- Over at Dessgeega's blog, there's an extremely illuminating look at the odd 'Hunt The Wumpus'-inspired interactive fiction piece, Wumpus 2000 - which I suspect is the kind of experimental text adventure which can influence wider game design concepts from its odd niche.

Dess explains: "wumpus 2000, perhaps, owes less to contemporary interactive fiction than it does to “roguelike” titles. the game is set in a randomly-built network of caves, seeded with tools, weapons, and enemies who wander the tunnels on their own agendas. as in any roguelike, survival depends largely on knowing the rules of the cave: how to identify safe drinking water, how to raise the protagonist’s strength."

Particularly cool? The game _forces_ you to go oldskool and whip out pen and paper, since Geegs notes that the game's "...first and most important rule is: you must draw a map (and the underline is not mine). in a graphical roguelike the dungeon map materializes on-screen as the player explores it; in wumpus 2000, all that’s available at any given time is a description of the player’s present location - the range of the protagonist’s vision - and the numbers that correspond to adjacent, visited rooms (and on the game’s hardest difficulty, not even these numbers are shown)."