<li><ahref="https://archive.org/details/msdos_Heretic_-_Shadow_of_the_Serpent_Riders_1996"><em>Heretic</em></a>— still a pretty solid game and maybe my favorite iteration of the Doom Engine</li>
<li><ahref="https://archive.org/details/msdos_Rise_of_the_Triad_-_The_Hunt_Begins_Deluxe_Edition_1995"><em>Rise of the Triads</em></a>— there is absolutely <em>no way</em> that ROTT actually
looked as bad as this emulation at the time on baseline hardware, but we’ll let
that slide — the graphics may have been better than they show here, but it
was the Duke Nukem property of its moment, which is to say ultimately a
regressive and not-very-consequential signpost on the way to later
developments</li>
</ul>
<p>And then I got to thinking about the Adventure Game Toolkit, which was this
sort of declarative, not-really-programmable interpreter for simple adventure
games. The way I remember it, you wrote static descriptions of rooms, objects,
and characters. It was a limited system, and the command interpreter was
pretty terrible, but it was also a lot more approachable than things like TADS
for people who didn’t really know how to program anyway. (Like me at the time.)</p>
<p>I’d like to get AGT running on squiggle.city, just because. It turns out
there’s a <ahref="http://www.ifarchive.org/indexes/if-archiveXprogrammingXagtXagility.html">portable interpreter called AGiliTY</a>, although maybe not
one that’s well packaged. I’ll probably explore this more.</p>