| {While thumbing through some old computer magazines, I came across a | |
| column called "One on One" in the magazine "Computer Games" (published in | |
| the early 80s). This column usually reviewed two games of a similar genre | |
| and gave an objective comparison of the two. The following is from the | |
| July/August 1984 issue of the magazine.} | |
| INFIDEL (Infocom) vs SANDS OF EGYPT (Datasoft) | |
| Reviewed by Michael Blanchet | |
| Typed in by Joe Barlow | |
| How different can two games about a search for lost Egyptian pyramids | |
| be? Very. One is rewarding, the other frustrating. One is engrossing, the | |
| other dehumanizing and rude. In a word, INFIDEL is fun, and SANDS OF EGYPT | |
| isn't. | |
| Despite the fact that INFIDEL is all-text, there's no lack of gra- | |
| phics. By providing text descriptions for your interpretation, Infocom lets | |
| _you_ supply the pictures. Your mind isn't limited by the graphics capabili- | |
| ties of your computer. This leads to a vivid game that's enjoyable whether | |
| you solve it or not. | |
| In the game's opening scene, you're an archeologist who awakes and | |
| finds that disgruntled workers have deserted you in the middle of the | |
| Sahara: "The stillness seems to enhance the eerie quality of the desert, | |
| the feeling of being truly alone...." The prose is descriptive, often funny, | |
| and realistic enough to pass for a pulp novel. The game's parser (which | |
| interprets the commands you type in) is enormous, with a vocabulary of over | |
| 600 words compared to SANDS' 100. They include adjectives and other parts of | |
| speech, not just nouns and verbs. | |
| A navigation box helps you get your bearings while searching for the | |
| pyramid. If you wander too far into the desert, you'll witness some hilarious | |
| hallucinations, brought on by heat stroke. Inside the tomb, you'll be con- | |
| fronted with perplexing puzzles that are typical of adventure games. But | |
| INFIDEL offers a new kind of clue: Egyptian hieroglyphics, in the form of | |
| characters like #, ! and others. You have to decipher most of them (a partial | |
| translation left by a previous explorer gets you started) in order to make | |
| real progress in the game. The aforementioned sense of solitude is accent- | |
| uated inside the pyramid, because you're all alone in this game, unlike | |
| others from Infocom. There are no characters like PLANETFALL's Floyd or | |
| ZORK's Thief to interact with. | |
| The packaging bursts with witty and covertly helpful support mater- | |
| ials. You'll get a tongue-in-cheek instruction booklet (cleverly presented | |
| as an adventurer's magazine), various maps, and an unmailed letter whose | |
| contents belie the serious nature of your situation. | |
| In SANDS, you're lost, and I mean lost in every sense of the word: | |
| up the Nile without a paddle. The documentation tells little more than how | |
| to load the game. The section called "Strategy" carries on with the usual | |
| nauseating, contrived preamble about how and why you are here. | |
| The "here" here is also the desert. Animated graphics show sand | |
| swirling across the desert in the top half of the screen, while text below | |
| reads "You are lost in the desert... you are thirsty." Move in any direction | |
| and you're treated to the same bleak picture. Move 30 times in the same | |
| direction and you might stumble across a shovel, but otherwise SANDS doesn't | |
| offer the variety of Infidel's desert. | |
| Growing desperate, I consulted the instruction booklet, this time | |
| under the heading "Hints." Hint #1: "If you see something interesting in the | |
| picture or read something intriguing in the text, you can always GO there." | |
| Yes, _you_ might find something interesting, but the computer won't always | |
| agree with you. I resent it when a computer does the looking and judging for | |
| me. Hint #2 wasn't helpful either, telling me to type "Help." The game | |
| then countered with a cryptic clue: "Danger lurks at every turn." Thanks for | |
| reminding me. | |
| Compared to INFIDEL, SANDS is obnoxious. The command cursor, for | |
| example, is followed by "WELL?" It's as if an unspoken voice is prodding you | |
| to "Get a move on, dummy!" According to the plot, you're no dummy, but Lord | |
| Charles Buckingham III. A character of such lofty credentials would have | |
| been more at home in INFIDEL. Here he's a bumbling idiot. | |
| SANDS is not without merit. The animated graphics outclass those | |
| generated by most adventures of this type. But even animated graphics don't | |
| compare to INFIDEL's prose, and the better choice is obvious in this case. | |
| {As a footnote, in the same issue, another ONE ON ONE compared AZTEC | |
| and the original CASTLE WOLFENSTEIN, giving them both rave reviews.} | |
| In the same issue, listed under the TOP TEN SOFTWARE SELLERS for | |
| that month, Zork I was rated at #2 and Deadline was at #10. The same issue | |
| also contained the 1984 SOFTWARE HALL OF FAME. Some items of interest from | |
| that section: Planetfall was voted Honorable Mention for Game of the Year, | |
| and PFall also won the Outstanding All-Text Adventure category (Enchanter | |
| and Suspended both received honorable mention in that category.) Penguin's | |
| The Quest was voted best graphic adventure. And just for the record, Pitfall | |
| II: Lost Caverns was voted Best Action game. | |
| (Ah, that brings back memories....) | |
Xet Storage Details
- Size:
- 5.24 kB
- Xet hash:
- 4778bb17073b9ea5259189327e13f6260ce67a15f39cad0d9322ade86198fe5e
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.