Twisty Little Passages
Page 28
The event described at the beginning of this book, the reading called the Boston Ti Party, held at the Boston Public Library, was one attempt to bring computer literature into a context that has traditionally supported literature, and to bring it to the attention of a new group of people. (Interactive fiction was represented along with many other forms at that event; eleven authors participated in reading from eight different works). As is the case for other forms of computer literature, while creative progress in interactive fiction is essential to the future of the form, such progress will be almost impossible, and will be for all practical purposes irrelevant, if the number of people with a deep interest in interactive fiction, worldwide, is only in the hundreds. The true popularity of computer literature-not its mass marketability or brazen promotion, but rather making works in the form available to those outside a narrow academic or newsgroup-based community-is an essential, not incidental, concern for all writers who use the computer as a medium for their work.
People promoting computer literature are not doing so just to show other people what is nice about this unusual literary purpose to which computers can be put, although that is one reason. The very concept of interac tive fiction and computer literature more broadly makes the argument that the computer can be a device that challenges and enlarges us, a way of communicating powerful and disturbing and deeply necessary ideas. This argument answers the concept of the computer as a government-regulated entertainment device, a soothing palliative that can only emit family-safe and brand-conscious advertisements for mediocrity. This is the concept that the Disney Corporation and the motion picture industry are spending millions of dollars to promote among lawmakers; this is the very tyranny of thought that is opposed directly by an IF work like A Mind Forever Voyaging. It is opposed by the way interactive fiction is now created outside of corporate control by individuals from many different walks of life, worldwide. It is opposed as well by the shattered perceptions of Suspended that assert that things can be seen in different ways, and even by the way that product placement is mocked in Coke Is It! The trend to complacent entertainment is also challenged by the unanswerable terror beneath the surfaces of Shade and Little Blue Men and indeed by the very complexity and individuality of vision manifest in almost every large interactive fiction work of the last ten years.
As one of many forms of computer literature, interactive fiction has already offered vital and relevant worlds to fathom, riddles that challenge our assumptions, and machines that accept and produce texts so as to engage us with both their outputs and their workings. Given its history, it would come as no surprise if authors and interactors were to continue to pursue interactive fiction not only for fun but as a form that can offer transforming and profound experiences.
Note: Only text-based works of interactive fiction, the main topic of this book, are included in this list. Other digital works, including other sorts of computer games and other forms of electronic literature, can be found in the index or, if I have quoted from or paraphrased them, in the secondary sources bibliography.
The format of this list is based upon that used by Graham Nelson for a similar list in The hzform Designer's Manual (2001b). Since interactive fiction is more commonly recognized by title than by author, and since many commercial works were distributed without the authors' names even visible on the outside of the packaging, the title is given first. The date of original publication or distribution follows, or a date range if the work was developed over several years and made available in intermediate versions during that time. The names of the creators are given next. If the work was developed at a company or if it was done in a university context that was particularly significant, that institution is named next. However, the name of a university does not indicate that a work was an official product of the university.With the exception of the Oz Project text worlds, none of these works were.Although most IF works were or are available for a large number of different computers and operating systems, what is listed next is the platform for which a work was originally developed, which may be a single computer and operating system or a single virtual machine. The language in which the work was written is given after a solidus. If there was a publisher or distributor who is separate from the institution that developed the work, that information is given next. In the interest of brevity, this list omits other information that is of interest, such as the details of later ports and versions, the physical media on which some of these works were distributed, the file size, the number of rooms in the simulated space, and the other items (such as booklets and maps) that were packaged with some of these works.
If any functioning version of the work is available for download from the Interactive Fiction Archive as of 2003,"(IF Archive.)" is added at the end of the entry. Source code for platforms not currently in use and other resources may be available at the IF Archive even if this notation is not present, or the work may be available somewhere else online. Searching on Baf's Guide to the Interactive Fiction Archive
9:05. 1999. Adam Cadre. Z-Machine/Inform. (IF Archive.)
Acheton. 1978-1981. Jon Thackray, David Seal, and Jonathan R. Farrington; Cambridge University. IBM 370/Phoenix. Topologika,Acornsoft. (IF Archive.)
Adventure. 1975-1976.Will Crowther and DonWoods. PDP-1/FORTRAN. Numerous publishers; sometimes distributed as Colossal Cave. (IF Archive.)
Adventure Quest. Mike Austin, Nick Austin, and Pete Austin; Level 9. A-code. (IF Archive.)
Adventure in the Fifth Dimension. 1983. Brian Moriarty. ANALOG #11, November. Atari 400/BASIC.
Adventureland. 1978. Scott Adams; Adventure International. TRS-80/BASIC. (IF Archive.)
Aisle. 1999. Sam Barlow. Z-Machine/Inform. (IF Archive.)
All Roads. 2001. Jon Ingold. Z-Machine/Inform. (IF Archive.)
Amnesia. 1986. Thomas M. Disch, author and Kevin Bentley, programmer; Cognetics Corporation. Electronic Arts. KingEdward.
Arthur: The Quest for Excalibur 1989. Bob Bates; Challenge, Inc. Z-Machine/ZIL. Infocom.
Avon. [1978?] Jon Thackray and Jonathan R. Partington; Cambridge University. IBM 370/Phoenix. Topologika, Acornsoft. (IF Archive.)
Babel. 1997. Ian Finley. TADS. (IF Archive.)
Bad Machine. 1998. Dan Shiovit2.TADS. (IF Archive.)
Ballyhoo. 1986. Jeff O'Neill; Infocom. Z-Machine/ZIL.
Being Andrew Plotkin. 2000. J. Robinson Wheeler. Z-Machine/Inform. (IF Archive.)
Best of Three. 2001. Emily Short. Glulx/Inform. (IF Archive.)
Beyond Zork: The Coconut of Quendor: 1987. Brian Moriarty; Infocom. Z-Machine/ZIL.
Boggit, The. 1986. Fergus McNeill and Judith Child; Delta 4 Software. The Quill. CRL Group PLC, Zenobi Software. (IF Archive.)
BrandX. 1979. Jonathan Mestel and Peter Killworth; Cambridge University. IBM 370/Phoenix. Distributed by Topologika, Acornsoft as Philosopher's Quest. (IF Archive.)
Breakers. 1986. Rod Smith, author, Joe Vierra and William Mataga, programmers; Synapse. BTZ. Broderbund.
Brimstone: The Dream of Gawain. 1985. James Paul, author, David Bunch, William Mataga, and Bill Darrah, programmers; Synapse. BTZ. Broderbund.
Bureaucracy. 1987. Douglas Adams; Infocom. Z-Machine/ZIL.
Change in the Weather; A. 1995. Andrew Plotkin. Z-Machine/Inform. (IF Archive.)
Christminstee. 1995. Gareth Rees. Z-Machine/Inform. (IF Archive.)
Coke Is It! 1999. Adam Cadre, David Dyte, Michael Fessler, Dan Shiovitz, Lucian P. Smith,Adam Thornton, and J. Robinson Wheeler. Z-Machine/Inform. (IF Archive.)
Colossal Cave. See Adventure.
Corruption. 1988. Robert Steggles, Hugh Steers, Alan Hunnisett, and Richard Selby; Magnetic Scrolls. Rainbird.
CosmoServe: An Adventure Game f
or the BBS-Enslaved. 1991. Judith Pintar. AGT. (IF Archive.)
Crash Dive! 1984. Brian Moriarty. ANALOG #18, June. Atari 400/Assembly.
Crobe. 1986. Jonathan R. Partington; Cambridge University. IBM 370/Phoenix. (IF Archive.)
Curses. 1994-1995. Graham Nelson. Z-Machine/Inform. (IF Archive.)
Cutthroats. 1984. Michael Berlyn and Jerry Wolper; Infocom. Z-Machine/ZIL.
Cyborg. 1981. Michael Berlyn; Sentient Software. Apple II.
Deadline. 1982. Marc Blank; Infocom. Z-Machine/ZIL.
Detective. 1993. Matt Barringer. AGT. (IF Archive.)
Dog Star Adventure. 1979. Lance Micklus. TRS-80/BASIC. Softside, May. (IF Archive.)
Dr.. Dumont's Wild P.A.R.T.I. 1988, 1999. Michael Berlyn and Muffy Berlyn. 1988 in C, 1999 in Z-Machine/Inform. First Row Software, Cascade Mountain Publishing. (IF Archive.)
Dungeon. See Zork. (IF Archive.)
Enchanter. 1983. Marc Blank and Dave Lebling; Infocom. Z-Machine/ZIL.
Eric the Unready. 1993. Bob Bates; Legend Entertainment. MS-DOS.
Essex. 1985. Bill Darrah, author and programmer, and William Mataga, programmer; Synapse. BTZ. Broderbund.
Exhibition. 1999. Ian Finley. TADS. (IF Archive.)
Fahrenheit 451. 1984. Len Neufeld and Byron Preiss; based on the novel by Ray Bradbury; Trillium/Telarium.
FisK. 1982. Authors unknown; Stanford University. DEC-20.
Fish! 1988. John Molloy et al.; Magnetic Scrolls. Rainbird.
For a Change. 1999. Dan Schmidt. Z-Machine/Inform. (IF Archive.)
Frederik Pohl 's Gateway. 1992. Mike Verdu, Michael Lindner and Glen Dahlgren; Legend Entertainment. MS-DOS.
Fyleet. 1986.Jonathan R. Partington; Cambridge University. IBM 370/Phoenix. (IF Archive.)
GC: A Thrashing Parity Bit of the Mind. 1993. Carl de Marcken, Dave Baggett, and Pearl Tsai; Massachusetts Institute of Technology. TADS.
Galatea. 2000. Emily Short. Z-Machine/Inform. (IF Archive.)
Gateway II: Homeworld. 1993. Mike Verdu and Glen Dahlgren; Legend Entertainment. MS-DOS.
Gnome Ranger. 1987. Pete Austin and Peter McBride; Level 9. KAOS.
Guild of Thieves, The. 1987. Rob Steggles, author, Ken Gordon, programmer, Geoff Quilley and Tristan Humphries, graphics; Magnetic Scrolls. Rainbird.
Hamil. 1980. Jonathan R. Partington; Cambridge University. IBM 370/Phoenix. Distributed by Topologika, Acornsoft as Kingdom of Hamil. (IF Archive.)
Haunt. 1979-1982. John Laird; Carnegie Mellon Univeristy. OPS-4.
Hezarin. 1980. Steve Tinney, Alex Ship, and Jon Thackray; Cambridge University. IBM 370/Phoenix.
Hi-Res Adventure. See Mystery House.
Hitchhiker's Guide to the Galaxy, The. 1984. Douglas Adams and Steve Meretzky; Infocom. Z-Machine/ZIL.
Hobbit, The. Veronika Megler and Philip Mitchell, based on the novel by J. R. R. Tolkien; Melbourne House. Inglish. (IF Archive.)
Hollywood Hijinks. 1986. Dave Anderson and Liz Cyr-Jones; Infocom. ZMachine/ZIL.
Hunter, in Darkness. 1998. Andrew Plotkin. Z-Machine/Inform. (IF Archive.)
1-0 (Interstate Zero). 1997. Adam Cadre. Z-Machine/Inform. (IF Archive.)
Infidel. 1983. Michael Berlyn and Patricia Fogelman; Infocom. Z-Machine/ZIL.
James Clavell's Shogun. 1989. Dave Lebling; Infocom. Z-Machine/ZIL.
Jigsaw. 1995. Graham Nelson. Z-Machine/Inform. (IF Archive.)
John's Fire Witch. 1995. John Baker. TADS. (IF Archive.)
Knight Orc, The. 1987. Pete Austin; Level 9. KAOS.
Lancelot. 1988. Christina Erskin; Level 9. KAOS.
Leather Goddesses of Phobos. 1986. Steve Meretzky; Infocom. Z-Machine/ZIL.
Lists and Lists. 1996. Andrew Plotkin. Z-Machine/Inform. (IF Archive.)
Little Blue Men. 1998. Michael S. Gentry. Z-Machine/Inform. (IF Archive.)
Lord. 1981. Olli J. Paavola. DEC-20.
Lugi. Date unknown. Authors unknown; Stanford University. DEC-20.
Lurking Horror, The. 1987. Dave Lebling; Infocom. Z-Machine/ZIL.
Lyotard. 1992. Scott Neal Reilly and Joseph Bates; Carnegie Mellon University. LISP.
Mac Wesleyan. 1995. Neil deMause. TADS. (IF Archive.)
Martian Adventure. [1980?] Brad Templeton and Kieran Carroll; University ofWaterloo. Honeywell Level 66/F.
Metamorphoses. 2000. Emily Short. Z-Machine/Inform. (IF Archive.)
Meteor, the Stone, and the Long Glass of Sherbert, The. 1996. Graham Nelson. ZMachine/Inform. (IF Archive.)
Mind Forever Voyaging, A. 1985. Steve Meretzky; Infocom. Z-Machine/ZIL.
Mindwheel. 1984. Robert Pinsky, author, Steve Hales and William Mataga, programmers; Synapse. BTZ. Broderbund.
Mist, The. 1985. Authors unknown, based on a novella by Stephen King;Angelsoft.ASG.
Moonmist. 1986. Stu Galley and Jim Lawrence; Infocom. Z-Machine/ZIL.
Murdac. Date unknown. Jon Thackray and Jonathan R. Partington; Cambridge University. IBM 370/Phoenix. Topologika, Acornsoft. (IF Archive.)
My Angel. 2000. Jon Ingold. Z-Machine/Inform. (IF Archive.)
Mystery House. 1980. Ken Williams and Roberta Williams. On-Line Systems (Sierra). Originally called Hi-Res Adventure. (IF Archive.)
Mystery Mansion. Date unknown. Bill Wolpert. HP-1000/FORTRAN. (IF Archive.)
Mystery Science Theater 3000 Presents "Detective." 1995. C. E. Forman. ZMachine/Inform. (IF Archive.)
New Adventure. Date unknown. Marc Niemiec; University of Waterloo. Honeywell Level 66/F.
Nidus. 1987. Adam Atkinson; Cambridge University. IBM 370/Phoenix.
Nine Princes in Amber. 1985. Numerous authors; based on novels by Roger Zelazny; Telarium.
Nord and Bert Couldn't Make Head or Tail of It. 1987. Jeff O'Neill; Infocom. ZMachine/ZIL.
Office Politics. [1994?] Scott Neal Reilly; Carnegie Mellon University. LISP.
Once and Future. 1998. G. Kevin Wilson. TADS. Cascade Mountain Publishing. (IF Archive.)
Oo-topos. 1981. Michael Berlyn and Muffy Berlyn; Sentient Software. Apple II. Penguin/Polarware. (IF Archive.)
Parc. Date unknown. Author unknown; Cambridge University. IBM 370/Phoenix.
Pass the Banana. 1999. Admiral Jota. Z-Machine/Inform.
Pawn, The. 1985. Rob Steggles; Magnetic Scrolls. Rainbird.
Philosopher's Quest. See BrandX.
Photopia. 1998. Adam Cadre. Z-Machine/Inform. (IF Archive.)
Pirate Adventure. 1978. Scott Adams and Alexis Adams; Adventure International. TRS80/BASIC. (IF Archive.)
Planetfall. 1983. Steve Meretzky; Infocom. Z-Machine/ZIL.
Playground, The. [1994?] Scott Neal Reilly; Carnegie Mellon University. LISP.
Plundered Hearts. 1987.Amy Briggs; Infocom. Z-Machine/ZIL.
Pork 1: The Great Underground Sewer System. 1988. Anonymous. AGT. (IF Archive.)
Quondam. 1980. Ron Underwood; Cambridge University. IBM 370/Phoenix.
Rematch. 2000. Andrew D. Pontious. TADS. (IF Archive.)
Rendezvous with Rama. 1984. Ronald Martinez; based on the novel by Arthur C. Clarke; Trillium/Telarium.
Return to Eden. 1984. Nick Austin, Tim Noyce, and Chris Queen; Level 9. A-code.
Revenge of the Killer Surf Nazi Robot Babes from Hell. 1998. David Dyte; TextFire. ZMachine/Inform. (IF Archive.)
Robbery World. [1994?] Scott Neal Reilly; Carnegie Mellon University. LISP.
Robots of Dawn. 1984. Jon Leupp; based on the novel by Isaac Asimov; Epyx.
Sangraal. 1987. Jonathan R. Partington; Cambridge University. IBM 370/Phoenix. Also called Quest for the Sangraal. (IF Archive.)
Save Princeton. 1991. Jacob Weinstein and Karine Schaefer. TADS. (IF Archive.)
Savoir Faire. 2002. Emily Short. Z-Machine/Inform. (IF Archive.)
Scapeghost. 1989. Sandra Sharkey, Pete Gerrard, and Pete Austin; Level 9. KAOS.
Seastalker. 1984. Stu Galley and Jim Lawrence; Infocom. Z-Machine/ZIL.
Shade. 2000. Andrew Plotkin. Z-Machine/Inform. (IF Archive.)
Sherlo
ck: The Riddle of the Crown jewels. 1987. Bob Bates; Challenge, Inc. ZMachine/ZIL. Infocom.
Shrapnel. 2000. Adam Cadre. Z-Machine/Inform. (IF Archive.)
Six Micro Stories. 1980. Robert Lafore. TRS-80/BASIC. Adventure International.
Snowball. 1983. Mike Austin, Nick Austin, Pete Austin, and Ian Buxton; Level 9. Acode.
So Far: 1996. Andrew Plotkin. Z-Machine/Inform. (IF Archive.)
Softporn Adventure. 1981. Chuck Benton. Sierra. (IF Archive.)
Sorcerer: 1984. Steve Meretzky; Infocom. Z-Machine/ZIL.
Spellbreaker: 1985. Dave Lebling; Infocom. Z-Machine/ZIL.