[HN Gopher] The Plot of the Phantom, a text adventure that took ...
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       The Plot of the Phantom, a text adventure that took 40 years to
       finish
        
       Author : SeenNotHeard
       Score  : 171 points
       Date   : 2025-06-27 17:50 UTC (3 days ago)
        
 (HTM) web link (scottandrew.com)
 (TXT) w3m dump (scottandrew.com)
        
       | bravesoul2 wrote:
       | Had a quick play and it's fun, quirky, well written. I might just
       | get into this. Damn rat!
        
         | apples_oranges wrote:
         | I wonder what "quick play" means in 2025 with our short
         | attention spans
        
           | gbraad wrote:
           | ... I thought he took 40 years to finish playing it. :-D
        
       | noisy_boy wrote:
       | From a serial procrastinator, kudos and best of luck!
        
       | BryanLegend wrote:
       | Did George RR Martin write it?
        
         | jl6 wrote:
         | No, it's finished.
        
       | ThinkingGuy wrote:
       | I was there in the 1980s; writing your own Infocom-style text
       | adventure games was a common project among my peers. There are
       | probably lots of unfinished (or even finished-but-unshared) games
       | out there on old floppy disks in closets.
       | 
       | I have a couple of my own, now archived on my home server.
        
         | frost_knight wrote:
         | Willing to share them?
        
           | ThinkingGuy wrote:
           | I would be, if they weren't so embarrassingly bad!
        
         | kevindamm wrote:
         | I also have a few of those from the 80s but only as notes
         | written on sheets of paper (including many pages of hand-
         | written BASIC and sometimes in various shorthands) because my
         | Atari 800 did not have a cassette drive peripheral with which
         | to save them.
         | 
         | They were fun when they ran for 15-20 minutes, even after
         | keying them in for hours.
        
       | vunderba wrote:
       | Nice job. I think it might be worth adding a few more verb
       | synonyms to make the parser a little bit less strict - what's a
       | few more years of development. :)
       | 
       | Like many other devs I also dipped my feet in the world of
       | interactive fiction. As a kid I was just learning about concepts
       | such as inheritance / OOP / etc. so I went a bit overboard on the
       | ontology.
       | 
       | I remember pretty early on making a rather large mistake in that
       | regard when a friend who was beta-testing the game for me at the
       | time typed in commands like "get key", "get sword", "get ye
       | flask", and then "get Aldwin" to which the game merrily replied
       | "OK" and promptly stuffed an entire human being into the player's
       | inventory.
        
         | paulgerhardt wrote:
         | Heh. I remember similarly spending a few hours inside
         | LambdaMOO. Successfully managed to clone myself, put myself in
         | my clone's pocket, and then put my clone in my own pocket and
         | kind of broke room reversal. It was only later I discovered
         | this was an intentional mechanic/bug that some designers that
         | used to create very, very difficult puzzles.
         | 
         | Weird things happen when you give your MOO players a REPL in
         | LISP land.
        
           | amiga386 wrote:
           | I once wrote an (Amylaar LPC) enemy who, if you attacked him
           | and he was near death, would summon two comrades to fight for
           | him.
           | 
           | Unfortunately, they're immediately hostile so you start
           | attacking them too, and _they_ get near death and summon two
           | comrades each, and so on. It turns into a _Sorcerer 's
           | Apprentice_ scenario very quickly.
           | 
           | I managed to bring the MUD to a halt. An archwizard (not Yen
           | Sid) had to instakill the enemies to avoid hitting their
           | "near death" condition and creating more of them.
        
         | drewolbrich wrote:
         | I remember writing one of these and typing "put bag in bag" and
         | then being confused why the bag disappeared from the world.
        
           | IggleSniggle wrote:
           | Should have done it the other way around
        
             | itsbenweeks wrote:
             | Much better to have the world disappear from the bag.
        
               | kevindamm wrote:
               | put bag in bag of "things which do not contain itself"
        
               | dp-hackernews wrote:
               | Russell's Paradox:
               | https://en.m.wikipedia.org/wiki/Russell%27s_paradox
        
           | reactordev wrote:
           | This was a long running bug with merc based muds. The logic
           | was to scan the room items first which cased the bug. Later
           | versions would scan corpses first, then self, then room.
        
       | janeway wrote:
       | Wow, already stumbled into some good humour. Well done
        
       | alienbaby wrote:
       | I spent a bit of time using PAWS on an amstrad pcw to pen my own
       | text adventure masterpiece.
       | 
       | It's probably still down there packed up in the cellar ....
       | 
       | Maybe I should dig it out again.
        
       | Nevermark wrote:
       | As a kid, the first text adventure I encountered with "The Cave"
       | a text-choice game created by another student in the same town I
       | lived. Our common teacher had created a "Computer Club"
       | newsletter, to share programs between schools.
       | 
       | Then at a junior college I encountered Adventure, Zork (the full
       | version), Mystery Mansion, and Warp on an HP 3000/terminal mini-
       | computer system.
       | 
       | I began writing text adventures myself, bigger and bigger, and
       | with higher and higher ambitions in terms of complexity, story
       | and world scope, parsing. My "Command English" parser was an
       | incredibly versatile subset of English.
       | 
       | At home I had an IBM Jr (Hey, I loved it!), whose BASIC didn't
       | have GOSUB, so I invented a stack for the parser using strings.
       | (Used strings as a heap in another program to create a very slow
       | 3D vector graphics program.)
       | 
       | In high school I wrote this massive text adventure called
       | Wanderer. I was so proud of it, until the day I went to save it
       | on my floppy disk, at which time it wrote all over the previous
       | version only to abort because it was to big for the disk. No pre-
       | write size check! :(
       | 
       | That was the last one I wrote. But by pushing every text
       | adventure to new levels of capability, over and over, I learned a
       | lot about programming, and developed a habit of innovating in
       | program styles, and domain languages, to match problems.
       | 
       | I wish I had the source for all those programs, but these were
       | the days of many incompatible computers, and storage media that
       | decayed quickly.
       | 
       | ---
       | 
       | I would love a Mac version of those four text adventures
       | mentioned above. Mystery Mansion seems to have become
       | particularly forgotten.
       | 
       | ---
       | 
       | "The Plot of the Phantom" makes me so happy! Thank you Scott
       | Andrew!!!
       | 
       | (Completely random, but reading the opening scene, it struck me
       | how perverse it would be to get deeply into the game and find out
       | I was in the text adventure equivalent of "Deliverance"! That
       | would almost be art, lol. Like novels, text adventures are a
       | medium that naturally supports much greater freedom, than visual
       | mediums.)
        
         | blacksmith_tb wrote:
         | I know Adventure exists via homebrew on the Mac via the open-
         | adventure package. There are a bunch of Z-machine options for
         | Zork.
        
         | spauldo wrote:
         | I had the same thing happen - lost my text adventure because it
         | grew too large. That spurred me to figure out a better way of
         | writing text adventures. I thought my solution of using a
         | single parser and parallel array for game data was pretty
         | innovative. I was 12 at the time and didn't have access to any
         | magazines that had game source in them, so I didn't know any
         | better.
        
       | ninetyninenine wrote:
       | LLMs can enhance text adventures.
       | 
       | I'm not saying having LLMs narrate the entire situation. I'm
       | saying have the LLM sit between gamestate and the player. The LLM
       | is the UI.
       | 
       | Essentially the LLM can see the current game state and possible
       | moves and it's the LLMs job to change the game state and report
       | the current game state to the user (via a well written
       | narrative).
       | 
       | That keeps the world consistent and structured, but the LLM adds
       | enough dynamism to keep it flowing well. You can even make the
       | underlying game state complex as well. Like you can have enemy
       | AI's that actually move through the world too (independent of the
       | LLM).
        
         | SeenNotHeard wrote:
         | There have been attempts, the results were not promising:
         | 
         | https://intfiction.org/t/first-full-game-available-on-new-ll...
        
           | ninetyninenine wrote:
           | It looks as if the problem for this one was a game design
           | issue. They had the LLM be sarcastic and ignore well known
           | adventure game prompts on purpose. It's an easy fix to make
           | the LLM more obedient and polite.
           | 
           | The biggest issue is attempts to hack the LLM, to get at
           | hidden gamestate. But I feel this can be easily remedied by
           | just not providing the LLM with hidden game state.
        
         | anthk wrote:
         | Even Inform6 with the English library running under a Pentium
         | would run circles over llm's. They aren't even close. If7 will
         | curb-stomp it.
         | 
         | NPC's running around were a thing even in the 80's, see The
         | Hobbit. That on a ZX spectrum. 8 bit CPU, 48k of RAM. With if6
         | and Zmachine games for 16 bit and 32 bit computers in the 90's
         | llm's can't even compete.
         | 
         | From Jigsaw, Anchorhead, Curses, Spider and Web to that anagram
         | word puzzle game for Glulx (a 32 bit zmachine cousin), the
         | array of amateur but professional looking games it's huge,
         | really huge.
        
           | ninetyninenine wrote:
           | How? The LLM is in agentic mode and pulling and pushing the
           | switches of the game. I don't see how these engines can curb
           | stomp it.
        
       | Pet_Ant wrote:
       | Tangentially related, I remember reading about an ancient still
       | being developed adventure game. It was from Eastern Europe
       | (former Yugoslavia, I want to say) about being trapped in a
       | prison that had crazy amounts of depth and consequences. One of
       | them being something like picking up a random unused condom on
       | the floor will result in the pregnancy of another character in a
       | later chapter. I've searched for it again and can't find it, and
       | I couldn't have dreamed it up.
       | 
       | Anyone know the game?
        
       | matthewsinclair wrote:
       | This is amazing. Replace "Atari 800" with "TI 99/4a" (and the
       | fact that he eventually finished the game) and you have the story
       | of my early life as a programmer! Well done for shipping. That's
       | the hardest thing of all to do!
        
       | scoot wrote:
       | "That's not a verb I recognise." (So. Many. Times!)
       | 
       | Sorry, but that isn't a verb recognition problem, it's a
       | comprehension problem. I agree with the downvoted poster that LLM
       | integration would significantly improve the end user experience.
       | However the LLM should not be arbiter of game state (as they
       | suggested), but simply the translator that ensures that the
       | players instructions are understood by the game.
        
       | scoot wrote:
       | I'm imagining the application of text adventures specifically
       | designed for second language learning. Quite the possibilities!
        
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       (page generated 2025-06-30 23:00 UTC)