text games

from-infocom-to-80-days:-an-oral-history-of-text-games-and-interactive-fiction

From Infocom to 80 Days: An oral history of text games and interactive fiction

Zork running on an Amiga at the Computerspielemuseum in Berlin, Germany.

Enlarge / Zork running on an Amiga at the Computerspielemuseum in Berlin, Germany.

You are standing at the end of a road before a small brick building.

That simple sentence first appeared on a PDP-10 mainframe in the 1970s, and the words marked the beginning of what we now know as interactive fiction.

From the bare-bones text adventures of the 1980s to the heartfelt hypertext works of Twine creators, interactive fiction is an art form that continues to inspire a loyal audience. The community for interactive fiction, or IF, attracts readers and players alongside developers and creators. It champions an open source ethos and a punk-like individuality.

But whatever its production value or artistic merit, at heart, interactive fiction is simply words on a screen. In this time of AAA video games, prestige television, and contemporary novels and poetry, how does interactive fiction continue to endure?

To understand the history of IF, the best place to turn for insight is the authors themselves. Not just the authors of notable text games—although many of the people I interviewed for this article do have that claim to fame—but the authors of the communities and the tools that have kept the torch burning. Here’s what they had to say about IF and its legacy.

Examine roots: Adventure and Infocom

The interactive fiction story began in the 1970s. The first widely played game in the genre was Colossal Cave Adventure, also known simply as Adventure. The text game was made by Will Crowther in 1976, based on his experiences spelunking in Kentucky’s aptly named Mammoth Cave. Descriptions of the different spaces would appear on the terminal, then players would type in two-word commands—a verb followed by a noun—to solve puzzles and navigate the sprawling in-game caverns.

During the 1970s, getting the chance to interact with a computer was a rare and special thing for most people.

“My father’s office had an open house in about 1978,” IF author and tool creator Andrew Plotkin recalled. “We all went in and looked at the computers—computers were very exciting in 1978—and he fired up Adventure on one of the terminals. And I, being eight years old, realized this was the best thing in the universe and immediately wanted to do that forever.”

“It is hard to overstate how potent the effect of this game was,” said Graham Nelson, creator of the Inform language and author of the landmark IF Curses, of his introduction to the field. “Partly that was because the behemoth-like machine controlling the story was itself beyond ordinary human experience.”

Perhaps that extraordinary factor is what sparked the curiosity of people like Plotkin and Nelson to play Adventure and the other text games that followed. The roots of interactive fiction are entangled with the roots of the computing industry. “I think it’s always been a focus on the written word as an engine for what we consider a game,” said software developer and tech entrepreneur Liza Daly. “Originally, that was born out of necessity of primitive computers of the ’70s and ’80s, but people discovered that there was a lot to mine there.”

Home computers were just beginning to gain traction as Stanford University student Don Woods released his own version of Adventure in 1977, based on Crowther’s original Fortran work. Without wider access to comparatively pint-sized machines like the Apple 2 and the Vic-20, Scott Adams might not have found an audience for his own text adventure games, released under his company Adventure International, in another homage to Crowther. As computers spread to more people around the world, interactive fiction was able to reach more and more readers.

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cryptmaster-is-a-dark,-ridiculous-rpg-test-of-your-typing-and-guessing-skills

Cryptmaster is a dark, ridiculous RPG test of your typing and guessing skills

A different kind of text adventure —

Ask a necromancer to lick a shield. Type out “HIT,” “YELL,” “ZAP.” It’s funny.

Cryptmaster screenshot showing the player typing out

Enlarge / Sometimes you gotta get your nose in there to remember the distinct aroma of 1980s RPG classics.

Akupara Games

There are people who relish the feeling of finally nailing down a cryptic clue in a crossword. There are also people unduly aggravated by a puzzlemaster’s puns and clever deceptions. I’m more the latter kind. I don’t even play the crossword—or Wordle or Connections or Strands—but my wife does, and she’ll feed me clues. Without fail, they leave me in some strange state of being relieved to finally get it, yet also keyed up and irritated.

Cryptmaster, out now on Steam, GOG, and Itch.io for Windows, seems like the worst possible game for people like me, and yet I dig it. It is many things at once: a word-guessing game, a battle typing (or shouting) challenge, a party-of-four first-person grid-based dungeon crawler, and a text-prompt adventure, complete with an extremely goofy sense of humor. It’s also in stark black and white. You cannot fault this game for a lack of originality, even while it evokes Wizardry, Ultima Underground, and lots of other arrow-key-moving classics, albeit with an active tongue-in-cheek filter.

Cryptmaster announcement trailer.

The Cryptmaster in question has woken up four role-playing figures—fighter, rogue, bard, and wizard—to help him escape from his underground lair to the surface, for reasons that must be really keen and good. As corpses, you don’t remember any of your old skills, but you can guess them. What’s a four-letter action that a fighter might perform, or a three-letter wizard move? Every time you find a box or treasure, the Cryptmaster opens it, gives you a letter count, then lets you ask for clues. “SMELL,” you type, and he says it has that wonderful old-paper smell. “LOOK,” and he notes that there are writings and drawings on one side. Guess “SCROLL,” and he adds those letters to your characters’ next ability clues. Guess wrong, well, better luck next time.

  • Okay, so none of my characters can get really good prices through group buying, got it.

    Akupara Games

  • Gelatinous cubes, of course, but this one makes you think on the fly about which verbs you can use.

    Akupara Games

  • A lot of the characters in Cryptmaster are, well, characters.

    Akupara Games

  • In case you didn’t get enough word games from the main gameplay, there is a mini card game you can play with its own letters-and-words mechanics.

    Akupara Games

  • Uncovering more verbs reveals more of your dead characters’ past lives.

    Akupara Games

Once you’ve got a few verbs, you’ll want to learn them and figure out how they fit together, because you’ll have to fight some things. Combat is all about typing but also remembering your words and juggling cooldowns, attack, defense, and ability costs. Strike with your fighter, backstab with the rogue, fling a spell from the wizard, and have your bard reset the fighter’s cooldown, all while a baddie very slowly winds up and swings at random party members. Some fights can be avoided by maneuvering around them, but successful fights also let you choose another letter to potentially reveal new verbs. Apologies for the somewhat vague descriptions here, but I’m trying not to give away any words.

There are a few other mechanics to learn, like smashing wall-crawling bugs to gather their ability-powering essence, and defiling shrines to better suit your undead needs. But let’s talk about the Cryptmaster. Saying the character is “voiced” by the game’s writer and co-designer, Lee Williams, truly undersells it. As with some of the best adventure games, Williams and coder/designer/artist Paul Hart have anticipated so, so many things you might type in when prompted to guess, ask, or interact with their gloomy little world. Maybe there’s a point at which the Cryptmaster—a far more dour version of the HBO Cryptkeeper eternally disappointed in you—stops being surprising in his responses. I have yet to find it after a few hours of play. (How the team pulled off such a huge response range is detailed in an interview at Game Developer.)

Go ahead and recapture some of your childhood sense of wonder: Swear at the Cryptmaster. You won’t be disappointed.

You can play the game in turn-based mode, removing the pressure of remembering and typing out actions, but it’s not the recommended setting. While I played with only typing and relished the chance to give my mechanical keyboard a workout, you can also play with voice prompts. If you’re not sure if this is the kind of game for you, there’s a free demo on Steam that should clue you in.

Was that a pun? Maybe. Cryptmaster gave me a bit more appreciation for word-guessing games—the kind with enjoyments that are not easily, shall we say, spelled out.

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40-years-later,-kontrabant-2-for-zx-spectrum-is-rebroadcast-on-fm-in-slovenia

40 years later, Kontrabant 2 for ZX Spectrum is rebroadcast on FM in Slovenia

Cassettes are back, baby —

Celebrating radio waves, magnetic tape heads, and smuggled 8-bit computers.

Kontrabant 2 title image on ZX Spectrum

Enlarge / In 1984, the year 2000 was so promising, students made entire games promising to take you there.

Radio Student

Software is almost impossibly easy to download, distribute, and access compared to 40 years ago. Everything is bigger, faster, and more flexible, but there’s a certain charm to the ways of diskettes and cassettes that is hard to recapture. That doesn’t mean we can’t try.

By the time you read this, it’s likely that Kontrabant 2 will have already hit the airwaves on Radio Študent in Slovenia. At 9: 30 pm Slovenia time (UTC+2 in Daylight Savings Time), if you are tuned to 89.3 FM, hitting record on a cassette tape will capture a buzzing sound that will run until just over 50KB have been transmitted. If all went well, you can load the tape into your working ZX Spectrum or bring it to the Computer History Museum in Slovenia and use theirs to try it out.

<em>Kontrabant 2</em> box art.” height=”388″ src=”https://cdn.arstechnica.net/wp-content/uploads/2024/05/kontrabant3.jpg” width=”324″></img><figcaption>
<p><em>Kontrabant 2</em> box art.</p>
<p>Radio Student</p>
</figcaption></figure>
<p>It’s the 40th anniversary of <em>Kontrabant 2</em>, which was originally published by Radio Študent, both in physical copies and in similar over-the-air fashion. The game is in Serbian, as it was originally made for what was then Yugoslavia, for ZX Spectrums mostly smuggled in from Western Europe. Smuggling was something that lots of Yugoslavs did, in somewhat casual fashion, and it inspired <em>Kontrabant</em> and its sequel, text adventure games with some graphics.</p>
<p>That I understand any of this is thanks to Vlado Vince, a Croatian/Yugoslavia native who wrote about Yugoslavian adventure games for a Spanish magazine, Club de Aventuras AD, and <a href=reposted it on his personal site. Kontrabant, which is text-only, has the player travel about the country (“and beyond!”) to collect all the parts of a ZX Spectrum. You meet famous smugglers from Slovene history, get a picture of yourself so you can leave the country for certain parts, and at one point obtain an Austrian porn magazine, which, in typical adventure game style, is later traded for something else.

A Kontrabant 2.” height=”720″ src=”https://cdn.arstechnica.net/wp-content/uploads/2024/05/kontrabant1.png” width=”960″>

A “Yugosaurus” in Kontrabant 2.

Radio Student/Vlado Vince

Kontrabant 2, from 1984, added the kinds of garish colors and flashing graphics that ZX Spectrum enthusiasts can recognize from a hundred yards away. This time you’re trying “to make your way to the year 2000 and to the amazing computers of the future,” Vince writes, and the game layers in political and social subtext and critiques throughout the journey. Also, the original Radio Študent cassette tape version had punk rock songs by “the Kontra Band” on it, which is neat as heck.

Kontrabant and its sequel were written by Žiga Turk and Matevž Kmet, students at the time, who are talking about the games and the times at the Computer History Museum Slovenia today. If you have a chance to visit that place, I think you should do so, given the impressive number of working vintage computers listed. Turk would go on to found Moj mikro magazine, a monthly computer magazine running from 1984 to 2015. He started the Virtual Shareware Library, which later became shareware.com (now a Digital Trends site I don’t quite recognize), and WODA, the Web Oriented Database. He’s now a professor of construction informatics in Ljubljana, Slovenia.

You can play Kontrabant 2 on the Internet Archive’s emulator if you can read or translate Serbian and understand the text prompts. YouTube lacks a playthrough of the game with graphics, though a later port to a native platform, the Iskra Delta Partner, is available in Apple-II-ish green-on-black.

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