Your first IF experience: a wholesome, welcoming thread

Even relative to the rest of their generation, my grandparents were staggeringly ignorant about technology. I never understood how they decided to pick which computer they gifted to my brother and me in the mid-80s; it was certainly not the case that they looked at all of the available options, made an intelligent and informed feature comparison amongst those machines, and chose the one that had the best feature-to-price ratio. But sometime around 1985 or so, they came over to my parents’ house unannounced one evening and told us that they had a gift for us, and opened up the enormous plastic bag my grandfather had brought in with him to reveal a Radio Shack Color Computer 2 in its box. My brother and I tore it open and, over my mother and stepfather’s insistence that we were definitely going to irreparably destroy the VCR, hooked it up to our TV and turned it on to see the memorable 32 x 16 dark-green-on-lime-green text mode for the computer.

Having bought his grandchildren a computer and having seen that it could be turned on to produce text on a TV made my grandfather A Computer Person in his own eyes and he would periodically buy us software based on the fact that a friend’s grandchild liked this game, or he’d seen an ad for the program, or had a theory about whether a game might be fun based on the cover image, or how a coworker had told him that in the future we’d all need to know Lotus 1-2-3. He did not ever really appreciate that there were dozens of different computer types and that software needed to be compatible with the hardware on which it was running. Being an old-school bootstraps-lifting Republican who had a closet stuffed with VHS tapes of Ronald Reagan speeches, his responses to explanations about how you couldn’t run software designed for the Atari 800 on the computer he’d purchased us were limited to “Not with that attitude, you can’t” or “You’re not trying hard enough.” And, further down the line, the history of hardware and operating system emulation and virtualization shows that there’s a sense in which he was right; but it’s not a sense that was helpful to his 9- and 7-year-old grandchildren in the mid-80s. (Two and three decades later, he was still calling me up for remote help “installing this program” and responding to “and did you make sure that it was not just for the Macintosh before you bought it this time?” with a long pause during which you could hear him fumbling at a box and a surly, unconvincing “Yes.”)

My grandparents not only didn’t themselves understand that not all software was compatible with the computer they had purchased, but actively spread that misunderstanding to other relatives, explaining that you could just buy the grandkids whatever to various aunts and uncles and distant cousins. Soon the little desk in the corner of the kitchen with the old TV and the Color Computer 2 had its under-desk shelf filled not just with software for other Radio Shack computers in other incompatible lines that the company made, but also Apple II disks, Nintendo cartridges, cassette software for a Commodore PET, C64 disks, ZX-80 tapes, Texas Instruments game paks, Sega Master System cartridges, and software of other types I can no longer recall. Occasionally, I was able to trade these programs to friends who could use them if the friends were willing to buy me software I could use so they could have something to trade. Provided that the software was something that some friend wanted in the first place.

So I became by default a Radio Shack aficionado. The CoCo 2 was a good little computer for its time, and I happily plunged into the “learn yourself some BASIC” manual, eventually reaching a level of proficiency that allowed me to use the computer to make title screens for my grandfather that I could record onto the beginnings of his Ronald Reagan-speech VHS tapes, which made him boundlessly proud of his descendant’s technological prowess. I also saved up my allowance and extra chores money to buy a game here and there from the local Radio Shack. I picked up their annual catalog and circled the games I wanted to play, saving up money to pick up Zork for several months only to be foiled when my mother saw the Radio Shack-specific packaging,* which depicted a muscular fellow with a moustache wearing armor and swinging an enormous sword at a … pointy-eared thief, I guess? “Violence!” screamed my mother, and that was the end of my hopes of playing Zork until I was in college. But my grandparents, on one of their miscellaneous software-buying adventures, managed to accidentally and unintentionally acquire a compatible program, Robert Arnstein’s Raaka-Tu, which just had a snake and a temple and a statue on the cover, not a burly violent man waving a sword. I suspect that my grandparents picked it up because the cover and description made it vaguely sound like an Indiana Jones movie, a franchise which both of my grandparents were enormous fans of.

I spent dozens of hours on it, trying to figure out how to access and plunder the temple in the jungle. It was a hard little game with its first two or three difficult, death-for-not-timing-every-action-right puzzles needing to be solved even before the temple can be entered, full of sudden violent death (take that, mom), with a classical maze that you can map by dropping objects, and with traps and unpleasant NPCs. For an assembly-language game that fits into 16K of system memory once it’s loaded from cassette, it’s got a large map (40 or so rooms) arranged in an elegant pattern, and a nicely designed set of puzzles and objects. It was a hell of a way to start to figure out parser IF at age eight or so, and I picked up as many other bits of parser IF as I could get away with throughout my childhood, off and on. When I got a Mac my freshman year in high school, I started going back through some of the Infocom games I’d missed, or at least the ones I could get my hands on in an isolated, rural town. (No one I knew had a Mac-compatible version of Zork, though, and it would be quite a while before it would occur to me that I might have been able to run it by patching another Mac-edition Infocom game by writing one or two dozen lines of Pascal, a language I learned at the time, to overwrite the data fork in another copy of an Infocom game with the data file of a PC-version Zork.)

I’ve dipped in and out of the IF scene since the end of the commercial era, but I haven’t been steadily there during that time. I do try to make time to at least play some Comp games when the IFComp is going on, even if I don’t have much other time during the year. I wrote a few bits of elementary parser IF in BASIC as a child (under the influence of Lipscomb and Zuanich’s book), and adapted those techniques to a piece of parser IF written in Pascal for MacOS back when Pascal was a viable MacOS development option. None of those survive, but I’m currently working on a piece in Inform, which has sidelined a half-finished monstrosity in Python.

Oh, and in case you’re wondering, my mother and stepfather’s VCR was fine.

* The linked picture is actually to the cover of the version of Zork I for the TRS-80 Model I, a computer not compatible with the CoCo 2; but the CoCo version had the same cover aside from some obviously deducible changes to verbiage on the packaging. It’s not like Radio Shack was going to pay for a second, completely different manual cover design to sell the game on a different, incompatible system that they also produce.

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That’s a very entertaining story. Thanks.

So when (and on what system) did you finally play Zork ?

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What a great story, and hilarious! Christmas morning must have been a real lottery for you, I can see your face lighting up as you open your presents and then falling as you discover that your new game isn’t compatible with your machine. Did your grandparents not keep the receipts? :rofl:

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How fun to see this thread revived.
First IF game I played was “Infidel”. My neighbor loaned me his copy for Commodore 64. For the next several years we would buy and trade titles. Zork 1 was the first one to really excite me. Hints and walk throughs were a lot harder to come by back then. I solved one puzzle (from Zork II) when my younger sister came home from school and said she’d overheard some guys in her class talking about “a game with a dragon”. I told her to go back the next day and ask them how they got past it. Zork I was the first Infocom game I completed, but it took me two years of playing the same scenes over and over again.

I taught myself Basic, wrote some light text games, and also learned enough C64 assembly language to gain an understanding of how computers worked under the hood. I had a part time job in college writing code for an electrochemistry lab, but the only formal computer science course I ever took was one semester of Fortran. I think at one time I dreamed of working for Infocom, but my college degree was in biochemistry. Regardless, by the time I graduated, Infocom didn’t exist.

Post-college, I bought a Macintosh, acquired the “Lost Treasures of Infocom” and played through those. I taught myself C++, but again, only as a hobbyist. Almost a decade past when I knew of no new interactive fiction. In 2003 I discovered rec.arts.inf-fiction, and realized that there was an annual competition of interactive fiction games, and a whole catalogue of amateur written titles which I hadn’t yet played. I think “Shade” by Andrew Plotkin was one of the first modern titles I played, if not the very first, followed soon after with games by Emily Short, Graham Nelson, Gareth Rees, and Adam Cadre, and Paul O’Brien.

I have been playing IF and dabbling with IF authoring languages ever since.

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Actually, Night House. Okay, The Hitchhiker’s Guide to the Galaxy was probably before. So they’ll go together.

Night House was on text adventures.co.uk, but that website can lead to some… questionable games while still having the odd good ones on it.
H2G2 was using the 30th anniversary version on BBC. That one is really cool!

Night House just through the cool front image and blurb on the site. H2G2 through, well, I saw it when looking for text adventures based on stuff I like.

3 years ago. For those who can calculate that…

Yup. Definitely. Even through the broken computer during making Milliways and during playing some longer games. So that was annoying, but I still persevered stronger than ever! (Sequel movie trailer vibes…)

Night House? Well, not really… But my new game has that surreal vibe.
H2G2, noooo, no wayyyy it could have… :lying_face:

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I finally managed to get through the first three Zork games in college, when a roommate had an old copy of the Activision Lost Treasures collection for the PC. I played through that and the Enchanter trilogy in a few months, but never did get to the later post-Activision Zork games, which I keep thinking I will do someday. My “to play” folder on my hard drive contains plenty of other bits of IF that I want to get to at least as badly, though.

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Ah, returning or exchanging a gift for any reason was strictly taboo in my family. The expectation was that it was the thought that counts, not the execution, and by God you were going to wear that ugly hand-knitted sweater with the mutant reindeer over to Aunt Doris’s house next Christmas eve to show your appreciation no matter how much you’d grown. Besides, Grandpa was going to be there, and you’d need to tell him how much you were learning from the copy of Vulcan, the database for CP/M, for which he’d picked up 8-inch disks that someone had abandoned at the “here are some abandoned books, take them” pile near his office at the community college.

EDIT. Meant to also say: my trading of gifted software with friends was clandestine and would have resulted in angry parents because it also breaks the taboo, but my parents made no real effort to monitor the software collection under the desk and I never got caught.

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My profile says I started with The Hobbit. That may be true, or maybe I jumped in the deep end playing The Colour of Magic, Sherlock or Dracula. One of those. I got a used C64 from a relative with all of them and plenty of other games.

I never got very far in either game, mainly due to being in my early teens and not very fluent in English. I do realize now that I tried all four games without any familiarity with the source material - The Colour of Magic in particular was rather idiosyncratic without any experience with the Discworld.

I rectified this in my later teens.

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It was Zork I, 1984 or 1985, on my good old C64. I got it for my birthday from my parents. I was 11-12. Not steadily into IF since then, but more on and off. Never got interested into writing a game.

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When I was 11 I played Temple of Raaka Tu on a friend’s TRS-80. Later I got a Commodore Vic-20 and began playing the Scott Adams adventure games on cartridge - starting with Pirate’s Cove. Sometime after that my cousin got one of the first Macs and we played Zork and Ultima II on it. Then I upgraded to a C64 and ended up finishing a decent number of Infocom’s games on it including the Zork trilogy, Deadline, and The Lurking Horror. In college I completed Beyond Zork on a friend’s computer. Years later I played through most of the rest on PC via Lost Treasures I and II.

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My belated answers! The first IF game I remember playing is this Eragon parser game; I was 14 when it came out in 2004 and obsessed with the Eragon books, so I devoured any related content I could find (this game was hosted on the series’ official website). I see from the reviews that it is by no means an example of a well-done parser game, but at the time “type what you want to do” seemed like magic to me. That would remain my only exposure to parser games, though, for many more years.

After a childhood of point-and-click adventure games (mostly the Her Interactive Nancy Drew mysteries, but also Day of the Tentacle and Titanic: Adventure Out of Time), I think We Know the Devil is the first visual novel I played. Steam tells me that was in January 2017. I played a few other miscellaneous ones over the years, but what truly got me into IF was the game Scarlet Hollow. Over my holiday vacation last December I replayed it over and over, marveling at how my choices could create so many different paths through what still remained the same narrative. I had long thought it would be fun to make my own games, but I’d never actually looked into it until Scarlet Hollow reignited that itch. When I mentioned that to my partner, he said “You know, there’s this program called Twine…” I started learning Twine on January 1 of this year and have been absolutely obsessed with IF ever since.

(I also have to give a shoutout to Roadwarden, which Steam calls “an illustrated text-based RPG”; I played it in January as I was starting to learn Twine, and while it’s mostly choice-based, there are a few parser sections, which really tickled me and reminded me of the magic I felt playing that Eragon game. Some of the first parsers I played on my recent IF journey were Galatea and Aisle.)

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  • Around the World In Eighty Days, which used to be difficult to look up because of all of the references to the original novel vs. the relative obscurity of this SoftSide release and is now even harder to look up because of the newer and more prominently-marketed game.

  • Apple IIe, in one of those community computer classes which were A Thing back in the day. I would have been seven or eight years old.

  • In principle I have (like, I’ve been staring at a row of Infocom boxes above my desk for my entire adult life) although in practice I checked out of The Scene for a very very very long time.

  • Not directly, but the general state of books and magazines and immersion around computers at the time couldn’t help but nudge one in the direction of trying to make a terrible BASIC adventure. So, “no but it was an element of the culture which did.”

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Not exactly a typical IF, but I think it was the android game Buried Towns that made me wonder whether there are other games completely text based in it’s gameplay. From there I found a few rather ridiculous choice based games online.

I immediately found twine and other resources to turn some ridiculous ideas into games, and played hundreds of games in the genre. :computer:

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