A Mind Forever Voyaging

aka: A Mind Forever Voyaging - a science fiction story, AMFV, PRISM, Steve Meretzky’s Interiors
Moby ID: 94
Commodore 128 Specs
Buy on Amiga
$237.47 used on eBay
Note: We may earn an affiliate commission on purchases made via eBay or Amazon links (prices updated 4/14 9:37 PM )

Description official descriptions

The year is 2031 and the world is near the brink of economic collapse. To avoid this, the president comes up with a plan to stop the disaster - but before applying it, the long-term impacts on the world need to be validated. This is done with a simulation visited by the computer project PRISM, designed to be a true AI. The game starts when PRISM awakes from a simulation of his own, human life and is told that he is in fact the world's first sentient machine. At this point, the player takes control over PRISM.

A Mind Forever Voyaging is a text-based interactive fiction game. The player reads descriptions which detail the surroundings and communicates with the game by typing in commands. Most of the time is spent in simulation mode where the player repeatedly visits the town of Rockvil and needs to record situations of everyday or special activities going on. If the player has recorded enough, the game progresses and the simulation ten years ahead can be visited. However, the recording device has no unlimited capacity - when full, the player needs to exit the simulation and let the recordings review by the project leader. Then the current simulation can be simply started again from the start to find new situations - the same applies when dying.

Between simulations and toward the end there are situations outside the simulation, but overall the game is light on puzzle-solving and more about experiencing how said plan changes Rockvil and its people over time. Outside the simulation there are three more modes to enter: communications (switching to various video/audio units to examine other locations and people), library (various documents and other information to read) and interlace (communicating and giving orders to the own subsystems).

Groups +

Screenshots

Credits (DOS version)

21 People

Design
Development tools for Interactive Fiction Plus
Help from
Playtesting
Various Wizardries on the Micro-Computers
Package Design by
Package Art
Photography
Advice and Support

Reviews

Critics

Average score: 80% (based on 7 ratings)

Players

Average score: 3.9 out of 5 (based on 59 ratings with 5 reviews)

It's Interactive Fiction, plus

The Good
A Mind Forever Voyaging (AMFV) is another text adventure from Infocom, but it's slightly different from the company's text adventures that I played during the years such as Zork. It is the first of the “Interactive Fiction Plus” line, meaning that the game has greater memory requirements. However, in my opinion, it also means that the mechanics are different and that there is one instance of graphics.

In the year 2031, a sentient machine, known as PRISM, has lived an artificial life. It wasn't until your twentieth birthday that you find out that you are actually a computer designed to enter a simulated world in the future, see how society will be influenced by “The Plan”, and report your findings to the government so they can determine if it is worth implementing. Under “The Plan”, the future scenario may be idyllic, but you sense that something is wrong; and as time passes, you feel that you should be doing more than just sightseeing.

You are given five modes which you can use, with the majority of the game spent in “Simulation Mode” where you witness the events around you and record them, and present these recordings in “Communications Mode”. The commands that you enter at the keyboard can be short or complex to the point where you can specify two actions you want to make.

In Sim Mode, you can select what year into the future you want to view (in increments of ten) and what's great is that the future is different every time you visit. In each of the simulations, you have an apartment in the peaceful city of Rockville, South Dakota. You also have a loving family and there is no threat to them. Within the next forty years, the same apartment is raided by the Border Security Force who are looking to stamp out illegal immigrants, one of your children is converted to the Church of God's Hand, and the entire city begins to deteriorate.

What's also neat about AMFV is the way this is the first Infocom game I have played to use copy protection. Every time you try to enter Sim Mode, you have to refer to the Class One Security Mode Access Decoder that comes in the box. The Access Decoder is a code wheel similar to that use with The Secret of Monkey Island, and the game cannot be completed without it. Also, I noticed one instance of graphics when you have to go through a test earlier in the game.

Each copy of AMFV comes with the game disks and manual, as well as Dakota Online Magazine, a full-color map of Rockvil, a pen, and the aforementioned Access Decoder. Inside Dakota Online is a story about how PRISM came to be, and a couple of reviewers on here have been bragging about how excellent this is. I also recommended reading this story before playing the game. If you have an illegal copy, you will miss the joys of having all these freebies.

The Bad
The only thing I didn't like was waiting a long time for a new simulated year to become available, even after you completed the previous ones. I had to wait two whole days before I could complete 50-year sim. Infocom could have made sims available when certain conditions were met, and one of these could have been that you have to do one or more sims that had been given to you earlier.

The Bottom Line
A Mind Forever Voyaging is a more advanced Infocom adventure where you take control of a computer sent to witness the effects of “The Plan” in a simulated future, and report your findings to the government. It is one of the titles in the IF+ line, due to the fact that requires more memory and that the game mechanics are quite different. Also, like any Infocom game out there, AMFV comes complete with “freelies”, and these are worth having even if you don't have any plans to play this game.

Amiga · by Katakis | カタキス (43091) · 2016

More Story then Game

The Good
The story was a gritty, interesting "projection" about what could happen when something that looks too good to be true is. This is Infocom's most adult story/game with a serious tone, a departure from Steve M's well-known humor.

The Bad
There wasn't any GAME! You just wandered from sequence to sequence, observing. At the end, there was some kind of puzzle, but not much. I never understood why it was rated Advanced.

The Bottom Line
A neat concept for an interactive novel, but with little interaction.

DOS · by Tony Van (2797) · 1999

Infocom's underrated treasure

The Good
This game doesn't attempt to boggle your mind with puzzles, that's not what the game is about. This game puts you into an interactive world that changes through the ages. The plot is magnificent; you are PRISM, the world's first sentient computer who is instructed to see if the President's Plan For Renewed National Purpose is a worthy cause, to bring the nation out of a state of chaos.

The Bad
I really liked this game, but if I had to complain, it'd be about the lack of mentioning the "record" function in the manual, it confused me a bit.

The Bottom Line
My favourite Infocom game ever, and an infinitely replayable game.

DOS · by xofdre (78) · 2002

[ View all 5 player reviews ]

Trivia

1001 Video Games

A Mind Forever Voyaging appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.

Extras

A Mind Forever Voyaging contained a copy of "Dakota Online Magazine"; a map of Rockvil, South Dakota; a yellow pen ("Quad Mutual Insurance"); and a Class One Security Decoder (used for copy protection). As of 2004 it was reported that the pen still is in working condition.

References

The man on the cover looks like a young Timothy Hutton.

Awards

  • GameSpot
    • December 17, 1999 - 2nd Best Ending in PC Gaming History (Editors' Vote)

Information also contributed by Maw and James Evans, WizardX

Analytics

MobyPro Early Access

Upgrade to MobyPro to view research rankings!

Related Games

Planetfall
Released 1983 on DOS, PC Booter, 1986 on Amiga...
Prisoner 2
Released 1982 on Apple II, 1982 on Atari 8-bit, 1983 on DOS
Starcross
Released 1982 on PC Booter, DOS, 1986 on Amiga...
Suspended
Released 1983 on PC Booter, DOS, 1986 on Amiga...
Stationfall
Released 1987 on DOS, Amiga, Atari ST...
Shade
Released 2000 on DOS, 2003 on Browser, 2013 on iPhone
Sentinel Worlds I: Future Magic
Released 1988 on DOS, 1989 on Commodore 64
Batman Forever
Released 1995 on Game Boy, Game Gear

Related Sites +

  • Crapshoot
    A humorous review on PC Gamer
  • Infocom homepage
    At this site you can find information on ALL of Infocom's interactive games, Infocom related articles, sample transcripts, InvisiClue hints, walkthroughs, maps and information on buying Infocom games today.
  • The Commodore Zone
    All about the game with introduction, images, related links and comments area.
  • The Infocom Gallery
    High-quality scans of the grey box package and manual of A Mind Forever Voyaging.

Identifiers +

  • MobyGames ID: 94
  • [ Please login / register to view all identifiers ]

Contribute

Are you familiar with this game? Help document and preserve this entry in video game history! If your contribution is approved, you will earn points and be credited as a contributor.

Contributors to this Entry

Game added by Brian Hirt.

Commodore 128 added by Corn Popper. Apple II added by Droog. Macintosh, Amiga added by Terok Nor. Atari ST added by Belboz.

Additional contributors: Dietmar Uschkoreit, Belboz, Adam Baratz, xofdre, Pseudo_Intellectual, mo , c64fan, Patrick Bregger, FatherJack.

Game added March 10, 1999. Last modified April 9, 2024.