Written by Joe Pranevich
Moonmist is an almost-unique experiment in the Infocom canon, a “replayable” game that featured four different mysteries to solve in one convenient package. As we have seen, the end result didn’t quite live up to the promise and it is presently the lowest-rated game so far in this marathon. We could compare Moonmist’s approach with Cutthroats, for example-- the former placed more puzzles in the same space, while the latter provided separate areas to explore in its variants-- but neither approach was completely satisfying.
Although we played through the four cases, I have since discovered that Moonmist aspired to much more. In 2019, the source code for most of the Infocom adventures was leaked online. That has been a treasure trove of information for the last few entries in this series, especially Trinity where I was able to look at original design documents and trace the development of the game from concept to execution. In Moonmist’s case, these sources reveal that not only were two additional cases nearly completed (“violet” and “orange” variants), but also that the game was to feature gendered variations in all six scavenger hunts. Moonmist was intended to be twelve games in one, not just four!
I’d like to wrap up Moonmist (and 1986) by looking at the game that might have been, if Lawrence and Galley just had a bit more time-- or a bit more RAM. I’ll look at the two new cases first before taking a look at the changes planned for the four that we already played. Who else was a murderer?
Moonmist is an almost-unique experiment in the Infocom canon, a “replayable” game that featured four different mysteries to solve in one convenient package. As we have seen, the end result didn’t quite live up to the promise and it is presently the lowest-rated game so far in this marathon. We could compare Moonmist’s approach with Cutthroats, for example-- the former placed more puzzles in the same space, while the latter provided separate areas to explore in its variants-- but neither approach was completely satisfying.
Although we played through the four cases, I have since discovered that Moonmist aspired to much more. In 2019, the source code for most of the Infocom adventures was leaked online. That has been a treasure trove of information for the last few entries in this series, especially Trinity where I was able to look at original design documents and trace the development of the game from concept to execution. In Moonmist’s case, these sources reveal that not only were two additional cases nearly completed (“violet” and “orange” variants), but also that the game was to feature gendered variations in all six scavenger hunts. Moonmist was intended to be twelve games in one, not just four!
I’d like to wrap up Moonmist (and 1986) by looking at the game that might have been, if Lawrence and Galley just had a bit more time-- or a bit more RAM. I’ll look at the two new cases first before taking a look at the changes planned for the four that we already played. Who else was a murderer?




