| /~~\ /~~~\ /\ /~~~\ | |
| \ \/ | |> | //\\ | | |
| /\ \ | _/ ||__|| | ~~\ | |
| The \__/ociety for the |_|reservation of || ||dventure \___/ames | |
| ISSUE # 1 | |
| Edited by G. Kevin Wilson (whizzard SP@G uclink.berkeley.edu) | |
| May 15, 1994 | |
| All email addresses are spamblocked -- replace the name of our magazine | |
| with the traditional 'at' sign. | |
| EDITORIAL-------------------------------------------------------------------- | |
| Greetings and welcome to the first issue of SPAG. Things will, in | |
| all likelihood, be a little sparse this month. After all, I'm still | |
| straightening things out, studying for finals, etc. Plus, we still have | |
| new subscribers trickling in. I will probably post this first issue to | |
| several newsgroups in an effort to drum up more readers. After that, | |
| though, it's strictly e-mail. I hope to receive lots of comments on this | |
| issue, uggestions on improvements, likes, dislikes, letters to the Editor, | |
| more reviews, lots of ratings for various games, corrections to this issue, | |
| etc. Remember, SPAG cannot succeed without its readers. | |
| I might as well get my soapbox speech over with, so here goes. | |
| The purpose of SPAG is the advancement of the modern text adventure. | |
| Today's gamers tend to get absorbed in the flash of graphics and sound | |
| and miss out on some really good stories and plots. Well, it is my hope | |
| to call attention to some of these games and let my readers know where | |
| they can get ahold of them. Text adventures are still as valid an | |
| entertainment form as books, but they've been nudged out by the onset of | |
| the console game machines and the increasing trends towards graphical | |
| interfaces. Be that as it may, text adventures are an accessible form that | |
| many would-be game writers can try their hands at, since there are | |
| several game design kits available on ftp.gmd.de to make matters simple. | |
| Lastly, the games created with these toolkits are often highly portable, | |
| easily transferring from machine to machine, since they use very little | |
| machine-specific code. As I said, there's still a place for text | |
| adventures, and I hope to keep it that way. | |
| G. Kevin Wilson | |
| "Whizzard" | |
| KEY TO SCORES AND REVIEWS---------------------------------------------------- | |
| Consider the following review header: | |
| Cutthroats IBM Commercial 7.4 [PA: 1.7 WR: 1.1 PL: 1.3 CH: 1.6 +1.7] | |
| First is the name of the game, then the computer type that the reviewer | |
| played the game on. Next, the reviewer mentions how the game is being sold, | |
| whether as shareware, commercially, or being given away as freeware. If the | |
| game has a fixed price, that is mentioned as well. Lastly, the review | |
| heading has the reviewer's total score for the game, followed by a breakdown | |
| of the score into: PA [Parser], WR [Writing], PL [Plot], CH [Characters], | |
| and + [Wild Card], which is a 'blank check' category, usually commented on | |
| in the review. | |
| When submitting reviews: Ensure that the review at least has the above | |
| information in its header. Also note what computers you know of that it can | |
| be played upon, this will appear in the reader scoreboard section of SPAG. | |
| Authors may not rate or review their own games. | |
| SPAG accepts reviews of any length, letters to the editor, the occasional | |
| interesting article on text adventures (no reprints please), and even just | |
| plain scores for your favorite game, if you don't have the time to do a full | |
| review. Please though, at least send me a line of text for each game you | |
| have rated equivalent to the review header for Cutthroats, above. All | |
| accepted materials will be headed by the submitter's name and e-mail | |
| address, unless you request that they be withheld, in which case the header | |
| will read as "Anonymous." | |
| NEW GAMES-------------------------------------------------------------------- | |
| There are no games being released this month, but we can expect a bunch | |
| around August or so, if things go well for the authors I've been talking | |
| to, and for myself, of course. The upcoming games I know of include | |
| The Legend Lives!, from Adventions, The Czar's Challenge Trilogy, and of | |
| course, Avalon, my own game. Bear in mind that I'm not claiming to speak | |
| for the authors of the games other than Avalon, I'm just mentioning that, | |
| from what I've heard, they are approaching completion, and should show up | |
| this year sometime. No promises. | |
| REVIEWS---------------------------------------------------------------------- | |
| Thanks go to our reviewers for this issue, give 'em a big hand: | |
| Matthew Amster | |
| Audrey A. DeLisle | |
| Derek S. Felton | |
| Stephen Granade | |
| From: "Audrey A. DeLisle" <rad SP@G crl.com> | |
| Horror of Rylvania IBM C20 7.7 [PA 2 WR 2 PL 1.7 CH 1 * 1] * = length | |
| Horror of Rylvania (Adventions by D.A.Leary) tells of the horror you | |
| find on your trip to Rylvania with your friend, Carolyn. You become | |
| a vampire and must search for the 'cure'. There are two sections that | |
| are maze-like, but small and not hard. In general, this is not a | |
| hard game, but every game has its tricky places. It is somewhat linear, | |
| but not limited like some games. I enjoyed playing it. The atmosphere | |
| was well created to be eerie, but not disgusting. | |
| [ Editor's Note: As you can see, not every review has to be a long one. | |
| I am quite content with printing one paragraph reviews as long as the | |
| author's opinion of the game carries through well. ] | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Stephen Granade" <sgranade SP@G obu.arknet.edu> | |
| Infidel IBM Commercial 6.5 [Pa: 1.7 Wr: 1.7 Pl: 1.5 Ch: 0.0 +1.6] | |
| On your first big archaeological dig, you manage to waste most of your | |
| money and alienate your workers. To top it off, you can't find the pyramid | |
| you're after. And then your crew drugs you and abandons you... The game's | |
| parser is up to Infocom's usual level. Michael Berlyn's writing helps bring | |
| the pyramid to life, although I found some sections of the pyramid to be a bit | |
| weakly written. The plot moves along fairly briskly at first, then widens to | |
| allow more exploration once you find the pyramid. There are no true NPC's in | |
| the game; how many characters are you likely to meet while exploring a long- | |
| dead pyramid? My wildcard points went to the game's hieroglyphics. I had a | |
| lot of fun trying to decode them, and they made many of the puzzles solvable on | |
| the first try. | |
| Infidel can be found in Activision's Lost Treasures of Infocom, a re- | |
| packaging of Infocom's games. LTOI lacks much of the flair of Infocom's old | |
| packages, but at least the games are still available. Infidel is of medium | |
| difficulty, an entertaining game but not a true classic. | |
| [ Editor's Note: Stephen felt that Infidel should have had a higher score, | |
| but my system gives a 2 point disadvantage to games with no NPCs. See | |
| the note after his Starcross review for more on this. ] | |
| ALSO ON INFIDEL: | |
| From: "Derek S Felton" <derek SP@G esu.edu> | |
| 7.0 [Pa: 1.8 Wr: 1.9 Pl: 1.5 Ch: 0.0 +1.8] | |
| The story is straightforward and the puzzles aren't _that_ complicated. | |
| I enjoyed the game's descriptions of rooms and objects because they give the | |
| player the feel of being inside an adventure movie. I was disappointed with | |
| the other living characters, though: there aren't any! What's a good desert | |
| adventure story without a few scorpions, asps, and mummies? Nonetheless, | |
| INFIDEL is a good adventure for players with little or no experience with | |
| interactive fiction. Get ready to map and translate heiroglyphics. | |
| [ Editor's Note: I don't fret about having more than one review on the | |
| same game. I just delete the game description, leaving the reviewer's | |
| opinion of the game. That's how follow-up reviews work. Also, I note | |
| that the lack of NPCs is a concern to some readers. Be sure to note | |
| that anytime you review a game that lacks them. ] | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Audrey A. DeLisle" <rad SP@G crl.com> | |
| Klaustrophobia IBM S15 9.5 [PA 1.5 WR 2 PL 2 CH 2 * 2] *=humor | |
| Klaustrophobia, an AGT text adventure, just won the 1994 AGT contest | |
| (with a co-winner, The Jeweled Arena, by David Raley. [The Jeweled Arena has | |
| not yet been uploaded to ftp.gmd.de, for those who are interested. | |
| Hopefully someone will do us a big favor and put it up there. - GKW]). I had | |
| the pleasure (?) of testing it. | |
| It is an hilarious account of your vacation. You start preparing for | |
| your trip at home and at the office, then head for the airport(s). | |
| Somehow your flights keep getting diverted. Part 2, you arrive in | |
| Hollywood and appear on several game shows. Your big prize is a | |
| vacation in Mexico which takes you to Part 3. This is not easy, but is | |
| very funny. Those who have played Jacaranda Jim will find it especially | |
| amusing in Mexico. Look for KLAUS.ZIP. A sequel is planned, but this | |
| took about 18 months to complete, so not soon. Hilarious and hard. | |
| Funniest yet, but subject to the limitations of AGT-BIG. Also, the | |
| registered version comes with pophints! The author, Carol Hovick, is a | |
| big fan of BUREAUCRACY. Her game was somewhat inspired by it, but it is | |
| not the same. | |
| [ Editor's note: An excellent review. Since it is the first I've | |
| printed, let me just make a few comments. Remember that a rating of | |
| 10 is an absolutely perfect game, just like in the Olympics. These | |
| games should be VERY few and far between. I gave Trinity a 9.7, and | |
| it's my favorite game of all time. I've just never played a 10 game. | |
| I think that most games will probably deserve a 6 to 7 score tops. | |
| An 8 or 9 is a game you really liked, and higher than that is reserved | |
| for a game that just blows your mind completely. Also, remember that | |
| you are free to rate the categories with a 1.1 or 0.8, or any other | |
| number between 0 and 2 with a maximum of 1 decimal place. The scores | |
| mentioned in the original SPAG guidelines are just cut-off points, meant | |
| only as examples. I just mentioned this because, while Klaustrophobia | |
| is a really fun game, the AGT parser is fairly frustrating to use at | |
| best, and probably should hover around a .9 depending on what the | |
| individual author does with it. I also encountered other implementation | |
| problems that really hurt the game, in my opinion. Still, a very | |
| funny game, even for dog lovers. | |
| One other point, please try to include an estimate of the game's | |
| difficulty. These things don't reflect poorly on Audrey at all, they | |
| are simply things that I didn't clarify very well before. Great job, | |
| Audrey! I hope to get more reviews from you in the future! ] | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Stephen Granade" <sgranade SP@G obu.arknet.edu> | |
| The Lurking Horror IBM Commercial | |
| 7.2 [Pa: 1.7 Wr: 1.8 Pl: 1.2 Ch: 1.3 +1.2] | |
| Late one night, you, a student at G.U.E. Tech, have braved a blizzard | |
| to get to the Computer Center to finish work on a paper. However, the | |
| simple assignment takes you to the horrific underside of the school. | |
| Lurking Horror's parser is, as expected, up to snuff. The writing is | |
| excellent; the game is firmly rooted in the Gothic horror used by Lovecraft | |
| and Poe. Dave Lebling has captured the essence of the genre well. The | |
| plot, however, is not as well developed. It contains some nice elements, | |
| but at times the disparate plot elements felt unconnected. The characters | |
| also lack flair. The best of the NPCs are the different slimy creatures you | |
| encounter, from a winged something to a slimy something. Both the NPCs and | |
| the plot could have been helped had the NPCs been obviously working | |
| together. The puzzles ranged from clever to puzzling. There were a few | |
| puzzles I didn't understand until I finished the game and looked in the hint | |
| book. My wildcard points were awarded on the basis of the game's atmosphere. | |
| The Lurking Horror is available in Activision's Lost Treasures of | |
| Infocom 1 package. While a worthy attempt to bring back the old Infocom | |
| games, the repackaging removes much of Infocom's clever presentation. The | |
| Lurking Horror is mediumly difficult, and is especially good if you're a fan | |
| of Gothic horror. | |
| [ Editor's Notes: I agree with Stephen, for the most part. It would have | |
| been really nice had the various creatures seemed more like a sort of | |
| evil cult or had some semblence of cooperation among themselves. But, | |
| I'd have to say that the Hacker is my favorite character. Try asking | |
| him about Lovecraft some time. Pretty funny. The Lurking Horror is | |
| Infocom's only horror offering, but an effective, if not quite sparkling | |
| one. ] | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Stephen Granade" <sgranade SP@G obu.arknet.edu> | |
| Moonmist IBM Commercial 6.4 [Pa: 1.7 Wr: 1.2 Pl: 1.0 Ch: 1.6 +0.9] | |
| You are a famous young American detective who has been invited to | |
| Tresyllian Castle by your old friend Tamara Lynd. She is being haunted by the | |
| Tresyllian ghost, who seems intent on scaring her off. Can you solve the | |
| mystery of the castle? Infocom's parser handles most tasks with ease. The | |
| writing tries to convey a sense of the castle, but fails. Much of the | |
| description is left to the tour booklet included in the packaging, so the game | |
| itself neglects to add those touches necessary to make the locations spring to | |
| life. There are four variations possible in the game, but they did not add | |
| replayability as much as they made the plot feel random. Plot elements seemed | |
| tossed in mainly to differentiate each variation from the other three. The | |
| game is slightly redeemed by the characters; they help flesh it out. I awarded | |
| my wildcard points for the attempt to provide replayability. | |
| Moonmist is in the Lost Treasures of Infocom package, produced by | |
| Activision. Unfortunately, the LTOI package neglected to include the letter | |
| Tamara sent you; a minor omission, but one that bothered me. Moonmist is best | |
| used as an introduction to text-adventure mystery games, a gentle entry into | |
| the genre of _Deadline_ and _The Witness_. | |
| [ Editor's Note: The letters left out of LTOI are available on ftp.gmd.de | |
| in /if-archive/infocom/shipped-documentation/. Stephen noted that | |
| Moonmist is a 'substandard' Infocom game, in his opinion. I tend to | |
| agree with him. It is one of the least remembered of the LTOI bunch. ] | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Audrey A. DeLisle" <rad SP@G crl.com> | |
| Sanity Claus S10 I GMD 9 [PA 1.5 WR 2 PL 2 CH 1.5 * 2] *=humor | |
| You are Santa Claus and you must deliver all the presents before | |
| midnight in each time zone. This can be done in five trips. When you have | |
| to go to the same place, you will find a different puzzle. It is tedious, | |
| but fun if you have the patience. The author wrote S.O.S. (Son of | |
| Stagefright, both with AGT.) Understand that each trip will be shorter | |
| than the previous one. Your elf is a delightful companion. | |
| Author--Mike McCauley, has MAC version, sends map and hints on reg. | |
| [ Editor's Note: Well, I can't comment much on this one. When I ftp'ed | |
| it, I got it fine, but then when I started to play I got a bad token | |
| error. Probably just a flub somewhere on my part though. Be aware | |
| of this before you spend the time getting it though, since it is over | |
| 300k. ] | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Stephen Granade" <sgranade SP@G obu.arknet.edu> | |
| Starcross IBM Commercial 8.3 [Pa: 1.5 Wr: 1.8 Pl: 1.7 Ch: 1.3 +2.0] | |
| In Starcross you play a black-hole miner who is captured by a | |
| drifting alien vessel. You must enter the hulking ship and, once inside, | |
| figure it out in order to get home. The game, written in 1982, was one of | |
| Infocom's early efforts; its parser lacks some of the nicer features | |
| incorporated later (I kept wanting to type 'g' for 'again'). The writing was | |
| very well done. It presented the alien artifacts without making them too | |
| bizarre or cryptic. The plot allowed for plenty of exploration, yet kept | |
| things moving towards the final goal. The game's main weakness is its NPC's. | |
| Your ship's computer is mildly amusing, and the leader of a band of lizards | |
| reacts nicely to you; however, the other NPCs are not as well fleshed-out. | |
| My wildcard points went to the puzzles. They are some of the most | |
| logically-presented yet challenging I have ever worked on. The raygun puzzle | |
| and the force-bubble puzzle are two of my personal favorites. It is an | |
| excellent puzzle-oriented adventure, one of the first "explore an alien | |
| setting" games. | |
| Starcross is available in Activision's Lost Treasures of Infocom | |
| package. This repackaging has leeched much of the character from the | |
| original. I found the hint book structure to be particularly annoying. | |
| Starcross is rather difficult and requires a lot of logical thought and | |
| experimentation to solve. It ranks with some of the best interactive fiction | |
| games I have played. | |
| [ Editor's Note: Stephen noted that the character category lowered the | |
| score that he wanted to give Starcross by a bit. He also suggested some | |
| sort of proviso for games with no NPCs, so that their scores are more | |
| comparable. I am thinking of changing the character category to include | |
| a score of 1.0 if the game has no NPCs, but the reviewer doesn't feel | |
| that the lack thereof hurts it. More pondering will be lavished upon | |
| the topic. Let me know if you have a better idea. ] | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Matthew Amster" <MAMSTER SP@G POMONA.CLAREMONT.EDU> | |
| Trinity IBM Commercial 9.1 [PA: 2 WR: 1.9 PL: 2 CH: 1.2 +2.0] | |
| Trinity is among the most popular of the classic Infocom | |
| games. After hearing friends and netters discussing their | |
| uniformly wonderful experiences with Trinity, I finally decided to | |
| give it a try myself. | |
| The game opens at London's Kensington Gardens, and quickly | |
| takes off from there into a fantasy world of nuclear mushrooms, | |
| giant children, and intelligent magpies. The anti-nuclear message | |
| of the game is clear but never overbearing. | |
| The parser is as brilliant as one would expect from Infocom; | |
| it is nearly impossible to produce an unexpected response. Most | |
| nouns have plenty of synonyms, and the player is never stumped by | |
| how to phrase a command. | |
| Trinity's map is similarly user-friendly, with no tricky | |
| surprises and few "can't-get-there-from-heres." But the game's | |
| strongest suit is its puzzles, which outdo what I've seen in any | |
| other game. All are logical and satisfying (except one...but you | |
| figure it out). | |
| The endgame is somewhat difficult, but not overly so, and it | |
| ties up loose ends very well. Trinity has something for everyone: | |
| it's not too hard for novices, but is well-suited for experienced | |
| adventurers as well. It is exciting, engrossing, well-written, | |
| and, unlike too many other works of interactive fiction, lives up | |
| to the hype. | |
| [ Editor's Note: Always nice to see someone agree with me. I have yet | |
| to find a game that captures my imagination as much as Trinity, although | |
| Shades of Gray comes close at certain points. ] | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Audrey A. DeLisle" <rad SP@G crl.com> | |
| Unnkulian One-Half F I GMD 9.1 [PA 2 WR 2 PL 1.8 CH 1.3 * 2] * = humor | |
| This is a short game. You find enough objects of value to please the | |
| Innkeeper. The puzzles are logical and not hard. There are some extra | |
| features that can be used to win, but are not necessary. I enjoyed playing | |
| this game. [in file with demo of Unnk Zero] Adventions by D.A. Leary using | |
| TADS. | |
| [ Editor's Note: Oddly enough, this short, humorous game is my favorite of | |
| the Unnkulian series. Probably something to do with my lack of patience | |
| or something. Or maybe I can only take the cheez jokes for so long | |
| before I begin to feel unhinged. ] | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Audrey A. DeLisle" <rad SP@G crl.com> | |
| Unnkulian Unventure 1 S10 I GMD 9 [PA 2 WR 2 PL 2 CH 1 * 2] *=humor | |
| Unnkulian Unventure starts you on the path to being a hero. The | |
| Orb has been stolen and you must return it. You journey through | |
| caverns, up mountains and into a chasm. The puzzles are logical and | |
| usually amusing. A monk is waiting to help you at one place. | |
| I enjoyed playing this game. Adventions by D.A.Leary using TADS. | |
| [ Editor's Notes: Beware readers, there are cheez jokes aplenty lurking | |
| in this one. ] | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Audrey A. DeLisle" <rad SP@G crl.com> | |
| Unnkulian Unventure #2 S10 I GMD 7.3 [PA 2 WR 1.9 PL 1.4 CH 1 * 2] *=humor | |
| This is the continuation of your life as a hero. I would rate it higher, | |
| but the plot is a bit jerky and there is one 'fatal' error. There is a | |
| computer and you must know the password before the game tells you. That | |
| means you must have someone or a walk-through tell you. In general, it | |
| is still amusing, but not as good as UU1 and not as involved. I won't | |
| say what the object is because that is part of the plot. | |
| Adventions by D. A. Leary using TADS. | |
| [ Editor's Notes: Gads, more cheez jokes! Is there no stopping these | |
| fiendish adventure game writers? ] | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Audrey A. DeLisle" <rad SP@G crl.com> | |
| Unnkulian Zero C25 I 9 [PA 2 WR 2 PL 2 CH 1 * 2] * = humor | |
| Unnkulian Zero is the latest in the Unnkulian series. It is fairly | |
| long and not as easy as the earlier games. The puzzles are logical | |
| and funny. You can get diverted from the proper path. You must | |
| search for 'The Lost Amanda', the King's daughter who was kidnapped. | |
| You will encounter a monk as in the other games. I was 'stuck' in | |
| two places, but other players may not be. I enjoyed playing it. | |
| [ Editor's Notes: Unkulian Zero received a really nice review in a recent | |
| issue of _Computer Gaming World_ as well. Everything I've heard | |
| suggests that it is Advention's greatest game. Although, with The | |
| Legend Lives! coming out sometime soon, we'll have to see about that. ] | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Stephen Granade" <sgranade SP@G obu.arknet.edu> | |
| The Witness IBM Commercial 7.5 [Pa: 1.7 Wr: 1.3 Pl: 1.6 Ch: 1.7 +1.2] | |
| The year, 1938. The place, Los Angeles. A wealthy but paranoid man | |
| has asked you, a police detective, for protection. But despite everything | |
| you do, the man is killed. Can you find who killed Freeman Linder? The | |
| Witness was Infocom's second detective adventure; its parser contains many | |
| of the commands now standard to this genre. The writing is the weakest part | |
| of the game; many times I felt as if Stu Galley had simply lifted whole | |
| chunks of clever responses from Deadline, the first Infocom detective | |
| adventure. The plot is well-laid out, though linear in nature. The | |
| characters is where the game shines. There are really only three to deal | |
| with, one of whom you can discount almost from the first of the game. | |
| However, those two remaining NPCs are quite alive and feisty. I gave my | |
| wildcard points for the feel of both the game overall and the characters. | |
| The Witness is available (where else?) in The Lost Treasures of Infocom | |
| 1, available from Activision. The repackaging is flawed, but at least it is | |
| available. The Witness is a good medium-difficulty detective game. After | |
| you finish Moonmist, work on The Witness, then Deadline, as they become | |
| progressively harder. | |
| [ Editor's Note: I should probably note that this game has a really nice | |
| '30s detective movie feel to it. Stu Galley put a lot of effort into | |
| making things ring true, and it shows, even if the rest of the game is | |
| pretty standard. As is often the case, the best part about playing | |
| The Witness is in trying to break it. I had loads of fun with the | |
| handcuffs in the game, trying everything from arresting the cat for | |
| murder, to trying to solve the mystery using knowledge gained in another | |
| game, which I couldn't possibly have had at that point. I also played | |
| havok with the manservant for awhile, since he's such a nifty stereotype | |
| from the movies. In any event, this one is much shorter than the | |
| average Infocom game, taking me only a few hours to solve and exhaust | |
| its entertainment potential. Still, it's better than a lot of games | |
| I've played. ] | |
| READER'S SCOREBOARD---------------------------------------------------------- | |
| Here is a sample entry for Trinity: | |
| Name Avg Sc # Sc Rlvt Ish Notes: | |
| Trinity 9.7 21 1-5, 8, 11 C_INF | |
| Looking at this, you see that Trinity has received an average score of | |
| 9.7 out of 10 from 21 readers. The notes are listed below, | |
| and lastly, reviews or other relevant bits about it have appeared in | |
| issues 1-5, 8, and 11 of SPAG. This is only an example, and does not | |
| reflect any actual data regarding Trinity. | |
| Other Possible Notes: | |
| A - Runs on Amigas. | |
| AP - Runs on Apple IIs. | |
| GS - Runs on Apple IIGS. | |
| AR - Runs on Archimedes Acorns. | |
| C - Commercial, no fixed price. | |
| C30 - Commercial, with a fixed price of $30. | |
| F - Freeware. | |
| GMD - Available on ftp.gmd.de | |
| I - Runs on IBM compatibles. | |
| M - Runs on Macs. | |
| S20 - Shareware, registration costs $20. | |
| 64 - Runs on Commodore 64s. | |
| TAD - Written with TADS. This means it can run on: | |
| AmigaDOS, NeXT and PC, Atari ST/TT/Falcon, DECstation | |
| (MIPS) Unix Patchlevel 1 and 2, IBM, IBM RT, Linux, Apple | |
| Macintosh, SGI Iris/Indigo running Irix, Sun 4 (Sparc) | |
| running SunOS or Solaris 2, Sun 3, OS/2, and even a 386+ | |
| protected mode version. | |
| AGT - Available for IBM, Mac, Amiga, and Atari ST. This does not | |
| include games made with the Master's edition. | |
| INF - Infocom or Inform game. These games will run on: | |
| Atari ST, Amiga, Apple Macintosh, IBM, Unix, VMS, Apple II, | |
| and Apple IIGS. I believe that it is also possible to play | |
| these on the C64, TSR-80, Acorn Archimedes, and others, but | |
| I am not positive, as I saw no public domain interpreters for | |
| any systems other than the first group on ftp.gmd.de. I | |
| will update this as people confirm or deny the feasibility | |
| of running these games on these computers. | |
| [Other computers will be added as pointed out to me. This key will | |
| appear in each issue. Readers are asked to let me know if any games are | |
| available on a platform for which I do not have them listed.] | |
| Name Avg Sc # Sc Rlvt Ish Notes: | |
| Cutthroats 7.4 1 1 C_INF | |
| Horror of Rylvania 7.7 1 1 C20_TAD_GMD (Demo) | |
| Infidel 6.7 2 1 C_INF | |
| Klaustrophobia 9.5 1 1 S15_AGT_GMD | |
| Lurking Horror, The 7.2 1 1 C_INF | |
| Moonmist 6.4 1 1 C_INF | |
| Sanity Claus 9.0 1 1 S10_AGT_GMD | |
| Starcross 8.3 1 1 C_INF | |
| Trinity 9.4 2 1 C_INF | |
| Unnkulian One-Half 9.1 1 1 F_TAD_GMD | |
| Unnkulian Unventure 1 9.0 1 1 S10_TAD_GMD | |
| Unnkulian Unventure 2 7.3 1 1 S10_TAD_GMD | |
| Unnkulian Zero 9.0 1 1 C25_TAD_GMD (Demo) | |
| Witness, The 7.5 1 1 C_INF | |
| The Top Three: | |
| 1 Klaustrophobia [9.5] | |
| 2 Trinity [9.3] | |
| 3 Unnkulian One-Half [9.1] | |
| [ Editor's Notes: Remember that these scores still represent a very | |
| small sampling of SPAG readers, and as such, aren't quite as | |
| representative as I would like. You have been warned. ] | |
| ADVERTISEMENTS--------------------------------------------------------------- | |
| I was supposed to put a blurb for Enhanced in this issue, but I | |
| received nothing from the author so far, so that'll have to wait for a future | |
| issue. In the meantime, just let me say that I don't like to use reprint | |
| advertisements. We've all most likely seen those already, let's see | |
| something new. Also, if you've written a text adventure and would like to | |
| talk about your game, I will include that sort of thing in SPAG as well. Or, | |
| if you'd rather, I can come up with some interview questions for you, to make | |
| matters simpler for you. But I'm sure that the readers of SPAG would be | |
| interested in hearing about the making of text adventures. Lastly, here's | |
| an advertisement sent in from Jacob Weinstein, author of Save Princeton. | |
| ----------------------------------Save Princeton----------------------------- | |
| Have you ever wanted to kill somebody by feeding them school food? | |
| To hobnob with F. Scott Fitzgerald? To be single-handedly responsible | |
| for the salvation or destruction of one of the oldest universities in | |
| the United States? Save Princeton offers you the chance to do all this | |
| and more. In the role of a visitor to the campus, you must save | |
| Princeton from a mysterious invasionary force. Saving Princeton doesn't | |
| require any familiarity with the place. In fact, all it requires is an | |
| off-beat sense of humor and a little bit of brains. | |
| Save Princeton was created with TADS, the Text Adventure Development | |
| System. The game has fifty-two locations, and a vocabulary of | |
| about 980 words, which makes it about as complex as a middle-period | |
| Infocom game. It's shareware, with a fee of $10. | |
| Save Princeton is available for the IBM-compatible and Mactintosh | |
| computers, as well as any other systems that support TADS. | |
| Mac version: FTP to ftp.gmd.de and retrieve | |
| /if-archive/games/mac/saveprinceton199.hqx | |
| IBM version: FTP to ftp.gmd.de and retrieve: | |
| /if-archive/games/pc/savepton18.zip | |
| Other systems: Assuming you already have the TADS run-time for your | |
| system, FTP to ftp.gmd.de and retrieve: | |
| /if-archive/games/tads/savepton18.gam.Z | |
| If you have any questions or comments, please feel free to e-mail me. | |
| -Jacob Weinstein | |
| jacobw SP@G phoenix.princeton.edu | |
| [ Editor's Notes: I know that there's a lot of prejudice out there against | |
| games that the author appears in, but Save Princeton isn't half bad, if | |
| you overlook the first few rooms or so. The puzzles are well done, and | |
| there's a pretty nifty camera to play with even. I would definitely | |
| recommend it for a bit of tongue-in-cheek fun. ] | |
| CLOSING REMARKS-------------------------------------------------------------- | |
| Related Internet Newsgroups: | |
| REC.ARTS.INT-FICTION - Talk about _writing_ text adventures. | |
| REC.GAMES.INT-FICTION - Other text adventure topics. | |
| The Official SPAG-Approved Text Adventure FTP site is ftp.gmd.de. Here are | |
| the main directories it contains under /if-archive/: | |
| programming/: Contains tools to write text adventures with. | |
| games/: Contains text adventures for many computers. | |
| solutions/: Contains walkthroughs for some of these games, mostly | |
| the Infocom games. | |
| solutions/uhs/: The Universal Hint System, check it out. | |
| solution/pophints: Pophints for Cliff Diver and Shades of Gray. Also | |
| the system itself, for the those who want to make | |
| a hint file for their game. Unlike UHS, you don't | |
| need the author's permission to make one. | |
| infocom/: Contains info and programs related to Infocom. | |
| rec.games.int-fiction/: Contains archive files from rec.games.int-fiction. | |
| (Old posts from the newsgroup.) | |
| info/: Contains some general information files on text | |
| adventures. Also my guide to writing text | |
| adventures. Look under authorship-guide. Warning, | |
| it's pretty long. | |
| rec.arts.int-fiction/: Contains archive files from rec.arts.int-fiction. | |
| (Old posts from the newsgroup.) | |
| scott-adams/: Contains hints and information on the old Scott | |
| Adams games. Also the two PD games, Pirate and | |
| Adventureland. | |
| download-tools/: Everything you need to download files. | |
| shells/: Adventure game shells? Not sure about this one. | |
| mapping-tools/: A couple of primitive mapping tools. | |
| ----------------------------------------------------------------------------- | |
| A Word about the Infocom Games. | |
| Many of the Infocom games are available in two packages being sold by | |
| Activision as Lost Treasures of Infocom 1 and 2. They are also available on | |
| CD. LTOI 2 CD has three bonus games: Shogun, Arthur, and Journey. I am not | |
| sure which computers these are available for, but at least IBM compatibles | |
| are supported. LTOI 1 contains 20 games, with the relevant packaging items | |
| from the older versions reproduced as photocopies in a book. It also | |
| includes maps and a hintbook with hints for all the games. The hints are | |
| all in plain sight. LTOI 2 lacks both the maps and the hintbook. It has | |
| been commented by several people that the repackaging was shoddily done. I | |
| tend to agree, especially in reference to LTOI 2's lack of maps and hints. | |
| LTOI contains only 11 games, and costs the same, yet leaves those two things | |
| out. Other things missing are the letters from Moonmist, the clever | |
| sample transcripts that were in the old manuals, and Leather Goddesses of | |
| Phobos, which is available only through a mail-in offer. Finally, all of the | |
| great props appear only a photocopies, and even then, some of the niftiest | |
| are missing or have been transformed into a more mediocre form. Overall, | |
| poor treatment of some classic games, which defined things for hundreds of | |
| games that have followed in their footsteps. | |
| Having said that, let me also add that the LTOI packages are getting | |
| harder to find in stores, so if you want them, buy them soon. Even with all | |
| their shortcomings, the low price gives an excellent deal on some truly | |
| wonderful games that will always be fondly remembered by many. Myself, I am | |
| slowly trying to accumulate a complete collection of the original packages. | |
| It's more expensive, and slower going, but I feel it's worth it to get all | |
| the great packaging that Infocom included with their games. If anyone has | |
| any to sell, or especially, to give away for the cost of postage, let me | |
| know. Especially A Mind Forever Voyaging and Hitchhiker's Guide to the | |
| Galaxy. | |
| Contents: | |
| LTOI 1 (20 Games): | |
| Ballyhoo Beyond Zork Deadline | |
| Enchanter Hitchhiker's Guide Infidel | |
| Lurking Horror Moonmist Planetfall | |
| Sorcerer Spellbreaker Starcross | |
| Stationfall Suspect Suspended | |
| The Witness Zork Zero Zork 1 | |
| Zork 2 Zork 3 | |
| LTOI 2 (11 Games): | |
| A Mind...Voyaging Border Zone Bureaucracy | |
| Cutthroats Hollywood Hijinx Nord & Bert | |
| Plundered Hearts Seastalker Sherlock: Crown Jewels | |
| Trinity Wishbringer | |
| ----------------------------------------------------------------------------- | |
| Thank you for helping to keep text adventures alive! | |
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