Home Computers Adventures In Computerland Computer text games are a big hit in the USA (caption) Latest hit: text instead of graphics (caption) More and more home computer owners in the USA are buying games that have only words instead of graphics on the screen. The new "Text Adventures in Computerland" are holding players in check for weeks. "You are standing on the east side of a house. To the west there is a forest. What should I do?" Your eyes, sharpened on video games, search the screen in vain. There's no sign of a house or a forest, just the printed word. Is this some kind of joke, or...? The 100,000 fans of text games wouldn't say so. "Adventure," where you gather treasures in an underground labyrinth, guard them from dragons and thieves, and bring them safely to the surface, is already a classic among these games where the computer functions as the eyes, ears, mouth, arms and legs of the player. Simple commands like "Go west" or "Take the lamp," which the player types in response to the ever-present "what shall I do now?", lead to an astounding discovery: suddenly you are standing in a room full of garbage, in which only an empty birdcage seems to be worth closer inspection. The secret behind text games are the rooms, in which you live your fantasies. If the player wants to reach a certain goal, he can (and must) get involved in all kinds of things. It is up to him to decide which of ten possible directions to take, what to make of the rooms he has stumbled upon, and what to do with the objects that just happen to be lying about everywhere. He must experiment with these objects, and then avoid danger, or steer into the shoals, or fight with a sword, or even get shot by the butler. The most successful games of this type are put out in the USA by the firm Infocom. These young programmers have succeeded in establishing a real dialogue in the best conversational English between the computer and the player. A vocabulary of over 100 words enables the computer to respond to full sentences. Infocom games, which have taken their place next to the "Adventure" series, have distinguished themselves in the literary quality of their descriptions of action and locations. The game becomes a real prose adventure, in which the player himself is the hero. There is no shortage of games: there's "Zork" the Great Underground Empire, where you gather treasures; or "Enchanter," where you free the land from the evil wizard Krill with the help of sorcery; "Witness" is a traditional thirties Hollywood mystery, which must be solved in a limited period of time; and "Infidel" leads an abandoned, over-inquisitive researcher into a bizarre pyramid. Once you are infused with text games, which keep you busy all day long, you'll readily give up those "great" graphics games. And who can criticize this kind of entertainment--these games make learning English a pleasure.