[HN Gopher] The Obsessively Complete Infocom Catalog
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       The Obsessively Complete Infocom Catalog
        
       Author : exvi
       Score  : 122 points
       Date   : 2025-09-26 23:43 UTC (23 hours ago)
        
 (HTM) web link (eblong.com)
 (TXT) w3m dump (eblong.com)
        
       | WantonQuantum wrote:
       | This is amazing! I remember playing some of these in the 90s.
       | Fond memories.
       | 
       | BTW, this site is likely not set up to handle a HN hug of death
       | of downloads so consider throttling your downloads if you can.
        
         | LexiMax wrote:
         | A Mind Forever Voyaging was the first time I ever realized that
         | video games could aspire to more than just being a fun pastime
         | or distraction.
        
           | ghaff wrote:
           | I really liked AMFV, probably because I was never great at
           | the puzzles. I don't think it was a super-popular game
           | because a lot of the fam base probably largely played the
           | games _for_ the puzzles. But one of my favorites and actually
           | completed it without help.
        
             | jhbadger wrote:
             | In many ways it was a forerunner of the sort of adventure
             | game today that is called (originally as an insult, but the
             | genre has later embraced the term) "walking simulators", in
             | which the player simply explores an environment without
             | solving puzzles or fighting monsters (or at least not very
             | often).
        
       | glimshe wrote:
       | Very few companies in gaming have Infocom's enduring power. I
       | wonder if it will still be remembered 100 years from now.
        
         | mmcgaha wrote:
         | I just wish someone would make a first person version of AMFV.
         | It would need to be a really different game to stay true to
         | AMFV but I think it could revolve around not getting shut down
         | by the bureaucrats.
        
       | ilaksh wrote:
       | LLMs have an obvious application of removing the command
       | limitations. https://github.com/UlfarErl/lampgpt
       | 
       | "FYI, it is now possible to play all of the Infocom games with a
       | phenomenal parser using LampGPT, with just ./lampgpt.py -O
       | gamename."
        
         | vunderba wrote:
         | I do see a lot of potential application for LLMs around having
         | a natural dialogue with an NPC in future games. Also LLMs to
         | well-defined structured parser instructions might finally
         | enable Strongbad to "get ye flask".
        
         | mikepurvis wrote:
         | Ugh, I'm so glad this exists; I tried some text adventures a
         | few years ago and struggled to get into them due in part to
         | having to cooperate with a rather baroque user interface.
         | 
         | I feel like this could really open them up to a new generation.
        
         | jhbadger wrote:
         | I guess I never had a problem with the Infocom parser -- it
         | seemed already so much more advanced than other adventure games
         | that generally only understood two word commands like "GET
         | KEY". In Infocom games you could say things like "get the key
         | and put it in the bag".
        
       | Eric_WVGG wrote:
       | Hm. I have to challenge a list that doesn't include George Alec
       | Effinger's _Circuit's Edge_. I get that it was written after the
       | hayday of Infocom, but it was completely within the spirit and
       | craft.
        
         | thristian wrote:
         | It isn't really related to the Infocom that released the Zork
         | games, except in a legal sense. Infocom was sold to Activision
         | in 1986, and shut down as a studio in 1989. Circuit's Edge was
         | published in 1990, labelled "Infocom" but just because that's
         | the brand Activision chose to market it under.
        
       | caminanteblanco wrote:
       | This is without a doubt the best podcast for all things infocom:
       | https://monsterfeet.com/grue/
        
       | wood_spirit wrote:
       | Next weekend is the next Ludum Dare https://ldjam.com game making
       | contest. Perhaps we need more text adventures?
       | 
       | These days you can probably vibe code an engine using SpaCy for
       | commands and some kind of word salad LLM or something to make the
       | output more flowery
        
         | jank199x wrote:
         | There's quite a lot of pure interactive fiction comps, and a
         | lot of viable authoring systems: https://www.ifwiki.org
        
       | kqr wrote:
       | Advice fror people trying to get into text adventures: do not
       | start with infocom games. Start with something like Glowgrass,
       | Violet, The Dreamhold, Plundered Hearts*, or Lost Pig. They'pe
       | friendlier to the player.
       | 
       | I get that the interface is a little fiddly at first, but it is
       | highly conventional. Once you have spent a few minutes learning
       | it, you unlock all other text adventures, of which there are many
       | amazing ones.
       | 
       | I see many suggestions for using LLMs to improve the experience.
       | I have tried that myself[2] and played others' attempts[3], and
       | LLMs' world modeling abilities are currently insufficient for
       | that[4]. They invent details that don't exist, they assume things
       | have effects they don't, etc. They add more frustration than they
       | remove.
       | 
       | Text adventures are often puzzle-paced, meaning they tell their
       | story in drips separated by puzzles. These puzzles can be
       | difficult. Best is to play with a friend -- you might get ideas
       | from each other. If you have no interested friend, don't feel
       | shame over looking at hints, or outright looking the solution up.
       | But do let the puzzle simmer for a day first to make sure you've
       | tried everything you can think of.
       | 
       | [1]: An Infocom game but rather different from the others.
       | 
       | [2]: https://entropicthoughts.com/evaluating-llms-playing-text-
       | ad...
       | 
       | [3]: https://ifdb.org/viewgame?id=6nn0ihhejq2hrvh2&review=86904
       | 
       | [4]: More systematic paper on arXiv I've lost the link to but
       | will post when I find it.
        
         | lyu07282 wrote:
         | > do not start with infocom games
         | 
         | Generally yes, however Hitchhiker is the one huge exception to
         | that. Its very accessible, well written and the BBC released a
         | version for the web:
         | 
         | https://www.bbc.co.uk/programmes/articles/1g84m0sXpnNCv84GpN...
        
           | kqr wrote:
           | This must be a different version than the original, then. The
           | original was exceedingly cruel, as Douglas Adams wanted to
           | play practical jokes riffing on genre conventions.
        
             | lyu07282 wrote:
             | I always liked it for the same reason you disliked it, but
             | having read the book and the added room visuals in the BBC
             | version might make it easier too. Liking Douglas Adams
             | humor is also a big factor I imagine, I thought it was very
             | funny.
        
             | jfultz wrote:
             | I remembered a comic panel that I'd seen in the New Zork
             | Times back in the day, and I just found it...page 7 of
             | this:
             | 
             | https://infodoc.plover.net/nzt/NZT4.4.pdf
             | 
             | The comic pokes fun at the ridiculously cruel babelfish
             | puzzle. Which, I'm proud to say, I solved back in the day
             | without assistance, after a full day's worth of effort, and
             | requiring at one point to completely restart the game
             | because of an apparently useless item I didn't pick up at
             | the very beginning of the game (if you've solved it, you'll
             | know the item I'm referring to).
             | 
             | But...while that was a nice achievement, I still got stuck
             | later in the game, trying to fix the Nutrimatic.
        
               | qmr wrote:
               | I solved it as well.
               | 
               | ... but I'm pretty sure my game copy had "Invisiclues" or
               | whatever installed.
               | 
               | I'm curious why some of the games in the 90s re-releases
               | had this and some did not.
        
               | ghaff wrote:
               | I'm not aware of Invisiclues ever having been
               | "installed." I'm only familiar with them as booklets with
               | "invisible" ink. And, at least initially, they were
               | created at least quasi-independently of Infocom by
               | someone who later joined Infocom.
        
               | qmr wrote:
               | Oh yea! There was something in the manual, or in the
               | installed hints about that invisible ink thing. Before my
               | time.
               | 
               | The re releases I played they were under "hint" or
               | "hints" or "help" or something.
               | 
               | There was an are you sure / really sure admonishment,
               | then breadcrumb bit by bit hints towards solution.
        
               | ghaff wrote:
               | May have been re-releases. I had a lot of the original
               | games with feelies and (effectively) anti-pirating code
               | wheels and the like. I think I have one of the CD re-
               | releases and I play for a bit now and then with a Z
               | interpreter.
        
               | qmr wrote:
               | Yes rereleases as I stated above. ( or meant to ) I
               | recall my father being quite excited when he saw them.
               | Not sure what games he played first on the Commodore, if
               | any.
               | 
               | They amused me for a time at 9-10, then later at maybe
               | 14-15 or so I got into them again playing on a Palm VIIx
               | with a folding Stowaway keyboard. I also read through
               | HHGTTG on that same device.
               | 
               | https://archive.org/details/sci-fi-collection-the-usa/
               | and the like.
        
               | 3036e4 wrote:
               | I have fond memories of some z-machine interpreter on the
               | Palm that I found easier to play with than anything on my
               | desktop computer. There were lots of shortcut buttons and
               | thanks to the stylus it was still easy to use those (vs a
               | touchscreen using ony fingers where you need huge buttons
               | to hit). You could also tap any word in the output to
               | bring up a context menu of actions (e.g. to examine or
               | pick up objects mentioned in room descriptions) and that
               | list of actions was a combination of a configurable
               | global list and a game-specific list you could add
               | actions to. Could play through entire games and barely
               | ever have to type anything. Had a folding keyboard, but
               | no memory of using that for interactive fiction.
        
               | kqr wrote:
               | That sounds like an amazing interface. Would love that on
               | my touchscreen device.
        
         | dfabulich wrote:
         | I help run the Interactive Fiction Database at
         | https://ifdb.org.
         | 
         | You really can't go wrong browsing our list of the best games
         | of all time. https://ifdb.org/search?browse
         | 
         | All of the top-rated games have walkthroughs or other hints for
         | when you get stuck. My top advice for new players: use the
         | hints.
        
           | kqr wrote:
           | This is a good point! I have personally decided to save some
           | of the all-time greatest games until I am better at text
           | adventures and can enjoy them with fewer hints.
        
           | ghaff wrote:
           | I started playing Infocom games before there were online
           | hints or even Invisiclues. I knew one of the authors quite
           | well and resorted to (literally) calling him from time to
           | time :-)
        
           | copx wrote:
           | >You really can't go wrong browsing our list of the best
           | games of all time. https://ifdb.org/search?browse
           | 
           | You can, because those games are the best according to the
           | preferences of interactive fiction connaisseurs, and the
           | preferences of connaisseurs never match those of the masses.
           | 
           | E.g. beer connaisseurs love IPAs, while most people find them
           | way too bitter.
        
             | pessimizer wrote:
             | Beer connoisseurs don't love IPAs. Modern IPAs are the most
             | like Budweiser rice beers that you can get in the fancy
             | beer world, so that's what people who aspire to _look like_
             | connoisseurs prefer. They prefer them to be very bitter,
             | and /or flavored with exotic fruits, because they can't
             | judge quality and rely on distinctness.
        
           | andrewstuart wrote:
           | The number one game on the list is a word game not a text
           | adventure game.
           | 
           | If I played that as my first text adventure I'd think text
           | adventures with like advanced scrabble or wordle.
        
         | Slothrop99 wrote:
         | IMO everyone should at least try Zork I. It was the first and
         | the greatest, there's plenty of places to go, and much of it is
         | pretty easy. Plus all these games constantly reference it in
         | oblique ways. You should at least try your hand at Zork first.
         | 
         | > do not start with infocom games
         | 
         | Yeah, the filfre.net historian described how most Infocom games
         | sold in tiny numbers to their fanbase. They are text adventures
         | for the hard-core text-adventure enthusiast. (And that includes
         | Zork II and III.)
         | 
         | > Plundered Hearts
         | 
         | > Hitchhikers Guide
         | 
         | Both these seemed super-linear. If you can't solve a puzzle,
         | you are stuck and you die. Not recommended for newbies imo.
         | (Plundered Hearts is a 'romance novel' rather than the usual
         | d&d shit.)
        
           | miohtama wrote:
           | It is the first, but Zork as a game and quality of
           | entertainment is pretty bad. If you do not have infinite time
           | your time might be spent better elsewhere.
        
             | jhbadger wrote:
             | Courses for horses, I guess. I find spending the time to
             | solve a text adventure (ideally without hints) to be more
             | enjoyable than most forms of gaming, but then I like
             | crossword puzzles too.
        
           | qmr wrote:
           | "put all into thing"
           | 
           | "I got the Babel Fish T shirt"
           | 
           | How did the infamous Babel fish puzzle originate?
           | 
           | The basic idea was by Douglas, and I added some refinements
           | (like the Upper-Half-Of-The-Room Cleaning Robot). More
           | interesting is how close the puzzle came to being removed
           | from the game; most of Infocom's testing group thought it was
           | too hard. I was going into a meeting with them just as
           | Douglas was leaving for the airport at the end of his final
           | trip to Infocom, and I asked him, "What should I tell them
           | about the Babel fish puzzle?" He said, "What should you tell
           | them? Tell them to fuck off!" So the puzzle stayed... and its
           | very hardness became a cult thing. Infocom even sold T-shirts
           | that said "I got the Babel fish."
           | 
           | -- Steve Meretzky
        
           | drob518 wrote:
           | Agree that everyone should play Zork to get an appreciation
           | of the original genre and history. IIRC, the three Zorks were
           | actually all part of the original Zork on the PDP and it had
           | to be chopped into three parts to make it fit on the 8-bit
           | micros of the 1970s-1980s.
        
             | __david__ wrote:
             | Yep, the original Zork was a big sprawling game. I
             | originally played the (pirate?) pdp version when I was like
             | 6 years old. A few years ago I took one of the c versions
             | (this one one was run through f2c and then cleaned up by
             | Ian Lance Taylor) and ported it to wasm. I also added in a
             | mapping system using my favorite dungeon map. You can play
             | it at https://dungeo.org/
        
         | js8 wrote:
         | How good are LLMs at actually playing the adventure games? Can
         | they win?
        
           | kqr wrote:
           | Not really, no. They get stuck extremely easily. They can
           | last longer with hand-holding but they still get stuck.
           | 
           | Humans also get stuck, to be fair, but tend to be more
           | inventive and methodical in trying to get unstuck, and more
           | intelligent in what to pay attention to. LLMs play like a
           | three year old with advanced vocabulary and infinite
           | patience.
           | 
           | LLMs also by nature don't learn from their experiences. Even
           | within the same context window their past mistakes only
           | increase the propensity of generating similar mistakes.
        
         | lou1306 wrote:
         | I don't know. Trinity might be a good starting point. Zork on
         | the other hand is often suggested but I find it so annoying, if
         | you don't solve a certain quest early you're automatically
         | locked out of victory.
        
       | qmr wrote:
       | I would love to see pictures and unboxing of the feelies.
       | 
       | Those were before my time. I played many of these as part of the
       | "Comedy Collection", "Sci Fi Collection" etc re-releases when I
       | was 9-10 or so. Later searching for free "games" for my Palm
       | VIIx, I found a Z machine interpreter and played a few of them on
       | my PDA. Comment from a few days ago pasted below.
       | 
       | ---
       | 
       | First time (only time?) a game made me cry, Floyd's death. 13-15
       | or so, Up way too late, hiding under my blanket to muffle the
       | noise from the folding Stowaway keyboard, playing on a glowing
       | green 160x160 LCD display on a Palm VIIx running a Z machine
       | interpreter.
       | 
       | Apparently the author still gets emails now and then to this day
       | about how Floyd's death affected players. He used to have a
       | personal site but I can't find it now. A lot of players have
       | written about this moment.
       | 
       | I think the other one I beat was Bureaucracy, by Douglas Adams.
       | Got somewhat deep in Beyond Zork and HHGTTG, but don't think I
       | completed them.
       | 
       | I remember my father getting excited when he saw those Infocom
       | compilations on Walmart store shelves.
       | 
       | I've also considered introducing those to my son. He's 5 now.
       | Lately having him play Mario RPG, Zelda, and Final Fantasy to
       | practice reading.
       | 
       | ---
       | 
       | "Perhaps the most amazing thing about the creation of Floyd was
       | how easy it was. The entire code and text for the character, if
       | printed out, would perhaps run to ten pages. What's amazing is
       | not that I was able to create a computer game character that
       | touched people so deeply, but how infrequently the same thing has
       | been accomplished in the intervening two decades."
       | 
       | Steve Meretzky
        
       | qmr wrote:
       | It is Pitch Black
       | 
       | https://www.youtube.com/watch?v=4nigRT2KmCE
        
       | palad1n wrote:
       | IF: yeah I'm a fan and once started to teach myself Inform 6, way
       | back when. My greatest accomplishment was translating a random
       | haiku generator in Inform 6. I sort of lost interest as Inform 7
       | was coming on the scene.
        
       | greesil wrote:
       | No BattleTech?
       | https://en.m.wikipedia.org/wiki/BattleTech:_The_Crescent_Haw...
        
       | M95D wrote:
       | How do I play/run these games?
        
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       (page generated 2025-09-27 23:01 UTC)