The dumb interface was mainly intended for those who wanted to play Interactive Fiction, but had just a C compiler and that's it. You get no screen control; everything is just printed to the terminal line by line. The terminal handles all the scrolling. While this can be an annoying way to play IF, it might be the best you can do for a particular machine, especially when the curses library is inadequate and installing ncurses isn't an option. It's also good for getting Frotz to run when you have a C compiler and know nothing else of how to do things. This way you can run Frotz on VMS, MVS, VM/CMS and all those other stodgy operating system. More on that later. Maybe you'd like to experience what it's like to play Adventure on a teletype. A much cooler use for compiling Frotz with the dumb interface is that it can be wrapped in CGI scripting, PHP, and the like to allow people to play games on webpages. I don't know how this is done, so don't ask me how. If you do know how, send me your code and documentation and I'll include it in the next release of Frotz. Games that move the write little windows of text over the main body of text are hard to read because with the dumb interface, Frotz doesn't know how to produce inverse text. Games that make use of timed-input can be played, but you must manually increment the timer (see the dfrotz manpage). Games that move the cursor around a lot are probably unplayable. These include games like Andrew Plotkin's "Freefall" and Torbjorn Andersson's "Robots". Games that make move the cursor around or write inverse banners in the middle of the text are likely to The dumb interface code was created by Alembic Petrofsky in 1997 for Frotz 2.32.