Adventure games are today just as good as they always were, and an increasing number are now available for free download because the companies which produced them have gone out of business, or chosen to publish them so that people can continue to enjoy them.
Some good sources of adventure games, hints, walkthroughs (solutions), maps and images of original packaging are:
To play the games, you'll need an interpreter (or a few) for your machine. Interpreters are available for almost everything: Linux, MacOS, Windows, MS-Dos, Android, Archimedes, Symbian…
See http://www.ifwiki.org/index.php/Category:Interpreter for links to plenty of game interpreters.
I think the most important ones are Frotz and Gargoyle
(Note: Gargoyle has an annoying feature where it refuses to consider game files which don't have what it thinks is an acceptable filename extension, even though the content is completely usable. So, if you have what you think is a playable game file, but Gargoyle refuses to even open it, try renaming it to have a .sna extension and try again.)
Be aware that neither Frotz nor Gargoyle can play Zork Zero correctly.
You can even play such games on an Android-based eBook reader if you want to.
Here also are some of my own notes on playing some games (spoiler alert - these notes will help you to solve puzzles and get out of situations without properly getting involved in the games).
Once I've completed (at least some / parts of) those, I plan to move on to the other games which are set in the Zork universe:
I'll probably also include:
I find the Interactive Fiction Mapper a very helpful tool for documenting your journey through adventure games, unless you are really obsessed with drawing interconnected diagrams on pieces of paper, sticking the pieces of paper together as the map grows, and wondering how to squeeze in the multi-room maze you just found in between four other already-connected rooms…
It's also pretty impressive that if you include the tasks which need to be performed in various locations, and with various items, as well as just the mapping instructions, IFM can output a guide to solving the game from start to finish. It may not be the most efficient solution, and IFM may need a bit of help with some of the more awkward bits, but it does a surprisingly good job all on its own. There are examples of both maps and solutions generated by IFM below.
If you want to see how IFM has made its choices about what to do and where to go in what order (or perhaps why it did not go somewhere or do something, and stopped "playing the game" early) add the following to one of your source files, and you'll get several thousand lines of debugging output telling what IFM is doing as it works through the game:
solver_messages = 1;
IFM bug
There's a 130-page manual available online to guide you on how to use IFM, but don't worry about all 130 pages - pages 3-20 will tell you nearly everything you need to know, and pages 21-37 are a comprehensive worked example of using it. Most of the rest is just technical detail. Pages 47-54 contain a comprehensive summary of the entire language.
Here are some examples of maps I've made using IFM (note: the maps themselves will give you clues about the games, even though there are no walkthrough notes in the maps themselves - do not look at the maps if you want the full experience of playing the games for yourself). Obviously, the separate walkthrough notes (labelled "terse instructions" and "verbose instructions") give the entire story away:
Colour coding on the above maps is:
A very few of the Up/Down links are incorrectly labelled, because IFM assumes that if you go up from one location, and can return, then the return direction must be down, whereas some of the connections in Zork are (in the maze in Zork I from the room with the skeleton, for example) south-west from A to B, but down from B back to A. In these cases I've labelled the corridors with Up & Down, but made sure the directions are as encountered in the game.
Finally, I've now got around to having a go at writing my own game, called Hex, which I'm creating using Inform6.
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