- Release Year: 1998
- Platforms: Macintosh, Windows
- Publisher: Gyldendal Multimedia, H. Aschehoug & Co Interactive, Liber AB, Námsgagnastofnun, Werner Söderström Corporation – WSOY
- Developer: Gyldendal Multimedia, H. Aschehoug & Co Interactive, Liber AB, Námsgagnastofnun, Reference Interactive, Werner Söderström Corporation – WSOY
- Genre: Adventure, Educational
- Perspective: 3rd-person
- Game Mode: Single-player
- Gameplay: Foreign language, Graphic adventure, Puzzle elements
- Average Score: 60/100

Description
The A-Files is an educational adventure game released in 1998, designed to teach English through interactive gameplay. Players assume the role of an alien visiting Earth, selecting a human avatar to explore six different life scenarios in London, such as shopping, dining, and household tasks. The game blends mini-games, puzzles, and conversational challenges, rewarding correct answers with energy points while penalizing mistakes. Features include voice recognition via microphone, a built-in encyclopedia, and a translator for Scandinavian languages. Failure to perform well subjects the player to an ‘anti-alien test’ by Earth authorities, adding a humorous twist to the learning experience.
Gameplay Videos
The A-Files Free Download
PC
The A-Files Reviews & Reception
mobygames.com (20/100): An educational ‘learn through play’ game where the player visits planet Earth to learn the English language.
myabandonware.com (100/100): The A-Files is a video game published in 1998 on Windows by Werner Söderström Corporation – WSOY, H. Aschehoug & Co Interactive, Liber AB, Námgagnastofnun, Gyldendal Multimedia.
The A-Files Cheats & Codes
PlayStation 1 (NTSC-U)
Use with CodeBreaker or GameShark device.
| Code | Effect |
|---|---|
| D00F2900 ???? | Max Reverse Joker Command |
| 80128D84 FFFF 80128D86 FFFF 80128D88 FFFF |
Have All Items |
The A-Files: A Pioneering Edutainment Experiment
Introduction
In the late 1990s, as the video game industry was rapidly expanding into new genres and technologies, a quiet revolution was brewing in the educational software sector. The A-Files, released in 1998, emerged as a bold attempt to merge language learning with interactive entertainment, creating a unique hybrid that defied conventional categorization. Developed by Norwegian studio Gyldendal in collaboration with five Nordic book publishers, this “learn through play” adventure game positioned itself as a groundbreaking tool for English language acquisition, particularly in non-native markets. While it never achieved global recognition, its innovative approach to edutainment and its regional success make it a fascinating case study in the evolution of educational gaming.
Development History & Context
The Collaborative Vision
The A-Files was born from an unusual alliance between traditional publishing houses and interactive media developers. Gyldendal, a Norwegian publisher with deep roots in educational materials, spearheaded the project, partnering with Werner Söderström Corporation (Finland), Liber AB (Sweden), H. Aschehoug & Co (Norway), and Námsgagnastofnun (Iceland). This collaboration reflected a growing trend in the late 1990s where established educational institutions sought to leverage the engaging power of video games to enhance learning outcomes.
The game’s creation was notably cost-effective, a deliberate strategy that allowed for broader distribution across multiple markets. The development team at Reference Interactive handled the technical implementation, while the pedagogical framework was designed by educational experts like Ingibjörg Ásgeirsdóttir from Námsgagnastofnun. This fusion of gaming expertise and educational theory was central to the project’s philosophy.
The Late 90s Edutainment Landscape
1998 was a pivotal year for educational software. The market was dominated by titles like The Oregon Trail and Where in the World is Carmen Sandiego?, which had proven that learning could be fun. However, The A-Files distinguished itself by targeting a specific demographic: Scandinavian students learning English as a second language. This niche focus allowed for highly specialized content that resonated deeply with its intended audience.
Technologically, the game was designed for the CD-ROM era, utilizing full-motion video, digitized audio, and QuickTime VR photography—features that were cutting-edge for educational software at the time. The inclusion of microphone support for speech practice was particularly innovative, anticipating later language-learning applications like Rosetta Stone.
Narrative & Thematic Deep Dive
The Alien Premise
The A-Files employs a whimsical sci-fi conceit: the player assumes the role of an extraterrestrial visitor to Earth who must learn English to survive. This framing device serves multiple purposes:
1. It provides a justification for the player’s ignorance of the language
2. It creates a low-stakes, playful environment for learning
3. It allows for humorous cultural observations about human behavior
The game begins with the player selecting one of six human avatars, each representing different demographics. This choice, while primarily cosmetic, subtly reinforces the idea of cultural adaptation that lies at the heart of language learning.
The Six Life Areas
The game’s structure revolves around six everyday scenarios in London:
1. Shopping – Navigating retail environments
2. Eating Out – Restaurant interactions
3. Home Works – Domestic situations
4. Travel – Transportation systems
5. Leisure – Entertainment venues
6. Work – Professional environments
Each scenario presents a series of tasks that require English comprehension and usage. The progression from simple vocabulary matching to complex conversational challenges mirrors natural language acquisition patterns.
Pedagogical Innovations
The game’s educational design incorporates several notable features:
– Energy System: Correct answers grant energy points while mistakes deplete them, creating a risk-reward mechanism that encourages careful consideration.
– Anti-Alien Test: After multiple failures, players face a humorous “police interrogation” that tests their accumulated knowledge.
– Built-in Tools: The inclusion of an encyclopedia, translator, and phrase lecturer provides immediate support without breaking immersion.
The narrative’s lighthearted tone—complete with the threat of “alien prison” for failure—keeps the learning experience engaging rather than punitive.
Gameplay Mechanics & Systems
Core Gameplay Loop
The A-Files employs a hybrid gameplay model that blends:
1. Mini-games: Memory matching, object placement, and other puzzle elements
2. Interactive Conversations: Dialogue trees with branching responses
3. Virtual Tours: Exploratory sequences with contextual learning
This variety prevents the educational content from becoming monotonous while ensuring consistent language practice.
Technical Implementation
The game’s interface, designed by Christian Wallgren, features:
– Third-person perspective for environmental navigation
– Point-and-click interactions for object manipulation
– Microphone integration for speech practice (a rare feature in 1998)
– QuickTime VR photography for immersive location exploration
The technical constraints of the era are evident in the game’s reliance on pre-rendered backgrounds and limited animation, but these limitations are cleverly masked by the educational focus.
Progression System
Unlike traditional adventure games, The A-Files lacks a conventional inventory or skill tree. Instead, progression is measured through:
– Energy accumulation (serving as both score and health meter)
– Scenario completion (unlocking new life areas)
– Vocabulary expansion (tracked through the built-in tools)
This system prioritizes linguistic development over traditional gaming metrics, reinforcing its educational purpose.
World-Building, Art & Sound
Visual Design
The game’s aesthetic combines:
– Photorealistic backgrounds (using QuickTime VR technology)
– Cartoonish character designs (for the alien protagonist and NPCs)
– Clean, intuitive UI (designed for educational clarity)
The contrast between the realistic London environments and the whimsical alien elements creates a distinctive visual identity that enhances the learning experience.
Sound Design
Audio plays a crucial role in language acquisition:
– Native speaker voice acting for all dialogue
– Contextual sound effects to reinforce vocabulary
– Microphone feedback for pronunciation practice
The sound design, handled by Johan Falck of Vidifon International, ensures that auditory learning is as important as visual and interactive elements.
Atmospheric Immersion
The game’s London setting is more than just a backdrop—it’s an integral part of the learning process. By situating language practice in authentic cultural contexts (shops, restaurants, etc.), The A-Files provides not just linguistic but also cultural education, helping players understand the practical applications of their new language skills.
Reception & Legacy
Critical and Commercial Performance
The A-Files achieved notable success in its target markets:
– Nordic countries: Strong sales and educational adoption
– Continental Europe: Distribution in Germany, Italy, and the Netherlands
– Awards: Won prestigious honors including:
– “The New Media Prize” in Bologna, Italy
– “Best Interactive Production” at Sweden’s Gullklappan 99
– “Education & Home Learning” at the International EMMA Awards
However, its reception among players has been mixed. The game’s 1.0/5 average rating on MobyGames (based on only two ratings) suggests that while it succeeded as an educational tool, it may not have fully satisfied traditional gaming expectations.
Influence and Historical Significance
The A-Files represents several important developments in educational gaming:
1. Early Language Learning Software: It predated many modern language apps while incorporating similar interactive techniques.
2. Cultural Localization: Its focus on Scandinavian learners demonstrated the importance of tailored educational content.
3. Multimedia Integration: The combination of video, audio, and interactive elements set a precedent for future edutainment titles.
While it never achieved the mainstream recognition of titles like The X-Files Game (with which it shares a superficial naming similarity), The A-Files remains an important milestone in the evolution of educational software.
Conclusion: A Unique Experiment in Edutainment
The A-Files stands as a fascinating artifact of late-90s educational gaming—a time when developers were actively experimenting with ways to make learning engaging through interactive media. Its innovative blend of language instruction, cultural immersion, and gameplay mechanics created an experience that was greater than the sum of its parts.
While its gameplay may feel rudimentary by modern standards and its educational approach somewhat dated, The A-Files deserves recognition for:
– Pioneering the integration of speech recognition in language learning games
– Creating a genuinely immersive cultural experience
– Demonstrating the potential of collaborative development between educational institutions and game studios
In the pantheon of educational software, The A-Files occupies a unique position—not as a commercial blockbuster or critical darling, but as a thoughtful, well-executed experiment that pushed the boundaries of what edutainment could achieve. For students in the Nordic countries who learned English through its alien adventures, it remains a memorable and effective tool. For game historians, it serves as an important case study in the evolution of educational gaming during the CD-ROM era.
Final Verdict: 7.5/10 – An ambitious and largely successful fusion of education and entertainment that deserves recognition for its innovative approach to language learning, despite some dated mechanics and limited appeal outside its target demographic.