Home of the Underdogs
About News FAQs Contact HOTU GoogleGroup Music Manuals
Category Applications Action Adventure Education Interactive Fiction Puzzle Role Playing Games Simulation Special Sport Strategy War

Support the EFF
Welcome How you can help
Browse Games
Welcome Random Pick
Welcome By Company
  Welcome By Theme  
Welcome By Alphabet
Welcome By Year
Welcome Title Search
Welcome Company Search
Welcome Designer Search
Welcome Freeware Titles
Welcome Collections
Welcome Discord
Welcome Twitter
Welcome Facebook
Welcome File Format Guide
Welcome Help: Non PC Games
Welcome Help: Win Games
Welcome Help: DOS Games
Welcome Recommended Links
Site History Site History
Legacy Legacy
Link to Us Link to Us
Credits Thanks & Credits
Abandonware Ring

Abandoned Places


Creative Commons License

Game #14
Hall of Belated Fame Inductee  A Mind Forever Voyaging    View all Top Dogs in this genre
Interactive Fiction   Monumental

Rating: 9.14 (221 votes)

A Mind Forever Voyaging box cover

A Mind Forever Voyaging screenshot
Often billed as Infocom's first serious science fiction (a fact that probably explains its poor sales record), A Mind Forever Voyaging ranks with Trinity as my most favorite Infocom games, and one of the best games I ever played. The plot of the game is as unique as it gets, and explains why Steve Meretzky is one of the very few computer game designers to be officially honored as sci-fi writer. You are Perry Sim, a hitherto normal person who wakes up one day to find that you are in fact PRISM, the world's first sentient computer, and that the illusion of your earlier life had been a necessary part of your programming process. Your first mission: test the value of a controversial long-term economic stimulus program. You do this by going into a virtual reality computer simulation of the country ten years hence, and make recordings of everyday activities that can evidence the plan's success or failure.

Unlike other Infocom classics, A Mind Forever Voyaging is meant to be experienced rather than played. The first two parts of the game have almost no puzzles, focusing instead on exploration and discovery as you walk the streets of Rockville and observe the changes that take place over time. And what a world it is to explore! Rockvil is a bustling city that is brought to life by convincing and detailed descriptions. Examining most objects and buildings often yields more detail and historical anecdotes. Your identity as a computer is cleverly reinforced by a computer-screen interface that allows you to go in and out of the simulation at will; in Communications Mode, you can read up on world news and research the library for information, while the Interface Mode allows you direct control of subsidiary computers in the complex. Most of the puzzles are in the third and last part of the game, where you must fight for survival against those who are displeased with data you uncovered in the simulation. Although there are only a few, they are very clever indeed. In fact, Meretzky was so pleased with the puzzle at the end of this section that he used virtually the identical one at the end of Leather Goddesses of Phobos 2 (which is not even 1/1000th as good as this game).

A Mind Forever Voyaging remains today as a major milestone in interactive fiction-- a game that transcends its "game"-ness and becomes a truly captivating interactive novel. Its richness of detail and level of depth make the game enjoyable even when you're playing it for the third time or more. Definitely a must play for all IF fans, and especially fans of serious sci-fi.

Reviewed by: Underdogs
Designer: Steve Meretzky
Developer: Infocom
Publisher: Infocom
Year: 1985
Software Copyright: Infocom
Theme: Science Fiction
None that we know of
System Requirements: DOS
Where to get it:
Related Links: Game page at Unofficial Infocom Site
If you like this game, try: Photopia, Delusions, Cosmoserve

© 1998 - 2024 Home of the Underdogs
Portions are copyrighted by their respective owners. All rights reserved. Please read our privacy policy.