutionary in terms of its core gameplay; it was a “space sim” that sought to replicate the dogfighting seen in Star Wars and Battlestar Galactica, part of a sub-genre that dated back to 1984’s Elite. What made it revolutionary was the stuff around the sim, a story that gave each mission you flew meaning and resonance. Gamers fell head over heels for Wing Commander, enough so to let it do the unthinkable: it outsold the latest Ultima. Just like that, Origin became the house of Wing Commander and Ultima — and in that order in the minds of many. Now Chris Roberts’s pudgy chipmunk smile was as much the face of the company as the familiar bearded mien of Lord British.

The next few years were the best in Origin’s history, in a business sense and arguably in a creative one as well, but the impressive growth in revenues was almost entirely down to the new Wing Commander franchise, which spawned a bewildering array of sequels, spin-offs, and add-ons that together constituted the most successful product line in computer gaming during the last few years before DOOM came along to upend everything. Ultima produced more mixed results. A rather delightful spinoff line called The Worlds of Ultima, moving the formula away from high fantasy and into pulp adventure of the Arthur Conan Doyle and H.G. Wells stripe, sold poorly and fizzled out after just two installments. The next mainline Ultima, 1992’s Ultima VII: The Black Gate, is widely regarded today as the series’s absolute peak, but it was accorded a surprisingly muted reception at the time; Charles Ardai wrote in Computer Gaming World how “weary gamers [are] sure that they have played enough Ultima to last them a lifetime,” how “computer gaming needs another visit to good old Britannia like the movies need another visit from Freddy Kreuger.” That year the first-person-perspective, more action-oriented spinoff Ultima Underworld, the first project of the legendary Boston-based studio Looking Glass, actually sold better than the latest mainline entry in the series, another event that had seemed unthinkable until it came to pass.

Men with small egos don’t tend to dress themselves up as kings and unironically bless their fans during trade shows and conventions, as Richard Garriott had long made a habit of doing. It had to rankle him that the franchise invented by Chris Roberts, no shrinking violet himself, was by now generating the lion’s share of Origin’s profits. And yet there could be no denying that when Electronic Arts bought the company Garriott had founded on September 25, 1992, it was primarily Wing Commander that it wanted to get its hands on.

So, taking a hint from the success of not only Wing Commander but also Ultima Underworld, Garriott decided that the mainline games in his signature series as well had to become more streamlined and action-oriented. He decided to embrace, of all possible gameplay archetypes, the Prince of Persia-style platformer. The result was 1994’s Ultima VIII: Pagan, a game that seems like something less than a complete and total disaster today only by comparison with Ultima IX. Its action elements were executed far too ineptly to attract new players. And as for the Ultima old guard, they would have heaped scorn upon it even if it had been a good example of what it was trying to be; their favorite nickname for it was Super Ultima Bros. It stank up the joint so badly that Origin chose toward the end of the year not to even bother putting out an expansion pack that its development team had ready to go, right down to the box art.

The story of Ultima IX proper begins already at this fraught juncture, more than five years before that game’s eventual release. The team that had made Ultima VIII was split in two, with the majority going to work on Crusader: No Remorse, a rare 1990s Origin game that bore the name of neither Ultima nor Wing Commander. (It was a science-fiction exercise that wound up using the Ultima VIII engine to better effect, most critics and gamers would judge, than Ultima VIII itself had.) Just a few people were assigned to Ultima IX. An issue of Origin’s internal newsletter dating from February of 1995 describes them as “finishing [the] script stage, evaluating technology, and assembling a crack development team.” Origin programmer Mike McShaffry:

Right after the release [of Ultima VIII], Origin’s customer-service department compiled a list of customer complaints. It weighed about ten pounds! The Ultima IX core team went over this with a fine-toothed comb, and we decided along with Richard that we should get back to the original Ultima design formula. Ultima IX was going to be a game inspired by Ultimas IV and VII and nothing else. When I think of that game design I get chills; it was going to be awesome.

As McShaffry says, it was hoped that Ultima IX could rejuvenate the franchise by righting the wrongs of Ultima VIII. It would be evolutionary rather than revolutionary, placing a a modernized gloss on what fans had loved about the games that came before: a deep world simulation, a whole party of adventurers to command, lots and lots of dialog in a richly realized setting. The isometric engine of Ultima VII was re-imagined as a 3D space, with a camera that the player could pan and zoom around the world. “For the first time ever, you could see what was on the south and east side of walls,” laughs McShaffry. “When you walked in a house, the roof would pop off and you could see inside.” Ultima IX was also to be the first entry in the series to be fully voice-acted. Origin hired one Bob White, an old friend with whom Richard Garriott had played Dungeons & Dragons as a teenager, to turn Garriott’s vague story ideas into a proper script for the voice actors to perform.

Garriott himself had been slowly sidling back from day-to-day involvement with Ultima development since roughly 1986, when he was cajoled into accepting that the demands of designing, writing, coding, and even drawing each game all by himself had become unsustainable. By the time that Ultima VII and VIII rolled around, he was content to provide a set of design goals and some high-level direction for the story only, while he busied himself with goings-on in the executive suite and playing Lord British for the fans. This trend would do little to reverse itself over the next five years, notwithstanding the occasional pledge from Garriott to “discard the mantle of authority within even my own group so I can stay at the designer level.” (Yes, he really talked like that.) This chronic reluctance on the part of Ultima IX’s most prominent booster to get his hands dirty would be a persistent issue for the project as the corporate politics surrounding it waxed and waned.

For now, the team did what they could with the high-level guidance he provided. Garriott had come to see Ultima IX as the culmination of a “trilogy of trilogies.” Long before it became clear to him that the game would probably mark the end of the series for purely business reasons, he intended it to mark the end of an Ultima era at the very least. He told Bob White that he wanted him to blow up Britannia at the conclusion of the game in much the same way that Douglas Adams had blown up every possible version of the Earth in his novel Mostly Harmless, and for the same reason: in order to ensure that he would have his work cut out for him if he decided to go back on his promise to himself and try to make yet another sequel set in Britannia. By September of 1996, White’s script was far enough along to record an initial round of voice-acting sessions, in the same Hollywood studio used by The Simpsons.

But just as momentum seemed to be coalescing around Ultima IX, two other events at Origin Systems conspired to derail it. The first was the release of Wing Commander IV: The Price of Freedom in April of 1996. Widely trumpeted as the most expensive computer game yet made, the first with a budget that ran to eight digits, it marked the apex of Chris Roberts’s fixation on making “interactive movies,” starring Mark Hamill of Star Wars fame and a supporting cast of Hollywood regulars acting on a real Hollywood sound stage. But it resoundingly failed to live up to Origin’s sky-high commercial expectations for it; at three times the cost of Wing Commander III (which had also featured Hamill), it generated one-third as many sales. This failure threw all of Origin Systems into an existential tizzy. Roberts and few of his colleagues left after being informed that the current direction of the Wing Commander series was financially untenable, and everyone who remained behind wondered how they were going to keep the lights on now that both of Origin’s flagship franchises had fallen on hard times. The studio went through several rounds of layoffs, which deeply scarred the communal psyche of the survivors; Origin would never fully recover from the rupture, never regain its old confident swagger.

Partially in response to this crisis, another project that bore the name of Ultima saw its profile elevated. Ultima Online was to be the fruition of a dream of a persistent multiplayer fantasy world that Richard Garriott had been nursing since the 1980s. In 1995, when rapidly spreading Internet connectivity combined with the latest computer hardware were beginning to make the dream realistically conceivable, he had hired Raph and Kristen Koster, a pair of Alabama graduate students who were stars of the textual-MUD scene, to come to Austin and build a multiplayer Britannia. Ultima Online had at first been regarded more as a blue-sky research project than a serious effort to create a money-making game; it had seemed the longest of long shots, and was barely tolerated on that basis by the rest of Origin and EA’s management.

But the collapse of the industry’s “Siliwood” interactive-movie movement, as evinced by the failure of Wing Commander IV, had come in the midst of a major commercial downturn for single-player CRPGs like the traditional Ultimas as well. Both of Origin’s core competencies looked like they might not be applicable to the direction that gaming writ large was going. In this terrifying situation, Ultima Online began to look much more appealing. Online gaming was growing apace alongside the young World Wide Web, even as the appeal of Ultima Online’s new revenue model, whereby customers could be expected to pay once to buy the game in a box and then keep paying every single month to maintain access to the online multiplayer Britannia, hardly requires further clarification. Ultima Online, it seemed, might be the necessary future for Origin Systems, if it was to have a future at all. These incipient ideas were given a new impetus over the last four months of 1996, when two other massively-multiplayer-online-role-playing games — a term coined by Richard Garriott — were launched to a cautiously positive reception. This relative success came even though neither 3DO’s Meridian 59 nor Sierra’s The Realm was anywhere near as technically and socially sophisticated as the Kosters intended Ultima Online to be.

By the beginning of 1997, the Ultima Online developers were closing in on a wide-scale beta test, the last step before their game went live for paying customers. Rather cheekily, they asked the fans who had been following their progress closely on the Internet to pony up $5 each months in advance for the privilege of becoming their guinea pigs; cheeky or not, tens of thousands of fans did so. This evidence of pent-up demand convinced the still-tiny team’s managers to go all-in on their game. In March of 1997, the nine Ultima Online people were moved into the office space currently occupied by the 23 people who were making Ultima IX. The latter were ordered to set aside what they were working on and help their new colleagues get their MMORPG into shape for the beta test. In the space of a year, Ultima Online had gone from an afterthought to a major priority, while Ultima IX had done precisely the opposite. Although both games were risky projects, it looked like Ultima Online might be the better match for where gaming was going.

The conjoined team got Ultima Online to beta that summer and into boxes in stores that September, albeit not without a certain degree of backbiting and infighting. (The Ultima Online people regarded the Ultima IX people as last-minute jumpers on their bandwagon; the Ultima IX people were equally resentful, suspecting — and not without some justification — that their own project would never be restarted, especially if the MMORPG took off as Origin hoped it would.) Although dogged throughout its early years by technical issues and teething problems of design, the inevitable niggles of a pioneer, Ultima Online was soon able to attract a fairly stable base of some 90,000 players, each of whom paid Origin $10 per month to roam the highways and byways of Britannia with others.

It became a vital revenue stream for a studio that otherwise didn’t have much of anything going for it. The same year as Ultima Online’s launch, Wing Commander: Prophecy, an attempt to reboot the series for this post-Chris Roberts, post-interactive-movie era, was released to sales even worse than those of Wing Commander IV, marking the anticlimactic end of the franchise that had been the biggest in computer gaming just a few years earlier. Any petty triumph Richard Garriott might have been tempted to feel at having seen his Ultima outlive Wing Commander was undermined by the harsh reality of Origin’s plight. The only single-player games now left in development at the incredible shrinking studio were the Jane’s Longbow hardcore helicopter simulations, entries in yet another genre that was falling on hard commercial times.

Electronic Arts was taking a more and more hands-on role as Origin’s fortunes declined. A pair of executives named Neil Young and Chris Yates had been parachuted in from the Silicon Valley mother ship to become Origin’s new General Manager and Chief Technical Officer respectively. Much to the old team’s surprise, they opted to restart Ultima IX in late 1997. They read the massive success of the CRPG-lite Diablo as a sign that the genre might not be as dead to gamers as everyone had thought, especially if it was given an audiovisual facelift and, following the example of Diablo, had its gameplay greatly simplified. A producer named Edward Alexander Del Castillo was hired away from Westwood Studios, where he had been in charge of the mega-selling Command & Conquer series of real-time-strategy games. If anyone could figure out how to make the latest single-player Ultima seem relevant to fans of more recent gameplay paradigms, it ought to be him.

What with the ongoing layoffs and other forms of attrition, fewer than half of the 23 people who had been working on Ultima IX prior to the Ultima Online interregnum returned to the project. Those who did sifted through the leavings of their earlier efforts, trying to salvage whatever they could to suit Del Castillo’s new plans for the project. He re-imagined the game into something that looked more like the misbegotten Ultima VIII than the hallowed Ultima VII. The additional party members were done away with, as was the roving camera, and the visuals and interface came to mimic third-person action games like the hugely popular Tomb Raider. Del Castillo convinced Richard Garriott to come up with a new story outline in which Britannia didn’t get destroyed, an event which might now read as confusing, given that people would presumably still be logging into Ultima Online to adventure there after this single-player game’s release. In the new script, as fleshed out once again by Bob White, the player’s goal would be to become one with the villainous Guardian, who would turn out to be the other half of himself, and rise as one being with him to a higher plane of existence; thus the “ascension” of the eventual subtitle. It felt like the older games in the way it flirted with spirituality, for all that it did so a bit clumsily. (Garriott stated in a contemporaneous interview that “I’m enamored with Buddhism right now,” as if it was a catchy tune he’d heard on the radio; this isn’t the way spirituality is supposed to work.)

In May of 1998, Origin brought the work in progress to the E3 trade show. It did not go well. The old-school fans were appalled by the teaser video the team brought with them, featuring lots of blood-splattered carnage choreographed to a thrash-metal soundtrack, more DOOM than Ultima. Del Castillo got defensive and derisive when confronted with their criticisms, making a bad situation worse: “Ultimas are not about stick men and baking bread. Ultimas are about using the computer as a tool to enhance the fantasy experience. To take away the clumsy dice, slow charts and paper and give you wonderful gameplay instead. They were never meant to mimic paper RPGs; they were meant to exceed them.” In addition to being a straw-man argument, this was also an ahistorical one: like all of the first CRPGs, Richard Garriott’s first Ultima games had been literal, explicit attempts to put the tabletop Dungeons & Dragons game he loved on a computer. Internet forums and Usenet message boards burned with indignation in the weeks and months after the show.

Those who could abandoned the increasingly dysfunctional ship. Bob White bailed for John Romero’s new company Ion Storm, where he became a designer on Deus Ex. Then Del Castillo left, citing vague “philosophical differences” with Richard Garriott, to start his own studio Liquid Entertainment. Lead programmer Bill Randolph recalls the last words Del Castillo said to him on the day he left: “They don’t care about the game. They’re just going to shove it out the door unfinished.”

Garriott announced, not for the first time, that he intended to step in and take a more hands-on role at this juncture, but that never amounted to much beyond an unearned “Director” credit. “You know, he had a lot of other obligations, and he had a lot going on, and a lot of other interests that he was pursuing too,” says Randolph by way of apologizing for his boss. Be that as it may, Garriott’s presence on the org chart but non-presence in the office resulted in a classic power vacuum; everyone could see that the game was shaping up to be hot garbage, but no one felt empowered to take the steps that were needed to fix it. Turnover continued to be a problem as Origin continued to take on water. Few of the people left on the team had any experience with or emotional connection to the previous single-player Ultima games.

Del Castillo’s ominous prophecy came true on November 26, 1999, after a frantic race to the bottom, during which the exhausted, demoralized team tried to hammer together a bunch of ill-fitting fragments into some semblance of a playable game in time for EA’s final deadline. They met the deadline — what other choice did they have? — but the playable game eluded them.



I don’t want to spend a lot of time here excoriating Ultima IX in detail, the way I did Omikron: The Nomad Soul in my very last article. I nominated Omikron for Worst Game of 1999, but Ultima IX has run away with that prize. Although I found Omikron to be deliriously lousy, it was at least lousy in a somewhat interesting way, the product of a distinctive if badly misguided vision. Ultima IX, alas, doesn’t have even that much going for it. Whatever original creative vision it might once have evinced has been so thoroughly ground away by outside pressures and corporate interference that it’s not even fun to make fun of. As far as kind words go, all I can come up with is that the box looks pretty good — a right proper Ultima box, that is — and some of the landscape vistas are impressive, as long as you don’t spoil the experience by trying to do anything as you’re looking at them. Everything else is pants.

Imagine the worst possible implementation of every single thing Ultima IX tries to do and be, and you’ll have a reasonably good picture of what this game is like. Even 26 years later, it remains a technical disaster: crashing constantly, full of memory leaks that gradually degrade performance as you play. Characters and monsters have an unnerving habit of floating in the air, their feet at the height of your eyes; corpses — and not undead ones — sometimes inexplicably keep on fighting instead of staying put on the ground (or in mid-air, as the case may be). These things ought to be funny in a “so bad it’s good” kind of way, but somehow they aren’t. Absolutely nothing about this game is entertaining — not the cutscenes that were earmarked for an earlier incarnation of the script only to be shoehorned into this one, not the countless other parts of the story that just don’t make any sense. Nothing feels right; the physics of the world are subtly off even when everything is ostensibly working correctly. The fixed camera always seems to be pointing precisely where you don’t want it to, and combat is just bashing away on the mouse button, an action which feels peculiarly disconnected from what you see your character doing onscreen.

Of course, one can make the argument that Ultima wasn’t really about combat even in its best years; Ultima VII’s combat system is almost as bad as this one, and that hasn’t prevented that game from becoming the consensus choice for the peak of the entire series. What well and truly pissed off the series’s hardcore fan base back in the day was how badly this game fails as an Ultima. A game that was once supposed to correct the ill-advised misstep that had been Ultima VIII and mark a return to the franchise’s core values managed in the end to feel like even more of a betrayal than its predecessor. This final installment of a series famous for the freedom it affords its player is a rigidly linear slog through underwhelming plot point after underwhelming plot point. Go to the next city; perform the same set of rote tasks as in the last one; rinse and repeat. If you try too hard to do something other than that which has been foreordained for you, you just end up breaking the game and having to start over.

And yet it’s not as if Ultima IX doesn’t try to exploit its heritage. In fact, no Ultima that came before was as relentlessly self-referential as this one. You create your character by answering questions from a gypsy fortuneteller, like in the iconic opening of Ultima IV. The plot hinges on yet another corruption of the Virtues, like in the fourth, fifth, and sixth games. You visit Lord British in his castle, like in every Ultima ever. There you find a newly constructed museum celebrating your exploits, from your defeat of the evil wizard Mondain in Ultima I to your recent difficulties with the Guardian, the overarching villain of this third trilogy of trilogies. The foregrounded self-referentiality quickly becomes much, much too much; it gives the game a past-its-time, sclerotic feel that must have thoroughly nonplussed any of the new generation CRPG players, weaned on Baldur’s Gate and Might and Magic VI and VII, who might have been unwise enough to pick this game up instead of Planescape: Torment, its primary competition that Christmas season of 1999. Ultima IX is like that boring old man who can’t seem to shut up about all the cool stuff he used to get up to.

But at the same time, and almost paradoxically, Ultima IX is utterly clueless about its heritage, all too obviously the product — and I use that word advisedly — of people who knew Ultima only as a collection of tropes. I don’t really mean all the little details that it gets wrong, which the fans have, predictably enough, cataloged at exhaustive length. When it comes to questions of continuity, I’m actually prepared to extend quite a lot of slack to a series that went from games written by a teenager all by himself in his bedroom to multi-million-dollar productions like this one over the course of almost twenty years of tempestuous technical and cultural evolution in the field of gaming. Rather than the nitpicky details, it’s the huge, fundamental things that this game and its protagonist seem not to know that flummox me. (Remember, the official line is that the Avatar is the same guy through all nine mainline Ultima games and all of the spinoffs to boot.) At one point in this game, the Avatar encounters the Codex of Ultimate Wisdom, the object around which revolved the plot of Ultima IV, probably the best-remembered and most critically lauded entry in the series except for Ultima VII. “The Codex of Ultimate Wisdom?” he repeats in a confused tone of voice, as if he’s sounding out the words as he goes. As Noah Antwiler said in my favorite quip from his video series, this is like the pope asking someone if she happens to know what this Bible thing is that the priests around him keep banging on about.

The most famous meme that came out of Antwiler’s videos is another example of the Avatar’s slack-jawed cluelessness. “What’s a paladin?” he asks the first person he meets in Trinsic, the town of Honor which he has visited many times in the course of his questing. You have to hear him say it, in the voice of a bored television announcer, to fully appreciate it. (Like everything else in this game, the voice-acting, which had to be redone at the last minute to fit the new script, is uniformly atrocious, the output of people who all too clearly have no idea what they’re saying or why they’re saying it. Lord British sounds like a doddering old fool, inadvertently mirroring the state of the series by this point.)

You can make excuses for the existence of some of this stuff, if not the piss-poor execution. Origin obviously felt a need to make Ultima IX comprehensible and accessible to new players, coming as it did fully five and a half years after its predecessor. Lots of people had joined the gaming hobby over those years, and some of the old-timers had left it. But such excuses didn’t keep the people who were most invested in the series from seeing it as a slap to the face. “What’s a paladin?” indeed. They felt as if a treasured artifact of their childhood had been stolen and desecrated by a bunch of philistines who didn’t know an ankh from a hole in the ground. Origin ended up with the worst of all worlds: a game that felt too wrapped up in its lore to live and breathe for newcomers, even as it felt insultingly dumbed-down to the faithful who had been awaiting it with bated breath since 1994.

Any lessons we might hope to draw from this fiasco are, much like the game itself, almost too banal to be worth discussing. But, for the record:

  • No game can be all things to all people.
  • Development teams need a clear leader with a clear vision.
  • Checking off a list of bullet points sent down from marketing does not a good game make.
  • When the design goals do change radically, it’s often better to throw everything out and start over from scratch than to keep retro-fitting bits and pieces onto the Frankenstein’s monster.
  • It’s better to release a good game late than a bad game on time.

Beginning with Ultima VIII, the series had begun to chase trends rather than to blaze its own trails. This game, despite all the good intentions with which it was begun, doubled down on that trend in the end. Even if the execution had been better, it would still have felt like a pale shadow of the earlier Ultima games, the ones that had the courage of their convictions. It’s not just a bad game; it’s a dull, soulless one too. If the Ultima series had to go out on a sour note, it would have been infinitely nicer to see it blow itself up in some sort of spectacular failure rather than ending in this flaccid fashion. Origin’s Neil Young could have learned a lesson from his musical namesake: “It’s better to burn out than to fade away.”


You start out in your house on Earth, even though this directly contradicts the ending of Ultima VIII.

The gypsy fortuneteller makes a return to help you choose a class and send you on your way to Britannia.

Lord British has… lost a step.

Yes, that is a euphemism for sex. (Why are so many games from this era so horny?)

“What? Where? By the way, what’s a paladin?”

The Gargoyles still speak only in infinitives. (Hey, Yoda’s speech patterns were already taken.)

Good for you, buddy.

Stanley Kubrick called. He wants his monolith back.



As you have probably surmised, Ultima IX did not do well in the marketplace. There was never any serious discussion of continuing the single-player series after it was greeted with bad reviews and worse sales. In fact, it managed not only to kill the series to which it belonged but for all intents and purposes the studio that had always been so closely identified with it as well. It was the last single-player game ever to be completed at Origin Systems.

Officially speaking, Origin continued to exist for another four years after it, but only to service Ultima Online. Right about the same time that Ultima IX was reaching stores, that game was actually ceding its crown as the biggest MMORPG of all to EverQuest. Nevertheless, in a bull market for MMORPGs in general amidst the first wave of widespread broadband-Internet adoption, Ultima Online’s raw numbers still increased, reaching as many as 250,000 subscribers in early 2003. But the numbers started to go the other way thereafter as the MMORPG field became ever more crowded with younger, slicker entrants. Inevitably, there came a day in February of 2004 when it no longer made sense to EA to keep an office open in Austin just to support a single aged and declining online game. And so the story of Origin Systems came to its belated, scarcely noticed end, a decade after its best years were over.

By then, Richard Garriott was long gone; he had left Origin in March of 2000. His subsequent career did little to prove that his dilettantish approach to the later Ultima games had been a fluke. He dabbled in gaming only in fits and starts, most notably by lending his name to two more MMORPGs, both of which proved disappointing. As also happened with his old Origin sparring partner Chris Roberts, an unfortunate whiff of grift came to attach itself to him; I tend to think that it’s born more of carelessness in his choice of projects and associates than guile in his case, but that doesn’t make it any more pleasant to witness. Shroud of the Avatar, his Kickstarter-funded would-be second coming of Ultima Online, petered out in the late 2010s in broken promises and serious ethical questions about its suddenly pay-to-win focus. In more recent years, he has talked up an MMORPG based on blockchain technology (Lord help us!) that now appears unlikely to turn into anything at all. It seems abundantly plain that his heart hasn’t really been in making games for many years now. One hopes he will finally be content just to retire from an industry that has long since passed him by.


There’s something a little sad about watching Richard Garriott play the hits in his Lord British get-up as he closes in on retirement age.

However cheerless of a conclusion it might be, this very last article about Richard Garriott and Ultima marks a milestone for these histories. I’ve genuinely loved some of the Ultima games I’ve played these past fifteen years: Ultima I for its irrepressible teenage-Dungeonmaster enthusiasm, Ultima VII for its literary and thematic audacity, Ultima Underworld for its bold spirit of innovation. Most of all, I found myself loving the rollicking Worlds of Ultima games, two of the least played, least remembered entries in the series. (By all means, go check them out if you haven’t tried them!) As for the rest — at least the ones that came before Ultima VIII — I can see their place in history and see why others love or once loved them, even if I do also see them more as artifacts of their time than timeless.

But such carping is almost irrelevant to the cultural significance of Ultima. Richard Garriott had a huge impact on thousands upon thousands of people through Ultima IV in particular, a game which caused many of its young players to think seriously about the nature of morality and their place in the world for the very first time. Coming from a fellow not much older than they were, raised on the same sci-fi flicks and fantasy fiction that they were consuming, moral philosophy felt more real and relevant than it did when it was taught to them in school. Small wonder that so many of them still adore him for what his work meant to them all those years ago, still rush to defend him whenever a curmudgeon like myself points out his feet of clay. And that’s fine; we need to be clear-eyed about things sometimes, but at other times we just need our heroes.

So, let us bid a fond farewell to Richard Garriott — or, if you insist, Lord British, the virtuous king of Britannia. His legacy as one of gaming’s greatest visionaries is secure.



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 Explore/Create: My Life in Pursuit of New Frontiers, Hidden Worlds, and the Creative Spark by Richard Garriott with David Fisher; Through the Moongate: The Story of Richard Garriott, Origin Systems Inc. and Ultima, in two parts by Andrea Contato; Ultima IX: Prima’s Official Strategy GuideOnline Game Pioneers at Work by Morgan Ramsay. Origin Systems’s internal newsletter Point of Origin of December 6 1991, February 10 1995, and September 20 1996; Next Generation of March 1998; Computer Gaming World of September 1992 and February 2000.

Online sources include Ultima IX Nitpicks on the Tapestry of the Ages” on Hacki’s Ultima Page; Noah Anwiler’s video lacerations of Ultima IX; the Ultima Codex’s “Development History of Ultima IX“; Ultima Codex interviews with Mike McShaffry and Bill Randolph; an old GameSpot interview with McShaffry; Julian Schoffel’s Ultima IX retrospective for Growling Dog Games; a December 1999 group chat with some of the Ultima IX team; Desslock’s October 1998 interview with Richard Garriott for GameSpot; Trent C. Ward’s review of Ultima IX for IGN; KiraTV’s documentary about Shroud of the Avatar (but do be aware that the first part of this video uncritically regurgitates the legend rather than the reality Richard Garriott’s pre-millennial career).

Where to Get It: Ultima IX: Ascension is available as a digital purchase at GOG.com.

Thursday, 05. February 2026

Choice of Games LLC

New Hosted Game! Zombie Exodus: Safe Haven — Part Four

Hosted Games has a new game for you to play! Zombie Exodus: Safe Haven — Part Four continues your story as you survive in your new haven, a rural junkyard, in Central Colorado. Continue your story from earlier parts, or skip right to the new chapters with a new original or pre-made character! It’s 20% off until February 12th! And to celebrate, Part One, Part Two, and Part Three are 40% off, a

Hosted Games has a new game for you to play!

Zombie Exodus: Safe Haven — Part Four continues your story as you survive in your new haven, a rural junkyard, in Central Colorado. Continue your story from earlier parts, or skip right to the new chapters with a new original or pre-made character!

It’s 20% off until February 12th! And to celebrate, Part One, Part Two, and Part Three are 40% off, and both sets of Stories from the Outbreak are 33% off!

With five brand new chapters and another 1,000,000 words, Zombie Exodus: Safe Haven is now more than 2,700,000 words in total! That’s 70,000 words each time you play Part Four alone, and more than 210,000 for the full game. Given the number of paths from beginning to end, you can have a unique story every time and still never see all there is in Zombie Exodus: Safe Haven! Also new in this update: full color character portraits!

  • Grow your group to as many as 26 characters, with 17 of them as romantic options. Propose to your romantic partner and even get matching tattoos.
  • Be the leader of your group and improve the junkyard. Build new structures, such as a hydroponic farm, radio room, windmill, and zombie pit, or set up reinforcements to defend, such as a minefield, camera security system, and flamethrower. Choose to let others lead and have more time for your own activities.
  • Continue to expand your skills and train your group, including your (optional) nephew or pet.
  • Begin your research into the Zeta virus to cure the zombie-making disease or even take over the virus for your own use.
  • Explore new areas such as a Central Colorado University, a strip mall, a campground, and the abandoned town of New Breckenridge.
  • Encounter groups of survivors, both new and old. Forge alliances or raid them for their resources. Trade items, including unique weapons and gifts (to give to other survivors).

Jim Dattilo developed this game using ChoiceScript, a simple programming language for writing multiple-choice interactive novels like these. Writing games with ChoiceScript is easy and fun, even for authors with no programming experience. Write your own game and Hosted Games will publish it for you, giving you a share of the revenue your game produces.


Author Interview: Eloy Lasanta, “Heroes of Tomorrow: Hidden Potential”

At our superhero academy, you’ll lead a team of teen heroes to battle supervillains! Will you fulfill your heroic legacy or forge your own path? Heroes of Tomorrow: Hidden Potential is a 600,000-word interactive superpower novel by Eloy Lasanta. I sat down with Eloy to talk about his experiences with games and interactive fiction. Heroes of Tomorrow: Hidden Potential releases on Thursday, Feb

At our superhero academy, you’ll lead a team of teen heroes to battle supervillains! Will you fulfill your heroic legacy or forge your own path? Heroes of Tomorrow: Hidden Potential is a 600,000-word interactive superpower novel by Eloy Lasanta. I sat down with Eloy to talk about his experiences with games and interactive fiction. Heroes of Tomorrow: Hidden Potential releases on Thursday, February 19th. You can wishlist it on Steam today!

This is, I think, your first time writing a ChoiceScript game, but obviously not your first rodeo. Tell our readers a little about your background.

It’s my first time indeed, but Choice of Games fans might have seen my name on a few other projects. I’ve been designing games professionally since 2008 through my company, Third Eye Games, and have
been nominated for and won a few design awards, most notably for Part-Time Gods, The Ninja Crusade,
the Pip System (created for young players and new GMs), and Sins of the Father. I’ve also worked on
several video games, board games, and card games, which eventually led me to teach game design for a few years at Central Michigan University.

Game design is my life. I wake up and want to design. I go to sleep with dreams of design. And I’ve had
the honor of being able to make it my full-time job for over a decade, creating new worlds, designing intricate mechanics, and helping others bring their ideas to life.

It’s literally the dream.

What drew you to writing our particular, text-based interactive fiction flavor of RPG?

I’ve been a fan of interactive experiences since the introduction of the original Choose Your Own Adventure books. They were the catalyst for me to get into roleplaying games, play and run more games than I can count, and eventually publish my own. So, while I’m new to Choice of Games, I’m definitely not new to this genre.

In addition, I view my career in game design as a way to challenge myself creatively. Different types of dice (or even diceless games), taking on narrative design, and priding myself on being able to write almost anything. So, what could be a better challenge than designing a minimalist interactive game/novel using ChoiceScript (which meant learning some simple coding) and telling an amazing story in a way that doesn’t necessarily come naturally? I’m used to dice and character sheets, but bringing a Choice of Games title to life mixes all the best parts of designing TTRPGs and writing a novel. I was excited that many of my existing talents carried over, at least.

What were some of the challenges you encountered with the design or writing?

The biggest challenges were those I created for myself. I set out to build Heroes of Tomorrow as a brand-new world, with enough new lore, intrigue, and adventure to make readers take note. Sure, it’s reminiscent of other super-powered worlds, from The Boys to Invincible or the X-Men, but hard work and a patient editor allowed Heroes of Tomorrow to become its own thing.

I wanted to write a book that the reader couldn’t put down and to deliver an experience you couldn’t
get anywhere else. Each RO is unique in nearly every interaction, and they all approach love differently.
The story’s mystery is revealed through unreliable narrators. The choices you make and the characters
you befriend will have a huge bearing on the story you experience. And the action starts in scene one
and never lets up for one of the most exciting and thrilling games out there (of course, I’m biased).

Lastly, I had a major goal: to make a failed test just as interesting as a successful one. My decision to incorporate all those elements is what led to several unique endings to the story, where you might end up a hero, a villain, or back to being a regular person again. Not to mention that nearly every character you meet has the chance to die along the way. It was a lot to manage in the coding, and ensuring no threads were left loose took extra effort, but I’m so proud of what Heroes of Tomorrow: Hidden Potential became in the end.

What surprised you most about working on this game?

A few major things stick out.

One is the robustness of ChoiceScript. It seemed daunting at first, but once I was a few chapters in, it became second nature to craft plots and scenes using coding and varying outcomes. I found it to be a
powerful engine that allows authors to craft exactly the narrative they have in their head.

The second surprise was how much I fell in love with the characters, including side characters like Stench and Rainbow. The speedster Z and his tale of revenge. Paragon and their love/hate relationship with fame. The sweet stoicism of Conjurer and the mysteries behind the smile. Red Claw and Germ’s unbreakable friendship, and how much fun it was to make them play off each other. Weaving Chameleon’s playful nature and tragic past made them a dream to write, as well. Lastly, I seriously underestimated how many words I’d be writing for this project. I wanted to go all out, but there’s a reason it took a year to finish this book. 600,000 words is no joke! Hahahah!

What other recent work do you want our readers to know about? 

I’ve already been working on another ChoiceScript book, a dark fantasy romance, as well as pitches to expand the Heroes of Tomorrow world even further. There are so many more stories to be told in Evos Academy, Morgana City, or one of the dozens of other ideas I have.

In other news, new books for several of Third Eye Games’ most popular game lines are currently in the works. I’ve been developing a new TTRPG system with Renegade Studios for an upcoming game that I can’t talk about yet. And keep an eye out for a wonderful, culturally-relevant, and educational card game I co-designed for CMU Press later this year.

Honestly, this is going to be a great year for anyone who enjoys my games and designs. Thank you to Choice of Games for starting 2026 off right!

Tuesday, 03. February 2026

Renga in Blue

University Adventure (1983)

Today sees the return of the tapemag T&D Subscription Software, which we last saw with the game Killer Mansion. The tapemag was started in 1982 by Tom Dykema to distribute Tandy Color Computer tapes monthly and was successful enough to last until 1991. Tom wrote a great deal of the software himself (“at the rate […]

Today sees the return of the tapemag T&D Subscription Software, which we last saw with the game Killer Mansion. The tapemag was started in 1982 by Tom Dykema to distribute Tandy Color Computer tapes monthly and was successful enough to last until 1991.

Tom wrote a great deal of the software himself (“at the rate of about four programs a week”) but had a “programming genius down the street” help him and accepted contributions otherwise. A Facebook post by Youngstown Ken talks about several games of his taken in on the tapemag, including a clone of Trek that was published in the September 1983 issue.

The publication as a whole lands on CASA as having 77 adventure games (!!) so we’ll eventually be seeing a lot more of them. Just to be thorough I checked the T & D catalog for anything they described as in the “adventure” genre after Killer Mansion. There are two tagged from 1982, Quest for Lenore (Issue 2)…

…and Terrestrial Adventure (Issue 4).

Neither quite fits what I’m calling an adventure, although Terrestrial Adventure is sort of a top-down “choose your own adventure” style game with mild action elements; you control a little green dot and if you run into anything on the map you die. (This almost feels like it is meant to parody the gameplay of the Atari 2600 game E.T. with the infamous pits, but Issue 4 was in October 1982 which is before the Atari game came out.)

The controls make a room like this perilous.

After that, there’s a long gap until the next adventure, which the listing guide calls College Adventure but the game itself calls University Adventure. Confusingly, the file is called COLLADV/BAS.

YOU MUST TREK ACROSS THE COLLEGE CAMPUS IN SEARCH OF YOUR GOAL, with no clarity what that goal might be.

The verb list is unusual in that only the first three letters from the applicable verbs can be used. That is, from the starting room…

…and you can type GET NOTE just fine, in order to read it you must type REA NOTE, not READ NOTE. I’ve never seen this particular piece of jank before, indicating this is an author we haven’t met yet.

I’m so unused to the “shortened verbs only” setup that I accidentally typed READ in full twice.

As the note indicates, someone is being held captive in the computer center. With the beer, you can DRI (not DRINK) it until you finally end up drunk.

We’re definitely on a University Adventure now! This moment where you could keep hitting Y made me laugh out loud.

If you pick up the beer and take it to the west, a resident assistant will stop you and end your adventure prematurely.

The trick is to not pick up the beer, walk on past, slip into another dorm and grab a key, avoid meeting the gang of girls down the south hall…

…and then unlock a closed door across your own dorm room…

…and pick up a pizza. While the pizza and beer are held, there is a different gang (presumably of men) who will let you pass.

Go east for long enough and you’ll find a random piece of wood.

From here the only way to go is outside, and I’m going to switch to isometric mode!

I’ve left items off as the remainder of the map is mostly a red herring. There is, for instance, a cafeteria.

None of these items are useful except technically the I.D. card, where if you go south you’ll run into a safety official who will cause a game over.

However, this encounter isn’t necessary at all, because you can just avoid that spot on the map! (Not like it matters too much — the game has no inventory limit so you can scoop up everything. The only moment where this causes a problem is with the beer.)

The important item is instead down in a classroom where you can find a computer card in a classroom.

Scooping up the pencil too, because why not.

This can be taken over to the east where there’s a river that you need to USE WOOD in order to pass over…

…followed by the computer card which gets applied to a security door.

Head south and you’ll win, with no further plot explanation of who needed rescuing or if the note was just some kind of prank.

I get the impression the author was aiming for something a little more dense. The opening made me hopeful we were going to get a “my university” satire with lots of obscure references; that’s not a bad thing in this context because it means the author would be aiming at a particular target and trying to say something, even if that something is an observation on the overzealousness of campus patrol. However, they clearly gave up by the end and the red herrings start to feel more like parts of the game the author never finished with (potentially due to lack of memory space). The opening spiel to the T&D newsletter for this issue even says

WOW! The programs on this month’s tape are so long that we could barely put two copies of each on the tape…

…indicating the game couldn’t have been longer even if the author wanted it to be. At least “every verb must be written in three letters” is an odd enough aspect it will be clear if they pop up again.

Coming up: assuming I get the tech issues resolved, an early hybrid action/text adventure game in Japanese.

Sunday, 01. February 2026

My So Called Interactive Fiction Life

Official Sharpee 0.9.62-beta

I accomplished a lot of polish for an official Sharpee release, though still in beta.The story runner Zifmia has downloads for Windows, Ubuntu, and MacOS. (if other Linux distro downloads are needed, let me know and I'll add them).The website is now up to date with
Official Sharpee 0.9.62-beta

I accomplished a lot of polish for an official Sharpee release, though still in beta.

The story runner Zifmia has downloads for Windows, Ubuntu, and MacOS. (if other Linux distro downloads are needed, let me know and I'll add them).

The website is now up to date with those downloads, including the current beta and still-in-progress port of mainframe Zork aka Dungeon as a Sharpee story file (dungeo.sharpee). The website also has a thin-web version of Dungeon.

Saturday, 31. January 2026

IFComp News

IFComp 2026: Generative AI Policy Update

For IFComp 2026, we are introducing a new rule addressing the use of generative AI.The guiding principle is that judges and players should experience work created by humans. Accordingly, all player-facing content in IFComp entries, including cover art, must be entirely created by humans.Authors may continue to use tools of their choice, including generative AI tools, for development assistance such

For IFComp 2026, we are introducing a new rule addressing the use of generative AI.

The guiding principle is that judges and players should experience work created by humans. Accordingly, all player-facing content in IFComp entries, including cover art, must be entirely created by humans.

Authors may continue to use tools of their choice, including generative AI tools, for development assistance such as editing, debugging, accessibility support, research, limited translation assistance, or coding. Entries may not require judges or players to interact with external AI or generative services during play.

This rule was informed by results from the 2025 post-competition survey and discussion within the IFComp Committee. We thank everyone who shared their feedback; this post-comp survey received the strongest response we have ever had, and it helped guide the Committee’s deliberations.

That’s the update! If you’re interested in some of the information from the post-competition survey that helped inform the decision, keep reading.

Survey charts on the GAI use-case questions from the survey are shared below to give a clearer picture of the feedback we received. Alt text on these images provides the complete percentage breakdown.

How do you feel about allowing authors to use GAI to create cover art for an entry?
49.8% - Strongly Oppose
23.2% - Somewhat Oppose
12.8% - Neutral
6.6% - Neutral
7.6% - Strongly SupportALT
How do you feel about allowing authors to use GAI to create art or image assets that appear inside an entry (e.g., character portraits, backgrounds, illustrations)?
62.1% - Strongly oppose
19% - Somewhat oppose
8.5% - Neutral
4.3% - Somewhat support
6.2% - Strongly supportALT
How do you feel about entries that require judges to interact with an external AI system (for example, copying prompts into ChatGPT or another live model, or that automatically connect to a third-party AI service during play)?  
75.8% - Strongly oppose
11.8% - Somewhat oppose
6.2% - Neutral
1.9% - Somewhat support
4.3% - Strongly supportALT
How do you feel about allowing authors to use GAI to generate unedited prose, dialogue, or narrative text that appears in the final entry?  
85.2% - Strongly oppose
4.3% - Somewhat oppose
5.2% - Neutral
1% - Somewhat support
9% - Strongly supportALT
How do you feel about allowing authors to use GAI to generate prose, dialogue, or narrative text that is then edited or refined by an author prior to inclusion in the final entry?
54.5% - Strongly oppose
18.5% - Somewhat oppose
13.7% - Neutral
4.7% - Somewhat support
8.5% - Strongly supportALT
How do you feel about allowing authors to use AI-based proofreading or editing tools (such as Grammarly or built-in writing assistants) when the underlying text is human-written?  
14.3% - Strongly oppose
13.3% - Somewhat oppose
38.6% - Neutral
17.6% - Somewhat support
16.2% - Strongly supportALT
How do you feel about allowing authors to use AI or machine translation tools to automate the translation of human-authored text into English from another language?  
19.9% - Strongly oppose
21.8% - Somewhat oppose
33.6% - Neutral
14.2% - Somewhat support
10.4% - Strongly supportALT
How do you feel about allowing authors to use AI or machine translation tools to edit/improve a human translation of human-authored text into English from another language?  
21.3% - Strongly oppose
21.8% - Somewhat oppose
27.5% - Neutral
17.1% - Somewhat support
12.3% - Strongly supportALT
How do you feel about allowing authors to use GAI to assist with writing or debugging code as long as all player-facing text is written by humans?
28.4% - Strongly oppose
14.7% - Somewhat oppose
27% - Neutral
13.3% - Somewhat support
16.6% - Strongly supportALT
How do you feel about allowing authors to use GAI to create music, background sound, or audio effects used in an entry?
62.1% - Strongly oppose
16.6% - Somewhat oppose
10% - Neutral
5.7% - Somewhat support
5.7% - Strongly support ALT
How do you feel about allowing authors to use AI-generated voices, narration, or synthetic readings of text, except in an edge case where the voice is for a non-player character meant to embody artificial intelligence? 
55.9% - Strongly oppose
18.5% - Somewhat oppose
11.4% - Neutral
7.6% - Somewhat support
6.6% - Strongly supportALT
How do you feel about allowing authors to use GAI tools to generate ideas, prompts, or outlines as part of the author’s private creative process, without including any AI-generated text in the final entry?  
27.1% - Strongly oppose
11% - Somewhat oppose
37.6% - Neutral
10% - Somewhat support
14.3% - Strongly supportALT
Do any of your opinions of GAI use change if the tools used were trained only on ethically sourced or open-licensed data?
13.4% - No, because I already do not care about this.
50.7% - No. I would still oppose the use of GAI, regardless.
5.7% - Yes. This is my primary concern and I would be more supportive if the tools were trained on ethically sourced or open-licensed data.
16.3% - It depends on the type of content created.
13.9% - I’m not sure / need more information.ALT

And, finally, we asked “Which of the following best reflects the approach you think IFComp should take regarding GAI in entries? Think of this as the bottom line for a potential new Author Rule.” These are the responses we received:

  • 38.4% - Technical and editorial assistance only: GAI may be used for support tasks such as grammar, translation, brainstorming, or debugging. GAI may not be used to create text, art, or music assets, and entries must not require judges to interact with an external AI system to function.
  • 32.2% - No generative AI: Entries must not include or rely on any GAI-generated material in any form beyond spell checking.
  • 10.9% - Transparency only: GAI may be used for any purpose, but authors must disclose how it was used.
  • 5.7% - Human-reviewed but with limits: GAI may be used for art, music, or code, but not to generate text or dialogue that appears in the final entry, and entries must not require judges to interact with an external AI system to function.
  • 4.7% - Human-reviewed creative use: GAI may be used for any element (text, art, music, code), as long as the author edits all AI-generated text before submission.
  • 3.3% - No restrictions: Authors may freely use GAI for any purpose (including text, art, music, or code) with optional disclosure.
  • The following responses were unique / 1 response each:
  • Transparency with ethical source requirement: GAI tools *trained on ethically sourced or open-licensed data* may be used for any purpose, but authors must disclose how it was used.
  • Technical and editorial assistance only. Debugging is a valuable service and people shouldn’t be penalized for limited programming skills. I also would prefer either no AI cover art *or* an opt-in to allow AI cover art. This would be a tricky thing to add on the entry form, but … ideally I’d like human-made art to appear and then, only if the judge opts in, AI art.
  • No generative AI use.
  • mix of transparency and limited: should be disclosed, but no live connection allowed
  • Live APIs and multimedia only: GAI may be used for supplemental multimedia assets (with disclosure) but not for text, *unless* the text is being generated in realtime in response to player input.
  • It shouldn’t even be allowed to be used for spellchecking.
  • I would be equally happy with “Technical and editorial assistance only” or “No generative AI.” The last two options to be clear.
  • I don’t think IFComp should dictate what tools authors can or can’t use for tasks like brainstorming or debugging; I’d consider that outside the purview of what the comp organizers should be allowing or disallowing. My preferred rule would be the second-to-last without the “may be used for” sentence and with banning translation: GAI may not be used to create text, art, or music assets, or to translate your writing from one language to another, and entries must not require judges to interact with an external AI system to function.
  • Full transparency for any use as well as a complete ban on external systems. If someone manages to create a stand-alone IFchatbot that fits into Glulx, I’d want to see that. ;)
  • Between Tech Only and No GenAI, with an emphasis on no exceptions for text.

Renga in Blue

House Adventure (1983)

House Adventure first appeared in the “tape magazine” Chromasette, the January 1983 issue. We’ve seen Chromasette before with games like Williamsburg Adventure that were republished by Microdeal in the UK for the Dragon; this game was not given a similar treatment. What’s unusual about the distribution history of this game is that it is now […]

House Adventure first appeared in the “tape magazine” Chromasette, the January 1983 issue. We’ve seen Chromasette before with games like Williamsburg Adventure that were republished by Microdeal in the UK for the Dragon; this game was not given a similar treatment.

The Chromasette team, on the back page of the January 1983 letter.

What’s unusual about the distribution history of this game is that it is now better-known for its port to the Tandy 100, the “first commercially successful notebook computer”.

CASA has the game but does not mention the origins in Chromasette; the year is listed as “unknown” because the version in archives (from “Club 100”) has no date. Jim Gerrie then ported the game to TRS-80 MC-10, meaning he essentially took a game for Tandy CoCo that was ported to Tandy 100 and ported it back to Tandy CoCo without realizing that was the original platform. (The MC-10 technically predates the CoCo, but: close enough.) Gerrie included a number of bug fixes which is worrying but I started out by playing the original and hoping these aforementioned bugs slipped into the portable version of the game.

From the newsletter:

“Remember, the imposter is last”. Yes, that is a clue to solving House Adventure. And no, won’t tell you anymore. It took us a few times to figure out what the clue meant (we still haven’t solved the adventure, though). For you new adventurers, you are searching for 20 items located in the house.

“20 items” literally just means everything you can pick up. There are no “treasures” specifically (even though some items are valuable); your goal is: grab everything that isn’t nailed down.

The “we still haven’t solved the adventure” implies both a.) this was not done in-house, but via outside submission and b.) they were willing to publish the game without bug-testing all the way through. (Again, worrying!)

I do like the enigmatic aura of “the imposter is last” being given without further instructions, though.

Despite the game previously having no author — the Model 100 copy took out the credit — it exists in the CoCo version. The game is by Drew Haines of Brooksville, Florida. He has another adventure coming for 1983 (also published in Chromasette) with over 1500 rooms. This game is not nearly as large.

Could a Tandy CoCo maven explain how this is done? If you start listing from 1 you won’t see the credit.

You start inside the house, in a foyer at a “locked door”. (In a haunted house game it’d typically start you on the porch and then have the door slam locked as you walk in; this isn’t really a haunted house as much as a fantasy-adjacent one.) Since the objective is to get objects out of the house you need to unlock the door first before getting any points.

In addition to the placement and wording of screens being a “signature” of sorts, the parser itself can be distinctive. In this case, if you type SEARCH BOX you’ll get the message YOU CAN’T GO THAT WAY! Any verb that starts with N, S, E, W, U, or D is counted as a direction. I’ve never seen this exact behavior before, and it certainly can be deceptive in practice.

This is really trying to go EAST.

At first glance, the house of the adventure is divided into four floors, that you can hop between via an elevator. (You might notice a phone booth on the map. There’s a booth on some of the floors, and they’ll be important later. Additionally the “at first glance” is there because there’s a secret fifth floor.)

Rooms are otherwise straightforward (YOU ARE IN A DINING ROOM, YOU ARE IN A FAMILY ROOM, YOU ARE IN A BEDROOM)…

This does have the advantage of giving the right amount of text for a Model 100 screen.

…with only a few items “in the open” to grab right away. Floor 1 you can get a wooden box and a flashlight, but you cannot get the carving knife on the same floor due to a pesky vampire.

In general, the other floors are similar. While the second floor has some diamonds out in the open…

…as well as a hairbrush and a banjo, those are the only items you can take easily, as the ming vase that you undoubtedly need is being guarded by an insane monk.

The monk is unimpressed by banjo music. The blank link response is because the feedback response to PLAY BANJO is audio.

There are also “100’s” [sic] of gold coins, which is too many to take unless you are holding the wooden box from the starting room.

For the top floor…

…there’s even less to look at, as a sorcerer’s handbook is guarded by a leopard, and a room just to the south of the leopard has batteries and another hairbrush. In case you are wondering why there’s a second hairbrush, that’s the “imposter”:

Finally there’s the basement. You need both the flashlight from the starting floor and the batteries from the top floor to explore; while holding both you can then use the syntax LIGHT ON or LIGHT OFF. (I tried INSERT BATTERIES, FIX BATTERIES, etc. first; they just need to be held along with the flashlight.)

The dirt floor east of the freezer will come into play later.

While there’s a BAG OF GOLD down at a TORTURE ROOM with a SET OF STOCKS, the other two objects (wrinkled parchment, can of bug spray) are both guarded.

to summarize, we have…

  • A vampire guarding a knife
  • An insane monk guarding a ming vase
  • A leopard guarding a sorcerer’s handbook
  • A protoplasmic blob guarding a parchment
  • A savage beast guarding a can of bug spray

…with a banjo, a flashlight with batteries, and a hairbrush as our only real tools. All three of them have pairings with the foes listed. Two of the pairings kind of make sense, one of them ramps up to nonsense.

The book left behind provides some magic words.

We’ll worry about those momentarily. For the second pairing, the banjo is enough to calm the “savage beast” (which at least is explicitly described that way to get the cliche phrase; I’m not used to thinking at the level of individual word choice with a tapemag game, that’d be more expected in something pun-heavy like Quondam).

That bug spray you get from the beast then goes to the protoplasmic blob. The parchment then left behind is the second part of the book (letting you know the magic words get used in the telephone booth, living room, and dining room).

Again, we’ll save dealing with the magic words for a little bit later, as let’s take out the last obstacles (the vampire and monk). The vampire takedown is the one that doesn’t make sense.

I guess it’s a sunlight-providing flashlight? Or maybe the vampire has some alternate lore? (The problem with using the “fan fiction shortcut” as I’ve called it is that there’s enough fan fiction universes it can be hard to tell which one the game is in.) You can then KILL MONK while holding the knife at the monk.

The monk reappeared for me in the basement elevator. It’s random, and it’s only a problem if he reappears somewhere where there’s an item, and then like ADV.CAVES — which had a kitten that scared a dragon — you have to re-do a puzzle solve.

Now it’s time for the magic! The words were ABRACADABRA, SHAZAAM, SEERSUCKER, and UGABOON, and the locations were TELEPHONE BOOTH, LIVING ROOM, and DINING ROOM. There is no particular logic which goes where; if you get one wrong you will be “disoriented” and get teleported to a different room, but it won’t end the game or anything like that.

There might be some random assignment, but for me, SEERSUCKER in the living room gave me a dime…

…and from there I was not able to get anything else to happen in any of the telephone booths or in the dining room. I started to get worried enough to check the walkthrough by Dale Dobson in case the bugs were not just in the Tandy 100 port.

The walkthrough mentions getting a leather glove in the basement phone booth somehow. I tried on a different save state and it worked (SEERSUCKER again); it seems to work and not work at random. Dale’s next step is to hack the inventory to give himself a shovel, and after enough fiddling I am able to report that the folks at Chromasette really should have tested the game to the end before publishing it. Dale’s playthrough is pure chaos and arguably is the buggiest I’ve ever seen in a published game. For example, holding the dime is supposed to cause teleportation with the telephone booths (I think I got it to happen once by accident, but otherwise I never got anything to trigger). Letting Dale take over:

What’s going on with the telephone booth rooms? They seem a lot more stable since I restarted. Do they react to having the dime in inventory? Yes! Now they start teleporting us randomly around again. But while the design intends for it to be possible to reach a “secret” fourth telephone booth in a separate section of the third floor we can’t otherwise reach, it’s nearly impossible for this to happen given the random number algorithm used in line 7. This can be patched imperfectly by changing the code to randomly pick a number between 0 and 5, instead of 0 and 4; the odds of it being greater than or equal to 4 are much better now. (After the fact, I realize that multiplying the random number by 4.999 would prevent a bad value of 5 from coming up without substantially altering the odds of it being 4.)

The whole thing is worth a read, but for my purposes I swerved over to Jim Gerrie’s version of the game. I also swapped my screen colors to be white on black just to change things up (and to be able to tell the two versions of the game apart).

I proceeded to try to speedrun up to the point I was, although I got foiled a little by a.) the map being slightly different (Gerrie removed some of the “wraparound” exits) and b.) the presence of the glove on the first floor, the one I previously got via magic word.

This is how I found out “the imposter” can be something other than a hairbrush. The idea is that some item in the house chosen at random has a duplicate somewhere, and that item is the imposter; since I already had the game mapped out I could simply note down if an item was in a place where it wasn’t supposed to be, but that wouldn’t have been as doable the first time around. (That is, I could map everything and find the duplicate, but as far as I can tell there’s no intrinsic way to tell which one of the duplicates isn’t real!)

On a reboot I found the wooden box here, when the regular wooden box is in the starting room with the locked door.

Proceeding through again, I got the dime, and tried taking it to the telephone booth, where this time I was teleported to a new area. (This is dark, so you need the flashlight again.)

The dry ice needs the glove (the one appearing from magic word, not the imposter-glove that kills you); a werewolf guards a pillow…

The werewolf really needs that 800 thread count.

…and you can nab a shovel in a room with a mainframe.

The mainframe is oddly specific and possibly a clue about the author’s background; I haven’t found anything more than the name and address.

I wasn’t sure how to deal with the werewolf, but I figured the shovel needed to go back to the basement and the dirt floor.

You have to dig twice (as is the grand old tradition), unearthing a rusty key and some garlic. This took care of my last two obstacles, the front door of the house and the werewolf. (I mean, I normally would use garlic on the vampire, but the vampire already was driven away by a flashlight.)

It’s not quite trivial to get to the end; the logistics are irritating, and there’s enough random aspects it’s not hard to end up having your flashlight run out of power. (This is true even though Jim Gerrie bumped up the number of turns it lasted!) I mentioned earlier how the monk moved around; I later found myself wanting to get the leather glove (magic word in the basement phonebooth, same as before, but a random magic word) and found two of the house’s critters now had moved in.

I had to get the banjo and the hairbrush in order to get the glove. What makes this even “better” is that if you drop an item outside, it disappears, so it is quite easy to have your game softlocked at this point.

While dealing with these annoyances, I had taken what I thought were all the objects, but I guess not, because I grabbed the “imposter” box and died!

I gave it all one more try from the top, this time trying to avoid disturbing any of the enemies until I absolutely had to (you can use the magic words without finding the book/parchment first) but still found myself teleporting from a lit telephone booth into a dark one and–

I’m out. I’m pretty sure I got the full experience, and again, both Dale’s account and Jim’s bugfix post are worth reading.

Now the 3rd floor phone booth will always transfer you to another phone booth, even without having the dime, so you can’t get trapped on the 3rd floor before getting the dime. This can happen if you get there by discovering and testing out the magical words, which can zap you to random rooms. Text adventures shouldn’t just be about meticulously recreating movement patterns learned after continuous arbitrary failures. They should be about figuring out clues and solving puzzles while exploring.

Coming up: what is hopefully a less buggy CoCo game. At least this one the editor didn’t make the grand announcement they didn’t beat the game before publishing it.

Friday, 30. January 2026

The People's Republic of Interactive Fiction

January 2026 Post Mortem

The People’s Republic of Interactive Fiction convened on Monday, Wednesday, January 21, 2026 over Zoom. Mike Stage, Matthew Griffin, Doug Orleans, Hugh, Michael Hilborn, anjchang, Stephen Eric Jablonski (with special guest Milo) , welcomed newcomers John Domenico (JD) Calvelli, Allyson and Vince Kotchian. Warning: What follows is probably not proper English, but just a log of […]

The People’s Republic of Interactive Fiction convened on Monday, Wednesday, January 21, 2026 over Zoom. Mike Stage, Matthew Griffin, Doug Orleans, Hugh, Michael Hilborn, anjchang, Stephen Eric Jablonski (with special guest Milo) , welcomed newcomers John Domenico (JD) Calvelli, Allyson and Vince Kotchian. Warning: What follows is probably not proper English, but just a log of notes from the meeting to jog people’s memories.

Topics Discussed

Narrascope 2026

  • JD current Narrascope conference, along with Matt Griffin (past chair)
  • Narrascope will be in Albany June 12-June 14th htps://narrascope.org/talks
  • there will be a hybrid component.
  • Jan 1st talk cycle begins. Submit your proposals by Jan 31. Reviews will go out in February, with results by March.
  • Discussion about the showcase, and the venue.
  • Questions feel free to email [email protected] – or if you’re looking for me specifically you can find JD on discord @baroswitch

Mentions about short games and puzzles

  • Doug mentioned attending the recent IAP mystery hunt. Also check out BAPHL for future puzzles.
  • The House in Fata Morgana visual novel. discussion about the length. The potential for fun short games turning into serialized games on a theme. Games with episodes, continuous chapters like Stardew Valley’s different mods.
  • Hugh is trying to make shorter and shorter IF. We talked about how short games evolve.
  • Allyson https://zophobas-morio.itch.io/ many small game jam projects.
  • Check out Infocom’s Nord and Bert Dad jokes (play here or here)
  • Hugh’s Beat Me U[ Scotty Game. Hugh discussed working on his dialogue system, see it in action!
  • Taper 16: For Good Measure is accepting submissions from for size-coded digital poetry works due Feb 3. Short works of digital poetry are always welcome.


Key & Compass Blog

New walkthroughs for January 2026

On Thursday, January 29, 2026, I published new walkthroughs for the games and stories listed below! Some of these were paid for by my wonderful patrons at Patreon. Please consider supporting me to make even more new walkthroughs for works of interactive fiction at Patreon and Ko-fi. Unknown Dimension (2025) by Garry Francis In this […]

On Thursday, January 29, 2026, I published new walkthroughs for the games and stories listed below! Some of these were paid for by my wonderful patrons at Patreon. Please consider supporting me to make even more new walkthroughs for works of interactive fiction at Patreon and Ko-fi.


Unknown Dimension (2025) by Garry Francis

In this sci-fi rescue adventure, you play as Amos Newton, an archaeology student. Your friend, Professor Baumbeker, rings you up. He babbles excitedly that the strange Incan sphere he found in Peru is showing him an unknown dimension. But in his lab, you only find the sphere. Not him. As you touch the sphere, you see a vision of the professor before you’re teleported to the dimension yourself. And it’s pitch dark.

This game is an adaptation of the 1987 Italian adventure Dimensione Sconosciuta by Bonaventura Di Bello, written using The Quill, then later rewritten as Amos Newton: Incubo. See credits for more details.

IFDB | My walkthrough and maps


All That Shimmers… (2025) by Andrew Apted

In this spooky adventure, it’s October 31st, and you’re a woman living in the small town of Dimpleford. Life was nice and simple until a witch started brewing something EVIL in the park. The ghost of your late grandmother urges you defeat this evil by midnight or else all freedom will be lost!

This game was an entry in PunyComp 2025 where it won 1st place overall, won 1st place for Puzzles, tied for the win for Playability on 8-bit computers, and 2nd place for Writing.

IFDB | My walkthrough and map


Kill Wizard (2025) by Dark Star

In this fantasy adventure, you play as a large muscular barbarian, returned to the Scavenger’s Den to meet your friend Darron from easten Shem. Unhappily, he bursts through the tavern door with a poisoned arrow in his chest and a bloodstained scroll signed by Belkor, a powerful necromancer who lives in a tower far to the northwest. Avenge Darron. Kill wizard.

This game was an entry in PunyComp 2025 where it took 3rd place overall; it also tied for 1st place in the Playability on 8-bit computers category, and took 4th place for both Writing and Puzzles.

IFDB | My walkthrough and map


Quirky Test (2025) by Andrew Schultz

This is a game about making spoonerisms of the people, places, and things you find while you search for the Rare-Thing-There Ring. Let Beery Thor welcome you to a land of Quickie Trips and Tricky Quips.

This game was written in Adventuron and was an entry in the Text Adventure Literacy Jam (TALP) of 2025 where it took 4th place.

IFDB | My walkthrough and map


Uptown 1 (2025) by Whit Walton

The prologue is in binary. You’ve taken the 1 train Uptown to West Harlem. When you enter the six-story walk-up, you feel a shock on the back of your neck. The coordinates were correct.

This game was an entry in the Bare Bones Jam 2025.

IFDB | My walkthrough and map


Ancient Treasure, Secret Spider (2025) by C.E.J. Pacian

In this fantasy adventure, you play as the cleverest and most beautiful fairy of the land, but you’re tethered to the Stranger by a silk thread. He, Trala, and Lind – an unlikely trio – journeyed to this cavernous chamber, but the last two are now holding off an endless horde of goblins at the gateway while the Stranger looks bewildered at the chamber’s contents. It’s time for you to take charge and find a way to the ancient treasure!

This game was written in Dialog and was an entry in Iron ChIF’s Pilot Episode where it was the co-winner in the Non-Human Language Device Battle.

IFDB | My walkthrough and map


greenskeep (2025) by xflorora

In this very short game, you play as someone underwater, certain you were doing something else before. Swim until you find the door to a beautiful kitchen, filled with greenery and a teapot.

This work was an entry in Bare-Bones Jam 2025.

IFDB | My walkthrough and map


The Organ Grinder’s Monkey (2025) by Garry Francis

In this short, pleasant, slice-of-life game, you play as the father of your three-year-old son, Tommy, who wants to go to the carnival. You don’t like frivolous spending, but you don’t want to be a bad father either. After consulting with the missus, you decide a trip to the carnival is worth the expense after all. The story begins with you and Tommy at the balloon vendor.

This game was an entry in PunyComp 2025, where it took 6th place overall, and 6th place in all other categories.

IFDB | My walkthrough and map

Thursday, 29. January 2026

Gold Machine

Moon; Missed

“I don’t promise to forget the mystery, but I know I’ll have a marvelous time.”–Nancy Drew Moonmist (1986) Play and read along with game and source files (Obsessively Complete Infocom Catalog)Packaging, copy protection, etc. (MoCAGH archive)Packaging, copy protection, etc. (Infodoc archive)Internet Archive query: “Moonmist”HTML InvisicluesArchived (z5) InvisicluesMap (Infodoc arch

“I don’t promise to forget the mystery, but I know I’ll have a marvelous time.”
–Nancy Drew

Moonmist (1986)

Play and read along with game and source files (Obsessively Complete Infocom Catalog)
Packaging, copy protection, etc. (MoCAGH archive)
Packaging, copy protection, etc. (Infodoc archive)
Internet Archive query: “Moonmist”
HTML Invisiclues
Archived (z5) Invisiclues
Map (Infodoc archive)

Original box for Moonmist. It shows a castle on a misty surface. Behind it, a large moon.

Opening Crawl

Moonmist
Infocom interactive fiction - a mystery story
Copyright (c) 1986 by Infocom, Inc. All rights reserved.
Moonmist is a trademark of Infocom, Inc.
Release number 9 / Serial number 861022

You drove west from London all day in your new little British sports car. Now at last you've arrived in the storied land of Cornwall.

Dusk has fallen as you pull up in front of Tresyllian Castle. A ghostly full moon is rising, and a tall iron gate between two pillars bars the way into the courtyard.

What would you like to do?
>‍

Don’t Look Back

As 1986 drew to a close, Infocom’s last commercial hit, Leather Goddesses of Phobos, was in the rear-view mirror. The next and final three years of Infocom’s existence as what we would call today a “studio” would be marked by escalating commercial decline. Later works also failed to leave the cultural footprint of early Infocom games, excepting only Amy Briggs’s Plundered Hearts (1987).

Why had people moved on? One ready answer is that Infocom’s unique value proposition had become a hindrance. In the early 1980s, Infocom had successfully set itself apart from mechanically and narratively crude arcade games with advertisements like the memorable “WOULD YOU SHELL OUT $1000 TO MATCH WITS WITH THIS” full-page magazine pitch featuring a primitive graphical image of a stick figure. Infocom games, with sometimes lush descriptions and varied, humorous action responses, had found a way to marry mechanics and narrative in a way that Zork’s competitors could not.

A 1980s advertisement for Infocom games featuring primitive graphics and the caption "would you shell out $1000 to match wits with this?"

1986 and 1987 were, more than half a decade later, a different epoch in the rapidly developing world of computer gaming. Infocom wasn’t competing with Adventure International or Namco’s PAC-MAN. They were competing with Nintendo’s The Legend of Zelda. Origin Systems’s landmark Ultima IV: The Quest of the Avatar was released in 1985 with two feelie booklets and a cloth map, a handsome package that would have eclipsed many gray box releases. It is remembered today for its narrative reactivity, a quality that had once arguably been Infocom’s greatest strength.

How could Infocom have, in some alternate timeline, competed in this new era of mechanically and narratively complex graphical games?

Falling Short

One answer would be for Infocom to do more of what it did well. Even beloved games like Zork I, Enchanter, and Planetfall have in-game objects for which there are little to no descriptive text. Many default response messages lack customization. A practice of what I’d call “narrative propulsion” could be developed to create compelling, plot-driven stories, as we see this working well in 1987’s Plundered Hearts.

There were some rather impassible obstacles. For one, a perceived commercial need to make games compatible with the Commodore 64—a system with a large install base in the United States–imposed hard technical limitations on how much content an Infocom game could contain. While Infocom could add conveniences like “undo” and “oops” to its parser, it couldn’t make richer experiences for their target demographic.

It’s worth noting that Infocom did attempt to make larger games with their “Interactive Fiction Plus” line, but, even if they are among my favorites, I have to admit that A Mind Forever Voyaging and Trinity were from the beginning destined for significance rather than success. It’s also worth noting that, despite their sizes, neither AMFV or Trinity managed to fully characterize or describe their game worlds. Many locations in AMFV feature one sentence descriptions, and the endgame of Trinity is constructed from radically sparse text.

I think Infocom learned the wrong lesson from the commercial failures of Interactive Fiction Plus, as those new, larger works retained the rhetorical structures of 128K games. Design-wise, I think it would have been better to go deep rather than wide, if that makes any sense. I don’t think what Infocom games needed in 1986 were more rooms and more puzzles.

That isn’t to say that nobody enjoyed more for more’s sake, but I think early games hit a sweet spot in term of scope. How long does one want to play a single parser game? There would have been a question of return on purchase price in those days, but most consumers seemed to agree that relatively tiny Zork I was worth the money. I’m not sure whether focusing on text and plot would have generated sales, but Infocom’s approach to scaling up did not work commercially.

A Castle in the Clouds

Perhaps no single game illuminates the exhausted rhetorical framework of 128K games more than Stu Galley’s and Jim Lawrence’s Moonmist, a title that sounds tremendously appealing in the abstract. Players are promised a Nancy Drew-style mystery in an atmospheric castle with a varied cast of personalities. Infocom’s marketing people seemed to appreciate the appeal of such an offering, as their The Status Line newsletter emphasized narrative intrigue and global reactivity:

You’ve spent the day driving southwest from London, from the small brick houses of the suburbs and the treeless plains of the South Downs to the Avon River and the picturesque villages of the Devon. Now, as evening draws near, you reach the storied land of Cornwall.

On either side, the moors stretch out, filled with heather and bogs. The fading light silhouettes craggy rocks on the horizon. At last you arrive at your destination: an ancient castle perched on the granite cliffs by the sea…

Moonmist also responds differently to male and female players. (See the Leather Goddesses of Phobos article for another example of this fine feature.) When you arrive at the castle gate at the start of the game, you’re asked for your title and full name. You can take advantage of your elegant surroundings by calling yourself “Baron Wilhelm” rather than plain old “Mr. Bill.”

From your title, the program may deduce your gender and respond accordingly throughout the story. If you’re a woman, you have a gown to put on for dinner. A man’s suitcase will contain a dinner jacket. Lord Jack will kiss a woman’s hand. If you’re a man, he’ll shake yours. And there’s another guest who may flirt with you. 

The promised atmosphere, narrative movement, and player customization are imperfectly realized, for reasons we will explore over the next two posts. For now, it is enough to say that the castle is large, empty and static.

Mixing It Up

I have yet to mention what many consider Moonmist’s most distinguishing feature: it includes four mysteries taking place in the same setting. At the game’s outset, the player can choose a color, and that choice will dictate which storyline plays out. This is a novel innovation that merits some appreciation. However, the consequence of this design choice is that we have yet again a title that forsakes depth for width. Instead of one trip through a mostly undescribed location, we are promised four.

>touch eye
The dragon's eye glows red. Evidently you just pushed a button. A voice comes from a hidden speaker. It says:
"Please announce yourself. State your title -- such as Lord or Lady, Sir or Dame, Mr. or Ms. -- and your first and last name."

>Ms. Fiona Lux
"Did you say your name is Ms. Fiona Lux?"

>yes
"And what is your favorite color, Ms. Lux?"

>Red
"Did you say your favorite color is red?"

>yes
"Jolly good! The spare bedroom is decorated in red! Please enter."
The red eye turns green, and the front gate creaks open.

It is fair, I think, to lay some of the blame for Moonmist’s utter lack of narrative urgency and mimetic vividness at the feet of Infocom’s self-imposed 128K ceiling, but as critics we must ask: why make a game that is, technically speaking, impossible to make well? Moonmist is not constructed within a framework that can feature a large and adequately-described castle with several people moving around in it, and it is quadruply incapable of telling four distinct stories.

In the course of my research, I encountered one internet conversant who characterized Moonmist as an “examining sim.” It is true that most gameplay involves examination as opposed to manipulation of objects. It is also true that examining things in Moonmist is usually unrewarding, as in-game descriptions do not assist in cultivating the sense of mystery promised by Infocom’s promotional materials. For instance, our protagonist has nothing to say about a “secret tape recorder.”

>examine recorder
You look over the secret tape recorder for a minute and find nothing suspicious -- for now.

Today, Moonmist is widely considered a lesser work. At the Interactive Fiction Database aggregator, it ranks just below Journey, a fact that might surprise the relatively few people who have played Journey. While aggregators do not capture such things, I imagine that Moonmist might rate very highly among games players wanted to like. Had it a narrower scope coupled with a deeper implementation, it might have better delivered on its promises. It is hard for me to play Moonmist without a pervasive sense of loss over what might have been.

Next

Next time, we will discuss the packaging and feelies that accompany Moonmist, paying special attention to the ways they might affect player experiences.


My So Called Interactive Fiction Life

Refactoring through our 123rd ADR

ADR stands for Architecture Decision Record. It's a critical aspect of producing well-designed code using GenAI (in my case I use Claude Code). The idea of an ADR is to capture something platform-sized. Something that improves the overall code base plus the developer and author experience. Hopefully, someone

ADR stands for Architecture Decision Record. It's a critical aspect of producing well-designed code using GenAI (in my case I use Claude Code). The idea of an ADR is to capture something platform-sized. Something that improves the overall code base plus the developer and author experience. Hopefully, someone besides myself might want to build a story using Sharpee.

In the latest batch of these documents we discovered a need for action interceptors, though the IF community knows these as Before, Instead, and After. Sharpee didn't know about them until yesterday.

On a weekly basis, I will read the code and if I see something fishy, I investigate. We had about 30 handlers for the Dungeon port and I smelled a rat. We looked at the patterns of these handlers and realized all but about 5 could be normalized into types of orchestrations. This includes formalizing what a Daemon is, added a declarative state machine, and migrating most of those 30 handlers to proper domain-oriented implementations. We also had an NPC implementation that was ad-hoc and we formalized that. In order to accommodate these new things, we built a plugin system so they get registered by the story when they're needed.

In a parallel session (I get bored watching Claude work, so I have Claude do other things in another terminal window) I asked Claude if we'd designed the system properly for separation of church and state. By this I meant, could we build a story runner and then package a story separately, The idea of anyone building an Electron or Tauri app seemed like asking too much. We'd already built a functional React app, so we moved it to package/zifmia (stolen from my client-server fyrevm days) and designed a stand-alone browser-based Sharpee story runner. This also let us make sure we were serializing everything (we were not) and designing what a story file is (zipped JavaScript with encrypted text so no cheating). The first story file produced is dungeo.sharpee and it's 172kb.

And of course we want to enable images and author-directed styling, so we enabled those as well. The author can tag any text with an image, location, border, and size, and Sharpee will unknowingly emit a second domain event with that information. The text service will see two events, the normal one and the styling one, and handle them accordingly. If the client is bare-bones, the styling is ignored. The author can also add assets like a global CSS style sheet or images.

As for the port of Dungeon, that's mostly done outside of walkthrough testing and we're currently through 7 sections of the game (torch/bank/maze/Egyptian room/exorcism/frigid river and rainbow). These walkthroughs have remained stable through every regression of the changes listed above.

I nearly asked Claude to over-engineer some of the daemons from Dungeon, but we pulled those back. They were fine readable code, but produced no benefit. Outside of that, Sharpee continues to march forward to a very near future 1.0 release.

I encourage people to look through the repo at https://github.com/chicagodave/sharpee/ and submit issues or feature requests or just visit https://sharpee.net/. The site is slightly out of date. I'll update it when we finish this last bit of zifmia work and update the npm packages too.

One request I'd like to implement is alternate language file/parser pairs. Might require some pair programming with someone savvy, but I don't think that would be a ton of work.


Renga in Blue

PRISM: The Atari Version

(Continued from my previous posts.) Curses, foiled again! The review that mentions PRISM (Creative Computing, May 1983) only lists the game for Apple II, and PRISM barely got any mentions later, so I didn’t even think about a second port until Atarimania asked in the comments about it. To be fair, that version is rare […]

(Continued from my previous posts.)

Curses, foiled again!

The review that mentions PRISM (Creative Computing, May 1983) only lists the game for Apple II, and PRISM barely got any mentions later, so I didn’t even think about a second port until Atarimania asked in the comments about it. To be fair, that version is rare enough it gets a perfect 10 from its Atarimania listing. Given there are three eBay listings of the Apple II version right now as of this writing (one, two, three) I think it likely the Atari version didn’t sell as well.

After some emulator issues I did get the game to work, and there are enough differences it’s worth downloading the set if you’re trying to work out PRISM in earnest. For now, I’m going to put all the art-screenshots (but not the text-screenshots, which you can find in the file if you want to delve for cryptograms or whatnot).

Just to make clear what I mean by differences, here’s the first screen of the Apple version…

…and the first of the Atari version.

PIMS are a different color than the R, which is not the case for the Apple II version. I had been thinking of the exact colors of the letters as highly significant, but maybe not. (Or the puzzle is broken on one platform but not the other!)

Here’s the remainder of the images, including a brand-new image for Atari (you’ll know it when you see it).

One last observation is the sound is different. The opening of the Atari version has a better melody, and there’s no “random music” going on at the XXXVI picture.

If nothing else, this clears up the squinting I was doing at some of the Apple II screens trying to see if the “noise” meant anything (that doesn’t even appear in the Atari shots). I don’t know what to think about the color changes. Look at the tree: it’s TRE + T now! If you consider just the blue letters, you get T from that page plus UNA from the last page. The only time red appears is the “R” at the start.

Coming up: some TRS-80 Color Computer games which should hopefully be less trouble!


The People's Republic of Interactive Fiction

October 2025 Post Mortem

The People’s Republic of Interactive Fiction convened on Monday, Oct. 27, 2025 over Zoom.  JP Tuttle, Hugh,  Matt Griffin, zarf, Josh Grams, Michael Stage attended. Note: Thank you to Michael Stage for taking the notes and photo (edited by Angela). A somewhat impromptu October meeting was held on the 27th, with several members able to attend: JP Tuttle,

The People’s Republic of Interactive Fiction convened on Monday, Oct. 27, 2025 over Zoom.  JP TuttleHugh,  Matt Griffinzarf, Josh Grams, Michael Stage attended. Note: Thank you to Michael Stage for taking the notes and photo (edited by Angela).

A somewhat impromptu October meeting was held on the 27th, with several members able to attend: JP Tuttle, Andrew Plotkin, Matthew Griffin, Hugh, Brad Wind, Joshua Grams, Henry Kay Cecchini, and Mike Stage.

A highlight of the meeting was an appearance by the author of Saltwrack, Henry Kay Cecchini (https://antemaion.itch.io/saltwrack or https://ifdb.org/viewgame?id=vg3uvt6bx9grqwtp). Henry joined us to discuss writing the game after seeing it mentioned in a previous meeting, as it was a favorite of some of our members for IF Comp 2025, where it came in 4th place (https://ifcomp.org/comp/2025). Henry also teased that a new version may be coming, and also a Spring Thing-type more visual game in a VN direction, involving a mad prophet and an underground labyrinth.

This segued us into discussing the merits of long and short games, and the practical need for short games in competitions.

For the second half of the meeting, Hugh showed off recent experiments using AI to help transform game outlines and story treatments into game code, and how he trained several different AIs to try to write in the language he was using. Sticking to pretty simple story outlines of fairy tales, and feeding in a kind of manual for the coding, Hugh told us about how Gemini, Claude and ChatGPT did making toy length games: full marks, some bugs, and hopeless, respectfully. We were surprised to hear that he could get compilable code out almost immediately in a number of cases, even for stories with some branching and variables.

The funny parts of course were where the AI was given freedom to generate it’s own versions of what, say, a “good”, “bad”, or “neutral” ending should be — and things like just not selling the cow and getting the magic beans for a beanstalk, or not selling the cow and just running out of money — were things the AI thought were fine, as we might expect. AI is not good at being witty or funny, either.

We finished up with some more discussion about AI and games, asking AI to play games as a way to test, and how that might differ from some of the mathematical ways of testing games, which there was a talk about at Narrascope (on Yarn Spinner) or which some of us had done ourselves writing our code to test (Zarf).

Honorable mentions:
In some context, Geoffrey Golden’s game “Fix Your Mother’s Printer” came up (https://geoffreygolden.itch.io/fymp), to which we thought a real-life inspired sequel “Fix Your Own Printer” is due.