Text Adventure Games Live!
"Within all of us is an elusive melody which when heard and followed leads us us to the fulfillment of our fondest dreams." - Siegfried and Roy
It's Time to Get Inside a Story.
Enjoy a number of classic and modern text adventure games right here and discover the immersive storytelling power of Malinche's interactive fiction for yourself.
If you've never player a text adventure game (sometimes referred to as interactive fiction) it would be a good idea to read the Interactive Fiction Players Guide first.
Our online games require Java. You probably have Java installed already but in case you don't click here.
Since our games are text adventure games, you talk to the games with your keyboard. Our text adventure games are smart enough to understand full English sentences as well as abbreviations. Click one of the links below then click on any area of the screen where you see text. From there, tell the story exactly what you want to do with your keyboard. Whenever you see the word "[More]", the game has paused because the screen is filled with text. When you're done reading the text displayed, just tap any key to tell the game to continue displaying text.
Malinche Training Academy - If you're new to Interactive Fiction this is the perfect introduction as the Academy acts as an interactive tutorial to Interactive Fiction and will familiarize you with Malinche's Interactive Fiction including actual game samples of Endgame, Greystone, Pentari: First Light and The First Mile.
Pentari: First Light - Test Drive - Experience the beginning of First Light in this test drive of the game that sets the stage for the fantastic adventure that awaits you. Science fiction fans will love the interactive possibilities.
BOFH - This is a complete and totally free game based on the very popular writings of Mister Simon Travaglia. Now you too can live the dream and be a Bastard Operator From Hell! You can even SAVE and RESTORE your game!
Adventureland - Scott Adams is a pioneer and a legend in the world of text adventure games as he was the first person to program a text adventure game on a home computer. Adventureland, released in 1978, was Scott's first foray into the world of text adventure games. Forgive the simplistic style; computers were very limited in their capacity and Scott Adams performed amazing tricks of programming to get his text adventure games to fit in so small a space.
Text adventure games have come a long way in 30 years thanks to the evolution of computing power in all of its forms. Back in the 1970s and 1980s, the technology available to render interactive fiction was in its infancy and therefore quite limited. Scott Adams founded Adventure International, the first company of its kind to bring text adventure games to home computer users. Scott Adams is, arguably, the father of interactive fiction.
The Original Adventure - Adventure (originally called Advent). This is the grand daddy of all adventure games that sparked the entire text adventure game movement. Originally crafted by Will Crowther and shortly thereafter enhanced by Don Woods, Adventure is a seminal work in interactive fiction.
This is the game that inspired Infocom to create Zork and the entire Interactive Fiction medium. Adventure also inspired Scott Adams to be the first man to bring adventure games to home computers. The entire text adventure game revolution can be traced back to the original Adventure by Will Crowther and Don Woods. Indeed, every species of adventure game found today can trace its lineage back to Adventure.
Dungeon - The Original Zork - Dungeon was released in June 1977 in response to Crowther and Woods' Adventure (see above). Why? Because in the spirit of MIT, Marc Blank, Bruce Daniels, Tim Anderson, and Davce Lebling thought they could do better. And they did. Created at the Programming Technology Division of the MIT Laboratory for Computer Science, Dungeon was the second text adventure game created on a computer. The computer in question was a PDP-11 minicomputer (back then computes came in three sized - microcomputers (that would be home computers) then minicomputers (way more powerful than microcomputers) then mainframes which had colossal computing power at the time.
When the MIT crew formed Infocom, Inc. and began to explore home computer options for Dungeon, it was found to be far too large for the typical 16K memories microcomputers of the time had. First, Infocom had to rename Dungeon due to legal issues with TSR (the publisher of Dungeons and Dragons at the time). The name Zork was settled on for no particular reason.
With that settled, they had to devise a method to make Zork, designed on a very powerful minicomputer, fit on a tiny home computer. The answer? Divide the game into roughly three parts and make those parts accessible via disk drive since a whole game couldn't fit in memory all at one time.
That's how Zork 1, Zork 2 and Zork 3 came to be.