| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE # 10 | |
| Edited by G. Kevin Wilson (whizzard SP@G pobox.com) | |
| Feb. 3rd, 1997 | |
| /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ | |
| < Special 1996 I-F Competition Issue > | |
| \__________________________________/ | |
| All email addresses are spamblocked -- replace the name of our magazine | |
| with the traditional 'at' sign. | |
| EDITORIAL------------------------------------------------------------------- | |
| Dear Readers, | |
| The 2nd Annual I-F Competition has come and gone, and I can | |
| only consider it a rousing success. This year we had 27 entries! | |
| More than twice what we had last year. Some truly great games | |
| emerged, and it thrills me to have been a part of that. | |
| At first, there were some organizational problems (my fault, | |
| naturally) when the betatesting site was inadvertantly killed because | |
| I did not regularly change the password. Since nobody ever logged | |
| into the account except through ftp, we never received any warnings. | |
| Let that be a lesson of some sort to me, I guess. The competition got | |
| pushed back two weeks over that little debacle, and then the voting | |
| period had to be extended because of the large number of entries. | |
| But, it all worked itself out in the end. | |
| This issue is a lot like last year's special contest issue | |
| (#7), as I was pretty darn pleased with that format. I have material | |
| that I received before the contest, but that will go into issue #11, | |
| as I like to devote an entire issue to the contest. Everything here | |
| will be familiar: author interviews, reader submitted reviews, etc. | |
| If it ain't broke, don't fix it. I'll have an in-depth look at | |
| Delusions in SPAG #11. Right now, I want to get this issue out the | |
| door. It's way overdue, as usual. | |
| Anyhow, enjoy the issue, make sure to play the contest entries | |
| if you haven't yet, and I'll see you in time for SPAG #11. | |
| Addendum: | |
| Just so you folks know, I'm graduated. I have my BS in | |
| Cognitive Science and I'm pounding the pavement for work. But don't | |
| fear, I've already got one good prospect at least lined up. That will | |
| be in March. Until then, I'm writing a role-playing game source book | |
| (on commission), and finishing my fantastically late game, Avalon. So | |
| don't worry about your gentle editor, he's got more job opportunities | |
| than he can shake a stick at. | |
| Why do I mention this in SPAG? Well, there is always the | |
| potential for upsetting the scheme of things when a major change like | |
| this happens. I will do everything in my power to see that SPAG | |
| continues to arrive without interruption, but hey, feces happen. If | |
| somehow I am unable to continue on as editor, I will make preparations | |
| to pass on the mantle to someone else. But, I doubt that will happen. | |
| Oh, one last thing: My new email address is | |
| whizzard SP@G pobox.com. I signed up on an internet email forwarding | |
| service, so this will be the only time that this address will change. | |
| Another Addendum: | |
| Sheesh. Just goes to show how late this ish is. SPAG's | |
| website has moved and been upgraded. The new site is at: | |
| http://www.afn.org/~afn55673/spag.html | |
| Go have a look. The reader's score chart is accepting game | |
| ratings online (well, on the website), or at least will be as soon as | |
| an "Enter Your E-mail Address Here:" box is added. There are some fun | |
| links and such on there, and it's basically a lot more interesting | |
| than it used to be. Whew. Now go read the magazine. | |
| G. Kevin Wilson | |
| "Whizzard" | |
| CONTEST | |
| RESULTS-------------------------------------------------------------- | |
| The following entries received prizes from the prize pool: | |
| 1st Place: The Meteor, The Stone, And A Long Glass Of Sherbet | |
| by: Angela M. Horns, aka: Graham Nelson | |
| Graham picked as his prize: $75.00 cash, donated by Martin Braun. | |
| 2nd Place: Tapestry | |
| by: Dan Ravipinto | |
| Dan picked as his prize: A copy of "Zork Nemesis.", donated by | |
| Activision. | |
| 3rd Place: Delusions | |
| by the author, aka: C. E. Forman | |
| Christopher picked as his prize: A copy of "Lost Treasures of Infocom | |
| vols. 1 and 2. on CD", donated by Activision. | |
| 4th Place: Small World | |
| by Andrew D. Pontious | |
| Andrew picked as his prize: Dinner at a (pretty) fine restaurant in | |
| the Washington, DC area, with Andrew Plotkin, plus hours of fine | |
| conversation on the art of interactive fiction or other topics as | |
| desired. | |
| 5th Place: Kissing the Buddha's Feet | |
| by Anonymous, aka: Leon Lin | |
| Leon picked as his prize: Zork Nemesis T-shirt (L), donated by | |
| Activision. | |
| 6th Place: Fear | |
| by Chuan-Tze Teo | |
| Chuan-Tze picked as his prize: One free copy of "Avalon", donated by | |
| me. Brave person, eh? | |
| 7th Place: Maiden of the Moonlight | |
| by Brian P. Dean | |
| Brian picked as his prize: A registered copy of "Lost New York", | |
| donated by the author, Neil deMause. | |
| 8th Place: Wearing the Claw | |
| by Paul O'Brian | |
| Paul chose as his prize: A copy of the book: "Computer Adventures - | |
| The Secret Art", donated by the author, Gil Williamson. | |
| 9th Place: Alien Abduction | |
| by Charles Gerlach | |
| Charles chose as his prize: "Creating Adventure Games on Your | |
| Computer", by Tim Hartnell, donated by Matthew Amster-Burton. | |
| 10th Place: Aayela | |
| by Magnus Olsson | |
| Magnus chose as his prize: The original sketch of the "Path to | |
| Fortune" map (and a free registration of the game itself), donated | |
| by Christopher E. Forman. | |
| 11th Place: Lists and Lists | |
| by Andrew Plotkin | |
| Andrew chose as his prize: A copy of the book: "Computer Adventures | |
| - The Secret Art", donated by the author, Gil Williamson. | |
| 12th Place: Ralph | |
| by Miron Schmidt | |
| Miron chose as his prize: A copy of the book: "Computer Adventures- | |
| The Secret Art", donated by the author, Gil Williamson. | |
| 13th Place: Reverberations | |
| by Russell Wain Glasser | |
| Russell chose as his prize: A copy of the book: "Computer Adventures- | |
| The Secret Art", donated by the author, Gil Williamson. | |
| 14th Place: The Land Beyond the Picket Fence | |
| by Martin Oehm | |
| Martin will receive as his prize: A copy of the book: "Computer | |
| Adventures- The Secret Art", donated by the author, Gil Williamson. | |
| Further rankings will not be posted here. The authors whose | |
| games came in towards the bottom did a fine job anyways, and I don't | |
| see the need to spoil that by immortalizing who came in last place in | |
| SPAG. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| And the Winner of the Miss Congeniality Award is: | |
| Tapestry | |
| by: Dan Ravipinto | |
| Dan will receive a copy of The Interactive Writer's Handbook for his | |
| trouble, donated by me. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| You can reach the authors at the e-mail addresses below if you want | |
| to send fan mail, comments, bug reports, or what have you. | |
| Entry Author E-mail | |
| ============================================================================ | |
| Aayela Magnus Olsson zebulon SP@G pobox.com | |
| Alien Abduction Charles Gerlach gerlach7 SP@G tam6.mech.nwu.edu | |
| Beyond Fence Martin Oehm oehm SP@G diogenes.fb5.uni-siegen.de | |
| Curse of Eldor Stuart Allen stuart SP@G perf.no.itg.telstra.com.au | |
| Delusions C.E. Forman ceforman SP@G postoffice.worldnet.att.net | |
| Don't Be Late Greg Ewing greg SP@G cosc.canterbury.ac.nz | |
| Fear Chuan-Tze Teo ctt20 SP@G hermes.cam.ac.uk | |
| 1st Stupid Game Daniel McPherson MCPHERSOND SP@G mail.vtls.com | |
| Forms Unknown Chris Markwyn MARKWYNC SP@G carleton.edu | |
| House of Stalker Jason Clayton White perseid SP@G inxpress.net | |
| In the End Joe Mason admin SP@G rmss.edu | |
| Kissing Buddha's Leon Lin leonlin SP@G uclink.berkeley.edu | |
| Liquid Rybread M. Celsius rybread SP@G cshore.com | |
| Lists Andrew Plotkin erkyrath SP@G netcom.com | |
| Maiden of Moon Brian P. Dean 73704.176 SP@G CompuServe.COM | |
| Phlegm Jason Dyer jdyer SP@G u.arizona.edu | |
| Piece of Mind Giles Boutel boutel1g SP@G wcc.govt.nz | |
| Promoted! Mike DeSanto desantom SP@G io.com | |
| Ralph Miron Schmidt s590501 SP@G tfh-berlin.de | |
| Reverberations Russell Wain Glasser rglasser SP@G ix.netcom.com | |
| Rippled Flesh Rybread M. Celsius rybread SP@G cshore.com | |
| Sherbet Graham Nelson nelson SP@G vax.ox.ac.uk | |
| SRH & Orntl Wok Gil Williamson Gil.Williamson SP@G syntegra.bt.co.uk | |
| Small World Andrew D. Pontious byzantium SP@G tuna.net | |
| Stargazer Jonathan Fry jfry SP@G WOPR.skidmore.edu | |
| Tapestry DJR ravipind SP@G linux.kirbynet.lafayette.edu | |
| Wearing...Claw Paul O'Brian obrian SP@G ucsu.Colorado.EDU | |
| ============================================================================ | |
| "And that, as they say, is that." | |
| INTERVIEWS WITH THE AUTHORS------------------------------------------------ | |
| This year, pressed for time, and unable to think of any really good | |
| questions for most of the games, I just interviewed a few authors. I'll | |
| probably go back and interview some more for SPAG #11, however. | |
| ---------------------------------------------------------------------------- | |
| The Meteor, the Stone, and a Long Glass of Sherbet, by Graham Nelson | |
| >What inspired this game? I noticed that the setting was like Quendor, but | |
| >at the same time seemed almost to be some parallel Quendor that we hadn't | |
| >seen before. | |
| I felt there was still some mileage in the traditional cave game. | |
| As the ghost of "Zork" hangs over all cave games, "Sherbet" can | |
| hardly avoid bringing back memories: when designing the milieu, | |
| I did have the Zork universe in mind, but as something I wanted | |
| only the most tenuous connection to. In any event, the protagonist | |
| isn't a conventional adventurer and doesn't have the conventional | |
| Zork aims, so that's something. | |
| The single biggest criticism of "Sherbet" has been that it's too | |
| much in the style of "Zork" and artistically suffers from | |
| unoriginality as a result. Fair comment, I think, but I wanted | |
| to write a cave game and to write it to 1990s standards of | |
| craftsmanship, if that doesn't sound unbearably pompous. | |
| >Have you made plans for your next text adventure? If so, is there | |
| anything | |
| >you wouldn't mind telling us about it? | |
| I have a fragment of a SF game in my top drawer. It may or may | |
| not progress further. | |
| >The introduction sets a very different tone from the rest of the game. It | |
| >seemed almost like two separate games to me. Was there a reason for this? | |
| Well: it's a prologue. All cave games have a fairly sharp division | |
| between prologue and middle game -- overground, underground; mundane, | |
| magical. The prologue aims to introduce the main character and the | |
| third most important character, to accustom the main character to | |
| using two tools which will be needed later on and to try to enliven | |
| the world beyond the cave. If you can believe the overground exists, | |
| so much the better for the underground. | |
| Looking back, I think there's something Hollywood cliche about it: | |
| first show the ordinary things that happen to Mr X, then throw him | |
| into an unexpected situation. In this case, the main character is | |
| both a diplomat (as in the prologue) and a secret agent, which ought | |
| to make what follows more reasonable. | |
| ---------------------------------------------------------------------------- | |
| Tapestry, by Daniel Ravipinto | |
| >What were your inspirations for Tapestry? I understand that it reminds | |
| >certain folks of a Neil Gaiman comic book called "Sandman" in spots, was | |
| >that one of your influences? | |
| Gosh. Hold on a second. (random shuffling of papers) | |
| Wow. The first mention I have of Tapestry are a bunch of scribbles in my | |
| notes for my Psych 101 class, which would place it around...huh...last | |
| year's competition. | |
| It seems I was throwing around a bunch of ideas. One was a game | |
| involving the Fates. Another was a game involving "Morningstar". | |
| Another was...hmmm...maybe I can use that next year. :) | |
| Anyway, I started doing research on the Fates and Morningstar. I | |
| think he originally started as some combination of Asmodeus (from the | |
| Devil on Two Sticks, I believe...), Memnoch, from Anne Rice's Memnoch the | |
| Devil, and Mephistopholes (spelling?) from Faust. | |
| I had some vague impressions of how he might act, but nothing really | |
| specific. | |
| Getting frustrated with that line of research I went on to the Parcae. | |
| I knew the general set-up of the Three Fates and their jobs, but nothing | |
| beyond that. | |
| During my research I read about the Greek thinking on fate, destiny, and | |
| hubris. It was an interesting point of view, but to be honest I didn't | |
| think anybody now-days would follow that line of thinking... | |
| Which started me thinking on what kind of points-of-view DID people have | |
| today? The storyline grew out of that. | |
| The Roman view of stoicism in the face of an unvaoidable | |
| destiny eventually became Atropos' path. She seemed the best choice - | |
| the eldest of the Fates, sticking to the philosophy of the people who | |
| believed in her and following the fate she created for them. | |
| The other two viewpoints actually grew out of the characters. All of a | |
| sudden, Morningstar had a place in my "Fate" game. Going back to my | |
| original research, I decided to look for inspiration at the source. | |
| Lucifer's position is, I've learned, kind of confusing. For example, we | |
| have the whole Lucifer-cast-out-of-heaven-and-then-tempting-Adam-and-Eve | |
| thing. But then when you get to the Book of Job, good old Morningstar's | |
| in Heaven...talking to God about this particular mortal down there. | |
| Why? Are they still friends? Is there something going on we don't know? | |
| It's very odd. Lucifer, the Angel of Light, is cast out of Heaven. | |
| Even the reasoning behind THAT is kind of vague. Depending on your | |
| source, you can get very conflicting views. | |
| You've got the Bible -- which pretty much says that he was thrown out | |
| because of pride. He thought he could best his creator, and lead some of | |
| the angels in revolt. God put him down. | |
| Another source (I can't remember offhand...it's an older Hebrew text, I | |
| think) says that Lucifer was put down because he loved God TOO MUCH. | |
| Odd, huh? But apparently, God makes the angels, then God makes man. God | |
| tells the angels to care for man, to obey him to some extent. Lucifer | |
| refuses. He refuses to love anyone and serve anyone but God himself. | |
| Some of the views I found put Satan as a sort of prosecution attorney in | |
| Yahwey's court. Not evil in and of himself, but still a tester (and | |
| tempter) of mankind. | |
| So we have a not-quite-perfect-tempter. He's in a job he doesn't really | |
| want and he doesn't look the part at all (he's still an angel after all). | |
| [NOTE: All of this is off the top of my head. If I'm misremembering (or | |
| in fact making stuff up without realizing it) please forgive me.] | |
| The latter sounded interesting. A sort of Jesus-in-the-desert scenario. | |
| A temptation. | |
| The third path grew out of Clotho. The youngest, and hence less likely | |
| to go along with Atropos' hardline attitude. She follows a view that's a | |
| combination of the Greek idea of hubris and a modern view of | |
| understanding one's motivations. | |
| So, to answer the question more directly. My sources were: Biblical | |
| texts, a few stories involving the Devil, and random scraps of | |
| information I found on the Fates and the Greek view of destiny. | |
| As for the "Sandman" connection: as I said in my post to r.a.i-f | |
| (thanks again to Andrew Plotkin for posting that, BTW), I didn't | |
| discover "Sandman" and "The Books of Magic" until several months after | |
| I'd started on the game. My response was: DOH! | |
| But to be honest, I think Neil Gaiman's Fates and Morningstar are | |
| rather different than mine. The only word I can think to apply to his | |
| is "modern". The Fates just sit around talking like three normal | |
| ladies (look at the opening of 'The Kindly Ones' to see what I mean), | |
| and Morningstar ends up owning a nightclub where he plays piano. He | |
| talks like an ordinary guy who just happens to be the Biblical | |
| incarnation of Evil. | |
| I think my Fates stuck much more closely to the original source | |
| material. Gaiman does all kinds of weird things like connect them with | |
| the Furies and various female trinities (maiden-mother-crone) in | |
| different mythologies. | |
| And my Morningstar -- other than the similarity of names -- is nothing at | |
| all like Gaiman's. (Actually, I think Gaiman tends to refer to him as | |
| "The Morningstar"). | |
| So while the idea of combining different mythologies (Greek and Biblical) | |
| isn't a new idea -- it was to me when I started writing. :) | |
| When I DID discover them, I was really intrigued. As I said in my post, | |
| Timothy originally didn't have a last name. He was named after a friend | |
| of mine who had given me a lot of help in the early design stages. | |
| I read "The Books of Magic" and saw the scene that takes place when | |
| Timothy Hunter is taken on a tour of various worlds -- one of them is | |
| Hell. | |
| The quote at the beginning of the game is taken from Timothy's guide. It | |
| so perfectly summed up part of the message of Tapestry that I had to put | |
| it in. | |
| As an added bow to Gaiman, I gave Tim the last name of Hunter. | |
| >Why the three paths through the game? Were you after a specific effect | |
| >with that or just experimenting? | |
| Well, like I just said, the paths grew out of the characters. But the | |
| more I developed them, the more I saw patterns emerging. | |
| The Paths are essentially three viewpoints on guilt, destiny, and | |
| choices. Some people have commented that the story's message of "choices | |
| have consequences" is rather ... insipid. But I think there's more to | |
| Tapestry than that. | |
| Andrew Plotkin really hit the nail on the head with his "story shown in | |
| three orthogonal mirrors" comment (gosh, I wish I'D come up with that). | |
| The paths and the thinking behind the actions required are what Tapestry | |
| is all about. I know it's a lot to expect, but I was hoping that since | |
| the story itself was so short, people would have time to play it through | |
| three times and see the three endings. | |
| Atropos' path is based upon the Roman ideas of fate, destiny, and | |
| stoicism. Actually the word "moira" used the way I use it is totally | |
| made-up. It's the name the Romans used when they adopted the Parcae. | |
| The Greeks believed the Fates wove each man a destiny, for good or for | |
| ill. To try to avoid your destiny, to essentially fight against the | |
| gods, is hubris. Today it would translate rather poorly as "pride". | |
| But hubris, to the Greeks, was actually a GOOD thing. Man WAS meant to | |
| fight the gods. Ok, that sounds good enough. But there's more. Man | |
| was meant to fight the gods AND LOSE. | |
| Take the story of Icarus. His father makes them wings out of wax and | |
| feathers so that they can escape the prison that Minos has placed them | |
| in. His father warns him not to fly too close to the sun, because the | |
| wax will melt off the wings. | |
| Icarus begins flying, discovers he likes it, and starts wafting higher | |
| and higher. Eventually, like his father says, he gets too close, and he | |
| plummets to his death in the sea. | |
| By trying to fly so high, Icarus tries making himself like a god, | |
| "denying his Moira" as my Atropos would say. He is put down. | |
| Hmm...does that sound like anyone else...? Could it be...SATAN? :) | |
| I started noticing connections like this between the paths. So perhaps | |
| Morningstar's motivation in Tapestry is to prevent Timothy from making | |
| the same mistake he did? Well, perhaps. | |
| Atropos' path is also dead set against hubris. It appears on her path | |
| in the form of the Wraith -- a physical manifestation of Tim's fears | |
| and guilt. Her path is the one of the Roman ideal of stoicism. Yes, | |
| I should feel guilty. Yes, I should simply accept that guilt and go | |
| on with life no matter how bad I feel. | |
| Like I said, not many people now-days follow that kind of thinking. I | |
| didn't expect Atropos' to be a particularly popular path. But it seemed | |
| wrong to have the Fates in the story and not have "their" point of view | |
| expressed. | |
| Morningstar's path, ironically enough, completely circumvents any | |
| questions of hubris or stoicism. It's a kind of 'easy way out'. Let's | |
| avoid the guilt entirely. | |
| This comes across in Tapestry as a chance to go back in time and change | |
| history. It also comes across (in the epilogue) as the philosophy of | |
| "it's everyone's fault but mine." | |
| This kind of thinking is very prevelent now-days. Just look at the US | |
| criminal justice system. | |
| I expected this to be the second-most-popular choice. I also expected | |
| people who believed Morningstar's every word to reach the epilogue and | |
| be horrified that they'd been duped. Because, in my opinion, this line | |
| of thinking is a form of self-delusion. | |
| Clothos' path is, as a lot of people have said, my favorite path, the one | |
| that I think is "best". It's also the hardest to find a motivation to | |
| follow. You have to be willing to explore the worlds and find out that | |
| Morningstar is, at points, outright lying to you. You also have to be | |
| willing to make some rather unpleasent decisions that Timothy made the | |
| first time around. | |
| It's a path of hubris combined with the modern idea of self-analysis. | |
| Why do I do the things I do? Can I accept some of the reasoning | |
| behind it, even if I don't accept the action itself? Or are those | |
| reasons just another form of rationalization? | |
| Sure, a lot of this is buried pretty deep and I don't think a lot of | |
| people saw any of this. They just saw this guy and he has these | |
| choices between paths (some people even missed a path or two, which is | |
| fine). I think if I spelled everything out in really big block | |
| letters, it'd totally ruin the story. Like people kept saying in | |
| their reviews...show, don't tell. :) Well, that's what I THOUGHT I was | |
| doing, anyway. | |
| That's another thing about the Paths, and in fact, the whole of | |
| Tapestry. You come in at the end of the story and have to deal with | |
| the mess. You have no control over Tim's original actions, and you | |
| don't REALLY know his original motivations. But you have to stumble | |
| along as best you can. | |
| That was the impression I was trying to build with the story. You're | |
| left in the aftermath of a life that you don't really understand and | |
| you have to sift through the rubble and make a decision. Did I expect | |
| the reader to identify with Timothy? Maybe. I thought it was more | |
| important that the character become involved in the decisions they | |
| were making about Timothy's life. To look at the path they chose and | |
| ask why they chose it. | |
| Andrew Plotkin said in his review that he had trouble typing in one | |
| particular command. That was the kind of involvement I was hoping for. | |
| >Can you explain to us a little bit about Morningstar? I'm sure we | |
| >all have our suspicions, but he and the end to his path are certainly | |
| >cryptic. | |
| Well, I think I pretty much described Morningstar's point of view, but | |
| I guess I could go into a little more detail. | |
| When I was thinking about Morningstar and hubris and his own | |
| "mistakes" I tried thinking about why he was involved in Tim's life to | |
| begin with. Why is he going through all this trouble? | |
| There's a lot of deception on Morningstar's part. His identity is | |
| pretty well concealed (unless you catch Biblical references the Parcae | |
| keep making). He'll admit to being Lucifer and if you refer to him as | |
| such, the game makes a little tribute to Trinity in telling you you're | |
| right. | |
| He outright lies to you when he shows you the panels in the Tapestry. | |
| There's also the issue of the medallions. If you notice, there's one | |
| around the neck of the doctor, and another on the figure on the | |
| sidewalk. They're definitely important and thinking about them might | |
| help you understand the end of his path a little better. | |
| Morningstar's point of view is one of passing along the blame. 'It's | |
| not my fault, I had a bad childhood,' 'It's not my fault, I'm a | |
| product of my environment', 'It's not my fault, she was asking for | |
| it...' His view, like Clothos', looks for reasons behind actions, but | |
| most of them seem to be rationalizations after the fact. By choosing | |
| the path, Tim essentially refuses to stand by any of the decisions he | |
| made. And, in the end, you're really just exchanging one evil for | |
| another. | |
| So much for the easy way out. | |
| Morningstar tempts the player by making Tim seem to be the most evil | |
| person in existance. If you accept Lucifer's description at face | |
| value, Tim is. Players who believed Morningstar and didn't look for | |
| any of the discrepancies in his story (for example, Doctor Hughes | |
| tells you to stop calling because you're getting on his nerves...so | |
| much for abandoning your mother) will obviously follow his path. I | |
| wanted them to think about that. | |
| But none of this really answers the question of who Morningstar really | |
| is and what's going on in Tapestry. Is it a story about the life of a | |
| man whose fate becomes entangled in a conflict between supernatural | |
| creatures? Is it all an internal hallucination Timothy creates in the | |
| last moments before he dies? Is Morningstar really the devil? Or is | |
| he just a manifestation of that little voice inside all of us that | |
| looks back on what we've done and asks "what if?" | |
| To be honest, I'm not really sure. | |
| ---------------------------------------------------------------------------- | |
| Delusions, by C.E. Forman | |
| >Delusions is an interesting game, with lots of mini-games within it. | |
| >I found the use of virtual worlds within a textual one rather | |
| >amusing, were you trying for anything specific with that? | |
| It was the voices. <*twitch*> They told me what to do <*twitch*>, and | |
| I did it. <*twitch*> | |
| In all seriousness, the purpose of the "game-within-a-game" device -- | |
| seen in the fish VR, the lab sim and the GUI -- was intended to give | |
| the game a layered aspect, emulating the complexity of reality to add | |
| the depth that I felt necessary to make it convincing. "Delusions" is | |
| certainly not the first I-F game to attempt this -- David Baggett's | |
| "The Legend Lives!" and Infocom's "Zork III", among others, also use | |
| this device -- but "Delusions" is the first to make it the central | |
| pivot around which the plot is built. | |
| Such detail, I think, is important if players are expected to immerse | |
| themselves thoroughly in the game and truly become the player | |
| character. It seems to have paid off. Despite the terrible flaws in | |
| Release 2, I received many reports of players who still desperately | |
| wanted to finish the game and see what happened. | |
| >Q: What was the hardest part of the game to debug? There looked to me to | |
| > be a number of tricky coding spots scattered throughout. | |
| "Delusions" was a very difficult game all around. It was difficult to | |
| design, difficult to write, difficult to program, difficult to test, | |
| and difficult to debug. Obviously the two most glaring flaws were the | |
| awareness/Shimada bug and the fractal blade hidden in Shimada's | |
| quarters, though they were easily remedied. | |
| More difficult to overcome were bugs involving Morrodox (who was | |
| sometimes damnably uncooperative), the lightstick (it's still not | |
| quite perfect), and most certainly the worst of all, the violin. I | |
| wrestled with the code for that awful thing for hours before it | |
| started to work correctly. It ended up being the most complex | |
| individual object in the game, because the player could play it, but | |
| only if it's plugged in and the amplifier is on and the bow is being | |
| held, unless the bow is available in the room, but not if it's in the | |
| alcove where the player can't reach it, unless the player is already | |
| in the alcove, in which case it can't be in the main area of the room, | |
| and we need to check the amplifier that way too. Of course, if the | |
| player tries to leave the room while carrying the violin, it would | |
| normally work without issue, but not if the violin is plugged in, in | |
| which case the amplifier needs to be dragged along behind the player, | |
| unless the amp is sitting on the shelves or the bed or the lab bench | |
| or the gurney, and if that's the case then the player must be prompted | |
| to drop or unplug the violin first, but if the amplifier is on the | |
| shelves then the player should logically be able to move back and | |
| forth from quarters to alcove, but of course we have to check for and | |
| disallow dragging the amp down the stairs, and what if the player | |
| decides to carry the amp downstairs and then try to drag it UP, damn, | |
| better check for that too, and oh yeah, we can't allow the amp to be | |
| brought into Shimada's quarters in the endgame because the player is | |
| moved around a lot and it's just too much trouble to deal with. All | |
| this is summed up in one word: "AAAAAAAAAAAAARRRRRRRGGGHHH!!!!" | |
| (Sorry to go on like this, but hey, you asked.) | |
| All in all, I ended up fixing a whopping 800+ bugs in "Delusions" for | |
| the competition release, and another 150 or so for Release 3. | |
| Curiously, the real-world/virtual-world shifting (see the next | |
| question) worked almost perfectly from the start, as did the GUI | |
| interface. Of course, I designed the heck out of both of these | |
| problems before typing a byte of their code. (There's a lesson to be | |
| learned here, I just know it.) | |
| >The way you handled the differences between reality and VR in | |
| >Delusions is interesting. Would you mind telling us a little about | |
| >that? | |
| If I understand correctly, you're referring to the way the game shifts | |
| from the real world to the virtual world and back again. The former | |
| occurs in the early stages, while the latter marks the start of the | |
| endgame. In addition, the virtual world has to reset itself every | |
| time the player passes out (which, as some have complained, happens a | |
| lot). | |
| To accomplish this effect without building two copies of everything in | |
| the game (which would have been wasteful of Z-machine storage as well | |
| as atrociously poor coding style), I created two routines, | |
| EnterLabVR() and ExitLabVR(). The first would store the location, | |
| significant values, and attributes of every alterable object appearing | |
| in both versions of the lab, using a user-defined property set up as a | |
| single value or an array of values (depending on how many aspects of | |
| the object could be altered by the player). In effect, it backs up | |
| the state of the objects in the "real" lab sim. The second routine | |
| reverses the process, evaluating the numbers in the special properties | |
| and using them to determine where the objects were in the "real" lab, | |
| so that they can be replaced and reset as though the player had never | |
| entered the lab sim. | |
| Both of these procedures invoke specially-created "fake actions" for | |
| each of the objects that get modified. It's a complex and lengthy | |
| process, which is why entering and exiting the lab sim makes | |
| "Delusions" appear slow when running on some older systems. | |
| A third routine, ResetLabVR(), is called when the player passes out, | |
| to reset everything in the lab sim the way it is in the game's initial | |
| state. (It's also called from within EnterLabVR().) | |
| Entering and exiting the fish VR worked on a similar concept, except | |
| that the player variable is changed from "QueensRook" to the Fish | |
| body, so the only changes necessary involve resetting the state of the | |
| VR, which happens whenever the sim is exited. | |
| Why go to all this trouble? Again, realism and believability. It was a | |
| fantastic piece of code, though, and I learned a lot from writing it. | |
| >What was/were the primary inspiration(s) for Delusions? | |
| "Delusions" is based on a short story I thought up several years ago, | |
| but never actually bothered to write down. Adapting it into a text | |
| game was something I'd wanted to do for a long time. Of course, the | |
| initial idea went through a lot of revisions before it could be pinned | |
| down in a format that was both practical and comprehensible. I'd | |
| initially planned to make the game much larger and more complex (!) | |
| before deciding to release it as a competition entry. A number of | |
| excellent scenes and a few great puzzles had to get trimmed to keep | |
| the game manageable. (My favorite was a scene in which "QueensRook" | |
| actually gets up to the Executives' suite and faces them down.) Other | |
| noteworthy changes: Justy and Morrodox had different names in the | |
| original story, though intense embarrassment prevents me from | |
| revealing them here. ("Shimada", on the other hand, comes from Yoko | |
| Shimada, the Japanese actress who played Mariko in the television | |
| adaption of James Clavell's "Shogun.") | |
| As far as external sources of inspiration, William Gibson's | |
| "Neuromancer" was a definite influence. In addition, anything dealing | |
| with reality versus unreality versus virtual reality was fair game. | |
| (In particular, the X-Files episode "Jose Chung's 'From Outer Space'", | |
| the "Star Trek" episodes dealing with the Holodeck, and countless | |
| short stories provided many an insight.) In addition, I'd always | |
| admired the computer puzzles in Judith Pintar's "CosmoServe", and was | |
| looking for a way to take them to the next level. | |
| I'd be remiss if I failed to mention Steve Meretzky's "A Mind Forever | |
| Voyaging". AMFV is my second-favorite Infocom game of all time, but | |
| it always bothered me the way Meretzky downplayed the idea of Perry | |
| discovering his true identity. It's only mentioned briefly at the end | |
| of the accompanying short story, and the only choices the player is | |
| given is to accept it or immediately be shut down. I wanted to give | |
| the player more of an active role, allowing the experience to develop | |
| first-hand. | |
| >Q: How does one earn the coveted "last lousy point" in Delusions? | |
| The "last lousy point" in "Delusions" will be awarded if you... | |
| (...drum roll...) | |
| ....play through the entire game without consulting the hint system. | |
| Reading the general help menu won't disqualify you, but the instant the | |
| list of game sections ("Fish VR", "Lab", "Lab VR", "Endgame") appears, | |
| you've blown your chance. Note that you can still "win" the game -- and | |
| get the "amusing" info -- with 49 out of 50 points; finishing with the | |
| top score merely assigns a special rank. | |
| >Q: Are you working on any other IF projects? | |
| I have two planned for release this year. One is a small demo version | |
| for "Shelton", a post-apocalyptic farce that I've been designing | |
| off-and- on for several years, and which is finally starting to get | |
| off the ground. The full version will likely be the second-largest | |
| I-F game to date (I yield first place to "Avalon"), but won't be | |
| released for at least another year, likely two. | |
| The second project is due out earlier, though I'm not specifying a date, | |
| and is far more dark, sinister and serious. I'll reveal nothing now, but | |
| there's a bare-bones scenario buried in the text for Release 3 of | |
| "Delusions", if you can find it. When someone finally does, I'll post a | |
| pre-release advert on r.g.i-f. | |
| ---------------------------------------------------------------------------- | |
| Small World, by Andrew D. Pontious | |
| >I'm curious, were you inspired by something specific to write Small World? | |
| >It was very well-focused in certain aspects that make me think that there | |
| >was some real world inspiration going on here. | |
| Not really. I suppose I've had certain influences--I've always liked | |
| the whimsy of Calvin and Hobbes, for example--but I wasn't modeling | |
| Small World after anything consciously as I was writing it. Also I had | |
| some very good help from my friend Mark Abrams in honing some of the | |
| images and puzzles. | |
| >Do you have plans for another game? If so, mind letting us know what you | |
| >have in mind? | |
| My next project was originally going to be a way for you to write the | |
| script of a thriller movie as you went along. There would be a split | |
| screen, with an input line above and below, if your commands were | |
| valid, the same actions would be written up in screenplay format. But | |
| TADS, the IF language I learned, both can't handle that and seems to | |
| be in a kind of limbo, development-wise, and Inform has an | |
| intimidatingly steep learning curve. Plus I wasn't sure the result | |
| would justify the huge amount of time I'd have to put into it (Small | |
| World took about a year, including learning TADS). Instead for now I'm | |
| learning Mac programming. And, as with some prominent IF-ers, I've | |
| been thinking about how it would be nice to take the superb story | |
| potential of IF and translate that into better graphic IF games, where | |
| the audience would be larger. I don't know how I'd pull that off, | |
| though. | |
| >In the scene where the tiny people begin firing missiles at you, does | |
| >anything happen if you wait for them to run out? I never had the | |
| >patience. | |
| I believe this might be a first-time-since-beta premiere. You'll probably | |
| be glad you didn't wait it out. | |
| They have run out of missiles! Congratulations, you have disarmed this | |
| warlike civilization! (No points, though.) | |
| [You're right. I'm glad I didn't wait. -GKW] | |
| >Now that you've gotten feedback, would you change anything about your | |
| >game? | |
| You betcha! For version 2.0 (though it may take a while), I'll be getting | |
| rid of the gravity entirely--it was a wonderful, tortuous programming | |
| exercise, but everybody who mentioned it hated it--and including many more | |
| indications in the game on how to solve some of the more bizarre puzzles. | |
| I'd like to thank everybody who sent me feedback. | |
| ---------------------------------------------------------------------------- | |
| Kissing the Buddha's Feet, by Leon Lin | |
| >You mentioned that you had considered an alternate title for your game. | |
| >What was it, and why did you go with this one? | |
| Two I remember quite well were "Burning the Midnight Oil" and | |
| "Benkyou-Suru" (that's Japanese for "studying", and looking back I can | |
| hardly believe I actually considered this). "Kissing the Buddha's | |
| Feet" was the first title I came up with, the one I thought fit the | |
| game best, and the one I personally liked best; I thought of the other | |
| titles because I wasn't sure anyone else would like "Kissing." In | |
| retrospect, I'm sure I chose the right title. | |
| If you're wondering, I first heard the phrase on a family trip to | |
| Taiwan in 1989; while we were visiting a shrine, my father told me | |
| about the saying. It stuck with me all these years, and I'm glad I | |
| could actually use it. :) | |
| >You said your last game was inspired by a certain Simpsons episode. | |
| >Might there be a similar inspiration at work in Kissing the Buddha's | |
| >Feet? | |
| Well, the premise does owe a bit to Rumiko Takahashi's comic book | |
| "Maison Ikkoku," whose hero, in the beginning, struggles desperately | |
| to study for college entrance exams, while being distracted by noisy | |
| housemates. As for exactly when the inspiration for the game hit me, | |
| it wasn't when I woke up in the morning as with "The One that Got | |
| Away"; it was when I was walking to class. I bet the idea for my next | |
| game will hit me when I'm in the shower. :) | |
| >A lot of folks, myself included, really enjoy the detail you put into your | |
| >NPCs. Are you going to write us another, more character-oriented game for | |
| >next year, or will you be focusing on a different aspect of the game, | |
| >assuming you enter again, of course? | |
| I enjoy writing NPCs, so my next game, whether it's for the contest or | |
| not, will definitely put a great deal of emphasis on them. | |
| ---------------------------------------------------------------------------- | |
| Fear, by Chuan-Tze Teo | |
| >Where did you come up with the idea for Fear? I found the plot to be | |
| >quite interesting. | |
| About a year ago, when I discovered the rapidly expanding | |
| "contemporary IF" world, I thought it would be fun to write my own | |
| piece. I wanted from the beginning to move into something different | |
| from the standard quest idiom. Eventually the idea came to me that | |
| barriers in adventure games could be psychological as well as | |
| physical. After a while, it became clear that it was impossible to fit | |
| several situations where the protagonist was forced into facing his | |
| fears inside the cramped house, so the dream-worlds came into | |
| being. About the locked front door: on this side of the pond, many | |
| houses have two locks- a Yale-type, triangular-bolted lock that has a | |
| knob on the inside, and a mortice lock with keyholes at both ends for | |
| extra security. Thus, it is quite possible to lock yourself in. | |
| I never quite got round to programming it until September '96, but | |
| better late than never. I do have plans, and a plot for a new | |
| full-length piece, tentatively entitled "In the Image", but I probably | |
| won't have enough time to code it until summer '97. It will be | |
| radically different from Fear, of course. | |
| >It was interesting the way you handled the main character's phobias. | |
| >Did you consider other ways to get the feelings that you were trying | |
| >for across to the reader? Why this method, exactly? | |
| The background phobia messages that pop up occasionally are there | |
| provide atmosphere, to keep the player on edge, remind you that the | |
| protagonist is a complete nervous wreck, and to provide a sense of | |
| accomplishment when a fear has been conquered. It works much better | |
| than trying to handle everything through descriptions, I feel. | |
| >The Duck. Why the duck? | |
| Several people have commented that Fear is a little | |
| disjointed. Perhaps it is, to some extent; the puzzles in the | |
| dreamworlds had to be chosen to fit the theme of their associated | |
| phobia, and I had trouble coming up with suitable puzzles. I also | |
| wanted difficult puzzles, mainly due to personal taste- I think | |
| progress feels better when it has been difficult to achieve. For a | |
| puzzle that involved climbing, I decided on the duck, mainly because | |
| it actually existed in the real world and I thought the solution I had | |
| devised was satisfactorily elegant. It's still my favourite puzzle in | |
| the game, anyway. | |
| Implementing it, of course, was a nightmare... | |
| ---------------------------------------------------------------------------- | |
| Let's have a big round of applause for all the entrants! | |
| KEY TO SCORES AND REVIEWS--------------------------------------------------- | |
| Here is the format for our review headers. | |
| NAME: Cutthroats | |
| AUTHOR: Infocom | |
| EMAIL: ??? | |
| DATE: September 1984 | |
| PARSER: Infocom Standard | |
| SUPPORTS: Infocom ports | |
| AVAILABILITY: LTOI 2 | |
| URL: Not available. | |
| When submitting reviews: Try to fill in as much of this info as you | |
| can. Also, scores are still desired along with the reviews, so send | |
| those along. The scores will be used in the ratings section. Authors | |
| may not rate or review their own games. | |
| More elaborate descriptions of the rating and scoring systems may be found | |
| in the FAQ and in issue #9 of SPAG, which should be available at: | |
| ftp://ftp.gmd.de:/if-archive/magazines/SPAG/ | |
| CONTEST ENTRY | |
| REVIEWS-------------------------------------------------------- | |
| From: John Wood <john SP@G elvw.demon.co.uk> | |
| NAME: Aayela | |
| AUTHOR: Magnus Olsson | |
| EMAIL: zebulon SP@G pobox.com | |
| DATE: October 1996 | |
| PARSER: Below Average | |
| SUPPORTS: TADS ports | |
| AVAILABILITY: Freeware, GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition96/aayela | |
| VERSION: Version 1.0 | |
| After playing Magnus Olsson's acclaimed entry in last year's | |
| competition, "Uncle Zebulon's Will", I was expecting a lot from this - | |
| particularly when I saw that it was set in the same universe. | |
| Unfortunately, this is an experiment in utilising senses other than | |
| sight rather than a full game, and it shows - the plot is a standard | |
| "quest for the magic mcguffin", and feels tacked on. | |
| The atmosphere created by spending most of the adventure in the dark | |
| is moderately effective, but the use of other senses is too limited to | |
| do the situation justice. | |
| As a game, there is not a lot for the player to do. I completed it in | |
| under an hour, most of the time spent wandering around because I | |
| hadn't spotted what I was supposed to be doing. There is a good | |
| selection of alternate endings, but all in all it felt too small and | |
| shallow to satisfy. | |
| From: "C.E. Forman" <ceforman SP@G postoffice.worldnet.att.net> | |
| Ah, Magnus Olsson is sneaky, using an attention-getting device similar | |
| yet opposite to the one used by the (dull) AGT game "Zanfar". | |
| "Zanfar" has a name that places it last in an alphabetic directory | |
| listing, so that it's the last title a player sees, thus making it | |
| remain fresh in his/her mind. Magnus' tactic is the opposite. He | |
| gives his game a name that places it FIRST, in the hopes of grabbing | |
| the advantage from players who go through all the entries in | |
| alphabetical order, thus leaving no prior work for players to compare | |
| his entry to. Well, it didn't work on me! I saw through your little | |
| plot, Magnus, and I made it a point to play "Aayela" DEAD LAST, so | |
| that I could effectively compare it to EVERYTHING!! AH HA HA HA HA HA | |
| HA HA HA HAAAAAAAAAAAAA!!! | |
| *Ahem.* Well. | |
| "Aayela" is set in the land of Vyhl, visited by your character at the | |
| end of Magnus' 1995 entry "Uncle Zebulon's Will". That said, I guess | |
| I expected a more obvious continuation of "Zebulon", in the shoes of | |
| the same character, uncovering more of the same mystical land while | |
| perhaps getting a chance to meet my eccentric uncle Zeb. Instead I | |
| found myself assuming the role of another young (expendable) unknown | |
| set off to seek out the standard adventure-game McGuffin, in this case | |
| the Stone of Aayela. | |
| As in "Zebulon", Magnus' writing shines. (Does so, Gareth!) Like the | |
| vanished Zebulon with whom a rapport was forged in "Aayela"'s prequel, | |
| the imprisoned spirit of Aayela guides the player forward and develops | |
| into a part of him. This is paced nicely, with the unique setting of | |
| total darkness for much of the quest. | |
| Unfortunately, this mars the realism created by the rest of the | |
| writing. The room text is sometimes no more than standard cave | |
| descriptions preceded by the words "It's completely dark." The | |
| protagonist's sense of direction must be uncanny to allow him to | |
| navigate with no light by which to see his compass. There's no threat | |
| of danger, either, until the very end, after which I was left with a | |
| feeling of, "You mean that's IT?!" | |
| I liked "Aayela", don't get me wrong. I simply didn't find it as | |
| clever as Magnus' previous work, particularly when compared with so | |
| many other outstanding entries this year. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "C.E. Forman" <ceforman SP@G postoffice.worldnet.att.net> | |
| NAME: Alien Abduction? | |
| AUTHOR: Charles Gerlach | |
| EMAIL: gerlach7 SP@G tam6.mech.nwu.edu | |
| DATE: October 1996 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS Ports | |
| AVAILABILITY: Freeware, GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition96/abduct | |
| VERSION: Version 1.0 | |
| It's hard to believe that this is the very first serious game about | |
| aliens. Oh, there have been the pulp sci-fi offerings ("LGOP", for | |
| instance), and the typical plot-forming UFO abduction (as seen in | |
| "Waystation", "Plague Planet", and "Lost"), but I can't recall ever | |
| seeing a work of I-F that deals with the anomaly from a standpoint | |
| that does justice to the phenomenon. | |
| Overall, the story is quite linear, with a number of plot points | |
| slightly less than intuitive. The quality of prose fluctuates. Most | |
| disappointing is the interior of the ship, which offers simply a bland | |
| description of how you're in a place you never expected to be, leaving | |
| few details for the imagination to work with. Other bits, such as the | |
| click of an automaton's eyes and the ripping of a wire from your neck, | |
| never failed to make my skin crawl. Puzzles range from subtle (the | |
| conversations with NPCs, which allow the aliens to adjust their illusion | |
| of your world) to blatantly gratuitous (the colored shapes aboard the | |
| ship, and the crystal duck in the woods) and a number of tasks which | |
| never quite escape the "give <x> to <y>" feel. Most are enjoyable | |
| regardless. | |
| Particularly enjoyable is the fact that the ending leaves you uncertain | |
| as to what really happened, hence the question mark in the game's title. | |
| Was it really an alien encounter? Or might you have really lost your | |
| mind? Which seems more probable? Also, it's truly creepy how the | |
| aliens use your thoughts to build and expand the artificial reality | |
| they've trapped you in. I congratulate the author for this inventive | |
| work of I-F. | |
| And I'll congratulate myself as well. I got through this whole review | |
| without even once mentioning "The X-Files." Oop- DAMN!! | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "C.E. Forman" <ceforman SP@G postoffice.worldnet.att.net> | |
| NAME: The Curse of Eldor | |
| AUTHOR: Stuart Allen | |
| EMAIL: stuart SP@G perf.no.itg.telstra.com.au | |
| DATE: October 1996 | |
| PARSER: JACL (Homebrew parser) | |
| SUPPORTS: DOS runtime | |
| AVAILABILITY: Freeware, GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition96/jacl | |
| VERSION: Version 1.0 | |
| A for-the-most-part nice old-style adventure game with the vastness | |
| and anachronistic amalgamation of magic and technology. The atmosphere | |
| is very Zorkish, as are the puzzles. There's a balloon, a dragon, a | |
| retired grue, a magic potion, an eating cycle (not a problem once you | |
| find out where the food is), some guesswork puzzles, one suicide puzzle | |
| (Is it my imagination, or is there a lot of suicide among this year's | |
| entries - "Eldor", "In The End", "Rippled Flesh", "Delusions"?), some | |
| clever bits, a dash of guess-the-verb, and an overall quest for curse- | |
| breaking artifacts that in the end really amounts to a simplified | |
| treasure hunt. A fine example of this type of adventure, though it | |
| offers nothing we haven't seen before. | |
| The game engine, however, could use some work. Ambiguous verb | |
| resolution (that is, the ability to fill in the missing command | |
| information) doesn't work at all, there's no "UNDO", no "AGAIN", no | |
| command recall, not even "VERBOSE" (for me, the most annoying of all). | |
| "Eldor" has some rather glaring bugs as well. Trying to take the | |
| amulet from the dragon is a fatal move, but restarting completes the | |
| command successfully, eliminating a large string of puzzles. "SAVE" | |
| and "RESTORE" also gave me some problems, placing me in a room with | |
| all the takeable objects only to kill me off one turn later. This | |
| made me reluctant to play through on my own, and eventually I resorted | |
| to the walkthrough. | |
| A major detriment is the fact that, even ignoring the "RESTORE" flaws, | |
| the game is still thoroughly impossible without the walkthrough, unless | |
| you're a darn good guesser. Four or five locations contain items or | |
| characters that aren't even mentioned! In the very first room, for | |
| instance, a historian is waiting with a note for you, but there's no | |
| indication whatsoever of his presence! This, along with the crystal in | |
| the locked chest, the thief in the dungeon, the goblin in the sewers | |
| below town, all make the game a pain to finish, especially since one has | |
| to restart the game (because of the "RESTORE" bug) each time the | |
| walkthrough is consulted. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "C.E. Forman" <ceforman SP@G postoffice.worldnet.att.net> | |
| NAME: Don't Be Late! | |
| AUTHOR: Greg Ewing | |
| EMAIL: greg SP@G cosc.canterbury.ac.nz | |
| DATE: October 1996 | |
| PARSER: ALAN standard | |
| SUPPORTS: ALAN Ports | |
| AVAILABILITY: Freeware, GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition96/dbl | |
| VERSION: Version 1.0 | |
| This is the first ALAN game by someone other than the authors (that | |
| I've heard of, anyway). It's a quickie, with a neat bit of self- | |
| reference at the end. The ALAN system has some irritations (the | |
| acceptance of the verb "TAKE", but not of "GET", for instance), but | |
| you'll finish it in perhaps 15 minutes anyway. There's nothing | |
| inherently wrong with it, it's just really short and really simplistic. | |
| I'd give a higher score if it were a bit more substantial. | |
| Hmm. Not much else to say. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "C.E. Forman" <ceforman SP@G postoffice.worldnet.att.net> | |
| NAME: Fear | |
| AUTHOR: Chuan-Tze Teo | |
| EMAIL: ctt20 SP@G hermes.cam.ac.uk | |
| DATE: October 1996 | |
| PARSER: Inform standard | |
| SUPPORTS: Inform Ports | |
| AVAILABILITY: Freeware, GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition96/fear | |
| VERSION: Version 1.0 | |
| An imaginative exercise in using memories and symbolic puzzle-solving | |
| to overcome your fears of heights, sounds, spiders, and the dark. The | |
| puzzles are, for the most part, refreshingly unique, and difficult. | |
| You really have to envision the scenes in your mind to win. In | |
| particular, the 4-octave chord was very ingenious. These puzzles are | |
| HARD, though, and I ended up sneaking a peek at most of their hints in | |
| order to finish the game within two hours. | |
| Unlike "House of the Stalker" and "Rippled Flesh", "Fear" presents a | |
| more psychological, self-confrontational horror, also seen in "Shades | |
| of Gray" and this year's entries "Tapestry" and "Delusions". "Fear" | |
| isn't quite as gripping as any of these, but it's a creepy, paranoid | |
| game with an ending that leaves just enough to the imagination to keep | |
| the player slightly ill at ease. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "C.E. Forman" <ceforman SP@G postoffice.worldnet.att.net> | |
| NAME: House of the Stalker | |
| AUTHOR: Jason Clayton White | |
| EMAIL: perseid SP@G inxpress.net | |
| DATE: October 1996 | |
| PARSER: Inform Standard | |
| SUPPORTS: Inform Ports | |
| AVAILABILITY: Freeware, GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition96/stalker | |
| VERSION: Version 1.0 | |
| After seeing the title, and considering that Halloween was just around | |
| the corner at the time, I had really high hopes for this one. | |
| Unfortunately, there is a great deal of clumsy phrasing, and the | |
| author seems to be unable to decide what style to go with. A sort of | |
| snide, smart-alecky, and sometimes downright insulting personality | |
| pervades the text, and yet occasionally the game tries to convey a | |
| feeling of melancholy in your character's life. The plot is corny, | |
| suggesting a parody, but I never felt quite certain about the author's | |
| intent. | |
| The two styles are often contradictory (in one sentence you're told | |
| how much you miss your children, in another the game sighs about how | |
| "those dumb kids never made their bed"), which mars the attempt at | |
| personality. The atmosphere never feels particularly creepy, as in | |
| "Theatre", mainly because the game constantly jokes about the psycho | |
| who's probably downstairs right now waiting to kill you. The puzzles | |
| deal primarily with doing the right thing to the stalker at the right | |
| time, which means there's a lot of "guess what I'm thinking" to wade | |
| through. | |
| Particularly irritating is the fact that, when you try to kill the | |
| stalker before spraying him, tying him up, etc., you get the customary | |
| "Violence isn't the answer" message. (So what IS? "Please Mr. | |
| Soulless Psychotic Flesh-Rending Organ-Devouring Killer, can't we just | |
| learn to co-exist"?) The stalker himself, I theorize, must have been | |
| that guy from the music store in "Detective", since he vanishes as | |
| soon as you kill him. | |
| "Stalker" feels a lot like one of those AGT games where the author | |
| didn't implement everything necessary to make the game flow smoothly, | |
| and indeed a number of glaring signs suggests that this author didn't | |
| completely have a grasp of Inform. These include impossible verb | |
| resolutions, the reference to "a electric screwdriver", and several | |
| bits lifted directly from other Inform games - the instructions from | |
| Inform's port of "Adventureland", the compass rose from the Inform | |
| Programming Page, and the games "Robots" and "Freefall" (though I | |
| guess that was the point with the last two). Decreasing the score | |
| after using the hint system is a clever idea, but unfortunately this | |
| effect can be bypassed with the "UNDO" command. | |
| I don't mean to sound overly harsh, but I think this one could have | |
| been, and should have been, a LOT scarier (even if done as a parody). | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: John Wood <john SP@G elvw.demon.co.uk> | |
| NAME: In The End | |
| AUTHOR: Joe Mason | |
| EMAIL: joe.mason SP@G tabb.com | |
| DATE: October 1996 | |
| PARSER: Inform | |
| SUPPORTS: Inform Ports | |
| AVAILABILITY: Freeware, GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition96/intheend | |
| VERSION: Version 1.0 | |
| Well, this was a hard one to score - and it's a hard one to review | |
| without spoilers. It's a mood piece, with a brooding atmosphere, which | |
| starts at a funeral and doesn't get much more cheerful. The quality of | |
| writing is exceptional - possibly the best I've seen in IF, and | |
| certainly the best of this year's competition. | |
| In style of play, it reminds me of the earliest scenes in "So Far". | |
| There are no puzzles, and (somewhat to my surprise) this didn't bother | |
| me at all. It is possible to play it through several times in two | |
| hours, doing things slightly differently each time. | |
| Where the game falls down is in some of the technical aspects. The | |
| characters have a limited range of responses (though when they do | |
| respond they respond well) - "woman, hello" results in a standard | |
| "What are you talking about?". The game also fails to recognise | |
| obvious actions - when the woman knocks on your car window, "open | |
| door" results in "You see no such thing" - and also fails to provide | |
| descriptions for much of the scenery (such as the priest conducting | |
| the funeral service). Finally, the game crashed once. All of these | |
| things hurt the atmosphere, and they happen far too often. It's a | |
| tribute to the writing that the atmosphere is maintained to a large | |
| degree in spite of this. | |
| One experiment that should be mentioned is the complete lack of compass | |
| directions. Most of the time this worked well - you drive between the | |
| buildings, then enter and leave them on foot. In one location (the | |
| Parking Lot) I was stuck trying to move somewhere ("cross lot") for a | |
| while before I realised I didn't need to. | |
| Summing up, this is well worth playing in its current incarnation, and | |
| will be even more so if the author spends some more time "filling in the | |
| gaps". | |
| From: "C.E. Forman" <ceforman SP@G postoffice.worldnet.att.net> | |
| The author calls this the first attempt at puzzle-less I-F, though | |
| this is debatable (and has been debated). Does it succeed? I'd have | |
| to say not quite. But it tries very hard. | |
| I think what some people overlook is the fact that, as puzzle-less I-F | |
| is so inherently different than I-F with puzzles, two different sets | |
| of default messages are needed. Why should you be told "You find | |
| nothing interesting" in a game when you're not even SUPPOSED to be | |
| searching for hidden goodies? Another response is definitely needed | |
| here, as well as with other verbs. | |
| Further, a couple of guess-the-syntax problems crept up while I was | |
| playing - inside the car, "LET WOMAN IN" works, but "OPEN THE PASSENGER | |
| DOOR" or "ROLL DOWN THE WINDOW" fail. Trying to figure out the proper | |
| syntax constitutes a puzzle, in my opinion (and a rather annoying puzzle | |
| at that). This breaks both the realism and the flowing of the plot, and | |
| hence it doesn't quite appear puzzle-less. | |
| Even the final move ("KILL ME") wasn't easy to deduce. The funeral | |
| was certainly depressing, and I'd had some real disappointments (with | |
| Annie, in the convenience store, etc.), but I certainly wasn't | |
| contemplating suicide, and the author didn't make me feel the need or | |
| desire to. Again, I had to guess at his intentions to figure out how | |
| to advance the plot, which makes this seem like a puzzle. | |
| One thing I did like was the imaginative method of navigating from place | |
| to place. A compass-less game is not a unique thing in I-F, but it's | |
| not easy to do, and I applaud the effort there. All things considered, | |
| this was an interesting experiment, but, even ignoring the guessing | |
| puzzles, it was also very short, and didn't quite convince me of the | |
| feasibility of larger puzzle-less I-F games. Maybe I'll give it a whirl | |
| myself, though. | |
| "A" for effort, "C+" for results. | |
| From: "Chris Klimas" <cklimas SP@G hotmail.com> | |
| "In The End" bills itself as 'puzzle-less IF.' It's right -- there are | |
| no puzzles to be found here. Puzzles traditionally have existed to | |
| buoy up a sometimes lacking plot in IF -- if the plot was marginal, at | |
| least the puzzles were interesting. Of course, if the plot is | |
| nonexistent, then an infinite number of insanely great puzzles won't | |
| help it. The problem with "In The End" is that there aren't any | |
| puzzles to help it out. | |
| It begins in a church, where you're attending a close friend's | |
| funeral. Never mind that we never learn much about your friend. You | |
| leave, you get in your car, you meet Annie, who somehow knew your dead | |
| friend, you go to a bar, you go to a convenience store, you go to | |
| Annie's house, you go to your house. You don't get it at all and read | |
| the walkthrough, find out you're supposed to kill yourself, kill | |
| yourself, get a quasi-profound poem, and leave dissatisfied. | |
| In each of the locations, there are only one or two things you can | |
| do. In the church, you can sit through a sermon. In the bar, you can | |
| get as many drinks as you feel like. After you've done that one thing, | |
| the location closes up to you, so you're left in your house with | |
| nothing to do but to kill yourself. | |
| The overall genre and setting of the story is a bit confusing. It | |
| seems fairly contemporary; there are touches of the future, like | |
| giving your car voice commands (never mind that the 'voice command' | |
| thing was covered extensively in the Inform Designer's Manual). It | |
| doesn't really make sense why the story is set in the vague future, | |
| because the story could very well take place right now with very | |
| little work. (my soapbox statement: if you're going to use a special | |
| genre, make the story integral to it, and vice versa). | |
| There is really only one main character aside from the player; the | |
| other two (the bar owner and convenience store owner) don't really | |
| interact with the player. Annie, the other character, doesn't seem to | |
| have much motivation; she bums a ride off you, but nothing happens | |
| after you drop her off. She seemed to be somehow involved with your | |
| dead friend, but whenever the player questions her, she breaks down in | |
| tears and refuses to answer any more questions, so she is a very | |
| nebulous character. | |
| The writing itself has a nice quality to it. It's above hack-level, | |
| but not up there with the likes of Hemingway and Vonnegut. | |
| Overall, then, I was disappointed. Following Chekov's metaphor (if you | |
| hang a gun on the wall in act one, make sure it gets fired by act | |
| three), lots of guns were on the wall, but none were fired. | |
| This is really because the narrative is left in the hands of the | |
| player. If you can make a complete story out of fragments, then you | |
| and "In The End" will work out nicely. However, the point of IF is not | |
| to hand the player a bunch of fragments to sort out, it is to place a | |
| complete story in the hands of the player. In reality, the only | |
| difference between linear fiction and interactive fiction is the | |
| method that a reader uses to access the narrative. "In The End" would | |
| make a sorry linear story. I dare you to say the same about "AMFV" or | |
| "Jigsaw". | |
| So this review is not intended as a condemnation of puzzle-less IF. It | |
| is a warning to the fools who would tread lightly: writing puzzle-less | |
| IF is walking a tightrope without the net. IF with and without puzzles | |
| is equally difficult to write, but if you screw up once in puzzle-less | |
| IF, you've screwed up the whole thing. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "C.E. Forman" <ceforman SP@G postoffice.worldnet.att.net> | |
| NAME: Kissing the Buddha's Feet | |
| AUTHOR: Leon Lin | |
| EMAIL: leonlin SP@G uclink.berkeley.edu | |
| DATE: October 1996 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS ports | |
| AVAILABILITY: Freeware, GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition96/kissing | |
| VERSION: Version 1.0 | |
| An instant classic. Your goal is to help roommate John study and | |
| finally pass that psych class after 12 long semesters. John's friends | |
| have a different agenda, though, so you must get rid of them and any | |
| other distractions around the house. | |
| Every single character is hilarious, from the unresponsive Carl to the | |
| eternally drunk Bob, and even your own character exhibits a compulsive | |
| cleanliness that rivals Howard Hughes. My personal fave: Evan, the | |
| god of thoroughly useless trivia, who follows you around, constantly | |
| spouting drivel on anything that strikes his fancy - a pet parrot he | |
| once had, the origin of the game's curious title, speculations about | |
| what the world would be like if it were like a text adventure, error | |
| messages to improperly phrased commands, and so much more. The | |
| characters offer a wide variety of optional interactivity to fill the | |
| two-hour time allotment, and there's even a trivia game that provides | |
| some side-splitting references to other text adventures. | |
| The setting, though collegiate, is nonetheless unique. By focusing on | |
| the personalities of John's friends, and interlacing them with some | |
| extremely imaginative puzzles, "Kissing" avoids the pitfalls and | |
| cliches of the college I-F genre and makes for genuine entertainment. | |
| This game is bust-a-gut funny and very well-implemented, making it my | |
| personal choice for first place. Many of this year's entries are very | |
| strong in one area, but flawed in others - "Tapestry" occasionally | |
| feels too much like hyperfiction, "Delusions" is buggy, "In the End" | |
| didn't offer me enough story, - but this game excels in all areas. | |
| Truly fantastic. I can't remember the last time I laughed so hard. | |
| Wait a minute... I guess I can. It was last year, when I played Leon | |
| Lin's "The One That Got Away". I'm going to venture a guess that this | |
| entry was done by Lin, as it exhibits his talent for superb I-F humor | |
| and the same quantity of amusing things to try as "The One". Am I | |
| right? Am I right? | |
| [Amazingly enough, he was. I guess Leon just has a very | |
| distinctive game-writing style. -GKW] | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "C.E. Forman" <ceforman SP@G postoffice.worldnet.att.net> | |
| NAME: The Land Beyond the Picket Fence | |
| AUTHOR: Martin Oehm | |
| EMAIL: oehm SP@G diogenes.fb5.uni-siegen.de | |
| DATE: October 1996 | |
| PARSER: Homebrew | |
| SUPPORTS: DOS runtime | |
| AVAILABILITY: Freeware, GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition96/picket | |
| VERSION: Version 1.0 | |
| Here's an interesting twist on fantasy games. Rather than making you, | |
| the protagonist, a denizen of a fantasy world, "Fence" casts you as an | |
| outsider from the "real" world, and sends you into the fantasy to | |
| accomplish a goal and escape. To me, this lends more appeal to the | |
| atmosphere and makes the adventure decidedly charming. | |
| The world itself is far more Carroll than Tolkien, and the difference | |
| shines through (though there's nothing inherently wrong with traditional | |
| I-F fantasy as it currently stands). The perfect length, nice prose, a | |
| couple of clever puzzles, and a surprisingly good parser and DOS-based | |
| game engine. It doesn't break any new ground, and it's not "Uncle | |
| Zebulon's Will", but it carries the same spirit and it made me want to | |
| visit the land beyond the picket fence again soon. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "C.E. Forman" <ceforman SP@G postoffice.worldnet.att.net> | |
| NAME: Lists and Lists | |
| AUTHOR: Andrew Plotkin | |
| EMAIL: erkyrath SP@G netcom.com | |
| DATE: October 1996 | |
| PARSER: Inform | |
| SUPPORTS: Inform Ports | |
| AVAILABILITY: Freeware, GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition96/lists | |
| VERSION: Version 1.0 | |
| So THIS is what Andrew Plotkin meant when he announced that his entry | |
| this year wouldn't be interactive fiction. | |
| He wasn't kidding. Aside from the genie who (sort of) guides you | |
| through, there is little prose, not much interaction with an | |
| artificial world, and even less storytelling. Players expecting | |
| another "Change in the Weather" or "So Far" are bound to be | |
| disappointed. Instead, the bulk of this "game" is a stripped-down | |
| interpreter for Scheme, a streamlined derivative of LISP. | |
| This makes for an intereating use of the Z-Machine, and a nice | |
| complement to the likes of "Robots", "Z-Life", and Andrew's own | |
| "Freefall", but it's really more for programmers, or persons at least | |
| interested in the subject. I've heard from non-programmers who didn't | |
| get much out of it, some of whom became hopelessly confused. | |
| This is not to fault Plotkin's skills as a writer. Indeed, he has a | |
| knack for making this sort of thing fun for players possessing the | |
| natural aptitude for it. (Even "Inhumane", his attempt at I-F as a | |
| 14-year-old, as its moments.) Although "Lists" barely scratches the | |
| surface of Scheme's capabilities, I was surprised by how much | |
| functionality was crammed into such a small program, particularly with | |
| the ease-of-use features. Even if you complete all of the sample | |
| exercises within the two-hour time limit, there's plenty more to come | |
| back and investigate afterwards. I'm dying to see the Inform source | |
| code for this. | |
| Now if only Activision would give us Infocom's ZIL compiler and docs | |
| (ZIL being the LISP-like language used by Infocom's programmers), I | |
| might have a real-world application for this, and a motivation to | |
| learn more about the subjects presented here. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "C.E. Forman" <ceforman SP@G postoffice.worldnet.att.net> | |
| NAME: Maiden of the Moonlight | |
| AUTHOR: Brian P. Dean | |
| EMAIL: 73704.176 SP@G CompuServe.COM | |
| DATE: October 1996 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS Ports | |
| AVAILABILITY: Freeware, GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition96/maiden | |
| VERSION: Version 1.0 | |
| A haunted mansion story whose plot is revealed through object | |
| descriptions as well as room text - sort of "Theatre" meets "Uncle | |
| Zebulon's Will" with a dash of "Curses". Some genuine atmosphere and | |
| a good deal of backstory despite the fact that some room descriptions | |
| are simply lists of exits. It's a pity I didn't get to this one until | |
| after Halloween. | |
| Simple but clever puzzles, with the only annoyance being the very, | |
| VERY forced method of getting the perfume bottle over the fence. (Was | |
| this necessary?) I liked having to piece together solutions from the | |
| writings, books, and room descriptions, though there's the occasional | |
| guesswork. Unfortunately, there seems to be some sort of problem with | |
| saved games. Two or three times, the game would hang when I tried to | |
| restore, and the save file became corrupt. As the two-hour limit | |
| approached, I used the walkthrough to see the game in its entirety. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: John Wood <john SP@G elvw.demon.co.uk> | |
| NAME: The Meteor, the Stone and a Long Glass of Sherbet - | |
| The Interactive Memoirs of a Diplomat. | |
| AUTHOR: Graham Nelson (writing as Angela M. Horns) | |
| EMAIL: graham SP@G gnelson.demon.co.uk | |
| DATE: September 28, 1996 | |
| PARSER: Inform Standard | |
| SUPPORTS: Infocom ports | |
| AVAILABILITY: Freeware, GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition96/sherbet | |
| This game starts, interestingly enough, on the back of an elephant. | |
| Reading the background notes it quickly became obvious that it is | |
| intended as a tribute to the Zork games, and this it does rather well, | |
| capturing the essential feel of the early Infocom games. The time | |
| spent on the elephant is actually a prologue, very different to the | |
| main body of the game. This transition feels rather clumsy; the | |
| change in style is sudden, but not remarked upon, as you go from bored | |
| diplomat to dungeon delver. | |
| I did not finish this game in the two hours, despite heavy use of the | |
| hints toward the end of that period. It seems to be quite large; if | |
| it stops soon after the point I reached, which I doubt, there will be | |
| a lot of loose ends. | |
| This is basically a puzzle game, in the Zork style. I had quite a bit | |
| of difficulty getting into the right mindset for the puzzles - when | |
| referring to the hints, it occasionally seemed unclear to me how I was | |
| supposed to think of things. Nevertheless, an entertaining work. | |
| From: "C.E. Forman" <ceforman SP@G postoffice.worldnet.att.net> | |
| This one's sort of "Zork", "Enchanter", and "Christminster", but sort | |
| of not. I can't really decide for sure what to call it. Even the | |
| author doesn't seem to be certain about what type of game this is | |
| supposed to be. It's identified in the byline as "The Interactive | |
| Memoirs of a Diplomat", but aside from the opening procession and the | |
| very end, there's little to connect the game to this description. In | |
| between, the game is a jumble of unmotivated treasure-hunting, applied | |
| spellcasting, and spelunking. | |
| Not that this is necessarily bad. All things considered, it's a | |
| pretty solid historical-based fantasy, though the author's visions (as | |
| seen in the hints) will undoubtedly be lost on many players. "Zork" | |
| and "Enchanter" are mixed nicely into the plot, but "Sherbet" still | |
| suffers from the problems inherent in Infocom's spell-casting games. | |
| I know I've said this before, but having to memorize spells before | |
| casting them is a pain. It was great in the 1980s, but like mazes, | |
| it's worn out its welcome. If anyone else is planning on a game of | |
| this type, please consider a system of casting magic straight from the | |
| book or scroll. | |
| The spells themselves are sometimes derived from the "Enchanter" | |
| trilogy - "gloth" and "azzev" ("vezza" backwards) show up - but | |
| "frotz" is replaced by "chiaro", which took a bit of getting used to. | |
| There is also one very annoying parsing problem: Typing "X SPELL BOOK" | |
| instead prints out an ambiguity-resolution query, asking which spell | |
| you mean, while "READ SPELL BOOK" lists your entire repertoire of | |
| magic. Trivial, admittedly, but it turned up a lot. | |
| The writing, however, is well-polished and flowing, with no | |
| grammatical errors and few typos. In fact, the prose is SO good that | |
| I forgot about most of the above imperfections until the game was | |
| finished, when I found myself feeling a bit empty. I guess after | |
| seeing the opening I expected too much political intrigue, but instead | |
| received a dungeon crawl. It IS a very entertaining one, but | |
| strangely devoid of Zorkish elements, aside from the white house and | |
| adventurer. (Where are the grues? The elvish sword? The Flatheads? | |
| "Hello Sailor"?) | |
| Speaking of finishing the game, that took the full two hours, because | |
| this is a hard one with a lot of experimental guesswork required. I | |
| doubt it would be possible in two hours without the hints. I'm still | |
| a point short of the full score, with no idea how to get it. Anyone? | |
| From: "Magnus Olsson" <zebulon SP@G pobox.com> | |
| It seems as if any new game by Graham Nelson is destined to be an | |
| instant classic. This one is no exception; I had barely played past | |
| the title screen when I realized that this was something quite out of | |
| the ordinary. The title, to begin with: impossibly long for a computer | |
| game, with its slightly bizarre combination of subjects; and the | |
| slow-paced, introduction, with its Victorian atmosphere and hints of | |
| diplomatic intrigue made it impossible to stop playing. | |
| Unfortunately, the game doesn't quite live up to these promises of | |
| originality: once one has found the crucial action to upset the | |
| orderly progression of events and enter the game proper, the pace of | |
| the narrative slackens, and the plot turns into a traditional | |
| treasure-hunt. | |
| For traditional it is, following the oldest tradition there is in IF: | |
| like "Balances" by the same author, "Sherbet" is an Infocom pastiche, | |
| set in a copy of the "Zork" universe (though all names have been | |
| changed, probably for copyright reasons). Unlike the minimalist, | |
| sketchy "Balances", this game is very rich in detail, with some | |
| detailed background history and other commentary provided in the | |
| hints. | |
| But any complaints about the lack of originality are compensated by | |
| the sheer joy of playing the game, and of exploring its rich world | |
| (which is not at all a copy of "Zork", if my previous comments have | |
| made that impression, but rather some sort of parallel universe where | |
| things are hauntingly familiar). The writing is excellent and the | |
| atmosphere exceptionally vivid - the cedar cave, in particular, has | |
| etched itself into my memory as if I'd really been there. Above all, | |
| when playing Sherbet I felt the same sense of wonder as I remember | |
| from my first contact with "Zork"; a sense of wonder that's often | |
| missing from newer games, however sophisticated they may be. | |
| The puzzles are good; nothing extraordinary, perhaps, but not trivial | |
| either. Unfortunately, there are some "guess the verb" situations, and | |
| one or two cases where the room descriptions are a bit confusing. | |
| But these flaws are all very minor and do not detract from the | |
| general impression. A very worthy winner, and a game that surely will | |
| bear to be re-played over the years. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "C.E. Forman" <ceforman SP@G postoffice.worldnet.att.net> | |
| NAME: My First Stupid Game | |
| AUTHOR: Daniel McPherson | |
| EMAIL: MCPHERSOND SP@G mail.vtls.com | |
| DATE: October 1996 | |
| PARSER: AGT | |
| SUPPORTS: DOS runtime, source may be available. | |
| AVAILABILITY: Freeware, GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition96/first | |
| VERSION: Version 1.0 | |
| A word of advice: Play this game sometime when you really have to pee. | |
| As one speaking from experience, I can say that it adds a LOT. | |
| That said, it's an absurd little game with simplistic puzzles - locks, | |
| darkness, feeding animals, searching things - and a warped sense of | |
| humor which I found strangely appealing. Artistic it most certainly is | |
| not, nor is it anything more than a smattering of I-F situations with | |
| the most bare-bones plot attached. (In what other form of writing would | |
| an author even _think_ of hiding a BEAR in a secret room behind | |
| someone's Sammy Haggar poster?) | |
| It's nice to see that the alt.tv.barney.die.die.die folks are still | |
| alive and kicking. Also, I liked the fact that the final puzzle was | |
| optional. But... did I really have to tear up the picture of Barney | |
| AFTER I did my business all over it? Eww. | |
| Here's hoping the author's SECOND stupid game will be a bit less... | |
| well, stupid. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "C.E. Forman" <ceforman SP@G postoffice.worldnet.att.net> | |
| NAME: Of Forms Unknown | |
| AUTHOR: Chris Markwyn | |
| EMAIL: MARKWYNC SP@G carleton.edu | |
| DATE: October 1996 | |
| PARSER: Inform | |
| SUPPORTS: Inform Ports | |
| AVAILABILITY: Freeware, GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition96/forms | |
| VERSION: Version 1.0 | |
| An attempt to continue the "expressive" I-F tradition of "So Far" - | |
| that is, an interactive Bergman film that dwells on exploration, | |
| shifting between various areas representing human thoughts and | |
| feelings, and old- fashioned puzzle-solving, with little or no genuine | |
| plot to tie the experiences together. | |
| I'm not sure I like this new trend. To give credit, "So Far" is a very | |
| imaginative, ground-breaking new style of I-F, but the derivativeness of | |
| "Forms" shows (the author himself admits this). I fear that a glut of | |
| this type of game will quickly make it tiresome and unpopular, much like | |
| having too many "hunt-the-treasures-and-store-them-somewhere" games. | |
| The writing is good, but painfully derivative while lacking much of | |
| the depth of "So Far". The puzzles in "Forms" are thoroughly | |
| motivationless, and they didn't hold my interest as well as Andrew | |
| Plotkin's work did. (Even with Plotkin's work, I felt I was forcing | |
| myself through a few parts of it. I guess I'm just not crazy about | |
| this type of game.) I was able to figure out most of the early | |
| puzzles, but the later ones required delving into the built-in hints | |
| to find out, for instance, the right place to dig. The final puzzle | |
| exhibits inexcusably frustrating parsing, made more difficult by the | |
| fact that the hints are in error - you must turn the _device_, not the | |
| wheel, but the hints say the wheel. (I played the original uploaded | |
| version, not the revised one that appeared a few days after the | |
| deadline, so maybe this is fixed.) | |
| Enjoyable at first, but tiresome toward the end. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| NAME: Phlegm | |
| AUTHOR: Jason Dyer | |
| EMAIL: jdyer SP@G u.arizona.edu | |
| DATE: October 1996 | |
| PARSER: Inform | |
| SUPPORTS: Inform Ports | |
| AVAILABILITY: Freeware, GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition96/phlegm | |
| VERSION: Version 1.0 | |
| Ever wanted to see "Space Aliens Laughed at My Cardigan" on the | |
| Z-machine? Here it is. Enjoy. | |
| The scary part is that the author seems to know what he (she? it? none | |
| of the above?) is doing -- the writing is for the most part | |
| gramatically correct and game is not as buggy as "Cardigan", with the | |
| exception of some screwed-up directions and incomplete direction | |
| lists, which almost appear to be intentional. | |
| It's every bit as incongruous as the great Andre M. Boyle's work, | |
| though. One minute you're in Ancient Mayan Ruins, the next at the End | |
| of the World. Add a series of blatant, gratuitous rip-offs (the needle | |
| in the haystack from "Nord and Bert", the llama food and Restaurant at | |
| the End of the Universe from Douglas Adams' works) that don't fit in at | |
| all, and some thoroughly motivationless, illogical puzzles -- I'm | |
| guessing that NO ONE figured out how to use Leo the lemming to scare | |
| away the moose worshippers, right? -- and you've got a great contender | |
| for absolute rock-bottom last place. | |
| Perhaps "Phlegm" was intended as a satire of the likes of "Cardigan" and | |
| "Detective"? If so, it ultimately fails because there is no discernable | |
| difference between the parody and the parodied. Good for a number of | |
| cheap laughs (particularly Leo), but unlike "Kissing the Buddha's Feet", | |
| few of them are genuine. The title itself is also misleading - I found | |
| no phlegm anywhere in the game. The author must have forseen all these | |
| problems. His/her/its/whatever's name is left off the credits. Wise | |
| choice, friend. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "C.E. Forman" <ceforman SP@G postoffice.worldnet.att.net> | |
| NAME: Piece of Mind | |
| AUTHOR: Giles Boutel | |
| EMAIL: boutel1g SP@G wcc.govt.nz | |
| DATE: October 1996 | |
| PARSER: Inform | |
| SUPPORTS: Inform Ports | |
| AVAILABILITY: Freeware, GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition96/piece | |
| VERSION: Version 1.0 | |
| Now here's a real dilemma. | |
| First, let me congratulate the author on a number of things: | |
| 1) The switching of tense - from first-person past in the | |
| introduction, to first-person present in the main framework, | |
| to an omnipresent third-person tense for a sub-"plot" - is a | |
| very ambitious hack of the Inform grammar. | |
| 2) I thought it was quite imaginative the way you divided one | |
| "room" into six different "locations". A neat map twist. | |
| 3) The "Outer Files" parody. ROTFL! Glad to see a fellow X- | |
| Phile writing I-F. The truth is out there. Trust no one. | |
| 4) I was delighted to see the words of evil Professor Elvin | |
| Atombender of Epyx's "Impossible Mission" pop up. Even ten | |
| years after the fact, I can _still_ hear that digitized voice | |
| perfectly, and it never fails to give me a nostalgic shiver. | |
| That was a GREAT game! (And companies today think crap like | |
| "Phantasmagoria" can hold a candle. Hmmph.) | |
| Now some (hopefully) constructive criticism: | |
| 1) Typos. Particularly in the revised default grammar messages. | |
| Lots of missing periods, misspelled words, missing line- | |
| feeds, etc. Double-check these the next time around. | |
| 2) Try to give your entry a little more plot and consistency. | |
| This year we've seen a lot of entries - "Phlegm", "Rippled | |
| Flesh", and "Of Forms Unknown" come immediately to mind - | |
| where plots have been thrown out completely in exchange for | |
| wandering from one situation to the next. These get old | |
| after awhile. The drawn-into-a-book subgame is not as | |
| polished as the T.S. Eliot scene in "Curses", and most of | |
| the rest feels like excerpts from someone's private life | |
| that I'd rather not know a lot about. Most of the | |
| situations make no sense, even under the guise of drug- | |
| induced hallucination. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "C.E. Forman" <ceforman SP@G postoffice.worldnet.att.net> | |
| NAME: Promoted! | |
| AUTHOR: Mike DeSanto | |
| EMAIL: desantom SP@G io.com | |
| DATE: October 1996 | |
| PARSER: Homebrew | |
| SUPPORTS: OS/2 only. | |
| AVAILABILITY: Freeware, GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition96/promoted | |
| VERSION: Version 1.0 | |
| The biggest drawback to this entry is its interpreter, which runs only | |
| under OS/2. I sincerely hope that this isn't detrimental to its vote | |
| count, because it's a lot of fun, and deserves more attention than the | |
| (relatively) small OS/2 crowd can give it. | |
| Essentially, "Promoted!" is a zany satire of life in the corporate | |
| world, with a well-established mythos and lots of in-jokes that non- | |
| office players probably won't get much out of. The biggest plus is | |
| that the setting is not just a bunch of inside jokes based solely on | |
| DeSanto's place of employment. Anyone who's worked in a maze of | |
| twisty little cubicles (all alike) will be able to relate to the | |
| situations presented here. DeSanto's take on corporate culture is | |
| amusing and well thought out, and he has a good grasp of what REALLY | |
| goes on in an office, though it's not quite up to the level of Scott | |
| Adams (and when I say Scott Adams here, I am of course referring to | |
| the "Dilbert" Scott Adams, not the SCOTT ADAMS Scott Adams). | |
| On the other hand, some of the puzzles could be improved. There's | |
| lots of death without warning, a bit too much in a game without | |
| "UNDO", and some very text-adventurish situations. The colored tape | |
| puzzle, for example, felt exactly like something that didn't quite | |
| make it into a "Zork" game. The disguise puzzles, on the other hand, | |
| are neat, and quiz the player on the details of the world DeSanto has | |
| built. | |
| I also encountered some difficulty with Rexx-Adventure itself. It's a | |
| neat engine, a snap to grasp, but a bit buggy. Before I'd finished | |
| "Promoted!", I'd crashed the engine multiple times, receiving VX-REXX | |
| errors when I clicked among the lists a bit too fast, or when I tried | |
| to exceed my inventory's capacity. Future bug fixes should eliminate | |
| this. One advantage to the interface is the fact that its obviation | |
| of guess-the-verb paves the way for some obscure puzzles that wouldn't | |
| be acceptable with typed commands (i.e. "STRIP WIRES"). Here's hoping | |
| Rexx-Adventure sees ports to more systems. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: John Wood <john SP@G elvw.demon.co.uk> | |
| NAME: Punkarita Quest One: Liquid | |
| AUTHOR: Rybread Celsius | |
| EMAIL: rybread SP@G cshore.com | |
| DATE: October 1996 | |
| PARSER: Inform | |
| SUPPORTS: Inform Ports | |
| AVAILABILITY: Freeware, GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition96/liquid | |
| VERSION: Version 1.0 | |
| Well, this one's got it all...unfortunately. Spelling and grammatical | |
| errors in almost every sentence. Random instant death. Lots of | |
| locations where there's nothing to do, and scenery not recognised by | |
| the parser. Exactly one object you can manipulate. | |
| On the plus side, the first puzzle's actually quite good if you cut | |
| away the misleading responses - I like the idea of dealing with a | |
| situation when you (apparently) have nothing that can help you. This, | |
| however, is not enough to rescue the game. | |
| From: "C.E. Forman" <ceforman SP@G postoffice.worldnet.att.net> | |
| Hooboy. | |
| I tried to like this one (I really did!), but even after finishing it | |
| I felt I had virtually no grasp of the world the author was attempting | |
| to create. It's fantasy, of course, but aside from the introduction, | |
| there is virtually no text to help players learn more about the world | |
| around them. Most rooms are empty and useless, and many of them have | |
| obscure pop-culture jokes that appear hopelessly out of place. | |
| The major puzzles are quite illogical, and there's really no way of | |
| figuring them out without the walkthrough, as there are no characters | |
| to talk to or ancient tomes to consult. The writing is unfortunately | |
| quite atrocious, with every kind of spelling, grammar, punctuation, | |
| and capitalization error imaginable, which makes it a chore to read. | |
| The author seems reluctant to add new verbs to the grammar: Help | |
| screens, footnotes, and some attempts at background information are | |
| stored in a separate text file. (Then again, I did the same thing | |
| with MST3K1 last year, so I guess I'm not fit to cast the first stone | |
| here.) | |
| Perhaps this game might have turned out better in a longer format. It | |
| seems the author had a lot more to put into this game, but was daunted | |
| by the two-hour limit. I hope he's not overly discouraged by my | |
| criticism here. Hopefully the next release will feature better world- | |
| building and the use of a spell-checker. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "C.E. Forman" <ceforman SP@G postoffice.worldnet.att.net> | |
| NAME: Ralph | |
| AUTHOR: Miron Schmidt | |
| EMAIL: s590501 SP@G tfh-berlin.de | |
| DATE: October 1996 | |
| PARSER: Inform | |
| SUPPORTS: Inform Ports | |
| AVAILABILITY: Freeware, GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition96/ralph | |
| VERSION: Version 1.0 | |
| "Ralph" was short (3 puzzles), not too difficult, and fun. I found | |
| this one to be very cute, and it just oozes with charm (I smiled at | |
| Christopher Robin and Blamant the Teddy, felt a certain sadness at | |
| seeing Ralph's unkind owners, and laughed out loud at the fate of poor | |
| Benny the Fluff Duck). | |
| The writing is good, but sometimes seems geared toward a human's | |
| manner of thinking rather than a dog's. The glass sheet puzzle, for | |
| instance, seemed slightly out of place in a game about a dog. | |
| Further, the descriptions of some objects lend a distinct air of | |
| anthropomorphism, rather than a pure dog's-eye view of the world. | |
| Would a dog really think of a sheet of glass, or a man's pipe, with | |
| the same words as a human? | |
| A different approach to vocabulary (perhaps adopting Richard Adams' | |
| technique of an animal language as seen in "Watership Down") might have | |
| made me feel a bit more like a real dog, but there are still plenty of | |
| doggy situations and doggy verbs to investigate. | |
| "Ralph" may not be "top dog" this year, but I wouldn't be surprised if | |
| it's one of the competition's most fondly remembered entries. (Benny | |
| the Fluff Duck, we hardly knew ye.) | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "C.E. Forman" <ceforman SP@G postoffice.worldnet.att.net> | |
| NAME: Reverberations | |
| AUTHOR: Russell Wain Glasser | |
| EMAIL: rglasser SP@G ix.netcom.com | |
| DATE: October 1996 | |
| PARSER: Inform | |
| SUPPORTS: Inform Ports | |
| AVAILABILITY: Freeware, GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition96/reverb | |
| VERSION: Version 1.0 | |
| Say what you want, but I LIKED this one! The plot - pizza guy gets | |
| caught up in battle with mafia and causes earthquake threatening to | |
| destroy city while simultaneously building friendship with cute female | |
| lawyer - has the look and feel of one of those really bad "Up All Night" | |
| movies they show on Fridays and Saturdays on the USA network. At 11:00 | |
| and 10:00, respectively. Not that I actually WATCH those awful things. | |
| Well, not usually. Oh, okay, you caught me! Happy?! | |
| The puzzles in "Reverberations" are full of very text-adventure-like | |
| situations, and the room descriptions consist largely of lists of exits, | |
| but the rest of the text is just plain fun, and the answerable | |
| rhetorical questions and southern-California dictionary provided with | |
| the game provide many a laugh. A couple of minor bugs (some of the | |
| "amusing" commands don't seem to work properly), but nothing major to | |
| gripe at. | |
| A really fun way to kill half an hour or so. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "C.E. Forman" <ceforman SP@G postoffice.worldnet.att.net> | |
| NAME: Rippled Flesh | |
| AUTHOR: Rybread M. Celsius | |
| EMAIL: rybread SP@G cshore.com | |
| DATE: October 1996 | |
| PARSER: Inform | |
| SUPPORTS: Inform Ports | |
| AVAILABILITY: Freeware, GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition96/ripflesh | |
| VERSION: Version 1.0 | |
| Another horror story that doesn't succeed at being creepy, although it | |
| comes close once or twice if you let your imagination fill in the gaps | |
| that the less-than-convincing text leaves. | |
| There are a lot of puzzles that require guessing the author's manner of | |
| thinking, and, though a couple were kind of neat, the game has the same | |
| feel of "Punkirita", by the same author, with lots of incongruous ideas | |
| slapped together, peppered with pop-culture references that don't seem | |
| to fit. (To the author: The first "Alien" movie was good, too. It's | |
| only the third one that sucked. And the fourth, if they make it.) | |
| The text file with the game explains that the author didn't know how to | |
| implement some features, so I have a brief word for potential authors: | |
| Don't be afraid to post requests for help on rec.arts.int-fiction. We | |
| were all new to Inform at some point. (Even Graham Nelson, sort of.) | |
| Finally, let me just urge players to stick with this game to the end. | |
| Please, PLEASE don't deprive yourselves of the attempt at an explanation | |
| for everything that happened during the course of the game. It's a | |
| major (unintentional) hoot, and I loved it so much I gave the game an | |
| extra point! | |
| Also, if you don't mind my asking: What's the DEAL with disco this year? | |
| Both "Rippled Flesh" and "Phlegm" make use of it. Is disco, as those | |
| annoying music commercials claim, really "back and hotter than ever"? | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: John Wood <john SP@G elvw.demon.co.uk> | |
| NAME: Sir Ramic Hobbs and the Oriental Walk | |
| AUTHOR: Gil Williamson | |
| EMAIL: Gil.Williamson SP@G syntegra.bt.co.uk | |
| DATE: October, 1996 | |
| PARSER: AGT | |
| SUPPORTS: MS-DOS (runtime included), AGiliTy | |
| AVAILABILITY: Freeware, GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition96/wok | |
| Not a popular choice, this was my second-favourite game of the | |
| competition and my favourite AGT game to date by far. You play a | |
| drunken knight the "morning after" who has to get the castle deeds back | |
| from an evil wizard - not the most original of plots. However, the | |
| amusing responses from the game's narrator and the situations you find | |
| yourself in more than make up for this. | |
| I only used one hint during the two hours, and this was the second game | |
| I went on to finish before the end of the competition. The ending is | |
| unfortunately weaker than the rest of the game, which would have lowered | |
| the score I gave it slightly, but it still remains great fun. | |
| From: "C.E. Forman" <ceforman SP@G postoffice.worldnet.att.net> | |
| First off, will someone please tell me whether the last word of this | |
| game's title is "walk" or "wok"? The game says "walk", the filenames | |
| say "wok". Also, is it "Sir Ramic Hobbs" or "Sir Ramric Hobbs"? The | |
| other game starring this character says "Sir Ramric". I'm bumfuzzled. | |
| Having never played the other Sir Ramic (Ramric?) Hobbs game, "Sir Ramic | |
| Hobbs and the High-Level Gorilla", I can't comment on how this game | |
| stacks up to its predecessor. I can say, however, that it explores both | |
| extremes of enjoyability. The ability to shapeshift into different | |
| animals was a lot of fun, and brought back fond memories of Infocom's | |
| "Arthur". It's funny, with clever object descriptions and commentary by | |
| the game's parser, which assumes the persona of a wizard who follows you | |
| about. His comments are frequently witty taunting, but it's done good- | |
| naturedly, unlike "Stalker". This is much more entertaining than the | |
| nameless, faceless entity that most adventure game parsers never rise | |
| above (though "Lost New York" does come close). The method of travel | |
| (via armchair) is amusing. Also, it's impossible to make the game | |
| unsolvable. | |
| My score was dragged down, however, by a great deal of typical AGT fare: | |
| Incongruities, a lack of apparent plot until the very end, obscure | |
| puzzles, a maze where one wasn't necessary, odd results when the author | |
| didn't anticipate something (entering the library when invisible, for | |
| instance, still gets you stopped by the librarian), and of course the | |
| almanac puzzle. Ohhhh, do not even get me STARTED on the almanac | |
| puzzle. After nearly an hour of wandering about, squinting in vain at | |
| the teeny tiny letters on my screen, trying to deduce a compass | |
| direction from them, then finding I'd made a wrong turn when I followed | |
| the directions I DID find... blur-r-r-r-gh! | |
| Half good, half bad, which means... | |
| From: "Magnus Olsson" <zebulon SP@G pobox.com> | |
| [ Note: There appears to be some confusion about the title of this | |
| game: is it the "Oriental Walk", as the title screen says, or the | |
| "Oriental Wok", as it's called in some of the docs? "Walk" probably, | |
| since there _is_ an "Oriental Walk" in the game, but no wok even in | |
| the kitchen :-). I suppose the "wok" is intended as a pun... ] | |
| One topic that has been the subject of much heated discussion on | |
| rec.arts.int-fiction is that of player characterization. How can you | |
| cast the player as a set character, perhaps totally unlike the | |
| player's ordinary character, and make him or her feel and act like | |
| this character? The prevalent view seems to be that most players hate | |
| when the game tells them what they feel and think, and that few things | |
| are as irritating as being told that your, perfectly reasonable, | |
| action is out of character. | |
| It is interesting to see that one of the less sophisticated games of | |
| the competition not only tries to do this, but succeeds at it. And, | |
| perhaps surprisingly, it does so by casting you in a far from | |
| flattering role: that of Sir Ramic Hobbs, an antihero in every sense | |
| of the word - or, to be frank, a bumbling, drunken buffoon. | |
| Or perhaps this is just why it manages to pull it off. For "Wok" is a | |
| farce, and you are the butt of the jokes. Not just you, Sir Ramic, | |
| but you, the player. Much of the humour lies in the player being | |
| misled, and the game pretending to misunderstand the player's | |
| confusion as Sir Ramic's stupidity. In some cases (such as the sudden | |
| darkness), the game leads the player completely up the garden path, | |
| thereby forcing him to act in character. | |
| As the reader may have guessed, "Wok" is a game that talks back to | |
| you. It even makes an attempt to explain who is doing the talking by | |
| giving a name to the "narrator": Prang, a disembodied wizard who takes | |
| orders from the player and guides him along. As a moderately | |
| experienced IF player, I found this slightly annoying at first, and | |
| then I forgot all about it. However, the documentation says that the | |
| game is aimed at beginners, who maybe will find this a help. | |
| Despite the fact that the game talks back to you, commenting on your | |
| every action, and making fun of many of the mistakes you're making, it | |
| is all very good natured (as opposed to a certain other competition | |
| game, that apparently made some people feel quite insulted). I never | |
| had the feeling that the author was making fun of me, but rather that | |
| we were sharing a joke. And Sir Ramic may be a buffoon, but he's quite | |
| a lovable buffoon. | |
| This is all very skillfully done. Apart from the writing, however, the | |
| game is quite unsophisticated. To start with, it has a rather | |
| primitive look-and-feel. To avoid fanning the ongoning religious wars, | |
| I won't speculate whether this is due to the game being written in | |
| AGT; it does have, however, the feel of a "typical, mid 80's, AGT | |
| game" - garish colours, rather minimalistic room descriptions, a | |
| simple parser, rather underdeveloped atmosphere, NPC's that are just | |
| animated obstacles. | |
| To be fair, however, these aren't very serious flaws. The parser, for | |
| example, is quite adequate (there is one glaring "guess the word" | |
| problem, but a better parser couldn't have remedied a lack of | |
| synonyms), one of the NPC's (the dog) is at least a bit more | |
| developed, and this is not the kind of game one plays for the joy of | |
| exploring a detailed fantasy world. | |
| The puzzles are fairly standard, but there are some interesting twists | |
| (and the series of transformations at the end is quite clever and | |
| entertaining). The obligatory maze adds nothing to the game and could | |
| have been advantageously removed. The eponymous puzzle, the "oriental | |
| walk", is clever, but far too tedious - and this is aggravated by the | |
| fact that saving is disallowed while solving the puzzle. Disabling | |
| saving is probably a way to prevent solutions by trial-and-error, but | |
| an unfortunate consequence of this is that a single mistake means | |
| having to start the puzzle all over again, with all the directions | |
| randomized. | |
| The online hints can be somewhat infuriating, since there is only one | |
| hint per room, but fortunately a walkthrough is provided. | |
| Unfortunately, the walkthrough is of no help in the "walk" - you'll | |
| just have to sweat it through (the endgame is worth it!). | |
| In conclusion, "Wok" is a game that lives by its wit and humour, which | |
| are more than enough to outweigh its shortcomings in other areas. In | |
| fact, I found it one of the funniest games I've played. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: John Wood <john SP@G elvw.demon.co.uk> | |
| NAME: Small World | |
| UTHOR: Andrew D. Pontious | |
| EMAIL: byzantium SP@G tuna.net | |
| DATE: October 1996 | |
| PARSER: TADS, above average | |
| SUPPORTS: TADS ports | |
| AVAILABILITY: Freeware, GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition96/smallwld | |
| VERSION: Version 1.0 | |
| Idly examining a globe, you find yourself at the north pole of a tiny | |
| world which has stopped spinning. You need to start it spinning again. | |
| This was one of two games I couldn't help playing to it's conclusion | |
| before the end of the competition period. The puzzles were gauged about | |
| right for my talents, and the atmosphere sucked me in. Apart from the | |
| poles, the locations around the planet are named for the time of day | |
| (Gloaming, Morning, Noon, etc) which provide a means of moving from the | |
| poles. Indeed, a lot of normal adventuring activities are affected by | |
| the small world - dropping things becomes a minor puzzle because of the | |
| low gravity. | |
| What really makes this game is the way that everything is so neatly tied | |
| together. It all makes a bizarre sort of sense, and responses are | |
| almost always appropriate. My favourite game of the competition. | |
| From: "C.E. Forman" <ceforman SP@G postoffice.worldnet.att.net> | |
| I'm not sure how fit I am to comment on this one, as I didn't finish it | |
| completely. Treat my opinion as worthless if you think it appropriate. | |
| "Small World" is a nicely-programmed little work (at the outset anyway), | |
| with an imaginative map layout and some nice features like the "sack | |
| object" (its first appearance in a TADS game, if I'm not mistaken), a | |
| "warning mode" like PTF's, and the direct elimination of a great many | |
| useless verbs, which ends up saving a great deal of wasted typing | |
| (programmers take note). | |
| It also has a cute scoring system (earning percentages of a single | |
| coveted point), one of the most amusing NPCs of the entire competition | |
| (the devil), and some theological issues that got me thinking. | |
| Now for the bad part. After my getting about 18% of the point, plot | |
| advancement abruptly ground to a screeching halt, reducing the | |
| remainder of my playing experience to the following: | |
| "Okay, the hint system tells me that I'm making progress simply by | |
| moving around. Wandering around... yep, wandering around... no visible | |
| progress... | |
| >HINT | |
| Still says that moving around makes progress... Hoooooo-KAYyyyyy... | |
| wandering around some more... la de da de dee... still no visible | |
| progress... doot de doot, hmm hmm hmm... nope, not yet... maybe if I | |
| wander around in a slightly different manner?... huh-uh, no change... | |
| noon, afternoon, twilight, evening, midnight, gloaming, dawn... | |
| aaaaaaand back again... dawn, gloaming, midnight, evening, twilight, | |
| afternoon, noon... still wandering around... I must be making a LOT of | |
| progress now... Damn, time's up." | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "C.E. Forman" <ceforman SP@G postoffice.worldnet.att.net> | |
| NAME: Stargazer | |
| AUTHOR: Jonathan Fry | |
| EMAIL: jfry SP@G WOPR.skidmore.edu | |
| DATE: October 1996 | |
| PARSER: Inform | |
| SUPPORTS: Inform Ports | |
| AVAILABILITY: Freeware, GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition96/stargaze | |
| VERSION: Version 1.0 | |
| The author admits that this is a prologue for a much longer game, and | |
| as that it succeeds perfectly, with easy puzzles to set up Ali for his | |
| quest, and a limited area to explore at the outset. The layout (a | |
| village with townspeople to interact with) reminded me of my own "Path | |
| to Fortune". | |
| Some clever, obscure name references, if you can find them (Keraptis, | |
| for instance, is the name of a winged beast from the "Pirates of Dark | |
| Water" cartoon serial of a few years back). All in all, though, it's | |
| pretty standard fantasy stuff, remaining relatively enjoyable without | |
| breaking any new ground (or trying to, for that matter). But given the | |
| current opinions toward D&D-based fantasy I-F, perhaps it's for the | |
| best that the game in its entirety was never finished. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "C.E. Forman" <ceforman SP@G postoffice.worldnet.att.net> | |
| NAME: Tapestry | |
| AUTHOR: Daniel Ravipinto | |
| EMAIL: ravipind SP@G linux.kirbynet.lafayette.edu | |
| DATE: October 1996 | |
| PARSER: Inform | |
| SUPPORTS: Inform Ports | |
| AVAILABILITY: Freeware, GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition96/tapestry | |
| VERSION: Version 1.0 | |
| This is the first one I played (if that makes a difference). | |
| I loved the writing in "Tapestry", particularly the purgatorial prologue | |
| scenes. Vivid and absorbing, the prose makes you feel, which is rare | |
| for I-F. The author of this game seems to have put the most effort into | |
| his writing of any of the Inform entries, as indicated by the fact that | |
| it's both the longest Inform entry and one of the shortest actual games. | |
| The depth comes from the "fiction" aspect, not the "interactive" aspect. | |
| All the interactive scenes are short and small and offer relatively | |
| little room for experimentation, since the major choices you must make | |
| are limited to one of two paths. Still, I'm a sucker for multiple | |
| endings. | |
| Most surprising to me: Neither of the paths is decidedly "better" than | |
| the other. Doing what the web-weavers say changes nothing, but gives | |
| Timothy an impression of strength and willingness to accept what has | |
| been done. Doing what Morningstar says is right always ends in someone | |
| else's tragedy. Yet the insightful, non-judgmental epilogue makes | |
| either choice feel proper in the grand scheme of events, adding depth to | |
| the otherwise simplistic plot. | |
| All in all, a nicely polished entry, with imaginative characters, and | |
| a story that could do with perhaps a bit more overall interactivity. | |
| Daniel Ravipinto is either a new author to watch closely, or a | |
| pseudonym, and if he's the latter I'm dying to know his true identity. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "C.E. Forman" <ceforman SP@G postoffice.worldnet.att.net> | |
| NAME: Wearing the Claw | |
| AUTHOR: Paul O'Brian | |
| EMAIL: obrian SP@G ucsu.Colorado.EDU | |
| DATE: October 1996 | |
| PARSER: Inform | |
| SUPPORTS: Inform Ports | |
| AVAILABILITY: Freeware, GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition96/claw | |
| VERSION: Version 1.0 | |
| Last but not least. | |
| I'm torn with this one. Using the changing hand as a marker for the | |
| player's progress is very imaginitive, but this doesn't quite mask the | |
| game's overall linearity. Still, there are enough red herrings to keep | |
| it from being immediately apparent, and there is a nice re-use of | |
| puzzles, building on the previous challenges, particularly with the | |
| enchanted coat. | |
| The author comments that the claw was inspired by the desire to create a | |
| game without a scoring system, as he feels scores make I-F feel too much | |
| like a game rather than a story. I'm not sure I agree entirely with the | |
| author's intentions here. I personally use the score as a means of | |
| reassuring myself that I haven't just botched the game entirely (though | |
| of course it's not 100% effective). The truth is, nearly every game I've | |
| seen to date has an optimum ending, the "real" ending to the game that | |
| closes the story as the author sees best. Scoring is the easiest of a | |
| very few ways to let the player know when that ending has been reached. | |
| If a game is designed in such a way as to allow plotting without score, | |
| that's wonderful, but otherwise I don't think I-F should be penalized | |
| for failing to comply with this standard. A lot of games use the | |
| scoring system effectively, even artistically. | |
| I sort of got off track there, didn't I? Well, it'll give us something | |
| more to debate. Overall, "Wearing the Claw" is a nice | |
| middle-of-the-road entry. | |
| CLOSING | |
| COMMENTS------------------------------------------------------------- | |
| The following position is available for next year's competition: | |
| PR Organizer: This person will be in charge of spreading word | |
| of the I-F contest far and wide. He/she will contact magazines, | |
| determine which newsgroups to post announcements to, and look for | |
| websites that would be interested in posting contest information. | |
| In addition, prize donations are welcome year round. | |
| Essentially, next year will have a very specific set of rules | |
| when it comes to certain aspects of the competition. The actual | |
| entries will still remain the province of the authors, but things such | |
| as copyrights, talking about entries during the voting time, etc, will | |
| be addressed. Hopefully we won't need the ONE HUNDRED RULES to get by | |
| with. (Please please please.) | |
| On the bright side, I'll be freed up to just manage the | |
| competition and keep things running smoothly. Perhaps I'll even be | |
| able to wrangle a deal to consistantly publish the contest winners on | |
| disk or CD for release to the general public. We'll have to wait and | |
| see. | |
| -=-=-=-=-=-=- | |
| As the great Schnozzola used to say, "Good night, Missus Calabash, | |
| wherever you are." | |
| ---------------------------------------------------------------------------- | |
| Thank you for helping to keep text adventures alive! | |
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