耗时40年完成的文字冒险游戏《幻影》的情节
The Plot of the Phantom, a text adventure that took 40 years to finish

原始链接: https://scottandrew.com/blog/2025/06/you-can-now-play-plot-of-the-phantom-the-text-adventure-game/

历经四十载!一位软件工程师终于完成了他的文字冒险游戏《幻影的阴谋》。这款游戏始于他青少年时期,那时他沉迷于Infocom的游戏和Atari 800上的BASIC编程。后来生活发生了变故,最初的代码丢失了,但幸存下来的是一本记录地图的笔记本。 快进到2018年,他发现了Inform 7,这是一种现代的交互式小说创作语言,它运行在与Zork相同的虚拟机上。在新冠疫情期间,他复活了这个项目,根据他的笔记本重制了游戏。 他做了一些改动,例如移除了一些房间,取消了得分和寻宝机制,并弱化了暴力的结局。游戏变得有点元叙事,也略带自传色彩,提到了他1984年的自己。经过这么多年,《幻影的阴谋》终于完成了,并且可以在网页浏览器上游玩。作者形容自己此刻的心情是“喜忧参半”,因为他终于发布了一个陪伴了他几十年的项目。

A Hacker News thread discusses "The Plot of the Phantom," a text adventure game completed after 40 years of development. Commenters share nostalgic experiences with early text adventures, highlighting the challenges of limited technology and the innovative programming solutions they devised. Common themes include creating complex parsers, accidentally breaking game logic with unexpected commands ("put bag in bag"), and the frustration of lost code due to storage limitations. Some reminisce about writing their own Infocom-style games in the 80s and exploring the possibilities of game design. One user suggests that LLMs could enhance the user experience by acting as a UI translating player inputs into game actions, while another user argues that LLMs don't measure up to existing adventure game engines like Inform6 and Inform7.
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原文

Posted June 23, 2025.

If you knew me in 1984, you would also know that you could find me glued to a chair in front of our family's Atari 800 personal computer, typing out BASIC programs from issues of COMPUTE! magazine and letting the summer days go by. I was also obsessed with the Infocom series of text adventure games, although I'd have to go to a friend's house to play them because they were almost exclusively for the Commodore 64.

So of course I set out to make my own text adventure game! The Plot of the Phantom was a Zork-alike dungeon crawl with plenty of hide-and-seek puzzle quests for objects required to advance the game (e.g. to open a door, you needed to find the key, which was in the bucket at the bottom of the well, but you needed to find a rope first, etc.). I spent most of the summer working on it, only to be flummoxed when the game completely consumed the 64K (expanded!) of RAM available. A year or so later I got involved in my high school's theatre program and started learning how to play electric guitar, and programming didn't feel that important anymore. So the floppy disks went into a box along with the computer and peripherals and it sat my parent's house until one day it was sold and that was that.

Let's now time-travel to the future a bit. It's 2018, and I've somehow gotten myself a career in software engineering, despite getting D's in maths and a BA in English that took five years to complete. I'm on a leave of absence, and I'm poking around Playfic marveling at the thousands of text adventure games written by hobbyists. This is how I learn about the existence of Inform 7, a modern programming language for creating text adventures ("interactive fiction" in today's parlance) that run on ported versions of the original Infocom software.

So I have an idea.

The The Plot of the Phantom code was gone, but I still had the original notebook of maps and objects. How fun would it be to recreate the game using the same virtual machine that Infocom used to create Zork? Well, not fun enough at the time I guess, because I quickly forgot about it after my leave ended.

But then: COVID. Stuck working from home, protests everywhere, wildfires turing the sky orange, a terrible election year. I needed something to escape, and that's when I pulled out that notebook started tinkering with Inform 7. I hadn't written down everything so it took some time to remember how some of the rooms and puzzles worked. I did some editing, removing some rooms, getting rid of scoring and treasure hunting, and — important! — changing the ending to be a lot less violent (I blame 80s action movies).

As I went about recreating my minature world, the backstory started to become...meta. The original version didn't actually have a story arc, you just had to get from one end of the dungeon to the other. Today the game has some references to the kid I was in 1984, and in some ways is a bit autobiographical. There are some new objects to examine and puzzles to explore, but the new game is largely what it was back then.

And now, it's finished. After forty years, you can now play The Plot of the Phantom in your web browser. It's pretty short, and it's not particularly difficult either, especially if you've played similar games. You can probably finish it in an hour or two.

I'm kind of happysad about it? It feels little bit like putting a ghost to rest.

Anyway, I enjoyed making some retro box art! Look close, there are clues.


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