A game written for the Even Newer New Year's Speed IF. It is not recommended for young audiences.
Marrow is delicious but that's not why you're here. You're supposed to pick up a single jar of alien bone jelly, which of course can't exist and doesn't exist, so you've convinced yourself that transporting it is no crime.
"Go back to sleep," you tell yourself. That's solid advice. But when's the last time you listened to solid advice, particularly your own? "Things will look better in the morning." Except it is the morning, and things don't look exceptionally better.
Nothing evacuates a moon colony faster than news escaping that it's going to break up into a planetary ring within months. Poor Phobos. I was always fond of Phobos.
A story told at the crossroads of levity and destiny!
This is interactive poetry: you can type particular words that occur in the text, or words that are implied. You can be entirely experiential and use word-association. Keep in mind that what you type is much a part of the poem as the verse.
In retrospect, maybe all that cheap whiskey last night in Grady's wasn't such a brilliant idea.
A stormy night. An old mansion. And the woman keeps calling me Elizabeth.
Once upon a time, there was a queen of fay blood who couldn't bear children. To humor her saddened king, she learnt the secret arts of alchemy and mechanicks, and her head bore what her womb would not. But even that clockwork boy, a wonder held in awe throughout the kingdom, couldn't lift the king's spirits, and he fell into a great sadness.
You are the traveling swordsman; the strong and silent stranger; the wandering vanquisher of villainy. Damsels swoon for you. Good men respect and envy you. Scoundrels learn to fear you. Even so, you are but a rumor throughout the land.
HugoJS is an online interpreter for games made with the Hugo interactive fiction authoring system. Source code and instructions on how to install it on your own web site can be found from its GitHub repository.
Hugo was first released by author Kent Tessman in 1995. It was designed largely as a response to the IF system giants of the day, TADS and Inform 6, the latter being the popular IF system that compiled games to Infocom's own Z-machine. Hugo mirrored several of their concepts but added its own bent.
Its manual, The Hugo Book, reads: "Hugo does hope to extend the concepts developed in earlier, similar systems in order to make interactive fiction programming less cryptic, and more flexible and accessible to designers, as well as to add functionality in certain areas where other systems are lacking." Later releases added multimedia support and other improvements.
While Hugo never achieved the popularity of the systems it aimed to replace, the general consensus of the IF community has always been that it is a solid choice for anyone looking to write a game with a smart parser and library. Moreover, some people prefer its blend of coding and world model design to this day (which isn't to say that Inform and TADS haven't had their own permutations over the years).
Those interested in writing their own Hugo games have several online resources at their disposal: