How to Play Text Adventures

A detailed beginner's guide to parser games, commands, AccessiIf controls, saving, status information and the ancient art of typing LOOK at everything.

1. What is a text adventure?

A text adventure, also called parser interactive fiction, is a game in which the world is described in words and you interact with it by typing commands.

The game might say:

Kitchen

A narrow kitchen with an alarming number of saucepans. A door leads east.
A brass key lies beside the sink.

You might then type:

take key

and the game might reply:

Taken.

The important idea is that you are not choosing from a fixed list of buttons most of the time. You are giving short instructions to a parser: the part of the game that tries to understand what you typed.

Parser: the part of a text adventure that interprets commands such as LOOK, TAKE KEY, or ASK GARY ABOUT TROUSERS.

2. Starting a game in AccessiIf

From the AccessiIf home screen you can browse a catalogue or open a game file from your computer.

Ctrl+O opens the Open Game dialog.

AccessiIf supports several interactive-fiction systems. You do not normally need to care which interpreter is being used; AccessiIf chooses based on the game format.

If a game launches successfully, AccessiIf moves to the game screen and begins presenting the opening text.

3. Understanding the game window

The game screen can contain four main areas:

Main parts of the game screen
AreaWhat it does
Command inputWhere you type parser commands.
Status and auxiliary windowSeparate information supplied by the game, such as room name, score, moves, time, menus, maps or other upper-window material.
ChoicesSelectable choices or hyperlinks supplied by games which use them.
OutputThe main game transcript: descriptions, responses, dialogue and narration.

Use F6 to move forward through these areas and Shift+F6 to move backwards. If a particular area is not present, AccessiIf skips it.

4. How commands work

Most parser commands follow a simple pattern:

verb
verb object
verb object preposition object

Examples:

look
take lamp
open door
unlock door with key
put coin in slot
ask Gary about parcel

Short, direct commands are generally best. The parser is not a general conversation system. It is usually happier with EXAMINE BOX than with could you have a quick look at that rather suspicious wooden box over there please.

Press Enter to send the command.

Use Up Arrow and Down Arrow in the input field to move through previously entered commands.

5. Moving around

The most common directions are:

DirectionLong formCommon abbreviation
Northnorthn
Southsouths
Easteaste
Westwestw
Northeastnortheastne
Northwestnorthwestnw
Southeastsoutheastse
Southwestsouthwestsw
Upupu
Downdownd
Insideinusually in
Outsideoutusually out

A game may define extra directions or special travel commands such as ENTER BOAT, CLIMB LADDER, or something considerably less sensible.

6. Objects and inventory

Anything in the story world which the parser treats as a distinct thing can be thought of as an object. Objects may be portable, fixed in place, openable, wearable, edible, containers, supporters, doors, devices or many other things.

Useful commands include:

take key
get key
drop key
examine key
open box
close box
wear hat
remove hat
eat sandwich
switch on lamp
switch off lamp
put key in box
put cup on table

INVENTORY shows what you are carrying. AccessiIf includes the shorthand i.

7. Talking to characters

Conversation systems vary wildly between games. Try the form suggested by the story or its help.

Common forms include:

talk to Gary
ask Gary about key
ask Gary about himself
tell Alex about parcel
give letter to Brenda
show photograph to Gary

Some games use a menu or list of conversation choices rather than free-form ASK and TELL commands.

8. Common commands worth trying

CommandTypical purpose
look / lDescribe the current location again.
examine X / x XInspect something closely.
inventory / iList carried objects.
take XPick something up.
drop XPut something down.
open XOpen a door, container or similar object.
close XClose it again, often immediately after discovering why you should not have opened it.
again / gRepeat the previous game command.
wait / zPass one turn without another action.
saveAsk the game to save.
restoreRestore a saved position.
undoUndo the previous turn, if supported.
helpShow game-specific help, if implemented.
aboutShow credits/instructions, if implemented.

9. Status and auxiliary windows

Some story information is separate from the main transcript. Classic Z-machine games often show the current room and either score/moves or time. Later games can use upper windows for much more.

AccessiIf presents this information in its Status and auxiliary window control. If nothing has been supplied, it says that no status information is available.

This area can be useful even when it does not look like a traditional status line. A game may put a menu, compass display, tactical information, map or other temporary interface there.

Use F6 to move to it when you want to review it.

10. Choices and hyperlinks

Glulx and TADS games, and some other story interfaces, may present selectable choices or hyperlinks.

When AccessiIf receives them, they appear in the Choices area. Use F6 to reach that area, move to the desired choice, and activate it.

Not every game uses choices. A traditional parser game may never show this area at all.

11. Command history, aliases and multipliers

AccessiIf keeps command history. From the input field, Up Arrow and Down Arrow revisit commands you have already sent.

The Game menu also contains View command history.

Command aliases let you create your own shorthand. An alias can contain wildcards. For example, an alias pattern such as:

p * in *

can expand to:

put %1 in %2

so typing:

p bag in bed

sends:

put bag in bed

AccessiIf also supports command multipliers such as:

north *5
again *5
wait *10

These send the command repeatedly. They are useful for long corridors, waiting through timed sequences, or repeatedly doing something the author was confident no sane player would repeat ten times.

Alt+Enter opens the Command Palette.

12. Saving, restoring and undo

AccessiIf provides shortcuts which send the usual game-level operations:

These operations ultimately depend on the interpreter and game. Some stories restrict undo or have unusual save behaviour.

Useful habit: save before a major irreversible-looking action, especially if the description contains words such as “abyss”, “detonator”, “ritual”, or “Gary has an idea”.

13. Transcript tools

The transcript is the accumulated game output.

Searching is useful when you need to find an earlier clue, name, number or description without replaying half the game.

14. Speech and repeat-output keys

Escape interrupts current speech.

AccessiIf stores recent output so you can quickly hear it again:

The Speech menu also contains settings and repeat commands.

15. AccessiIf game-window keystrokes

KeyAction
EnterSend the current command.
Up Arrow / Down ArrowMove through command history while in input.
F6 / Shift+F6Move between input, status, choices and output.
Alt+EnterOpen the Command Palette.
EscapeInterrupt speech.
Ctrl+OOpen a game.
Ctrl+QQuit the current game and return home.
Ctrl+SSave game.
Ctrl+RRestore game.
Ctrl+ZUndo.
Ctrl+TSave transcript.
Ctrl+FSearch transcript.
Ctrl+0Ctrl+9Repeat recent stored output.
Shift+F1Show keystroke help.

16. When the game does not understand you

Parser errors are part of the genre. Common responses mean different things:

ResponseLikely meaningWhat to try
“I don't understand that sentence.”The parser did not recognise your grammar.Use a shorter command or a more common verb.
“You can't see any such thing.”The noun is not currently in scope.Check the room, inventory and exact object name.
“You can't go that way.”No route exists in that direction.Try another direction or examine the surroundings for a special exit.
“That's not something you can…”The object exists but does not support that action.Try examining it or a different verb.

When stuck, begin with LOOK, INVENTORY, and EXAMINE. Those three solve an embarrassing percentage of apparently impossible situations.

17. How to approach puzzles

18. What Z-machine, Glulx and TADS mean

Z-machine is the virtual machine originally associated with Infocom and later used extensively by Inform. Files commonly end in .z3, .z5, .z8, .zblorb or similar.

Glulx is a newer virtual machine designed for larger and more capable interactive-fiction games. Files commonly end in .ulx, .gblorb or .glb.

TADS is another long-running interactive-fiction system. TADS 2 games commonly use .gam; TADS 3 games commonly use .t3.

Blorb is a container format which can package a story together with resources such as sound or images.

19. Worked example: your first ten turns

Imagine the opening says:

Hallway

A narrow hallway. A locked front door is north. A table stands against the wall.
A red umbrella leans beside it.

A sensible first sequence might be:

look
examine table
examine umbrella
take umbrella
inventory
examine door
open door
look
search table
take key

Why? You first establish the room, inspect obvious objects, take something portable, check inventory, investigate the obstacle, and then search for whatever might solve it.

There is no universal correct sequence. The point is to build a habit: observe, inspect, experiment, remember.

20. Troubleshooting

The game seems frozen

Check whether the game is waiting for a single key, a menu selection, a choice, or command input. Use F6 to inspect the available areas.

I cannot find the status information

Use F6 until you reach Status and auxiliary window. Some games simply do not provide separate status information.

A shortcut seems to do nothing

The underlying game may not support that operation. For example, undo can be disabled.

I sent the wrong command repeatedly

Congratulations on discovering command multipliers. Try undo if the game permits it.

21. Glossary

Interactive fiction (IF)
Stories or games in which the reader/player interacts with a simulated narrative.
Parser
The command interpreter inside a text adventure.
Room
A location in the game world. It need not literally be indoors.
Object
A thing represented in the game world.
Inventory
The objects currently carried by the player character.
Turn
One unit of game time, often corresponding to one command.
Transcript
The accumulated record of game output.
Status line / auxiliary window
Information displayed separately from the main transcript.
Z-machine
A virtual machine used by many classic and modern parser games.
Glulx
A newer virtual machine used by larger or more feature-rich IF.