Chris Pressey's Favourite Text Adventures

Here is a list of text adventure games that I've played (though some of them do have supplementary graphics), and, while I'm a bit hesitant to call some of them my favourites, I must have enjoyed them enough to remember them. You'll notice that I am not actually particularly good at solving these things!

  1. The Hitch-Hiker's Guide to the Galaxy (Text Adventure, Z-Machine)

    I was stuck on this one for a long time, because I couldn't seem to remove common sense from my brain. Whether I had gotten the game stuck in an unsolvable state, or I just didn't notice that it worked, I don't know. When I picked it up again years later, I finished it, but I did get a fair number of hints from other people who had played it, in between.

  2. Winter Wonderland (Text Adventure, Commodore 64)

    With graphics. This was apparently a demo for an adventure authoring system of some kind, but it stands on its own as a game, although perhaps not the best one. I'm proud to say that I solved this with no hints or walkthroughs, although I should add, it's not a particularly difficult game.

  3. The Africa Adventure (Text Adventure, Commodore 64)

    Treasure-oriented. An interesting game, although parts are probably borderline politically incorrect at this point in history (but really, the same can be said for the original Get Smart.) So far, I've gotten about half the possible points. I either can't remember, or never figured out, how to get the wood without getting bitten by the spider. I can deal with the viper and the alligator, but am not clear on the purpose behind either. No idea what the foul-smelling stuff or the wild dog is for...

  4. Cranston Manor (Text Adventure, Apple II)

    With graphics. Treasure-oriented. Not the best adventure game, certainly, but memorable for some reason. Never solved it, but pretty sure I could without too much help, if I ever found the time to go back to it.

  5. Creature Venture (Text Adventure, Apple II)

    With graphics. Might have been treasure-oriented; I don't remember. The main feature, though, is the Oozlybub, a creature which has popped up in a few other places in artistic endeavours in my life, including being part of the name of my programming language Oozlybub and Murphy.

  6. Dungeon (MIT) (Text Adventure, POSIX)

    The best thing to ever come out of MIT. (You think I'm joking, don't you?)

    Treasure-oriented. A classic, which captured some of the hacker culture of the time, and foisted it on a general audience when it was repackaged as the Zork trilogy. I have actually solved most of the main game, but never got to a point where I can start the endgame.

    I've listed its platform as "POSIX" in Chrysoberyl, although of course the actual situation is far more complicated. I first played it on an Amiga 500.

  7. The Secret of St. Bride's (Text Adventure, Commodore 64)

    Intriguing, but difficult. Unlike most of the others on this list, I only came across this game a few years back, and have never gotten very far in it. I will probably end up consulting a walkthrough, if I ever find the time to go back to it.

  8. Time & Magik (Text Adventure, Amiga 500)

    With graphics. Actually a trilogy of three games, some of which are treasure-oriented. The one about venturing through time to stop the Timelords from destroying the world or whatever seemed pretty well put together, as did the one where you start with 100% sanity but gradually lose it over time, but the third one, with the spells which require certain objects as foci, seemed kind of weak.

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