What's the best order to play the entire Infocom catalog?

I’d say they’re all worth trying and playing if you like, give them a pass if you don’t.

Has anyone mentioned Hollywood Hijinx?. It’s a flat-out parser puzzle box treasure hunt. I played a long time ago and from what I remember it was a good one of those

I am weirdly partial to Beyond Zork for its rogue like qualities. I was very bad at Zork puzzles but I liked that there were multiple solutions and you might randomly happen to get the right scroll or potion for any scenario.

Bureaucracy is worth at least experiencing the beginning of because it’s Infoccm’s high-level troll game. If you like the Really Bad IF Jam, this is for you.

No one has mentioned Ballyhoo which I’ve not played but have read interesting articles.

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Hollywood Hijinx is fairly good. Bureaucracy is one of my Top 20 IF games. I love that game - it’s clever, and while I basically have never laughed when reading a book or playing IF (I know, heartless me), Bureaucracy’s (big spoiler) airplane scene, when you jump out in the parachute made me laugh out loud.

If anyone here is to play it, there are certainly some troll scenes (bank, airport, airplane are the three, plus have a walkthrough or the feelies ready for the paranoiac’s mansion). Otherwise, I really like it. But yeah, that’s probably just me.

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Oh yes, by at least five years. My first exposure was, I think, around end of 1982, when I came across a book titled Over the Spectrum by Melbourne House, which had a listing named Adventure at the end. The book was nothing to call home about, but that game intrigued me, and I found the concept magical enough to get hooked instantly.

The listings were not attributed, but I have always suspected the author of the game and of much of that book’s content was William Tang (of Beam Software), just based on the style of the code.

I knew nothing about previous adventures then, and in fact only learnt about, and came into contact with Dungeon and Advent years later, once I had access to my high school’s computer. Zork had been existing for ten years then, but I was ignorant about that as well. They were a completely different scale of difficulty and that changed my perspective on the genre: these were proper challenges, nothing to do with the puny, tape-based games for the cheap 8-bit micros that had been prevalent in Europe in the first half of the decade.

Because there was no other choice than to beat them or to give up. There was no help easily available (to me at least). And one could get very bored.

I have always liked it, but it’s different in tone. It’s not light-hearted or whimsical, but melancholic and maybe even a little sad. It does use comedy, but more as a dissociative device to emphasize the estrangement of the PC from the world they are exploring. It is atmospheric and conveys a certain undertone of nostalgia for a time that, as it often happens, never existed. It is technically an investigation game, with the mystery automatically being untangled as puzzles are solved, instead of having to depend on the player’s inference.

Most people seem to find the setting uninspired and bland. I disagree. The game dips into the themes of decay and loss in small communities that are prevalent in classic American literature, and you need to be attuned to these. It has a lot in common, thematically, with Kentucky Route Zero, but lacks the artistic sophistication of the latter. It’s more an ambience game than a puzzle fest, and a clear tonal outlier in the Infocom catalogue.

Your mileage may vary a lot. You should check @Rovarsson’s review of the game in this topic as well. He has a different take on it than I have, although he clearly liked it too, maybe for different reasons. I find it interesting because that write-up reads like a completely different game, but no, we are talking about the same one.

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We saved and restored a lot.

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Video games were different in those days. We were used to dying constantly, and when you used up your lives, the game was over. What was impressive about text adventures was that you could save and restore!

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One thing I don’t think has been mentioned is whther or not to play the Solid Gold releases of:

The Hitchhiker’s Guide to the Galaxy
Zork I
Leather Goddesses of Phobos
Planetfall
Wishbringer

The experience is somewhat different, but the games are mostly the same.

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The people who wrote Mainframe Zork went on to form Infocom, and Zork I is a cut down, polished version of Mainframe Zork. After I had played the latter, I went back and colored my map to see which parts ended up where in the trilogy:

  • Zork I: Almost everything in Zork I comes from Mainframe Zork, though things have still been moved around a bit, which affects some puzzles. The geography has been simplified, with straighter passages.
  • Zork II: The rotating room, the volcano, the well, the bank, and the locked door with the key on the other side are from Mainframe Zork, but the geography that connects them is new, and several new elements has been added.
  • Zork III: The endgame and Royal Puzzle are from Mainframe Zork. Everything else is new.

The coal chute ended up as part of a larger puzzle in Sorcerer. I think the only puzzle that was dropped completely was the “last lousy point”, but a hint for it still remains in Zork I.

If there was more, I’ve forgotten about it. There’s a copy of my map in Trizbort.IO - Google Drive if anyone’s curious.

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I don’t remember about the others, but the Solid Gold releases of Planetfall and Wishbringer have some really unfortunate bugs.

In Planetfall, the journal that was previously part of the printed manual was made into an in-game object. I can only assume that every tester left that behind to free up their inventory, because as long as you’re carrying it I don’t think it’s possible to push the down button in the elevator. (The parser thinks you’re trying to push down the little button on the journal instead, I believe.)

The Wishbringer bug is a bit more complicated, but also a lot funnier: You can’t run out of time. Unless you’re playing the game spectacularly badly, in which case you will run out of time almost half a day too early.

You can find the technical details about it at There is no time limit · Issue #7 · the-infocom-files/wishbringer-invclues · GitHub

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For my purposes, I don’t think I will. I’m interested in the original experiences more than completionism.

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I meant instead of the older releases, not in addition to them. The Solid Gold releases have quality of life improvements (command shortcuts, hints, etc.) but they are affected by unfortunate bugs as eriktorbjorn mentioned.

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Me too, though I advise moderation. Playing the Apple II port of Zork r5 can play havoc with your patience due to the extremely buggy release. Most game versions don’t have that level of breakage.

One funny thing is that the Solid Gold version of Zork I does re-instate a bit of text from Mainframe Zork in the Flood Control Dam #3 guidebook:

The guidebooks still aren’t identical, e.g. Zork I says the structure is “composed of 370,000 cubic feet of concrete”, where Mainframe Zork says it was “3.7 cubic feet”.

(The Summer 1985 issue of The New Zork Time insists that the original text was intentional: “It may be impossible in the real world to build a dam with such a small piece of concrete, but this is a fantasy remember? Actually, it was intended as a joke; it is not a typo.”)

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Spellbreaker took me about 10 years WITH the Invisiclues!

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I don’t remember how long it took me. Months for sure, on and off, and I don’t remember having the Invisiclues either. I had the original packaging for Mac, but entropy happened to it. I remember that after really figuring out the golden box I understood Archimedes’ legendary slip in modesty and civilised behaviour.

I never would have figured out the box in a million years. I solved everything else.

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