Nord and Bert Couldn't Make Head or Tail of It
You are standing at the edge of a barren field. A steady wind, having secreted away the topsoil, is now drifting sandy dirt across the plain. A scant sign of life here is a freshly-burrowed molehill on the ground.
There is a tremendous rumbling in the distance, getting louder and louder, until it is deafening. The dirt around the molehill crumbles away as mighty, jagged granite peaks emerge from deep underground. The surrounding landscape transforms into a fertile valley before your very eyes.
    Infocom's first collection of short stories takes you to a place where nothing is quite as it seems. It's a place where you really can make a mountain out of a molehill, where 'the fur is flying' is taken literally, and where a bow can be turned into a beau.
    Each of the eight stories in Nord and Bert Couldn't Make Head or Tail of It involves a different type wordplay. You'll find yourself challenging your wits and your memory to come up with the cliches, spoonerisms, and other verbal trickeries needed to complete the puzzles. But don't view this as a hard row to hoe. Nord and Bert contains built-in hints, which you can call upon when the going gets rough.
    All eight stories take place in the mixed-up Town of Punster. However, no two contain the same people, locations, or objects. Each is played independently of the others, although you'll use passwords obtained in seven of the stories to get into the eighth. As for mapping, it's out the window. You simply type where you want to go.
    The tall tales in Nord and Bert are every bit as fun and clever as Infocom's other interactive fiction storiesThey can each be completed in one sitting, making them a highly entertaining way to spend an evening, alone or with friends. Nord and Bert was authored by Jeff O'Neill, whose mind is constantly working on artful new turns of phrase.

Nord and Bert backcover art

Nord and Bert Cartoons

This booklet of original cartoons by Kevin Pope illustrates the various types of wordplay you'll come across in Nord and Bert Couldn't Make Head or Tail of It. Half the fun is figuring out what to do in each section of the game.

See if you can cut the mustard with your use of idioms, those commonly-used expressions that don't really make any sense on their own.

Or try to hit the nail on the head with the right cliche.

Be nimble and be quick when you come across a gadget that's jacketed in possibilities.

Explore a house when every room literally has its own personality.

Also sky your trill - er, try your skill - at spoonerisms, those rascally transpositions of sounds by which you can turn a happy Sam into a sappy ham.

No bard is barred from using homonyms, if you write the right stuff and know how to find the bazaar in the bizarre.

And don't forget to act the part when you end up on center stage in a 1950's-style situation comedy.