Thought I was dead, didn’t you? I am in fact very much alive, and ready to resume blogging. Over the last year I’ve had a hellishly long commute to work, and I haven’t had the time or the mental energy for writing. But due to certain very positive changes in […]
Game 25: MUD1 (1978)
After that little detour into Richard Garriot’s DND1, it’s time to get back to my regular schedule with the similarly-named MUD1. MUD1 (which stands for Multi-User Dungeon) was created by a student named Roy Trubshaw in 1978 at the University of Essex, on a DEC PDP-10 mainframe (with development later […]
Game 23: Library [designed using Wander] (1978)
Wander, as my regular readers may remember, is a programming language designed for creating text adventures that predates even Colossal Cave Adventure. I’ve played two adventures created using this language so far: Castle and Aldebaran III. Both were interesting, and somewhat unusual for their vintage, but ultimately flawed. I had […]
The Cottage: Nine Floors, Zero Clues
After mostly exploring the wilderness in my last post, I’ve moved onto the interior of the titular cottage. This gave me a taste of this game’s idiosyncratic method of navigation: it uses compass directions when you’re outside, and the commands LEFT, RIGHT, FORWARD and BACK to move around inside. To […]
Acheton: Steady Progress
One difference I’ve noticed between CRPGs and adventure games, in general, is that it’s easier in the former to gauge how far you’ll progress within a certain timeframe. For the most part, CRPGs are pretty straightforward, and progress is often a simple matter of making your character stronger. With adventure […]
Game 18: Aldebaran III [aka A3, designed using Wander] (1978)
The closest thing it has to a title screen. Aldebaran III is the second of three existing games created using the Wander system. The first was Castle, which I covered last year. It was surprisingly sophisticated for being the very first text adventure, although it should always be remembered that […]