The Lurking Horror [Infocom >RESTART]

IFDB page: The Lurking Horror
[This review contains many major spoilers for The Lurking Horror. Also, I wrote an introduction to these Infocom >RESTART reviews, for those who want some context.]

After playing the ten games I’d initially mapped for our Infocom journey, Dante and I did play one more. This time, we were following a chain of interest for him. I’ve mentioned before that Dante’s favorite author is N.K. Jemisin. At the time of our Infocom odyssey, Jemisin’s latest book was The City We Became, which is a riff on (among many other things) H.P. Lovecraft, taking into account not just his otherworldly imaginings but also his racism, sexism, and general paranoia.

To help Dante understand the broader context behind Jemisin’s work, I gifted him a volume containing all of Lovecraft’s fiction. After he’d cruised through that, I just happened to mention that there was a Lovecraft-y Infocom game, should he be interested. He was!

Thus, we dove into The Lurking Horror, Infocom’s alchemical combination of a college game and a Lovecraft homage. I have strong, scary, and wonderful memories of playing this game myself, freshman year of college. I was at NYU, sick with a bad cold on Halloween night, and therefore alone in my dorm while everybody else was out at the Greenwich Village Halloween Parade. I wasn’t tired enough to sleep, and I’d never gotten that far in The Lurking Horror, so I fired it up and played for hours, orange letters glowing against black on my 1988 monochrome monitor. I vividly remember encountering its eerie scenes, and how the game salvaged my otherwise disappointing Halloween.

Returning to the game with Dante in 2021, we saw almost immediately how the passage of time had warped some of its initial atmosphere:

>x terminals
This is a beyond-state-of-the-art personal computer. It has a 1024 by 1024 pixel color monitor, a mouse, an attached hard disk, and a local area network connection. Fortunately, one of its features is a prominent HELP key. It is currently turned off.

Oh how this passage rings with unintentional comedy now. I mean, when I was playing in 1988, a color monitor still seemed pretty fancy, but now? Not so much. Same with a mouse, an “attached” hard disk, a local area network, and a 1024 by 1024 pixel display. That display also prompted this exchange:

Dante: Isn’t that a square?
Me: Yes, computer monitors used to be squares.
Dante: WHAT?!?

And yes, I did say 2021 above. It’s taken me so long to get to this post that Dante himself is now in college!

>EXAMINE STONE

The Lurking Horror is a Dave Lebling creation, and as with Spellbreaker, it’s a clinic on interactive fiction writing and design. In particular, this time around I was deeply impressed by Lebling’s use of objects to bind and further threads of the game at various layers, from tone to theme to puzzles.

Take the smooth stone, for instance. I’d argue that it’s one of the best, most effective objects in any Infocom game, doing multiple kinds of work at once. First, it’s a vital weapon against some of the otherworldly threats that the PC faces. As such, it’s useful at several different points in the game, cropping up in the plot rhythmically, like a heartbeat.

Cover to The Lurking Horror

We’re trained in the very beginning of the game that there’s a connection between freaky monsters and this stone, but we don’t get to actually throw the stone at the monster in that initial dream sequence. Thus, when we actually do get to throw it at a monster, the action is that much more satisfying. For us, that was the maintenance man — we knew the stone was powerful when it left a burn mark on his forehead. Unfortunately, it didn’t actually vanquish him.

Next was the dark flier that attacks us in the weather observation dome. Here, the stone doesn’t leave a mark — in fact it goes through the creature entirely — but the monster reacts nevertheless, retreating when we throw the stone inside, and following the stone over the edge when we throw it outside. For the first time, the stone is the answer to a puzzle, and thus its significance builds further.

Threats like the rats and the professor aren’t otherworldly, so the stone doesn’t work on them, which further helps define its purpose, and also sets up one of the game’s best one-off jokes:

>throw stone at professor
You miss. (Now you know why few technical schools make it to the Rose Bowl.)

Finally, at the climax of the game, it’s the smooth stone that is the key to victory — and perhaps a sequel? Thus Lebling uses the smooth stone object to create a unity, tying the beginning of the game to its end.

That’s not all, though. There’s a symbol scratched on the stone, described in Lebling’s signature combination of evocation and understatement: “The symbol, on close examination, appears to have been carved into the smooth stone, perhaps with a claw. The symbol is like nothing you’ve ever seen, and yet somehow you know it has meaning.” Lebling uses the power of text here in just the same way Lovecraft did — evoking “the undescribeable” in a way no illustration could possibly manage. That symbol is also a recurring theme, appearing in such places as the Chinese food carton, the rat brand, the altar, and the tattoo on the mummified hand.

Every time we find one of these symbols, there’s a sense of the walls closing in, as whatever unholy truth it signifies invades our world from another direction. The COMPARE verb is golden here, though sometimes there can be a bit of awkwardness getting the game to understand what we mean. When it does, though:

>compare carved symbol to tattoo
Allowing for the different media in which the symbols are executed, they are identical.

That’s good for a chill.

Most important of all, the stone functions as a symbol itself. We slip into an eerie dream, find the stone, and then when we wake up, the stone is there in our hand. Thus it represents the intrusion of the unconscious world of dreams into the waking world — our first definitive evidence that something uncanny is happening. That’s the essence of Lovecraftian horror — the sense that the dimensional barriers have become weak, and that unspeakable abominations from beyond are creeping into our ordinary world.

To throw these supernatural elements into sharp relief, Lebling employs a deep naturalism throughout many other parts of the game. Settings like the elevator, the computer lab, and the snowy streets are utterly ordinary, setting us up to be that much more shocked when we encounter eerie presences that don’t belong.

Image from the back cover of the game, showing the disk and feelies including the GUE ID card and the "GUE at a Glance" guide.

>ANALYZE PUZZLES

That naturalism works through to the puzzles too, such as the very satisfying and logical puzzle of the maintenance man. There’s glass you can’t safely shatter and reach through without some kind of protection — thus the electrician’s gloves, which themselves quite reasonably crop up in a technical storage area. There’s a cord that must be severed — hence the fire axe behind the glass. To stop the zombie you must take advantage of its clumsiness — hence the floor wax, which of course the janitor would have. All of it feels perfectly natural and logical, letting us use the ordinary objects of our world against something that shouldn’t be in it.

Just as we use the maintenance man’s floor wax against him, so too do we find other objects that strike ironic counterpoints as they become puzzle solutions. There’s a sacrificial knife which helps save us from becoming a sacrifice. The urchin steals bolt cutters, which we liberate and then use to free the other urchins. Sure, they’re puzzle solutions, but they also deepen the theme and the mood when they tie story elements together, feeling not just correct for the puzzle but incredibly apt for the entire fiction. These marvelous grace notes show the hand of the master at work.

It’s also a brilliant choice to make the PC explicitly a technology-oriented student at a technology college. In contrast to the fantasy trappings of the Zork and Enchanter games, this PC-as-techie feels very grounded in our world, carrying around things like a crowbar and a flashlight. A tech focus helps solve many of the puzzles, and it also throws into sharp contrast the deeply non-technological Lovecraft aesthetic, providing a background against which the slithering and undulating monstrosities feel even more alien.

Speaking of the crowbar, can we just give a shout-out to the crowbar for a second? I love having a crowbar in an IF game. Moments like this made us cheer:

>remove manhole cover
You can't get a good grip on it; it's heavy and in a steel ring; impossible to just drag it away.

>pry cover with crowbar
You lever the manhole cover aside, and crusted dirt falls into a dark, partly obstructed hole below.

Same with opening the steam valve at just the right time to cook the attacking rats. But by far my favorite use of the crowbar is in my favorite puzzle of the game: the elevator/chain puzzle. This is a beautiful piece of IF design — so well-done that it’s one of the main things I remembered, 30 years on from my first playthrough of The Lurking Horror.

In that playthrough, I figured out how to get into the elevator shaft pretty early on — using the crowbar not just to open the doors but to hold them open, which is what makes this puzzle such a great use of that object. Once that was done, though, it took me for-EVER to figure out how to secure the chain. I seem to recall having a conversation with my dad that helped light the way. In our playthrough, it took a very long time for Dante to think to pry open the elevator doors, but once he did and found the chain, the notion of padlocking it occurred to him in pretty short order.

Again, the entire thing is a highly mechanical solution, engineering a combination of tools in conjunction with each other to achieve the desired effect. I’ve written in the past about how location descriptions inevitably act as a determining factor for the viewpoint character, but here’s an instance where well-crafted puzzles are doing the same. The kind of applied scientific and mechanical knowledge necessary to traverse this game seems like just the sort of thing MIT sorry, GUE Tech would want to be teaching.

While the PC is clearly a techie, the hacker is probably the best emblem in the game of tech school culture. At first, he seems pretty much like a stereotype, albeit a funny and well-implemented one. He sets up the initial narrative drive by telling the PC to search for the Lovecraft server in the Department of Alchemy, and enacts a typical IF NPC function of “give x to get y”.

Cover of G.U.E. at a Glance: A Guide for Freshmen.

However, the hacker appears again at the climax, and this time he has agency. He’s pursued his own investigation, having a parallel adventure that begins… whenever the player last left the computer lab. He becomes heroic in this scene, which makes his subsequent possession all the more horrifying. What’s more, he’s discovered that the stakes are much higher than just GUE Tech: “That thing there, whatever it is, and those wires, are interfaced to the whole campus net. And that means it’s tied into all the nets, commercial, government, even military, potentially.” The threat is now a synthesis of eldritch and modern — the horrors from beyond infecting the levers of power in our world.

Consequently, the solution must combine magical and technical elements as well. The PC hacks apart a power line with an axe, but only because a magically animated hand has shown the underwater location of the line. We use electricity from that power line to damage the beast, but its final defeat comes from the mystical smooth stone. And we were happy to see the hacker back on his feet in a final moment, rationality and science triumphing (albeit exhausted) over irrationality and the demon-haunted world at last, just as it did in the end of Spellbreaker.

>SEARCH IMPLEMENTATION

How about the engineering of the game itself? Well, it has its moments. I was quite impressed in the opening scene that even though there’s an assignment in the PC’s inventory, “click paper” knows just what to do:

>click paper
You click the box for your paper, and the box grows reassuringly until it fills most of the screen. Unfortunately, the text that fills it bears no resemblance to your paper. The title is the same, but after that, there is something different, very different.

Of course, I figured out later that this is because you can’t call the assignment a paper, even though it’s specifically described as “Laser printed on creamy bond paper.” (Another funny moment of what was cutting-edge in the 80s feeling quaint now.) Not to mention, the text implementation of the of the computer’s GUI, with its many boxes, leads to this awesomely anticlimactic moment in the final scene, a tightly timed scene which demands so much repetition that you may forget to step into the right room before trying to open the electrical panel box:

>open box. unscrew coax.
You see no YAK editor.
You can't see any coax here.

Another great bit of unintentional comedy came up when we tried to get ourselves out of the forklift:

>turn on lights
You can't reach the light from within the forklift.

>exit
Please use compass directions instead.

>out
You can't go that way.

>disembark
You are now on your feet.

Good thing we remembered our lessons from the boat in Zork I! Okay, I guess I said “it has its moments” and then went straight into bloopers. So let’s look at some genuine hits.

The Lurking Horror was mid-to-late-period Infocom, and we can see some notes of kindness creeping into the house style, even in this horror game. For example, the door south from the Infinite Corridor warns us before going through:

>s
Remember, this is one of the doors that's always locked at night. You won't be able to get back in if you go out.

This could have been handled by a sign on the door, but instead the parser itself intervenes, with an “are you sure?” style message. Of course, we can still go through! And then freeze to death. But that’s fair enough, given the warning, and much fairer than earlier games would have been.

The game also features some nice object description handling, to adjust to interactions that change their state:

>cut slime with knife
The knife touches the curtain, and immediately some of the slime attacks, flowing almost intelligently onto it. The knife is now covered with slime.

>x knife
First, it's covered with slime. This small knife is clean, sharp, and has a long, thin blade and a wooden handle. Only the tip of the blade appears at all dull or used.

“First, it’s covered with slime” is an accurate — and amusing — way to keep the game’s object descriptions consistent with the change in state enacted in the previous command. Also, hat tip to the evocative description indicating that only the tip of the blade is used — a fantastic way to convey “this is a stabber”.

Finally, there are some nice little touches with randomized text. The elevator graffiti is a great example — various snippets that convey the university’s culture, including “I.H.T.F.P.”, which I had to look up. Also, there’s a bit in the death message that says, “something gnawing on your nose thinks it’s pretty wonderful”, except that the body part changes at random — ears, tongue, fingertips, and so forth. That’s kinda fun.

We saw that death message an awful lot, because there are a couple of pretty tightly timed and unforgiving action sequences in the game: the attempted sacrifice with the professor and the aforementioned final scene. I’m of two minds about this approach. On the one hand, it can be very tedious to run through the same scene over and over again, making tiny adjustments each time. On the other hand, making the timing so unforgiving created a huge sense of triumph when we were actually able to thread the needle. Given the horror genre, this might still be the best way to pull off the “narrow escape” trope in IF.

And because this is a horror game, I’ve saved the most horrifying parts for last. Behold, if you dare:

  • There’s a sleep timer. And going to sleep kills you. Granted, there’s a mitigation available — the Coke bottle — but that’s a finite resource that only delays the end.
  • There’s a light limit, without any mitigation. You run out of light, you gotta start over.
  • There are TWO kinds of inventory limit — the typical Infocom double whammy of “you’re carrying too many things” and “your load is too heavy.” And of course, getting low on the sleep timer makes the latter limit even stricter. This was especially painful in the final scene, when we kept figuring out things we needed, and had to trundle all the way back through the maze to pick up whatever item from the room where we’d piled everything up.
  • Did I mention that there’s a maze? There’s a maze.

As is pretty much always the case with these Infocom games, we had to restart in order to optimize our playthrough against the game’s timers, in this case both light and sleep. Who know that when I named this the “Infocom >RESTART project”, it would play out so literally? Not a fun way of extending the game’s playtime.

Speaking of “not a fun way to extend the game’s playtime”, a maze — no matter how thematic or atmospheric — is still a goddamned maze. There is no intellectual pleasure to solving this kind of puzzle, just sheer bloody-mindedness. Now, it turns out that there’s a mitigation for this one as well, and I found it when I played the game as a college student. However, Dante and I did not find it, and in the meantime I’d forgotten about it, so we had to map the maze the grueling, old-fashioned way. Both tortuous and torturous.

These are artifacts of old-school IF, the kind that Infocom was evolving through during their history. It’s too bad they were still lingering on for the creation of this game, because otherwise it is absolutely stellar. Still, what’s a Lovecraftian tale without an infestation from things that simply SHOULD NOT BE?

PAX East Part 2: There’s More At The Door [Misc]

[I originally posted this on my other blog, >SUPERVERBOSE, way back when it was on livejournal. It’s the third in a series of posts about my visit to PAX East 2010, which was life-altering in a good way. I’ve cleaned up the text ever-so-slightly and the links ever so much more.]
*************************
After some suite chat, 2:00 rolled around, which was the time PAX was officially supposed to open. So a large contingent, myself included, headed con-wards. My first and most lasting impression of PAX is: PEOPLE. People, people, and also, more people. Behind them are other people, who block your view of the people already inside, and if you turn around, you can see a long line of people, stretching back farther than you can see. I feel like if I’d missed my plane, I could probably have walked a couple of blocks from my house in Colorado and gotten in line for the PAX keynote with Wil Wheaton. Good lord, there were a lot of people.

Serious luck was on my side, as I had Rob Wheeler along to act as my Virgil through the utterly overwhelming and confusing human ocean that was the PAX entrance. He’d attended the Seattle PAX the previous Fall, and had also scoped out the scene beforehand to pick up his Speaker badge. (More about that later.) He helped me navigate my way into a long entrance queue, along with Sarah Morayati, a very friendly (and talented, I later discovered) woman who came on the scene in the last few years.

Meeting Sarah was my first taste of a feeling that was to get very familiar over the next couple of days. I am, I discovered, Unfrozen Caveman IF Guy. It’s as if I’ve been in suspended animation for the last five years, and I thawed out at PAX, like Captain America looking up at the Avengers and thinking, “Who are you guys?” When Dante was born in 2005 (and really, a little before, as we were preparing for his arrival), I withdrew pretty thoroughly from the IF scene. I handed SPAG over to Jimmy Maher, I pretty much stopped writing reviews, I stopped reading the newsgroups, and I stopped visiting ifMUD. There have been exceptions here and there — my review of 1893, for instance, or my work with Textfyre — but for the most part, I have been absent. It turns out that a lot can happen in five years! I’m excited but a bit overwhelmed at how much there is to catch up on.

Speaking of overwhelming, when the line finally moved into the convention proper, we quickly heard that we wouldn’t make it into the keynote. We connected up with Stephen, and headed into the expo hall. This is about the point when sensory overload started attacking my brain cells, making it impossible for me now to retrieve my memories of who was where when. I know there was a group of us, and we met up with another group, and Mark Musante was there, and Jacqueline Ashwell was there, and Iain Merrick was there, and Dan Shiovitz was there, other people I don’t know very well were there, and probably lots of others I do but everything is blurring together because have I mentioned that good god there were a lot of people?

In the expo hall, there was also a lot of noise and sound. Wait, make that A WHOLE GODDAMNED LOT OF NOISE AND SOUND!!! And people. Of course. We watched Rob play Dante’s Inferno, which apparently involves Dante kicking lots of ass and not, as someone pointed out, fainting a lot, the way he does in the book. We watched Stephen play some game that involves falling and is impossible to Google because its name is something like “AaaaaAAaaaAAAAaaAAAAAa!!!!” We saw lots of booths and bright colors and LOUD SOUNDS and so forth. You get the idea.

After some time, I went with a subgroup of people to attend a 4:00 panel called “Design an RPG in an Hour.” It was crowded! I ended up leaning against the back wall. The panel was more or less like improv comedy, except take out the comedy and put in its place boilerplate RPG elements. What will our setting be? What is the conflict? Who are the protagonists and antagonists? What are their special traits? (i.e. What will their stat categories be?) It was pretty well-done, albeit dominated by what Stephen accurately termed “goofy high-concept stuff” from the audience. For instance, the guy shouting out “talking dinosaurs!” got a round of applause. I was happy to be there in any case, because there was a 5:30 panel on IF that would be in the same room, so I figured we’d stake out the good seats.

Now, this is a very cool thing. Some IF community folks pitched the idea of a PAX panel called “Storytelling in the World of Interactive Fiction,” and to our general delight, the PAX organizers made it part of the official con schedule! Going to this panel was one of the main reasons I wanted to come to Boston. So when it became apparent that PAX enforcers would be doing a full room sweep to prevent the very camping behavior I was counting on, it was time to make a new plan — and apparently, there was quite a line forming. So we snuck out before the panel ended to get in line.

And my goodness, it’s a lucky thing we did. When I first saw the room, I couldn’t imagine how we’d fill it with people wanting to hear about IF. But after we took our seats (which were quite good), people started to flow in. And then more came. And then more. The chairs: filled. The walls: filled. The aisles: filled.

THEY WERE TURNING PEOPLE AWAY.

I get chills again as I write it. I mean, I’m very sorry for the people who got turned away. I met several of them over the course of the weekend, and they were quite disappointed. But holy shit, what hath PAX wrought when we can cram a huge room with people interested in our medium, with tons more hoping to get in? It was stunning, absolutely stunning.

The panel itself was great. It consisted of some of our best: Emily Short, Andrew Plotkin, Robb Sherwin, Aaron A. Reed, and Rob Wheeler moderating. I won’t try and recap the panel, except to say that it was wonderful to hear sustained, intelligent, live discussion of IF. The charming Jenni Polodna, another arrival during my years on ice, wrote some very thorough notes about it, and Jason Scott filmed it, so you’ll probably be able to see it yourself sometime. Which, if you were one of those turned away, might help a bit.

All I know is that at the end, I felt like I had a whole lot of games I needed to play.

Top 10 IF games to play if you’ve been in suspended animation for the last five years

1. Blue Lacuna by Aaron A. Reed

2. Violet by Jeremy Freese

3. The games of the JayIsGames IF Comp

4. Lost Pig by Admiral Jota

5. Make It Good by Jon Ingold

6. De Baron by Victor Gijsbers

7. Alabaster by a Emily Short and also a whole boatload of people.

8. The Shadow In The Cathedral by Ian Finley and Jon Ingold. [Hey, one I’ve played! I was even a tester for it!]

9. Floatpoint by Emily Short

10. Everybody Dies by Jim Munroe

About my 2004 IF Competition Reviews

2004 was a year of endings for me, in terms of my IF hobby. First, to my great relief, I was able to complete the final game in my Earth and Sky trilogy, and what would turn out to be my final competition entry. To my great amazement, that game ended up winning the 2004 competition, which was a fantastic way to go out.

In addition, 2004 was the final year where I attempted to review all the comp games, or at least all the comp games that weren’t written by known newsgroup trolls. There were a few different reasons for this, as I explained in a “postscript” post on rec.games.int-fiction. Those included some amount of burnout on my part, and my growing sense of guilt about the part I played in making the competition such a black hole at the center of the IF community’s galaxy. I alluded much more blithely to what was really the central fact behind it all: my life was changing. In November of 2004, I knew that my wife was pregnant, and that our child was expected in June of 2005. Reasonably, I didn’t see myself devoting 6 weeks in November of that year to hardcore IF playing and reviewing.

I don’t think I realized at the time just how much being a parent would completely consume my time and energy. I certainly didn’t realize at the time that I would also be starting a new job immediately after Dante was born. When I wrote that postscript, I expected that I’d still be playing and reviewing longer games even after leaving the comp crunch. Well, some of that happened, but for the most part, not so much. Dante’s birth marked my exit, more or less, from the IF community. I handed off SPAG to new editor Jimmy Maher, more or less withdrew from the newsgroups, and pretty much checked out of IF, at least until the 2010 PAX East convention where Jason Scott screened an early cut of Get Lamp.

Even after that, right up to now, my involvement has been sporadic. I don’t expect that to change anytime soon, though populating this blog has been a wonderful way to revisit those IF-heavy years of my life, and to spur me towards more reviewing ideas, such as the Infocom >RESTART project. More about that, and the future of the blog, after this last batch of comp reviews.

Comp04 was a great one to go out on, and not just because I won. There were some games I really loved, including the time-travel mindbender All Things Devours, the sci-fi drama Trading Punches, and my favorite of the year, a trippy psychological journey called Blue Chairs, whose protagonist happens to be named… Dante. Blue Chairs, incidentally, was written by Chris Klimas, who would go on to create Twine and therefore have the biggest impact on the competition since Whizzard himself.

That’s all in the future, at least the future of the guy who published these reviews on November 16, 2004 — one last big comp hurrah.

Zork I [Infocom >RESTART]

IFDB page: Zork I
[This review contains lots of spoilers for Zork I. I also wrote an introduction to these Infocom >RESTART reviews, for those who want a little context.]

Legends grow in the telling, and so it was with Zork in Dante’s mind. He had seen so many references to it, so much appreciation for it, that he had begun to think of it as some kind of platonic ideal for IF. Within minutes of playing, that expectation crashed against the reality of a vintage text game.

Instead of typing “X”, you have to type the full word “EXAMINE”. (Well, technically only “EXAMIN”, or even just “LOOK”, but nevermind — this was about 1980 IF breaking modern expectations.) Locations are almost immediately mazy, with pieces of the forest connecting in unexplained nonsensical ways to each other. The status line sports no handy exits listing, and when travel in a direction is blocked, it’s often blocked with no explanation. For every “Storm-tossed trees block your way”, there are dozens of “You can’t go that way”s.

In what became a running joke for our playthrough, many incredible things have the description, “There’s nothing special about the [incredible thing].” A non-exhaustive list of things about which Zork I claims there is nothing special: an elvish sword of great antiquity, a pile of mangled bodies, a painting of unparalleled beauty, Neptune’s crystal trident, a sceptre (possibly that of ancient Egypt itself), a beautiful jeweled scarab, a golden clockwork canary, and a solid rainbow complete with stairs and bannister. I had to explain to him that Zork was operating under a draconian space limitation — they simply didn’t have room to include descriptions for anything that didn’t directly contribute to a puzzle. For him, this limitation was almost unthinkable. I mean, it’s just text! How could they not have room for it?

Space limitations also show up in a lack of scenery objects, a problem that can manifest in a fairly benign form or a fairly malign one. For instance, in the Shaft Room, one sentence of the room description reads, “Constructed over the top of the shaft is a metal framework to which a heavy iron chain is attached.” Try EXAMINE FRAMEWORK and you’ll get the response, “I don’t know the word ‘framework’.” Fair enough, the framework apparently wasn’t implemented as an object. On the other hand, try EXAMINE METAL and you’ll get the much more problematic response, “You can’t see any metal here.”

This happens because elsewhere in the game, there are objects that legitimately can be referred to as “metal” — the metal ramp in the Cellar and the metal bolt in the Dam, for example. The framework isn’t implemented, though, so while it’s described as “metal” in the room description, there’s no game object in that room for the word “metal” to reference. This has the story-breaking result that you’re told there’s a metal framework in front of you, but also that there is no metal in the room. Our favorite manifestation of this:

Land of the Dead
You have entered the Land of the Living Dead. Thousands of lost souls can be heard weeping and moaning. In the corner are stacked the remains of dozens of previous adventurers less fortunate than yourself. A passage exits to the north.


>EXAMINE DEAD
You can't see any dead here!

Another modern feature that we missed awfully: UNDO. For instance, when you type OPEN EGG WITH WRENCH, and get a response which begins:

The egg is now open, but the clumsiness of your attempt has seriously compromised its esthetic appeal. There is a golden clockwork canary nestled in the egg. It seems to have recently had a bad experience…

…the natural response is to type UNDO. Oh how painful to receive the reply, “I don’t know the word ‘undo’.” Again, the microcomputers of 1980 couldn’t really have supported such a state-management function, at least not without sacrificing too much text and parsing capability. Instead, games of that era tried to make a virtue out of compulsive SAVEing, and called their game-closing responses part of the challenge. Seen from today’s perspective, they simply invoke the tedium of forcing a RESTORE, or worse yet a RESTART. Replaying up to the game-closing point isn’t challenging, just time-consuming.

Zork I logo, with the caption "Your greatest challenge lies ahead -- and downwards."

In what became a running theme of our Infocom replays, we had to restart Zork I. In fact, we had to restart it twice — the first time because our light source ran out and we hadn’t yet found a permanent one, and the second time, very far into the game, because we realized that we’d killed the thief early on through a “lucky” fluke, but we still needed him to open the jewel-encrusted egg. I ran both of these replays on my own — Dante had no patience for retreading miles of known ground just to get to something new.

All of these pain points served to illustrate clearly the distance that text adventures have come since 1980. I sometimes hear it argued that IF isn’t really all that different now from how it was in the Infocom days, but Dante’s experience with playing modern IF and then going back to Infocom puts the lie to that claim. I mean, yes, it’s still essentially getting a parser of limited vocabulary to cooperate with your traversal of a fictional world. Some of the parsing innovations we might have imagined arriving in 40 years have not come to pass — there’s no intelligent computer DM to respond reasonably to anything you type as it takes you through the dungeon. But as far as the moment-to-moment experience of playing a text game, the state of the art has improved a great deal.

The same is true of the puzzles, at least when it comes to the damned mazes. This was another area that I ran on my own — Dante was interested in the first few rooms of maze-mapping, where we’d drop an object, go a direction, and see whether we’d found a new room. But it just. Kept. Going. Hundreds of moves’ worth of this, painstakingly updating our Trizbort map as we went. This is a test of bloody-mindedness, not complex thought. Luckily, the thief didn’t confound us, due to his aforementioned dumb luck defeat. Still, the Zork maze was another perfect example of something that may have passed as fun in 1980, but could make no such claim today. Actually, make that the Zork mazes, as there’s another one in the Coal Mine, albeit not nearly so tortuous.

On the other hand, many of the puzzles have lost no sheen whatsoever. Flood Control Dam #3, for instance, is just as marvelous as always. There’s an aspect to it that is simply mechanical — figure out how to unlock it for changes, and then figure out what tool is needed to make those changes happen. But then once you make those changes, they imply new relationships and new attributes to various parts of the landscape. I was impressed to see that Dante intuitively grasped these implications, moving quickly not only to the emptied reservoir, but also to the quieted Loud Room, for instance.

In general, I was fascinated to see how he reacted to puzzles I remembered. He immediately grasped puzzles I remember struggling with, like the Loud Room, the Cyclops Room, and the deranged bat. On the other hand, we were quite a ways into our playthrough before he figured out to tie the rope to the railing, which I remember doing pretty immediately.

Dante’s intuition and experience led him more astray on the combat-style puzzles. He’d already embraced a different branch of retro gaming, having logged dozens of hours on Angband, but while Zork is no Angband, the inclusion of D&D-style combat very near the beginning of the game makes it seem as though there’s going to be quite a bit of overlap. Consequently, Dante snapped into the mode of looking for weapons and armor, evaluating the axe vs. the sword vs. the knife, etc., when that’s not really what Zork is designed for. This becomes especially apparent when you find what seems like a magic trident, except it can’t even be used as a weapon at all.

It makes historical sense to me why this randomized combat is in here — IF at the time was still in the shadow of Adventure, which in turn sat in the shadow of D&D. But the combat sits uneasily against the rest of the game, and Zork I‘s commitment to it is pretty half-hearted. The only fightable “monsters” in the game are the troll and the thief. Moreover, the fights with these monsters don’t expose any of the typical RPG mechanics — you can’t see numerical representations of attack, damage, or defense, and consequently you may not know that randomization is happening behind the scenes. The first time we fought the troll, we knocked him out immediately, which seemed like just what the game had “intended” — imagine Dante’s shock when next time around, the troll killed us! Unlike the elegance of most Zork puzzles, the randomized combat can contribute both to sudden losses out of the player’s control and to “lucky” wins that cut off victory. Both happened to us.

The opening screen of Zork I

Then there were those puzzles that we both had trouble with. I have a strong memory of playing Zork I as a kid and flailing around at the Entrance to Hades. I rang the bell, mostly out of sheer desperation, but could make no sense of the response. I was talking through the problem with my Dad when he asked me, “Hey, do you happen to have a book and a candle as well?” Well yes, but how on earth did you even come up with that question to ask? He explained to me then the cultural reference of “Bell, Book, and Candle”, which was entirely lost on me as a kid. Now I can report that the passing of a generation has made that reference no clearer, and Dante’s dad had to explain it to him.

Of all the Zork I puzzles, the gold coffin gained the most in my estimation from this revisit. The puzzle, for those who may not remember, is this: you’ve descended from a rope into a temple chamber. You cannot ascend back up the rope, as you drop from it into the temple and it ends several feet above your reach. The only exit from the temple is through a small hole in the floor, next to an altar. Within the chamber you find (among other things), a gold coffin. You can get through the hole with the other treasures you find, but if you try to take the coffin, Zork says, “You haven’t a prayer of getting the coffin down there.”

What to do? The failure message, along with the religious trappings of the room, hint towards the solution: PRAY. When you do that, this happens:

>PRAY
Forest
This is a forest, with trees in all directions. To the east, there appears to be sunlight.

The command instantly teleports you out of the underground altogether, along with all your possessions — including the coffin. Besides the puzzle being well-cued, it also has a quality of awe, possibly deriving from the suddenness with which everything changes from dark to light. There is no sweeping transition text, which almost any author (including me) would be tempted to put in today — just an instant shift with no explanation. That shift prompts a more mysterious feeling of religious wonder, at least in me — it’s immediately apparent that there are greater powers at work in this world than simply an adventurer manipulating mechanisms, and those powers do not care to explain or announce themselves.

That’s one of the magic moments of Zork I, and there are many. Another, for us, came at the Mirror Room, where we had visited many times and looked at our bedraggled image. That night, there was a thunderstorm outside while we played, and as we reached out to TOUCH MIRROR for the first time, two things happened simultaneously: Zork I said, “There is a rumble from deep within the earth and the room shakes” while outside there was a loud CRACK of thunder. I felt aligned with the universe at that moment.

In replaying this game and its successors, I’ve come to the conclusion that there are two fundamental things that make Zork special, and that are reliable sources of delight in subsequent Infocom games: moments of humor and moments of magic. Sometimes they are one and the same, or at least right alongside each other.

Consider, for example, inflating the boat. There’s a moment of satisfaction when you realize that the hand-held air pump connects to the valve on the pile of plastic, like finding two jigsaw puzzle pieces that connect to each other. That satisfaction turns to magic with the appearance of the boat, which suddenly recontextualizes parts of the landscape you’ve already seen. Rivers, streams, and lakes that once seemed like scenery have become pathways to traverse in this new vehicle, opening up new vistas of the map for exploration.

A partial map of the Zork I landscape, including the Frigid River

This is one of the best tricks that IF can pull — revealing a new dimension within a familiar situation, one which expands the possibility space of the entire game world. Previously ordinary aspects of the scenario jump to life with vibrant new potential, and the player sees everything fresh. In the case of the Zork boat, this exciting development comes with a laugh, as the boat contains a label reading:

!!!! FROBOZZ MAGIC BOAT COMPANY !!!!

Hello, Sailor!

[…and then some instructions for how to use the boat.]

Aside from the comical quality of the exclamation points and the capital letters, this label squeezes in two different running gags that thread through most of the series — “Frobozz Magic” products and the phrase “Hello Sailor”, introduced by the prayer book on the altar.

This the other source of pleasure in Zork and its progeny: unexpected unity. Both drama and comedy use the basic structure of a setup leading to a payoff, and that structure finds its place in text adventures as well. The very first underground location in Zork I, the Cellar, contains the bottom of a metal chute, too slippery to climb: setup. Many hundreds of moves later, we find a Slide Room — part of a coal mine containing “a steep metal slide twisting downward.” Of course, enter the slide and you find yourself back in the Cellar: payoff. In that moment, the game unifies two pieces of itself, yielding the satisfaction of a question answered.

In the case of Frobozz Magic products, the structure is more like a single setup leading to a series of payoffs, each building on the last through the long series of games. Each new appearance of these products, especially as they grow in ridiculous specialization, is a comedy callback that enriches the joke. Sometimes, as in the case of HELLO SAILOR itself, the payoff occurs several games away from the setup, and contains both drama and comedy. But more about that in a later post.

The ultimate (meaning both final and best) example of such unity comes when all the treasures are collected, and a voice whispers that there is one final secret. The map we find brings us back to the very first location of the game, encircling the experience in a great dramatic unity. I found the appearance of the secret path to the stone barrow unexpectedly moving, probably because it was a thrilling moment that I was getting to re-experience alongside Dante, while he saw it for the first time. As Zork I both wrapped itself up and invited us to further adventure, I couldn’t wait to continue delving further with him.

About the Infocom >RESTART Reviews

>INVENTORY started as a pandemic project. I’d known for a long time that I wanted to get my many comp reviews, and various others, off of my student website, but it wasn’t until the spring of 2020 that I found myself with the time and motivation to get this site started. My son Dante was 14 at the time, and all these new reviews, brought into the light, piqued his interest.

So he started reading, and learning about the 1990s IF cast of characters — Graham, Zarf, Rybread, and so forth. He also learned about IF history as it stood up to that point, and in particular how Infocom loomed large for all of us at that time. We’d talked about Infocom before — in fact, when he was five we played Zork together for about 45 minutes, resulting in much cuteness.

Meanwhile, revisiting those old reviews started to give me a hankering to spend some time in the Infocom worlds again. So I decided to replay some Infocom games, and Dante decided he’d like to join in. Because we (and a whole lot of IF-ers) started with Zork, I thought that’s where we could restart. I listed out what I think of as the 9 Zorkian Infocom games:

  • Zork I
  • Zork II
  • Zork III
  • Beyond Zork
  • Zork Zero
  • Enchanter
  • Sorcerer
  • Spellbreaker
  • Wishbringer

Then, to make it a nice even list of 10 games, I added Moonmist, more or less at random. It was a game I’d never finished, it seemed like it was going to be on the easier side, and it had a little historical significance, apparently, for being one of the first games featuring a lesbian character. Dante is an LGBTQ+ activist, so I liked that connection, though as it turns out the depiction is very slight indeed.

Even before I embarked on this replay project, Dante had been exploring newer corners of the IF world — Lock & Key, Counterfeit Monkey, Steph Cherrywell’s games, and some others. So he was familiar with the basic idiom and mechanisms of these games. Essentially, he was right about where I was at his age in 1984, except that his primary text game experiences had been with 21st-century interactive fiction. Plus, he’d been playing video games of all sorts pretty much since he could talk, as opposed to me whose only other video gaming came at the pizza parlor, skating rink, or occasional arcade. Oh, and those friends’ houses lucky enough to contain an Atari 2600.

A vintage Infocom advertisement, with an image of a brain and the caption "We unleash teh world's most powerful graphics technology".

So our Infocom odyssey was a combination of me revisiting childhood memories, with dim recollections of puzzles and landscapes, and him seeing these vintage games through fresh eyes, his expectations shaped by a far more evolved version of text games and computer games in general. I’m still the faster typist between us, so I sat at the keyboard and read aloud, while he directed the action. We transcripted all our interactions, so that I could remember how they went when I wrote the reviews. We also used the invaluable Trizbort to map our progress, generally starting out with the automapping and then inevitably abandonding that when some mazy thing confused its relatively simple algorithm.

If I remembered a puzzle’s solution, I’d try to keep my trap shut and give him the pleasure of solving it for himself, though sometimes if we crossed the line between fun flailing and ragequit flailing, I might drop a subtle hint. More often than not, I didn’t remember the puzzle either, so we could genuinely collaborate on solving it. When we got really stymied we’d turn to the invaluable .z5 Invisiclues at the Infocom Documentation Project, but that wasn’t terribly often.

So as I write about these games, I’m writing about that experience. I’m not trying to write the definitive history of an Infocom game — for my money Jimmy Maher has got that territory 100% nailed down. Instead, I’m presenting an idiosyncratic and personal account of how Dante and I experienced those games — how I felt upon returning to those oft-trod trails and how Dante’s insights illuminated them for me like a trusty brass lantern.

We started Zork I on August 5, 2020, and finished Moonmist on December 20. Given sufficient time and interest, there may be more to come! Note that all of these reviews will be spoiler-laden — they aren’t written to promote a game but rather to analyze an experience, so I won’t shy away from getting specific.

The Cave Of Morpheus by Mark Silcox [Comp01]

IFDB page: The Cave Of Morpheus
Final placement: 32nd place (of 51) in the 2001 Interactive Fiction Competition

Ah, another IF competition begins. There’s nothing quite like unzipping that big pile o’ games, firing up the random list generator, and diving into the first offering. Of course, the thing about diving is that you may find the water a bit less pleasant than you had anticipated. There’s a misspelling on the first screen. The game engine doesn’t recognize the “script” command. [I figured out later that there’s a “start transcript” command from the menu, whose functionality is happily improved from last year. I’ll keep it in mind for the next ADRIFT game I play.] Oh yes, and then there’s the wonderfully opaque ADRIFT parser:

WEAR CLOTHES
Wear what?

CLOTHES
Wear what?

AAARGH! CLOTHES! C-L-O-T-H-E-S! IF YOU DON'T RECOGNIZE THE WORD,
JUST SAY SO!
Wear what?

It’s not that The Cave of Morpheus is untested. The author’s notes claim that the game “has been beta-tested fairly extensively”, and I can believe it. Sadly, though, the testing cycles didn’t quite catch all the problems, whether they be with voice (“I slap the palm of your hand”), room descriptions full of dialogue that repeats on every “LOOK” command, or glitchy parser trouble that leads to output like this:

GET ALL
I pick up the library book and

Okay, enough bitching about the bugs. TCOM is a college game, combined with that wonderfully flexible genre, the nightmare story. Because much of the game’s action takes place in dreamspace, you’re not to take it amiss that, for example, you’re naked and can’t find any clothes in your own dorm room. Of course, once you see the game comment on the PC’s penis, then dream or no dream, your reaction may be the same as mine: “Ew.” When that comment turns out to be an extended metaphor about drooping flags… well, double ew.

TMI aside, there are a few other strangenesses about the design, but the dreamlike setting makes it hard to know whether they’re intentional or not. For example, there appears to be some random combat, and it can indeed kill you. All that’s necessary to survive is to run away, but as a player, I was still left asking, “What was up with that?” I never really found out.

Inexplicably, the game is split into two files, and right about the start of the second one, I thought it was about to take off into something really cool. The PC plays Crowther and Woods’ Adventure on his laptop, commenting along the way like so:

X BIRD
{You scratch your head. This Crowther 550 thing is getting weirder
and weirder. What the hell would a bird be doing hanging out in a
Colossal underground cave? And if it did find itself there, what
reason would it have to be happy??...}

“Wow!” I thought. What a neat concept — a mini-implementation of Adventure, but seen through the eyes of a particular character, thus shedding light on both the game and the character. Sadly, it turns out that this cool idea wasn’t the idea the game had in mind. Rather than a mini-implementation, the Adventure section is a very long non-interactive passage, one of those dismal IF moments where it doesn’t matter at all what you type; the game keeps choosing your actions even if you just sit there hitting Enter, waiting for a chance to actually do something again. The interplay between character and game still happens, but it feels rather ironic to have interactivity completely removed just as the game is paying homage to a seminal example of interactive text.

There are some pleasures available in TCOM — the character of Alice is nicely delineated, and I found the PC’s relationship with her quite believable. The spiraling, repetitive structure of the game made for some effective scenes, and the notion of some idealized version of Willie Crowther as Virgil to the PC’s Dante is well worth exploring. Though these gems are embedded deep within a bland setting and an unfriendly implementation, their simple existence makes me look forward to the author’s next game.

Rating: 4.5

Jarod’s Journey by Tim Emmerich [Comp00]

IFDB page: Jarod’s Journey
Final placement: 47th place (of 53) in the 2000 Interactive Fiction Competition

This game has one of the most startling first lines I’ve ever encountered. The line is this: “Welcome to Jarod’s Journey, a TADS-based game that will hopefully get you and Jarod closer to God.” This line brought up a couple of questions for me. The first was “Whose God?”, and the second was “What gives you the right?” I’m agnostic, but I wouldn’t scorn someone simply for their religious beliefs. I respect the desire and necessity of all people to find their own spiritual paths, and I expect to receive the same respect in return. A game that wants to bring me closer to what it calls God is violating what I see as a very personal boundary, the boundary around my soul and my spiritual life.

My agnosticism is of the stripe that objects to the notion that any human has privileged access to any sort of Higher Truth. I find it deluded and arrogant when a person claims to have all the answers to the Big Questions, even when they’re basing that claim on some kind of intense personal experience, but I respect that person’s right to believe whatever feels right to them. However, when they want to proselytize to me (or to anybody else, really), that’s when I get offended. I think people have the right to believe whatever they want, but I don’t believe they have the right to evangelize others about it — doing so runs roughshod over those others’ right to believe what they want. Consequently, I found the basic goal of Jarod’s Journey to be an offensive one.

That being said, I’ll try to set aside my fundamental personal objections to the game’s announced intent and review it simply as IF. Sadly, it doesn’t have much to recommend it, even from a pure gaming standpoint. First of all, it crossed another big bias of mine by having, you guessed it, a starvation puzzle. Actually, two starvation puzzles. Strangely, there doesn’t appear to be any actual consequence attached to the starvation. Jarod, the PC, never dies, no matter how long he starves, but the game continues to print annoying messages.

It could be argued that these are better than typical starvation puzzles since they don’t ever actually enforce a time limit, but I say that they’re just as bad, because without the time limit they become entirely pointless instead of just mostly pointless. In addition, there are a disheartening number of spelling and grammar errors in the game’s writing, which makes the whole thing seem less than divinely inspired. On top of this, there’s the fact that although the game tries to maintain a third-person voice, there are little slips of second-person throughout, as in this scene:

Dream
Jarod is in a dream, or at least he thinks it is a dream. The
angel is here and has delivered a map.
You see a map here.
There is an angel here who is slightly glowing!

If the player controls Jarod, who is the “you” that sees the map? Perhaps it’s the same “you” that the game announces in the first line that it wants to convert — that is, me? But I don’t see a map, just a computer game. Or rather, a digital sermon. (One nice thing about JJ is that next time somebody tells me that LASH is preachy, I can point at this game and say, Crocodile Dundee-style, “That isn’t preachy. THIS is preachy!”)

Setting aside the game’s deficiencies in the areas of design, prose mechanics, and coding, we come at last to the quality of the writing itself. Jarod’s Journey is written in a kind of earnest, gee-whiz tone that works best when you imagine it being read aloud by Ned Flanders from The Simpsons. (And by “works best”, I mean “is most entertaining.”) An example:

>ask angel about god
"God is wonderful. He loves you very much and created you just as you
are."

>ask angel about grace
Jarod asks the angel about grace. The angel responds saying "Grace is
truly wonderful! You will not find a better gift!"

Jarod thinks to himself, "The angel is truly magnificent, glowing
ever so brightly."

Okeley-dokeley-do! Don’t get the impression that I scowled through this game. On the contrary, I laughed a lot, but only because it was difficult to take this wide-eyed tone seriously. On a more serious level, though, perhaps it’s worth thinking about the model of Christianity that this game constructs for us.

There’s one section that I found quite ironic — Jarod meets a pharisee who is described as “praying loudly. So loudly that everyone nearby can hear him. Even in the short time that Jarod pauses to listen, it is obvious that the man is repeating himself. Is this what pleases the Lord?” From this description, we’re supposed to realize that the pharisee’s method of prayer is Not OK. But only one location away is a Christian priest who fits this same exact description. Not only that, the game itself fits this description. The deep irony of the pharisee section made me suspect that not only is the game evangelical, its evangelism isn’t even well thought out.

Another example: at the end of each section of the game, Jarod is asked to make a spiritual choice between various methods of approaching God. If you pick the right one, you get a point. If not, you get chided with a scripture. Is the sacred realm of faith really so simple as that? Can the intricacies of individual worship really be boiled down to a multiple choice test? According to the game, apparently so. The best religious literature explores the mysteries of faith rather than handing out reductionist platitudes. Dante knew this. Chaucer knew it. Lewis knew it. Jarod… Well, Jarod still has quite a ways to go.

Rating: 3.4

[Postscript from 2020: As dire a game as this was, it did inspire a really fascinating and fruitful conversation on rec.games.int-fiction. Duncan Stevens — one of the best IF reviewers of all time — challenged my “What gives you the right?” question, saying “Why shouldn’t he have the right?” And it went on from there, with lots of other community members weighing in with thoughts and jokes.

Rereading that conversation reminds me of what a vibrant community lived in the IF newsgroups once upon a time. This competition landed during the glory days of that community, and the conversation was often as good as or better than the games themselves.

Oh, and Adam Cadre’s review of Jarod’s Journey was very funny. Man, Adam was on fire with funny reviews that year.]