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    <channel>
        <title><![CDATA[Stories by Aaron A. Reed on Medium]]></title>
        <description><![CDATA[Stories by Aaron A. Reed on Medium]]></description>
        <link>https://medium.com/@aareed?source=rss-f4341ebca6fc------2</link>
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            <title>Stories by Aaron A. Reed on Medium</title>
            <link>https://medium.com/@aareed?source=rss-f4341ebca6fc------2</link>
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        <lastBuildDate>Thu, 06 Aug 2026 12:53:56 GMT</lastBuildDate>
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            <title><![CDATA[Thomas M. Disch’s “Amnesia” (1986)]]></title>
            <link>https://medium.com/@aareed/thomas-m-dischs-amnesia-1986-51b509ad62c?source=rss-f4341ebca6fc------2</link>
            <guid isPermaLink="false">https://medium.com/p/51b509ad62c</guid>
            <category><![CDATA[science-fiction]]></category>
            <category><![CDATA[interactive-fiction]]></category>
            <category><![CDATA[thomas-m-disch]]></category>
            <category><![CDATA[text-adventure-game]]></category>
            <category><![CDATA[game-history]]></category>
            <dc:creator><![CDATA[Aaron A. Reed]]></dc:creator>
            <pubDate>Thu, 16 Jun 2022 15:17:57 GMT</pubDate>
            <atom:updated>2022-06-16T15:17:57.139Z</atom:updated>
            <content:encoded><![CDATA[<p>Kevin Bentley woke up feeling awful, pulling back the curtains of his new apartment in San Mateo, California. Only a year out of high school, the New Jersey native had been hired by local software company Cognetics and turned loose on the project of simply “implementing” a script by well-known science fiction writer Thomas M. Disch: turning it into a fully playable interactive fiction game. No one at Cognetics — or at Harper &amp; Row, Disch’s publisher — seemed to think this ought to be too big a problem: the publisher had already prepared box art and marketing material before Bentley was even assigned to the project.</p><p>But a static script is not a playable game. There was way too much of Disch’s prose to fit in the two-disk budget the game had been allocated; the programming language he’d been asked to work in was a cut-down version of Forth, not well-suited for text adventures; the original publisher and then the author himself had pulled out of the project; and now Bentley had been shipped to the other side of the country so the game’s new publisher, Electronic Arts, could keep an eye on him and make sure their game got finished. EA had never published a text adventure, and they never would again. Despite this, they had opinions….</p><p><a href="http://Kevin Bentley woke up feeling awful, pulling back the curtains of his new apartment in San Mateo, California. Only a year out of high school, the New Jersey native had been hired by local software company Cognetics and turned loose on the project of simply “implementing” a script by well-known science fiction writer Thomas M. Disch: turning it into a fully playable interactive fiction game. No one at Cognetics—or at Harper &amp; Row, Disch&#39;s publisher—seemed to think this ought to be too big a problem: the publisher had already prepared box art and marketing material before Bentley was even assigned to the project.  But a static script is not a playable game. There was way too much of Disch&#39;s prose to fit in the two-disk budget the game had been allocated; the programming language he&#39;d been asked to work in was a cut-down version of Forth, not well-suited for text adventures; the original publisher and then the author himself had pulled out of the project; and now Bentley had been shipped to the other side of the country so the game&#39;s new publisher, Electronic Arts, could keep an eye on him and make sure their game got finished. EA had never published a text adventure, and they never would again. Despite this, they had opinions."><strong><em>Read the full article on the 50 Years of Text Games Substack!</em></strong></a></p><figure><img alt="" src="https://cdn-images-1.medium.com/max/800/1*wBfMcRAE5KwlKbe3l4cz0A.jpeg" /></figure><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=51b509ad62c" width="1" height="1" alt="">]]></content:encoded>
        </item>
        <item>
            <title><![CDATA[Crowther’s and Woods’ Adventure maps, side by side]]></title>
            <link>https://medium.com/@aareed/crowthers-and-woods-adventure-maps-side-by-side-5b52df20d612?source=rss-f4341ebca6fc------2</link>
            <guid isPermaLink="false">https://medium.com/p/5b52df20d612</guid>
            <category><![CDATA[games]]></category>
            <category><![CDATA[retrogames]]></category>
            <category><![CDATA[caves]]></category>
            <category><![CDATA[maps]]></category>
            <category><![CDATA[computer-games]]></category>
            <dc:creator><![CDATA[Aaron A. Reed]]></dc:creator>
            <pubDate>Fri, 10 Jun 2022 16:54:12 GMT</pubDate>
            <atom:updated>2022-06-10T16:54:12.456Z</atom:updated>
            <content:encoded><![CDATA[<p>The upcoming <a href="https://www.kickstarter.com/projects/aaronareed/50-years-of-text-games"><strong><em>50 Years of Text Games</em></strong></a> book will hopefully* include this set of two-page spreads with maps of two versions of the classic parser game <a href="https://if50.substack.com/p/1976-adventure"><em>Adventure</em></a>, which both popularized and named the text adventure and adventure game genres. Famously, the game was originally created but abandoned by caver/coder Will Crowther, then found a year later and significantly expanded by grad student Don Woods.</p><p>(* My take on the map is based on an uncredited vintage plotter print; I’ve redone the labelling, normalized and corrected many small details, and did some serious alternations to reconstruct the Crowther version. The asterisk is because I haven’t yet been able to track down the original creator of this map: if you know who made it, please <a href="https://aaronareed.net/contact-2/">get in touch</a>!)</p><p>The extent of Woods’ contributions is hard to appreciate in the abstract. Here’s the two maps side by side, a fascinating look at how the game evolved when it passed into new hands:</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*1Mb9b3-SD2xUQMAhSNfixQ.jpeg" /><figcaption>Crowther version (1976)</figcaption></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*rXG4x2aFTv0vEH5LWU3f3A.jpeg" /><figcaption>Crowther/Woods version (1977)</figcaption></figure><p>In the book, these will be on two adjacent pages, with rooms lining up; you’ll be able to flip back and forth to see exactly how Woods extended the game’s geography and tweaked what was already there.</p><p>This is still a work-in-progress: note that some duplicate connections &amp; exact maze details are omitted. If you see any errors otherwise please let me know!</p><blockquote>If you’re interested in computer gaming history, check out my new book <a href="https://www.kickstarter.com/projects/aaronareed/50-years-of-text-games"><strong><em>50 Years of Text Games: From Oregon Trail to A.I. Dungeon</em></strong></a><strong><em> </em></strong>which<strong> </strong>has tons more great content like this!</blockquote><p>(Addendum: <a href="https://bluerenga.blog/">Jason Dyer</a> has noted that the original version of this map was based on a slightly different version of the game, known as Adventure 375: GIBI0375 in the <a href="https://mipmip.org/advfamily.html">Adventure Family Tree</a>. I believe all the differences between that version and the canonical 350-point version have been corrected in Photoshop for this presentation.)</p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=5b52df20d612" width="1" height="1" alt="">]]></content:encoded>
        </item>
        <item>
            <title><![CDATA[Reddit AMA for “50 Years of Text Games”]]></title>
            <link>https://medium.com/@aareed/reddit-ama-for-50-years-of-text-games-7018e1bbf1f1?source=rss-f4341ebca6fc------2</link>
            <guid isPermaLink="false">https://medium.com/p/7018e1bbf1f1</guid>
            <category><![CDATA[games-writing]]></category>
            <category><![CDATA[reddit]]></category>
            <category><![CDATA[ama]]></category>
            <category><![CDATA[games]]></category>
            <category><![CDATA[computer-history]]></category>
            <dc:creator><![CDATA[Aaron A. Reed]]></dc:creator>
            <pubDate>Thu, 09 Jun 2022 13:46:54 GMT</pubDate>
            <atom:updated>2022-06-09T13:46:54.717Z</atom:updated>
            <content:encoded><![CDATA[<p><strong>This morning(Thursday June 9th), I’m doing </strong><a href="https://www.reddit.com/r/Games/comments/v8gbce/my_book_on_the_history_of_text_games_like_zork/"><strong>an AMA (ask me anything) on Reddit’s popular /r/Games channel</strong></a>. If you’re not familiar with AMAs, it’s basically just a chance to ask someone with an interesting story or project any questions you like (on or off topic) live via posting. The AMA will run Thursday from about 7am PT (10am ET) through 10am PT (1pm ET).</p><p>This is a big community with lots of general-interest games folks, so I’m a little nervous about what the reception to a book about (gasp) <em>games without graphics</em> might be over there. Would love for some IF fans to <a href="https://www.reddit.com/r/Games/comments/v8gbce/my_book_on_the_history_of_text_games_like_zork/"><strong>drop by and ask a question or hang out in the comments</strong></a><strong>!</strong></p><p>In other news, the crowdfunding campaign for the book has had a remarkable first two days, raising $125,000 in pledges and over 1200 backers in its first 48 hours. You can still <a href="https://www.kickstarter.com/projects/aaronareed/50-years-of-text-games">back now to reserve a copy</a> of this book about the history of interactive fiction!</p><figure><img alt="Cover of “50 Years of Text Games”" src="https://cdn-images-1.medium.com/max/1024/1*_qca2h2Ndgw4l2oxo46pHQ.jpeg" /></figure><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=7018e1bbf1f1" width="1" height="1" alt="">]]></content:encoded>
        </item>
        <item>
            <title><![CDATA[The “50 Years of Text Games” Book is a Go!!]]></title>
            <link>https://medium.com/@aareed/the-50-years-of-text-games-book-is-a-go-939632641748?source=rss-f4341ebca6fc------2</link>
            <guid isPermaLink="false">https://medium.com/p/939632641748</guid>
            <category><![CDATA[computer-history]]></category>
            <category><![CDATA[game-history]]></category>
            <category><![CDATA[interactive-fiction]]></category>
            <category><![CDATA[video-game-news]]></category>
            <category><![CDATA[video-game-history]]></category>
            <dc:creator><![CDATA[Aaron A. Reed]]></dc:creator>
            <pubDate>Tue, 07 Jun 2022 12:33:06 GMT</pubDate>
            <atom:updated>2022-06-07T12:33:06.360Z</atom:updated>
            <content:encoded><![CDATA[<p>My book on the incredible history of interactive fiction launched TODAY on Kickstarter:</p><p><a href="https://www.kickstarter.com/projects/aaronareed/50-years-of-text-games"><strong>Find out how to reserve your copy now!</strong></a></p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*iIhG1lUggnV_9SMBnEcdpQ.jpeg" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*k85uIN-EOKdn9ty8a0CUVw.jpeg" /></figure><p>The book features</p><ul><li><strong>650 pages and over 200,000 words</strong> of text game history</li><li><strong>Extensively researched</strong> in a multi-year project</li><li>Professionally offset printed with quality paper and ink</li><li>For the hardback, <strong>a beautiful faux-leather and foil-stamped cover</strong></li><li>A lengthy introduction on <strong>the pre-history of digital text games</strong>, including fascinating early experiments from the 1950s and 60s</li><li>An <strong>introduction to each decade</strong> capturing larger trends and movements</li><li><strong>Custom maps and diagrams</strong> to reveal each game’s structure</li><li>Extensive <strong>version and release histories</strong> for each game</li><li>A full index and research bibliography</li><li>Backer reward tiers with some awesome exclusive perks</li></ul><blockquote><em>If you’re planning to back, </em><strong><em>it would be AMAZING if you could </em></strong><a href="https://www.kickstarter.com/projects/aaronareed/50-years-of-text-games"><strong><em>make a pledge</em></strong></a><strong><em> by end of day TODAY, of ANY amount</em></strong><em>. Projects with early backers get boosted in the Kickstarter system.</em></blockquote><p>There are tons more specifics on the project on <a href="https://www.kickstarter.com/projects/aaronareed/50-years-of-text-games"><strong>the crowdfunding page</strong></a><strong>,</strong> including on the really cool backer rewards available. Thanks, and I hope you’ll consider joining me on this next phase of the journey!</p><p>— Aaron</p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=939632641748" width="1" height="1" alt="">]]></content:encoded>
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        <item>
            <title><![CDATA[The first digital text on a screen…]]></title>
            <link>https://medium.com/@aareed/the-first-digital-text-on-a-screen-7c391432dbdd?source=rss-f4341ebca6fc------2</link>
            <guid isPermaLink="false">https://medium.com/p/7c391432dbdd</guid>
            <category><![CDATA[interactive-fiction]]></category>
            <category><![CDATA[game-history]]></category>
            <category><![CDATA[games-history]]></category>
            <category><![CDATA[computer-history]]></category>
            <category><![CDATA[video-game-history]]></category>
            <dc:creator><![CDATA[Aaron A. Reed]]></dc:creator>
            <pubDate>Tue, 31 May 2022 16:30:51 GMT</pubDate>
            <atom:updated>2022-05-31T16:30:51.346Z</atom:updated>
            <content:encoded><![CDATA[<p>When and what was the first digital text shown on a screen? It depends, as always, on your exact definitions of those words. But here’s one plausible candidate.</p><p>In 1947, British inventors Freddie Williams and Tom Kilburn were playing around with newly invented CRTs (cathode ray tubes) which could use a scanning electron gun to light up individual phosphor dots. The technology would later become ubiquitous as the basis of the television set, but Williams and Kilburn had visions of using it to solve a problem with the earliest computers: how to store data. They thought if they used the electron gun to light up a grid of dots, then clamped a second device to the screen to read which of those dots were lit and unlit, they could make a self-perpetuating loop that would effectively be random-access memory stored in light: to know whether a particular bit was on or off, you just had to check whether the sensor at a particular x,y coordinate was detecting light.</p><p>At some point the pair realized the 32x32 grid of phosphor dots in their prototype (aiming to create 1024 bits of memory) could also be used to draw pictures, or spell words. There’s a low-res photograph online of the first known text they wrote for their device, spelling out its name (<em>C.R.T. STORE</em>).</p><figure><img alt="A low-res photo of a grid of pixels showing the text “C.R.T. STORE”" src="https://cdn-images-1.medium.com/max/604/1*EcVYX7Yt3bqCRbW0s70Saw.png" /></figure><p>For the <a href="https://www.kickstarter.com/projects/aaronareed/50-years-of-text-games">50 Years of Text Games</a> book, I recreated this image of the earliest known screen text by redoing the grid of pixels as a vector graphic for hi-res output, then distorting and coloring it to approximate how it would have appeared on the round 4-inch prototype Williams-Kilburn tube — which is on display at the Computer History Museum in Mountain View, California:</p><figure><img alt="A four inch rounded screen in an aging metal casing." src="https://cdn-images-1.medium.com/max/1000/1*hN1P5uNL9z9SKrT-ZMbdUQ.jpeg" /></figure><p>Here’s the new image. A sidenote: the faint reflections on the glass below are actually taken from a different photograph I took of the real tube’s screen, so this is about as O.G. as you can get for a mockup:</p><figure><img alt="Rounded screen showing “C.R.T. STORE” on a 32x32 grid of pixels." src="https://cdn-images-1.medium.com/max/1024/1*J_u8c94GPVQ2xCQcz4cZCw.jpeg" /></figure><p>Text had been stored digitally before this on ENIAC; text had been printed on teletypes by the earliest computers; but this might be the first time digital text was output to a screen. Is this the original pixel font? (The word “pixel,” by the way, descends from Williams &amp; Kilburn’s referring to the individual dots they could light up as “<strong>pic</strong>ture <strong>el</strong>ements.” Pretty cool!)</p><p>This story and lots more tidbits on the history of text on computers and interactive fiction can be found in my forthcoming book <a href="https://www.kickstarter.com/projects/aaronareed/50-years-of-text-games"><strong><em>50 Years of Text Games: From Oregon Trail to A.I. Dungeon</em></strong></a> — if you’re interested in this fascinating corner of digital history, please check it out!</p><figure><img alt="Mockup of 50 Years of Text Games book" src="https://cdn-images-1.medium.com/max/1024/1*NHXAnBsCYX4leTbdz6HTEw.jpeg" /></figure><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=7c391432dbdd" width="1" height="1" alt="">]]></content:encoded>
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        <item>
            <title><![CDATA[50 Years of Text Games: The Book]]></title>
            <link>https://medium.com/@aareed/50-years-of-text-games-the-book-4aebd8eabfb5?source=rss-f4341ebca6fc------2</link>
            <guid isPermaLink="false">https://medium.com/p/4aebd8eabfb5</guid>
            <category><![CDATA[kickstarter]]></category>
            <category><![CDATA[game-history]]></category>
            <category><![CDATA[games]]></category>
            <category><![CDATA[interactive-fiction]]></category>
            <category><![CDATA[computer-games]]></category>
            <dc:creator><![CDATA[Aaron A. Reed]]></dc:creator>
            <pubDate>Mon, 23 May 2022 17:04:52 GMT</pubDate>
            <atom:updated>2022-05-23T17:04:52.491Z</atom:updated>
            <content:encoded><![CDATA[<p>Something very cool is coming…</p><p>A collectible book about the first half-century of interactive fiction. Deep dives into fifty text games from Zork to Trade Wars to Fallen London to Lifeline. <a href="https://www.kickstarter.com/projects/aaronareed/50-years-of-text-games"><strong>Sign up to be notified on launch &amp; join the adventure!</strong></a></p><p>(You can also <a href="https://if50.substack.com/p/pre-launch-page-for-the-book-is-a">find out more details about the project</a> on my Substack.)</p><figure><img alt="Mockup image of the 50 Years of Text Games book." src="https://cdn-images-1.medium.com/max/1024/1*NHXAnBsCYX4leTbdz6HTEw.jpeg" /></figure><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=4aebd8eabfb5" width="1" height="1" alt="">]]></content:encoded>
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        <item>
            <title><![CDATA[Patchwork Girl (1995)]]></title>
            <link>https://medium.com/@aareed/patchwork-girl-1995-4827b4c7f837?source=rss-f4341ebca6fc------2</link>
            <guid isPermaLink="false">https://medium.com/p/4827b4c7f837</guid>
            <category><![CDATA[electronic-literature]]></category>
            <category><![CDATA[interactive-fiction]]></category>
            <category><![CDATA[computer-history]]></category>
            <category><![CDATA[hypertext]]></category>
            <category><![CDATA[space-story]]></category>
            <dc:creator><![CDATA[Aaron A. Reed]]></dc:creator>
            <pubDate>Thu, 24 Jun 2021 22:17:47 GMT</pubDate>
            <atom:updated>2021-06-24T22:17:47.066Z</atom:updated>
            <content:encoded><![CDATA[<p>It was the last talk of a long day. On the MIT campus in October 1997, an interdisciplinary symposium called “Transformations of the Book” was taking place, bringing together “classicists, Shakespearean scholars, technological wizards and lovers of all media” to explore how printed books were being challenged and changed by the digital age. The talks had begun just after lunch, and now it was coming up on nine o’clock as the final speaker took the stage: a woman in her mid-twenties. In her author photo she wore a sleeveless vest, a dense cluster of ear piercings, and an ampersand, tattooed on her upper arm. Her speaker bio noted that “she specializes in lies and digressions.” The talk was entitled “Stitch Bitch,” and began like this:</p><blockquote>It has come to my attention that a young woman claiming to be the author of my being has been making appearances under the name of Shelley Jackson. It seems you have even invited her to speak tonight, under the misapprehension that she exists, that she is something besides a parasite… May I say that I find this an extraordinary impertinence, and that if she would like to come forward, we shall soon see who is the author of whom.</blockquote><blockquote>Well? Well?</blockquote><blockquote>Very well.</blockquote><blockquote>I expect there are some of you who still think I am Shelley Jackson, author of a hypertext about an imaginary monster, the patchwork girl Mary Shelley made after her first-born ran amok. No, I am the monster herself, and it is Shelley Jackson who is imaginary…</blockquote><p><a href="https://if50.substack.com/p/1995-patchwork-girl"><strong>Continue reading at the home of my new blog series, “50 Years of Text Games.”</strong></a></p><figure><img alt="A screenshot of Patchwork girl showing multiple overlapping windows, some with text and some with a diagram of linked nodes." src="https://cdn-images-1.medium.com/max/1024/1*CW14_OMgTQv2_EhIKsW5sg.png" /></figure><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=4827b4c7f837" width="1" height="1" alt="">]]></content:encoded>
        </item>
        <item>
            <title><![CDATA[The Playground (1994)]]></title>
            <link>https://medium.com/@aareed/the-playground-1994-63220bfa6496?source=rss-f4341ebca6fc------2</link>
            <guid isPermaLink="false">https://medium.com/p/63220bfa6496</guid>
            <category><![CDATA[interactive-fiction]]></category>
            <category><![CDATA[interactive-drama]]></category>
            <category><![CDATA[interactive-narratives]]></category>
            <category><![CDATA[digital-narrative]]></category>
            <category><![CDATA[game-history]]></category>
            <dc:creator><![CDATA[Aaron A. Reed]]></dc:creator>
            <pubDate>Thu, 17 Jun 2021 16:06:03 GMT</pubDate>
            <atom:updated>2021-06-17T16:06:03.348Z</atom:updated>
            <content:encoded><![CDATA[<p>On a spring day in 1990, in a tiny studio theater at Carnegie Mellon — the first university in the world to offer a degree in drama — a most unusual performance took place. The seats were empty except for a handful of computer science researchers, and the only audience member was on the stage. She stood amidst a minimalist set representing a bus station along with a small troupe of improv actors wearing headsets. She’d been told she was taking part in an experiment in “interactive drama,” but her only guidance was to try to buy a bus ticket: she had no script, and neither did the actors with their headsets. Not even the director, whispering to the actors through an off-stage microphone, had the lines. All he had was a graph of possible outcomes, and a straightforward goal: whatever the woman on stage did, keep the story around her compelling.</p><p><a href="https://if50.substack.com/p/1994-the-playground"><strong>Continue reading at the home of my new blog series, “50 Years of Text Games.”</strong></a></p><figure><img alt="A rainbow." src="https://cdn-images-1.medium.com/max/1024/1*9LY_vWlJwRWn4Ypjfmphhg.jpeg" /></figure><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=63220bfa6496" width="1" height="1" alt="">]]></content:encoded>
        </item>
        <item>
            <title><![CDATA[Curses (1993)]]></title>
            <link>https://medium.com/@aareed/curses-1993-e03a257924cd?source=rss-f4341ebca6fc------2</link>
            <guid isPermaLink="false">https://medium.com/p/e03a257924cd</guid>
            <category><![CDATA[interactive-fiction]]></category>
            <category><![CDATA[video-game-history]]></category>
            <category><![CDATA[inform-7]]></category>
            <category><![CDATA[inform]]></category>
            <category><![CDATA[infocom]]></category>
            <dc:creator><![CDATA[Aaron A. Reed]]></dc:creator>
            <pubDate>Thu, 10 Jun 2021 21:08:22 GMT</pubDate>
            <atom:updated>2021-06-10T21:08:22.758Z</atom:updated>
            <content:encoded><![CDATA[<p>It would have been a safe bet in 1993 to say the text adventure was dead. That year saw the last release of a traditional parser game by a mainstream publisher: Legend Entertainment’s <a href="https://www.youtube.com/watch?v=mfAjib1EGFo&amp;t=5m8s"><em>Gateway II: Homeworld</em></a>, a sequel only greenlit because the original had sold unexpectedly well. But the unlikely success was not repeated. The bestselling games of the year would be CD-ROM extravaganzas like <em>Myst</em> and <a href="https://www.youtube.com/watch?v=45Z-Q5KVTyI&amp;t=10m40s"><em>The Seventh Guest</em></a> loaded with animations, music, voice acting, and video. Infocom — once the king of interactive story — was out of business, its lauded text games now in the remainder bin if they could still be found at all. It did not seem likely the genre they helped popularize would ever come back.</p><p><a href="https://if50.substack.com/p/1993-curses"><strong>Continue reading at the home of my new blog series, “50 Years of Text Games.”</strong></a></p><figure><img alt="The cover art for Curses, featuring an old woodcut illustration of a group of standing stones and a portion of a subway map." src="https://cdn-images-1.medium.com/max/652/1*AYPID0tGmn2nl5fIqNBH8Q.jpeg" /></figure><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=e03a257924cd" width="1" height="1" alt="">]]></content:encoded>
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            <title><![CDATA[Silverwolf (1992)]]></title>
            <link>https://medium.com/@aareed/silverwolf-1992-9638ed5fc3c?source=rss-f4341ebca6fc------2</link>
            <guid isPermaLink="false">https://medium.com/p/9638ed5fc3c</guid>
            <category><![CDATA[textadventure]]></category>
            <category><![CDATA[game-history]]></category>
            <category><![CDATA[game-studies]]></category>
            <category><![CDATA[video-game-history]]></category>
            <category><![CDATA[women-in-games]]></category>
            <dc:creator><![CDATA[Aaron A. Reed]]></dc:creator>
            <pubDate>Thu, 03 Jun 2021 22:31:07 GMT</pubDate>
            <atom:updated>2021-06-03T22:31:07.319Z</atom:updated>
            <content:encoded><![CDATA[<p>It was an <a href="https://magazineclonerepub.blob.core.windows.net/mcepub/3169/206752/image/35caaaa2-2f59-4267-b978-422b7dfda06c.jpg">odd advert</a> for a computer magazine. Next to a sketch of a provocatively posed, long-legged young woman in stockings — okay, maybe <em>that</em> part wasn’t so odd — its copy hyped not a new piece of hardware, but a house in Ireland:</p><blockquote><em>the famous school where grown-up girls are transformed into schoolgirls. …Now you can find out for yourself as you guide Trixie Trinian through the classrooms, corridors and secret places of the </em>strangest<em> school ever — to uncover</em></blockquote><blockquote><em>THE SECRET OF ST. BRIDE’S</em></blockquote><p>“Not so much a programme more a way of life,” the text below helpfully clarified. While not entirely apparent, this was an ad for an adventure game. Sending £5.95 to “St. Bride’s School, Burtonport, County Donegal, Ireland” would get you <a href="https://pbs.twimg.com/media/D-pstSCWkAkSX-5?format=jpg&amp;name=large">a cassette tape</a> for your Spectrum 48K containing a text adventure written, according to its label, by “the Games Mistresses.”</p><p><a href="https://if50.substack.com/p/1992-silverwolf"><strong>Continue reading at the home of my new blog series, “50 Years of Text Games.”</strong></a></p><figure><img alt="" src="https://cdn-images-1.medium.com/max/936/1*qIFXTE6aijTIeU0KHTWlRA.png" /></figure><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=9638ed5fc3c" width="1" height="1" alt="">]]></content:encoded>
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