| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE # 12 | |
| Edited by Magnus Olsson (zebulon SP@G pobox.com) | |
| December 13, 1997. | |
| SPAG Website: http://www.afn.org/~afn55673/spag.html | |
| Contest Website: http://www.afn.org/~afn55673/contest/ | |
| SPAG #12 is copyright (c) 1997 by Magnus Olsson. | |
| Authors of reviews retain the rights to their contributions. | |
| All email addresses are spamblocked -- replace the name of our magazine | |
| with the traditional 'at' sign. | |
| REVIEWS IN THIS ISSUE ----------------------------------------------------- | |
| Acorn Court | |
| Bastow Manor | |
| Everybody Loves a Parade | |
| Fish! | |
| John's Fire Witch | |
| Mercy | |
| The Meteor, the Stone, and a Long Glass of Sherbet | |
| Mystery Island | |
| The Pawn | |
| So Far | |
| The Space Under the Window | |
| Time: All Things Come To An End | |
| Unnkulia Zero: The Search for Amanda | |
| The Wedding | |
| Zork I | |
| Zork II | |
| Zork III | |
| EDITORIAL------------------------------------------------------------------ | |
| Finally - a new issue of SPAG. A bit late, I'm afraid; my IF | |
| activities are in a bit of an Avalonish state at the moment. I can | |
| only hope that you will find the contents worth the wait. | |
| Christmas is drawing near, but I'll refrain from dubbing this the | |
| Holiday Issue - if only for the fact that there is nothing | |
| Christmas-related at all in this issue. I will, however, use the | |
| season as a pretext to indulge in something not uncommon at this time | |
| of year: a bit of looking back, perhaps even some nostalgia. | |
| One of the reviews in this issue happens to be of a game called | |
| "John's Fire Witch". This was one of the first games I reviewed for | |
| SPAG (in issue #4, March 1995), and I remember being quite | |
| enthusiastic about it. Why? Because it's a good game, of course, but | |
| also because back then, in the grey mists of antiquity (almost three | |
| whole years ago!), we IF fans weren't exactly spoiled with new | |
| releases. New games were few and far between, and each new release was | |
| quite an event in the IF community. | |
| Things have changed a lot since then. Today, it's difficult to keep up | |
| with all the new IF, especially during the contest season, the | |
| net-wide IF community has grown considerably, and general interest in | |
| IF seems to be re-emerging - an IF Rennaissance after the Dark Ages | |
| that followed the decline and fall of Infocom. | |
| Yes, it's been three great years for us IF fans! And just as European | |
| artists and scientists of the Rennaissance were beginning to realize | |
| that it was possible to go beyond the achievements of the ancients, so | |
| we're beginning to see new IF that's in many ways better than the | |
| Infocom classics. | |
| It is very fitting that this issue of SPAG contains reviews both of | |
| classics, such as the Magnetic Scrolls games; new works in the classic | |
| tradition, such as last year's competition winner "Sherbet", and | |
| efforts in entirely new directions, such as "Space Under The | |
| Window". And as a final nostalgic end-of-the-year touch, the review | |
| section ends with Duncan Steven's reviews of the Zork trilogy (yes, I | |
| know that we've put up a moratorium on Infocom reviews; but rules are | |
| made to break). | |
| But on to the reviews. The next issue will probably be dominated by | |
| this year's competition and have no space for looking back. I'm | |
| eagerly looking forward to what next year has in store for the IF | |
| community! | |
| Magnus Olsson | |
| NEW GAMES-------------------------------------------------------------------- | |
| For obvious reasons, there aren't many new releases this time - apart | |
| from the competition entries, of course. | |
| Two hardy souls have braved the risks of drowning in the competition | |
| deluge, however, and released new Inform games: | |
| The Zuni Doll, An Interactive Horror Story, by Jesse Burnenko | |
| (ftp://ftp.gmd.de/games/infocom/doll.z5) | |
| Kook U, An Interactive Kook Adventure, by sbfaq SP@G genesis.nred.ma.us | |
| (ftp://ftp.gmd.de/games/infocom/kooku.z5) | |
| { To stay impartial regarding the ongoing competition, I'll refrain | |
| from making any "Editor's Pick" this issue } | |
| SUBMISSION POLICY ---------------------------------------------------------- | |
| SPAG is a non-paying fanzine specializing in reviews of text adventure | |
| games, a.k.a. Interactive Fiction. This includes the classic Infocom | |
| games and similar games, but also some graphic adventures where the | |
| primary player-game communication is text based. | |
| Authors retain the rights to use their reviews in other contexts. We | |
| accept submissions that have been previously published elsewhere, | |
| although original reviews are preferred. At the moment, we are | |
| reluctant to accept any more reviews of Infocom games (though | |
| exceptions happen). | |
| KEY TO SCORES AND REVIEWS---------------------------------------------------- | |
| Consider the following review header: | |
| 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/ | |
| REVIEWS---------------------------------------------------------------------- | |
| From: agt20 SP@G phy.cam.ac.uk (Alistair G. Thomas) | |
| NAME: Acorn Court | |
| AUTHOR: Todd S. Murchison | |
| DATE: September 1997 | |
| PARSER: Inform Standard | |
| SUPPORTS: Infocom ports | |
| AVAILABILITY: Freeware | |
| URL: ftp.gmd.de//if-archive/games/infocom/acorncourt.z5 | |
| You start Acorn Court in the courtyard of the title, with no idea what | |
| you're trying to achieve. This early location shows the effort that's | |
| been made to imbue the setting with a distinct atmosphere. A bit | |
| overdone, in my opinion, but I was pleased the effort had been made | |
| and was looking forward to exploring this world. However, 'twas not to | |
| be. There's a reason why you have no idea what's going on - nothing | |
| is. This is a one-location game, containing one relatively | |
| straightforward puzzle, and no plot. I can't really give examples of | |
| the text or sub-puzzles without revealing a fair proportion of the | |
| game. I don't know if this was written as a get-to-grips-with-Inform | |
| exercise? If so it's fine. The one quite complex object is quite well | |
| programmed, and while there's the odd quirk (You are carrying: twelve | |
| tennis balls, six tennis balls and) and the odd misleading response | |
| when you don't quite get the author's preferred wording, there are no | |
| major problems. | |
| Have a look if you fancy a five or ten minute puzzle, or better still, | |
| see if there's larger game by the same author. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Yuzo Takada a.k.a. Dark Fiber <entropy SP@G mpx.com.au> | |
| NAME: Bastow Manor (The Secret of Bastow Manor) | |
| AUTHOR: Softgold | |
| EMAIL: ??? | |
| DATE: very early 1980's | |
| PARSER: Scott Adams Standard | |
| SUPPORTS: C64 and C64 Emulators (many platforms) | |
| AVAILABILITY: IF archive | |
| URL: ftp.gmd.de/if-archive/games/c64/bastow.gz | |
| Bastow Manor is one of those old classic Commodore 64 games. In a fit | |
| of nostalgia I hunted high and low for this and a bunch of other | |
| classic games (see the review of Mystery Island as well), some of | |
| which I managed to find with the help of Andrew Williams. Bastow | |
| Manor is one of those C64 text graphic games where the C64 ASCII | |
| character set is used to its full advantage to draw the graphics. | |
| This form of textgraphic was basically confined to the C64 genre of | |
| games. | |
| The graphics in this game (and the other Mountain Valley and Softgold | |
| games) are some of the best C64 textgraphic ASCII pics you're likely | |
| to ever come across. Every location has its own individual picture of | |
| about half screen height and full screen width (This changed in later | |
| games to half screen height and half screen width). | |
| All the Softgold and Mountain Valley games are very reminiscent of | |
| the Scott Adams games. They are very small sized games with few | |
| locations and objects. Most every location serves a purpose and every | |
| item has at least one use in the game. Bastow Manor uses the standard | |
| verb-noun parser. | |
| The story behind the game is err, I don't really know. You're not | |
| told in any introduction at the start of the game. Maybe there was a | |
| nice lead-in in the manual or documentation but none of that is | |
| available, so I shall give you what I assume to be the lead-in. The | |
| aim is to get into Bastow Manor and find its secret cache of gold and | |
| escape!! Err, yes. Were you expecting something else? | |
| Text in the game is minimal at best and I suspect the picture is meant | |
| to explain more about your surroundings than the "You are in a shed" | |
| "You are outside the manor wall" descriptions. Objects have no | |
| description whatsoever. A knife is a knife is a knife is a knife. An | |
| interesting side effect of the game is that it was very poorly | |
| programmed, so that you must "look" at an object multiple times to | |
| find out all you can about it. Take for example the mail box, you | |
| need to look at it twice or you will miss a valuable clue! There are | |
| a few other examples of this through out the game. | |
| Some of the puzzles in Bastow Manor are logical and some are stupid. | |
| One of the puzzles I'll give away to you here and now, as it's | |
| impossible to complete it without looking at the source to the game | |
| (an error on part of the programmer), in that there is a panel above | |
| the desk in the study. There is no mention of this panel anywhere in | |
| the game at all, and thats all I'll give away to you ^_^. Fortunately | |
| you don't have to play guess the verb to complete any of the puzzles. | |
| Like Scott Adams' games, Bastow Manor is small and well designed in | |
| places. Location exits and the layout of the house are fairly | |
| logical, i.e. the mad scientist's laboratory is not connected to the | |
| upstairs ensuite. Some of the puzzles are a bit frustrating and death | |
| is quick to follow a wrong move. If you don't save often before you | |
| try something you will find yourself back at the start of the game. | |
| It IS unfortunate that you have to die once or twice before you | |
| realise that it's a puzzle that needs to be overcome (re: the puzzle | |
| to do with the suit of armour, the apple puzzle). | |
| With exception of one dodgy puzzle (re: panel in the study) the game | |
| is fairly easy and can be completed in a few hours. The nostalgia | |
| factor is a good reason to play this game, if any, or if you have two | |
| hours to spare. | |
| If you already have a copy of this game but you did not get it from | |
| the IF archive, I strongly suggest you get the one from the archive as | |
| I have patched and bugfixed it so you can save/load at any point and | |
| some of the more nasty bugs were removed (the knife/clock bug for | |
| instance). | |
| Emulator users: PC64 is not a good choice for this game as it gets | |
| the colours wrong, well not wrong just not... right ^_^. Frodo or | |
| C64s get the browns and greens the correct shades. | |
| In scoring this game out of 10, note that I am using Scott Adams as a | |
| benchmark. I would give this game a 7 out of 10. The nostalgia factor | |
| gives the overall score a +1 so its really 6/10. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Duncan Stevens a.k.a. Second April <dns361 SP@G merle.acns.nwu.edu> | |
| NAME: Everybody Loves a Parade | |
| AUTHOR: Cody Sandifer | |
| E-MAIL: Dunno | |
| DATE: 1996 | |
| PARSER: TADS advanced | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/tads/Parade.gam | |
| VERSION: Release 2.1 | |
| Everybody Loves a Parade manages a difficult feat: it's an enjoyable | |
| and rewarding game in its own right, whose puzzles take real thought, | |
| but it also essays an important innovation in IF playing style and | |
| carries it off brilliantly. That innovation will not be revealed here, | |
| as the surprise is part of the value of the innovation and giving it | |
| away would spoil the fun for future players, but I know I was | |
| thoroughly caught off guard at a certain point late in the game. On | |
| the face of it, that development is only a small part of the game and | |
| its effect on gameplay is minimal--but when players who have completed | |
| the game remember it, I think it is safe to say that one particular | |
| moment, more than any other, will remain with them. At first, I | |
| questioned the author's judgment in engineering the moment in the way | |
| he did--but eventually decided that his approach, more than any other | |
| (well, aside from similar strategies), grabbed the reader's attention. | |
| The plot is entertaining and reasonably original. You are an engineer | |
| sent across the country to start a new job, but you bog down in the | |
| wilds of Arizona with almost no gas, stuck behind a parade for a "rock | |
| festival"--and no, Janis Joplin is not in town. The events that ensue | |
| are engagingly cartoony; though most of the parade elements amount to | |
| amusing but irrelevant sideshows, the silliness adds to the charm. (A | |
| gravel float? A tank full of jars of pebbles?) The characters are also | |
| well done, though better developed in some cases than in others; the | |
| humor value of the New Age bikers is considerable, but it might have | |
| been nice to see what they do when you ask them about things like | |
| inner peace, meditation, truth, etc. (Not to nitpick, but the line | |
| "The bikers toss an unruly customer out of the pub and forgive | |
| themselves for their trespasses" is a little silly. Since when do New | |
| Agers care about sin?) The encounter with the bikers does, if the | |
| randomized movements come out right, produce this exchange... | |
| As the words pass before your eyes, your spirit energies ebb | |
| and flow between hidden layers of conscious awareness, broken | |
| judgment, and unspoken truth. Once the trance lifts, your soul | |
| speaks of love and respect through haiku verse, the natural | |
| language of inner peace. | |
| The old man turns his pockets inside out to search for spare | |
| change. | |
| ...which one could take as a commentary on quite a lot of things if so | |
| inclined. At any rate, though the characters never lose the feel of | |
| being props or obstacles, they do provide considerable amusement. | |
| Everybody Loves a Parade is not extremely difficult once the first | |
| puzzle is solved -- but that first puzzle involves searching of | |
| scenery that just barely gets a mention, and as such might take quite | |
| a while to solve. Two other puzzles later in the game require a fairly | |
| large intuitive leap, and a willingness to pursue courses of action | |
| that don't seem initially helpful (and which are, well, largely | |
| motivationless), and those moments pose considerable stumbling blocks | |
| among mostly logical puzzles. (Though one solution in particular is | |
| rather clever, and rewards careful reading.) The quality of the | |
| puzzles can be appreciated once they are solved, but the intuitive | |
| leaps required can be a bit daunting at times. (I'm not sure what it | |
| says about me, though, that the final puzzle -- at least, the way to | |
| get the final 10 points -- seemed like a natural reaction to the | |
| previous line, and it was the first thing I tried.) There is much | |
| amusement to be had in the game even when stuck, though, just from | |
| wandering around and trying things -- it seems safe to say that this | |
| game has the most particularized responses to SMELL [object] in the | |
| history of IF. | |
| Mechanically, Everybody Loves a Parade works well; the TADS parser is | |
| adequate for the job, and there are several synonyms for most | |
| words. The writing is also quite good, though not exceptionally | |
| descriptive--few of the scenes actually came alive from the writing, | |
| though admittedly that would have been difficult given the bizarre | |
| quality of the situations. The author trades absurdity for realism, | |
| mostly, and does quite well with it--but creating absurd scenes is a | |
| different task from creating real ones, and it is therefore hard to | |
| compare the writing to a game that seeks to bring a place or event to | |
| life. Cody Sandifer creates a carnival atmosphere, but a carnival | |
| atmosphere is hard to sustain on repetition--a bouncy or silly room | |
| description fades on the tenth reading in a way that a menacing or | |
| dreary mood does not. All this is not, obviously, to say that | |
| Everybody Loves a Parade is not written effectively, merely that the | |
| intent is more to amuse and entertain than to create lasting | |
| images. Well, actually, as noted above, that isn't true -- there is | |
| one image that does last, and quite well -- but the circumstances for | |
| that are unusual. | |
| Mr. Sandifer clearly spent quite a while writing Everybody Loves a | |
| Parade: it's full of humor that indicates real thoroughness. There are | |
| several irrelevant objects -- "objects", perhaps -- that cannot quite | |
| be considered red herrings because it would be difficult to consider | |
| most of them potential solutions to problems, and which reduce the | |
| feel of "am I done coding yet?" that sometimes plagues IF. (An author | |
| who takes the trouble to code a "pulsing hunk of supernatural | |
| hypermatter" is an author who cares about his finished product.) That | |
| some scenes made me wish for more development is more a testament to | |
| the amusing ideas at work than any laziness about coding; I certainly | |
| can't say that there were many logical responses that went unprovided | |
| for. | |
| Perhaps of my initial objection to the twist alluded to above was that | |
| it didn't fit the game, but when I thought about it more, I revised | |
| that assessment. Only in a romp like this could the author pull the | |
| player up short in the way Mr. Sandifer does -- and there are (at | |
| least, it seemed so to me) very unfunny (as in, not a laughing matter) | |
| issues at stake when it does happen, both within and outside the | |
| game. There is certainly a place for games like "Tapestry," where the | |
| player has to shut his or her eyes and ears to miss the Important | |
| Underlying Message, but the IF world should not underrate the power of | |
| this game's approach in making the player think. | |
| There is, on the whole, much to like about Everybody Loves a Parade, | |
| and though there are slow points and though the humor slows a bit when | |
| the player has traipsed through the few locations several times, such | |
| is the nature of humorous IF; Mr. Sandifer carries off his ideas | |
| well. It is a testament to the author's skill that the player can look | |
| back on Everybody Loves a Parade as both entertaining and thoroughly | |
| thought-provoking. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Yuzo Takada a.k.a. Dark Fiber <entropy SP@G mpx.com.au> | |
| NAME: Fish! | |
| AUTHOR: Magnetic Scrolls | |
| DATE: Mid-80's? | |
| SUPPORTS: See note below | |
| AVAILABILITY: Commercial (se note) | |
| Fish rocks dammit! Magnetic Scrolls kill Infocom dead! You heard me! | |
| This game is full to the gills with puns. The game is one big pun. | |
| Magnetic Scrolls is a Pommy company and all its games have that Pommy | |
| feel and "English" spelling. | |
| The story concerns you, who are an interdimensional secret agent whose | |
| job it is to warp into worlds and thwart the terrorists of the Seven | |
| Deadly Fins. | |
| The start of the game sees you relaxing inside the body of a fish in a | |
| fishbowl. Your first task is to solve three mini puzzles of an | |
| "intermediate" toughness, then its onto the "large" portion of the | |
| game in the land where everyone is a fish. | |
| The puzzles are very clever and logical and the text is very "Magnetic | |
| Scrollsish" and makes for a great read. | |
| The parser is probably the best of all the Magnetic Scrolls games and | |
| is as good, if not better than the Infocom parsers. | |
| I absolutley loved this game. | |
| { Editor's Note concerning Availability: | |
| The Magnetic Scrolls games were sold commercially. Second-hand copies | |
| occasionally turn up for sale in the games newsgroups. Reliable | |
| sources also tell us that they are available from certain well-known | |
| FTP sites (though not from the IF-archive). Of course, the illegality | |
| of such distribution channels forbids us from mention them here... | |
| The good news is that you don't need a semi-antique computer to play | |
| these games (however you manage to get a copy): Niclas Karlsson has | |
| written a portable interpreter called _Magnetic_ which runs on a | |
| variety of platforms. See | |
| ftp://ftp.gmd.de/if-archive/magnetic-scrolls/interpreters/magnetic/ | |
| } | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Duncan Stevens a.k.a. Second April <dns361 SP@G merle.acns.nwu.edu> | |
| NAME: John's Fire Witch | |
| AUTHOR: John Baker | |
| E-MAIL: baker-j SP@G ix.netcom.com | |
| DATE: 1995 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Lunchware (buy author lunch to register) | |
| URL: ftp://ftp.gmd.de/if-archive/games/tads/firwitch.gam | |
| VERSION: Release 1.01 | |
| There isn't a lot to John's Fire Witch; it's relatively short (250 | |
| moves or thereabouts required, and much of that is traveling hither | |
| and yon) and the puzzles and characters are simple. What's there, | |
| though, is refreshingly well put together, with very few obvious bugs | |
| or gameplay problems; as first efforts go, this is one of the better | |
| ones you'll find. | |
| You, the player, have come to visit your friend John Baker -- who, for | |
| an author included in his own game, takes quite a verbal beating; we | |
| certainly don't get a very good impression of John's habits and | |
| tastes. There is no sign of John in the apartment, though, other than | |
| junk scattered here and there and a diary left in the bedroom | |
| suggesting that John has stumbled into a confrontation between a Fire | |
| Witch and Ice Wixard residing in his basement. (This suggests to you | |
| about John that "years of heavy drinking have finally destroyed his | |
| mind.") Nevertheless, you investigate the hole in the basement and, | |
| sure enough, find all manner of strange things, none of them obviously | |
| supporting the claim that an Ice Wizard and Fire Witch are in the area | |
| (until the very end) but intriguing in their own right. The best of | |
| the puzzles is one involving a devil and the task he assigns you: the | |
| solution requires an intuitive leap of sorts, but a sensible one, if | |
| that makes sense; though most are fairly clever and rewarding to | |
| solve. | |
| There are few moments in John's Fire Witch that break the spell, so to | |
| speak, by drawing the player's attention to the mechanics of the | |
| game. One is a painful guess-the-verb moment, coupled with some | |
| illogicalities on the solution to the relevant puzzle (why one | |
| particular solution to the ring problem is deemed correct, and another | |
| incorrect, is less than obvious to me). There is a puzzle that cannot | |
| be solved until a certain number of turns have passed -- and if you | |
| move through the earlier part of the game efficiently, you may find | |
| yourself a bit puzzled about why there's no apparent way to move the | |
| game forward. (Or simply irritated about having to wait 50 or so turns | |
| for something to happen.) | |
| The inventory limit is fairly small and requires some step-retracing | |
| (arguably, this is more rather than less realistic, since the classic | |
| adventurer seems to have eleven hands, but it does complicate things), | |
| and there are a few situations that require somewhat exact syntax. But | |
| most nouns and verbs have several substitutes, though the game | |
| occasionally fails to fill in logical gaps (for instance, "sleep" with | |
| a bed in front of you puts you to sleep on the floor). Moreover, the | |
| game is free from scenery-object confusion, free from disambiguation | |
| problems, as far as I could tell ("which do you mean..."), and takes | |
| the trouble to code many specific responses to non-useful actions, | |
| lending to the polished feel. In short, even if there isn't much | |
| there, problems that distract from what is there are relatively few. | |
| The writing is mostly good, though it has its rough moments -- the | |
| death of an adversary is somewhat unnecessarily gruesome, something as | |
| unusual as a bridge made of ice gets virtually no description, and the | |
| game takes it upon itself to tell you when you stumble into a crystal | |
| grotto that "the overall effect is quite beautiful." Let me conclude | |
| that, John. You just tell me what's there. Still, most of the writing | |
| is solid, though some of the better descriptions are in the apartment | |
| rather than in the tunnels, which often feel, well, just a bit | |
| generic, and occasionally a tad clumsy. For example: | |
| Long Tunnel (1) | |
| This is a long tunnel leading north and south. It has | |
| definitely been purposefully made, being tiled with crafted | |
| stone. It looks like something that would have been created | |
| centuries ago. You can see the Red Crystal Grotto to the | |
| north, and a side corridor leads off to the east. | |
| Not awful, certainly, but there are more adept ways to suggest that | |
| the tunnel didn't just come about than "it looks like something that | |
| would have been created centuries ago." Like the rest of John's Fire | |
| Witch, though, the writing is good enough to keep the game enjoyable | |
| (and focus the player's attention on the puzzles, for that matter; | |
| more striking prose would give the game an exploratory feel, which | |
| might mesh oddly with its role as a diversion with some clever | |
| puzzles. And many moments have a certain deadpan charm, e.g. when | |
| you're about to be frozen: | |
| There is a loud and horrible rushing noise in your ears, and | |
| the room appears to be filling up with what you would describe | |
| as steam if it were not so very very cold. | |
| John's Fire Witch was designed as a short diversion, and it fills that | |
| purpose -- and more elaborate descriptions or development of the plot | |
| might distract from that purpose. As it is, the player need only grasp | |
| the essentials of what's going on (actually, not really even that) | |
| before plunging in and starting to solve puzzles -- and the | |
| unobtrusive writing is consistent with the overall feel. The ending | |
| points to a sequel, which may or may not be more elaborate -- but as s | |
| short "snack-sized" game, this one works quite well. Its general | |
| solidity (in comparison to much of what is produced nowadays) | |
| testifies to the undeniable truth that putting together workable, | |
| polished IF is not easy. On the whole, John's Fire Witch is not | |
| especially remarkable for anything in particular it does right, a few | |
| clever puzzles aside, but especially for a first effort, it deserves | |
| recognition for the many things it avoided doing wrong. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Steve Bernard <x96bernard1 SP@G wmich.edu> | |
| NAME: Mercy | |
| AUTHOR: Chris Klimas | |
| EMAIL: christopher.klimas SP@G washcoll.edu | |
| DATE: August 1997 | |
| PARSER: Inform | |
| SUPPORTS: Z-Machine | |
| AVAILABILITY: GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/infocom/Mercy.z5 | |
| Your name is Dr. Peter Basham. Your job is Mercy, if you can call it | |
| that. There's nothing you or your colleagues can do about the recent | |
| outbreak of smallpox but help people to die as easily as possible. | |
| Once you were a pediatrician; now all you do all day is "euthanize" | |
| (the medical profession's nice term for "kill"). | |
| Chris Klimas' "Mercy" is probably my favorite of all the games to be | |
| released this year, including the competition. It can hardly be | |
| called a game, though. As the author says, it's more of a short | |
| story. It's heavily plot oriented, but flexible enough that the | |
| player can still make many choices along the way and take different | |
| branches. The character is predetermined with feelings and background | |
| supplied by the game, but it avoids the pitfall of simply telling the | |
| player that they feel a certain way. Rather, the character | |
| interjections fit so well with the plot and the atmosphere they never | |
| seem forced. | |
| The make-it-or-break-it aspect of "Mercy" is its lack of puzzles. | |
| That's right folks, "puzzle-less I-F"... That isn't to say that your | |
| actions don't affect how the story turns out, but it does mean no | |
| locked doors to open, no odd futuristic machines to operate, and no | |
| "find the smallpox cure in some obscure location" situations. But to | |
| be honest, I hardly noticed the absence of puzzles until after I was | |
| done. Seriously, the story and atmosphere are engaging enough that | |
| the inclusion of puzzles would probably take away from the game as a | |
| whole. | |
| Flaws? Well yes, there are a few. A couple spelling mistakes or | |
| extra typos occur here or there. There's a verb or two that could be | |
| recognized and a couple objects in room descriptions that the player | |
| might want to refer to but can't. Honestly, I assume the author has | |
| noticed or been notified of these things already. I just hope he'll | |
| put out a Release 2. | |
| It's weird, if I just described the game quickly (i.e. No puzzles, | |
| predefined character, clear plot from beginning to end...), it | |
| wouldn't sound very enticing. In fact, it sounds like it would be a | |
| bad game if you boil it down to just that. "Mercy" proves that these | |
| descriptions are not bad in and of themselves. By no means do the | |
| standard I-F conventions need to be adhered to in order to produce | |
| quality work. | |
| Chris Klimas says that he hopes "Mercy" is something new in the | |
| interactive fiction universe. I don't know if that's true or not, but | |
| it certainly was a breath of fresh air for me to play and it clearly | |
| is different. I love the feelings it stirs in me, the disturbing | |
| moodiness that hangs over the whole thing, the "love story", as it | |
| were... I kinda wish he'd kept it until the competition. It would | |
| have grabbed *my* highest rating. | |
| My Rating: I give it an 8.5. I felt guilty at first for giving it a | |
| rating comparable to such long, great games as Trinity or Jigsaw. | |
| Thing is, I really did like it that much. The comparison really isn't | |
| fair, though: you don't judge short stories against novels. I liked | |
| "Mercy" for different reasons. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Duncan Stevens a.k.a. Second April <dns361 SP@G merle.acns.nwu.edu> | |
| NAME: The Meteor, the Stone, and a Long Glass of Sherbet | |
| AUTHOR: Angela M. Horns, a.k.a. Graham Nelson | |
| E-MAIL: graham SP@G gnelson.demon.co.uk | |
| DATE: 1996 | |
| PARSER: Inform standard | |
| SUPPORTS: Inform ports | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/infocom/sherbet.z5 | |
| VERSION: Release 2 | |
| It is virtually a film cliche nowadays: early on, one character tells | |
| another everything the audience might need to know, sometimes in | |
| circumstances justifying such a tale but sometimes not. It's a clumsy | |
| device, but it keeps the audience from having to work too hard, always | |
| a vital element. Graham Nelson's Meteor... preempts that approach by | |
| setting out the plot in menu format, distinct from gameplay, a wholly | |
| laudable move in this particular game -- for the backstory that Nelson | |
| elects to give us is exhaustive enough that it would clutter gameplay | |
| considerably were it thrown in Hollywood-style. But it also catches | |
| the player somewhat off balance to find that the complicated setup is | |
| only minimally relevant to the game -- at least, to puzzle-solving; no | |
| puzzles require knowledge found in the backstory. | |
| Rather, Meteor... reduces the "solve puzzles because they're there to | |
| solve" feel by embedding the motivations for the player's action in | |
| the story, so that the plot makes sense of your actions while not | |
| requiring you to consult the setup constantly as a guideline. The game | |
| gives you an initial plot and set of motivations -- you are an | |
| ambassador from a small province sent to investigate strange doings | |
| while keeping relations amicable -- that provides credible reasons for | |
| your required actions. This is not to say that there are no holes or | |
| improbabilities, but there are remarkably few, considering how | |
| complicated the story become. It may not seem like the most notable | |
| feature of the game, but it's an element rarely seen in IF nowadays: a | |
| reasonably involved storyline that, suitably understood, makes sense | |
| of the game, even though the game is quite playable by itself. | |
| Well, mostly. Considering its authorship (*bow* *genuflect*), | |
| Meteor... is encumbered with a surprising number of gameplay problems, | |
| as in Stuff An Author Really Shouldn't Do. Among the less flagrant is | |
| a puzzle that involves waiting around, by my count, 23 turns before a | |
| solution is possible. Granted, there's nothing to do for those 23 | |
| turns anyway, and yes, a few things of some (but only some) interest | |
| happen while you're waiting around -- but given that the relevant | |
| event is not a one-turn happening when it does come along (you notice | |
| something that is henceforth there for the examining until you figure | |
| out what to do with it), it seems like the author could have hurried | |
| things along a tad. Now, yes, the point of the scene in question is to | |
| establish boredom, and it's certainly effective in that respect -- but | |
| mightn't effective writing have the same effect? In short, it's a | |
| questionable decision that risks annoying the player out of the game. | |
| More egregious are guess-the-verb moments -- a few relatively mild, | |
| one absolutely horrendous. (When you get there -- you'll know -- the | |
| relevant verb is "give." You're welcome.) It isn't at all clear what | |
| happened, besides, perhaps, that the author was rushed in putting the | |
| game together. There are other puzzling glitches -- some unlisted | |
| exits (one that made a puzzle's solution a complete surprise to me) | |
| and a description that I found wholly inadequate to convey the | |
| scene. (It relies on a better understanding of the term "scree" -- a | |
| Britishism? perhaps -- than I had, anyway.) One puzzle in particular | |
| toward the end of the game, involving the correct combination for a | |
| dial, is not blessed with huge whopping amounts of sense, and several | |
| other actions involve painfully exact wording that slows down the | |
| game. At one point, you lose some of your possessions unless you take | |
| steps to safeguard them -- but while it doesn't seem so unreasonable | |
| to have them appear again beside you if you've taken the right steps, | |
| the game requires a long circuitous route to retrieve the stuff. None | |
| of this makes the game unplayable or less than enjoyable, but it's a | |
| bit disconcerting in an otherwise strong entry. | |
| The puzzles are excellent; many involve a certain large-scale thinking, an | |
| awareness of how the game environment fits together as a whole, that feels | |
| genuinely fresh. A few, true, involve semi-suicidal actions, but they're | |
| so strongly hinted at by the game that they're more or less reasonable to | |
| try. (And what player really rejects actions on grounds that they're | |
| semi-suicidal anyway?) A few are a bit obscure, true, but not unguessable; | |
| the only one that seemed unfair was the result of a poor setup, as | |
| mentioned above, not the puzzle itself. | |
| The game is a tad inconsistent about what it rewards with points -- I | |
| was initially convinced I was wasting a needed resource on the wrong | |
| puzzle because I wasn't given a point for solving it -- but that's a | |
| minor blip on a set of very good puzzles. The reliance on physics and | |
| common sense recalls the appeal of the Zork series: the puzzles | |
| required understanding and using conventional objects to achieve your | |
| ends, even in fantastic settings, rather than mastering complicated | |
| systems or foreign concepts. In that way, the Zork games were always | |
| accessible -- lack of a scientific bent was never a bar -- and here, | |
| similarly, the puzzles reward logic and logical experimentation. | |
| (Particularly good is the problem requiring use of the stick, and the | |
| way you use the hornet is certainly intriguing.) The game manages to | |
| recapture the magic element of the Enchanter trilogy without making | |
| your puzzle-solving largely magic-based; a few of the puzzles involve | |
| magic, but few enough that trying all your spells in a given situation | |
| is not generally reliable. In short, the puzzles in Meteor... are | |
| generally good, and even memorable in a few cases. As for the format | |
| of magic itself, the "learn spell" routine -- well, it never troubled | |
| me much, but apparently it makes many weep and gnash their teeth. It | |
| fits the feel here, wherein magic is only being rediscovered, but it | |
| isn't, strictly, necessary. | |
| A game that purports to return to the Zork universe -- given, that is | |
| not Meteor's express claim, and its plot is far more involved than | |
| that, but that is part of its premise -- must understand and recapture | |
| its feel, and in that Meteor... succeeds admirably. The central | |
| location -- an inverted cedar -- is vivid and strikingly written: | |
| This is a slate-littered shelf high up at the northwest eaves | |
| of a dark, vaulted cave, from which a meadow-fresh breeze | |
| blows. The ledge broadens down a slab "staircase" to the east | |
| but wastes away into a tight squeeze southwest. Natural | |
| passages extend like tendrils into the rock all around this | |
| cavern, but only one is accessible from here, back north under | |
| the lintel. | |
| Hanging down toward the dim, distant cave floor is a | |
| flourishing, inverted cedar, its roots grappling the roof, its | |
| nearest outflung branch a good 10 feet across the abyss from | |
| here. | |
| Moreover, it is fantastic in a way that suits the genre well, | |
| intriguingly unusual but not so bizarre that the player can't imagine | |
| it easily. As with the Carousel Room in Zork II (or, even, the living | |
| room and its various entries in Zork I), mastering the layout means | |
| getting the hang of traveling through that location, and the geography | |
| here makes sense once the player accepts the premise. Just as | |
| successful is the bridge between fantasy and reality, especially since | |
| that relationship is central to the game -- the real-life element is | |
| thoroughly (if tediously) established before you, the ordinary fellow, | |
| are cast into the fantasy side, and the conclusion ties things back | |
| together nicely. As a result, the player need only suspend disbelief | |
| in a few elemental ways -- the existence of magic, for instance -- | |
| because the original "ordinary" persona is believable. It may not seem | |
| like much, but it's an element that the original Zork games certainly | |
| never tried to capture. And there is even a sense of perspective on | |
| Zork and its progeny, captured in an encounter with an adventurer's | |
| ghost that concludes thus: | |
| The Adventurer, having now acquired the whole nearby wealth of | |
| treasure, spreads his arms around the pile of loot. As he does | |
| so, he and they vanish like the dawn into the past where, | |
| perhaps, they belong. | |
| It might be said, therefore, that Meteor... returns you to the Zork | |
| universe but does not send you there as an adventurer, as such, merely | |
| a chance visitor, and even with the variety of Infocom references -- | |
| including the living room from Zork I and several of the original | |
| treasures -- the plot given, not "exploring the Zork universe," drives | |
| the story and keeps things moving along. | |
| As noted, the writing is strong, particularly in the way it conveys | |
| the hanging cedar and the surrounding scene; Nelson, as with the best | |
| game authors, paints each scene vividly in just a few | |
| sentences. Particlarly effective is the way the locations that are | |
| intermediate between ho-hum everyday life and the fantasy Underground | |
| Empire hint at the latter -- they point to something unusual but avoid | |
| telegraphing it in overly obvious terms. To wit: | |
| Bubbling Pool | |
| This is a red-brown earthy bole, a cavity in hardened | |
| soil with but a single crawl leading out to the | |
| southeast. The ground is covered with autumn leaves, | |
| russet and variegated. | |
| In the centre is a bubbling pool of spring water, | |
| glinting with shades and flickers of green | |
| phosphoresence. | |
| Intriguing enough on its face -- and why are there autumn leaves | |
| underground? Why is the pool "bubbling"? Nelson draws the player in | |
| through a series of increasingly intriguing discoveries, rather than | |
| throwing the entire Zork universe into one momentous discovery. There | |
| are a few somewhat overwritten moments... | |
| ...And suddenly, there is the Power! It crackles through your | |
| whole body, sparking at your fingernails and toenails, sending | |
| shivers along your limbs. You feel suddenly afraid to imagine, | |
| afraid that you can no longer tell imagination from reality. | |
| ...but only a few, and they don't distract much from the game. Moreover, | |
| the humor integral to Infocom's fantasy efforts is here in spades, with a | |
| wryness that avoids an "I'm being funny now" feel. For example: | |
| >examine elephant | |
| The magnificent grey beast is wrinkled and has a wise look | |
| (but then, after an entire day of Amilia's conversation, your | |
| average potato would have a wise look). His two great ears | |
| flap a little up at the front sides of the basket, his trunk | |
| curls and pokes at the air. | |
| Equally amusing are the dummy spells you can encounter late in the | |
| game, including "gloth," referred to in Spellbreaker (fold dough 83 | |
| times), and others to "paint picket fence orange" and "reduce herbs in | |
| over-spiced stew." As Infocom liked to do in its day, these bits help | |
| make magic amusing rather than fearful and awe- inspiring. And there | |
| are the usual Nelson touches -- an Eliot reference here, references to | |
| obscure science fiction authors there -- and there is a spell to "view | |
| the past" that allows perspective on every location in the game, givin | |
| the game a sense of completeness (though the spell is not necessary to | |
| win the game, nor is it even useful). | |
| As is in the case in the best games, there is much more going on here | |
| than the bare plot and puzzles; the wealth of extraneous details give | |
| Meteor considerable explorability and replayability, and allow the | |
| player to keep discovering more about the game on subsequent | |
| attempts. There are no alternate paths -- in fact, no puzzles have | |
| alternate solutions -- but there are many things to ponder along the | |
| way that the initial gameplay might not necessarily reveal. Just as | |
| importantly, though, even when the puzzles are simply there to solve | |
| rather than part of the story, the writing preserves the feel -- | |
| ordinary fellow discovers extraordinary things -- and reminds you now | |
| and again of who you are. (For example, upon reading a document: | |
| "Scratchy handwriting adorns this text, and the writing's in a dialect | |
| almost unrecognisable today. But, like any diplomat worth his salt, | |
| you've a way with language..." Touches like this diminish the sense of | |
| puzzles grafted into the game, and help merge plot and gameplay -- not | |
| entirely successfully, but skillfully enough. | |
| In sum, Meteor is a worthy return to, and comment on, the Zork world, | |
| and an entertaining game in its own right. While not as polished as | |
| many of Nelson's works, it certainly stands among the better games out | |
| there (though it was rather long for a competition entry, with more | |
| than 300 turns required). Glitches aside, there is enough Graham | |
| Nelson here to make it well worth any player's while. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Yuzo Takada a.k.a. Dark Fiber <entropy SP@G mpx.com.au> | |
| NAME: Mystery Island | |
| AUTHOR: Mountain Valley Software | |
| EMAIL: ??? | |
| DATE: I would guess circa 1985? | |
| PARSER: Scott Adams Standard | |
| SUPPORTS: C64 and C64 Emulators (many platforms) | |
| AVAILABILITY: IF archive | |
| URL: ftp.gmd.de/if-archive/games/c64/ | |
| Aaaaah another classic C64 game I remember from my youth. This game, | |
| reaaally harks back to the Scott Adams days. Its a treasure hunt, | |
| which for a large percentage of IF players means you should hit page | |
| down to get to the next review. | |
| As with Bastow Manor, this game is by one of two "companies" that | |
| produced IF on the C64 using the text textgraphic format for a good | |
| result. Graphics in this game are good and if not in some places, | |
| above anything you would expect. Unlike Bastow Manor and other | |
| Softgold adventures, Mountain Valley Software uses the half screen | |
| height, half screen width for pictures. The top right quarter of the | |
| screen is used for the room graphic, the top left quarter is used to | |
| display your exits, visable items, etc whilst the bottom half is your | |
| text input area. | |
| Like Bastow Manor, there is not lead-in text or "what do I have to do | |
| to complete the game" type introduction. I have completed it so I can | |
| give you a rough synopsis. You are the lone occupant of this island | |
| you find yourself on and the aim is to collect the ten treasures | |
| scattered and hidden throughout the island. | |
| This is a treasure hunting game, the puzzles and items you will come | |
| across are not logical. The puzzles you do come across are of the | |
| push button, say magic word, store magic item variety. It plays a lot | |
| easier than Bastow Manor. There is nothing unique or outstanding in | |
| this game that comes to mind. What is obvious when you play the game | |
| is that it WAS designed. It's evident that the author did not just | |
| plonk items willy nilly around the landscape. Some of the items you | |
| must retrieve are give-me items and some you must work for. Where the | |
| games planning does fall down is that only one treasure you pick up is | |
| actually used! The rest of the treasures are just scoring fodder. | |
| Sudden death does not lurk around every corner but every second one. | |
| There are about 10 or so ways you can die in this game and some of | |
| them are only if you really do stupid things, other killing methods | |
| are the standard "do something normal and get killed" type things. | |
| Fortunatly those types of problems are here in a lesser presence than | |
| in Bastow Manor, and if you're good you won't actually die in this game | |
| before you finish it. | |
| Mystery Island does suffer from the same affliction as Bastow Manor in | |
| that you must look at things mutliple times in order not to miss items | |
| and clues. The puzzles in the game are very easy to overcome and if | |
| you've been taking notes whilst playing, the final "tough" puzzle is | |
| not very tough. This game is a lot easier than Bastow Manor, it's | |
| also not as bugged (i.e. I completed it without having to make any | |
| fixes to the code). | |
| The island itself is tiny with only about 15 to 20 locations and a few | |
| red herring items. The game is winnable inside 20 minutes depending | |
| on your typing speed, once you know what's what in the game, otherwise | |
| I'd say it would most likely take an hour or so to complete on your | |
| first go. | |
| A good beginners game. | |
| I will score this game 6/10, some harder puzzles would have pushed the | |
| score up to 7. Recommended for the nostalgia freaks and people of | |
| limited adventuring knowledge. | |
| Hopefully I will have finished Lost City Adventure and Castle of Mydor | |
| (which I think is Mountain Valley's version of Bastow Manor) by next | |
| issue! | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Yuzo Takada a.k.a. Dark Fiber <entropy SP@G mpx.com.au> | |
| NAME: The Pawn | |
| AUTHOR: Magnetic Scrolls | |
| DATE: Mid-80's? | |
| SUPPORTS: See review of "Fish!" above | |
| AVAILABILITY: Commercial (see above) | |
| Ahhh, Magnetic Scrolls first illustrated text adventure and, like | |
| Infocoms first official game Zork, is just about as famous unless you | |
| lived in America in the the late 1980's of course, which is a pity. | |
| The story: you have been bushwacked on the way home from shopping at | |
| the supermarket and you wake to find yourself in the land of Kerovnia. | |
| Things aren't all gold and cheese in the land of Kerovnia though, and | |
| you find out why later. The game starts off by not telling you what | |
| you are supposed to do, and you only find this out by talking to | |
| everyone you meet. The characters you get to meet are a colourful | |
| bunch, Jerry Lee Lewis (yes, yes, the one and only), Kronos the | |
| Wizard, a horse with no legs, Honest John and a bloody irritable | |
| princess. | |
| The parser is quite good but has its niggles. Especially in reference | |
| to English and some objects. The most noticable bug is the "white" | |
| one: you have in your inventory "you are carriny a white" which turns | |
| out to be a white light. Kinda dodgy and should have been picked up | |
| in bug testing. | |
| The puzzles are very crafty and logical. Hands up those of you who | |
| got stuck trying to move the boulder! | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: agt20 SP@G phy.cam.ac.uk (Alistair G. Thomas) | |
| NAME: So Far | |
| AUTHOR: Andrew Plotkin | |
| AVAILABILITY: Freeware, gmd | |
| EMAIL: erkyrath SP@G netcom.com | |
| DATE: December 1996 | |
| PARSER: Inform | |
| SUPPORTS: .z8 compliant Inform interpreters | |
| URL: Story File: ftp://ftp.gmd.de/if-archive/games/infocom/sofar.z8 | |
| Invisiclues: http://www.bioc.rice.educ/~lpsmith/IF/sofar.html | |
| So Far has been around for a while now, having been released in late | |
| 96, but for some reason it's never been reviewed in SPAG News. Magnus | |
| reckons we're all too daunted by it. Given that it won the awards for | |
| Best Game, Best Writing and Best Puzzle in the 1996 interactive | |
| fiction awards, organised by XYZZY News, I thought it was about time | |
| it was written up here. It's a noteworthy title, for a whole slew of | |
| reasons. IF's traditional features have been handled extremely well, | |
| in that the writing, the puzzles and the coding are as near flawless | |
| as they come. There are further aspects however, concerning the | |
| game-world and the player's place within it, that add new and | |
| thought-provoking elements. I'll go through all of these. | |
| In reviewing any adventure, there's a balance to be struck, between | |
| describing the game and giving the game away... In this case | |
| especially, where so much is so inventive, I really don't want to reel | |
| off the places and events that make up the story. I'll try and | |
| describe the style and the approach, and I'll quote a little, and | |
| hopefully you'll get some idea of what's different about So Far. | |
| On beginning, the first thing to strike you is the quality of the | |
| writing. Most of the text is in traditional fantasy style, | |
| i.e. plenty of adjectives, plenty of drama, plenty of verbal | |
| swoosh. From a writer of limited ability, this can be fairly | |
| cringe-inducing, but the author here brings it off extremely | |
| well. There are dramatic moments, exotic settings, and strange, | |
| half-understood events throughout this game, and the prose never | |
| flags. I would say this is the best writing, in this style, that I've | |
| seen in IF. | |
| West Portico | |
| More people are relaxing here, perhaps because of the kegman | |
| who sells his beer under the theater portico. The main street | |
| bakes in sunlight to the south; the front of the theater | |
| continues to the north, adorned by some decorative potted | |
| shrubs. | |
| A couple of people nearby are discussing the moons. That's | |
| right; tonight is the night that the astronomers have been | |
| going on about. You'll have to be sure to watch. Snuggled in a | |
| blanket, ideally... if you ever find Aessa. | |
| You feel the faintest cool breath of air. | |
| Wait. Wait. What's ever cool in this suffocating summer heat? | |
| It comes again, slight, smoky, deep with autumn. Impossible. | |
| >x sky | |
| You lean out of the shade and look up. The sun scorches you | |
| from one side of a metal-blue sky. The moons are also | |
| visible. Warel is already high; Amwal is just rising, but she | |
| will soon be catching up, approaching tonight's lunar event. | |
| Early in the game, the settings are pretty much fantasy staples, but | |
| they're varied and well realised. The player has no particular idea of | |
| their role, or even their identity, but without giving too much away, | |
| the game is a journey, an exploration of worlds weird and | |
| wonderful. While some of the places to be found are standard | |
| adventure-fare, frozen wastes, castle moats and the like, others are | |
| fresh and fascinating. These tend to be the inhabited stretches. The | |
| author creates the impression of some rich and living cultures, by | |
| virtue of things happening in the background, with virtually nothing | |
| in the way of Ask XXX About YYY. Coming across these people, observing | |
| their strange activities, it's eerily reminiscent of the early Star | |
| Treks, when Kirk was always beaming down to strange new civilisations, | |
| picking his way cautiously amongst the 'aliens'. | |
| These people are a good example, in fact, of the style the author has | |
| adopted throughout the game. The world is not there for the player's | |
| benefit. It does not revolve around him. On seeing a building, a | |
| street, a door, an object, there's no guarantee that you'll be able to | |
| do anything useful with it. It may well be there for some reason which | |
| doesn't concern you. This is not to say these things can't be referred | |
| to, or looked at or under or manipulated, just that they won't | |
| progress the story, or at least, not the story of the | |
| player. Conversely, as you find yourself in strange places, with | |
| strange items to be had, some of these things most definitely are | |
| useful, if only you can work out how to do whatever it is they do. | |
| >x box | |
| The box is strange, even stranger for being so simple. Just | |
| polished wooden sides, trapezoidal, no two faces parallel. But | |
| the joinings are precise; no seams show. The craftwork is | |
| exact. No mark shows on the rich reddish wood, except for the | |
| natural grain; and also a row of paler circles on each | |
| side. These seem to be inlaid discs of a blond wood, flush | |
| with the surface, each incised with a deep star-shaped mark. | |
| >x discs | |
| The discs are each about as long as the last joint of your | |
| thumb. They are arranged in precise rows of three discs each, | |
| one row on each face of the box. Each disc is incised with a | |
| mark in the shape of a three-pointed star. | |
| Often you'll have no idea why or how things do what they do, you just | |
| have to figure out how to make them do it | |
| Moving through things and places, that you know nothing about, but | |
| that you have to make some sense of to move on, gives the story an | |
| eerie, other-worldly feel. In the early stages this feeling, of things | |
| going on that no-one is telling you about, is evoked by impassable | |
| locked doors, streets the locals won't let you enter, arcane power | |
| sources for derelict machinery. | |
| You're reminded of Europe, in the later 19th century, where one of the | |
| influences that produced the Impressionists was the new availability | |
| of prints from Japan. These, shockingly, included pictures of objects | |
| half-in/half-out of the frame, cutting people or scenery in half, with | |
| seeming disregard for the careful composition of scenes characteristic | |
| of Western art until that time. In the real world, whatever you choose | |
| to look at, you catch unconnected things in shot. The author has | |
| achieved that effect here. It's a subtle, quite brave thing to do, | |
| pretty much new in IF. | |
| Later on, things become less conventional yet, and the familiar | |
| traipse round the map, looking for objects, becomes a fond memory. | |
| Read this example. In this dark place, seeing nothing, you're battered | |
| by sound, different sounds as you move around, some so loud that they | |
| block your progress, some deadly. The solutions to these problems | |
| depend on sound as well, but you never know just why or how they work, | |
| or exactly what you've done, or why this place is like this. | |
| Darkness | |
| It is too dark to see. | |
| You are nearly deafened by unseen clangor. A thousand bells | |
| might be roiling a foot above your head. The noise is dampened | |
| to the east, where you can hear an occasional sharp rap, and | |
| to the north, where an echoing plipping noise gives the | |
| impression of dripping water. | |
| >listen to the bells | |
| The noise is a thousand incessant bells, from an ice-sweet | |
| chime to a fierce, deep gongen. Not one of them pauses, for | |
| one moment. | |
| Somewhere behind the noise, there is an indistinct voice, | |
| chanting: "Hear the tolling of the bells... iron bells..." | |
| >listen to the bells | |
| Somewhere behind the noise, there is an indistinct voice, | |
| chanting: "What a world of solemn thought their monody | |
| compels..." | |
| >listen to the bells | |
| Somewhere behind the noise, there is an indistinct voice, | |
| chanting: "To the tintinnabulation that so musically wells..." | |
| >listen to the bells | |
| Somewhere behind the noise, there is an indistinct voice, | |
| chanting: "From the jingling and the tingling of the bells." | |
| Metaphysical moments come thick and fast towards the end. You find | |
| yourself drifting among clouds, with vague feelings of attraction and | |
| resistance interfering with your progress. You see shapes acting out | |
| scenes you don't understand; you don't know where you have to be. When | |
| they ask you questions, you don't know what they mean. In most games, | |
| this would mean you'd missed out the bit where you found out the | |
| answers. In So Far, the author has pushed the idea that in a strange | |
| world, the player might well face strange incomprehensible things, and | |
| to pass through that world, he might well have to figure out what they | |
| can do for him. He is not the focus of this world; it has its own | |
| history, its own concerns. The player will not get his hand held here. | |
| The idea that things need not be explained, as long as they exhibit an | |
| internal logic, is probably the defining characteristic of So Far. | |
| Metaphysical choices, vital and incomprehensible objects, whole worlds | |
| which aren't north-south-east-west-strolls: these really require a new | |
| view of the player's place in his world. It asks what IF does, what it | |
| can do, and so what it should do. And this, is Modernism. In IF. If | |
| this carry-on doesn't stop, we'll be a proper grown-up medium before | |
| you know it. Lordy. | |
| But moving quickly on now, um... puzzles. | |
| The puzzles are generally very good. There are only a few problems | |
| which come down to find & use, and even these tend to be unusual | |
| objects and uses. There are also some excellent, more complex | |
| problems, which are imaginative and very satisfying to solve. (XYZZY | |
| News voted the immense gate the best problem of 1996, although I | |
| preferred the bizarre animals. I had to consult the invisiclues for | |
| the light source...) These problems (and there are a few) involve | |
| several stages, and are thankfully well coded, with the possibilities | |
| arising from each step dealt with intelligently. There's very seldom | |
| a single action which the player has to find. More likely, a range of | |
| choices will be apparent, most of which will end with the player | |
| feeling rather sheepish, with the actual solution requiring quite some | |
| thought. Indeed, the range of things the player can do at each stage | |
| of one of these problems is part of what makes them difficult. | |
| And this is a difficult title. The puzzles are not re-hashes of things | |
| we've seen before, and the stranger ones will definitely have you | |
| scratching your head. The significant freedom the player has can let | |
| him screw things up completely. There is apparently a walkthrough | |
| available, although I haven't seen it, and in fact Lucian Smith has | |
| gone to the effort of producing some online invisiclues, which I had | |
| to use for the later sections, and would recommend above a | |
| walkthrough. Screwing up is generally worth doing a few times however, | |
| just to read what's gone wrong this time. Black humour, metaphysical | |
| angst... you'll be on the end of it all. | |
| On the technical side, coding is robust enough to deal with even the | |
| complex, multi-stage problems encountered. Basics like spelling and | |
| grammar are just about perfect, and guess the word problems are almost | |
| non-existent, although in some weird situations, you may find yourself | |
| producing weirder suggestions than the parser is expecting. | |
| In conclusion, I'd recommend So Far to anyone. Some of its new ideas | |
| won't be to everyone's taste, but they're certainly worth looking | |
| at. The more traditional parts are imaginative and involving and make | |
| a cracking game in their own right. Go get it. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Duncan Stevens a.k.a. Second April <dns361 SP@G merle.acns.nwu.edu> | |
| NAME: Space Under the Window | |
| AUTHOR: Andrew Plotkin | |
| E-MAIL: erkyrath SP@G netcom.com | |
| DATE: 1996 | |
| PARSER: Inform, thoroughly hacked | |
| SUPPORTS: Inform interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/infocom/sutwin.z5 | |
| VERSION: 2 | |
| Not sure if it's reviewable, but I'll try. Andrew Plotkin's Space | |
| Under the Window is a work of "experimental" interactive fiction, as | |
| part of a project that produced a variety of creative works under that | |
| title -- and it's hard to imagine how the others could have pushed the | |
| boundaries as much as this one does. The point of Space... is to let | |
| the player interact with the environment without conventional IF | |
| commands -- and what, exactly, is the player doing? It's hard to say, | |
| but it's certainly worth trying. | |
| The mechanics are simple: given a block of text, ranging from a | |
| sentence to several paragraphs, you type a word appearing somewhere | |
| within the text, which may or may not affect the narrative. If it | |
| does, the screen clears and you are given a new block of text -- | |
| sometimes changed only by a word or two, sometimes with a new | |
| paragraph, sometimes entirely different, and you start once again | |
| trying words. The effect is not quite EXAMINE [object], as the | |
| following shows: | |
| The window is open, so you climb down inside. The table is | |
| set for two. | |
| >two | |
| The window is open, so you climb down inside. The table is | |
| set for two -- a surprise; you didn't think you were | |
| expected. | |
| No one would type "examine two", but the change manages to elaborate | |
| on the concept, somehow, and suggest that you have learned more about | |
| the idea. The closest analogue in real life might be a storyteller | |
| whom you are invited to interrupt constantly to explain something more | |
| fully, though the storyteller apparently declines sometimes to | |
| elucidate whatever it is. (Sometimes, a word that led to development | |
| may not later, even if that word is still on the screen.) The progress | |
| is thoroughly nonlinear -- most words, if typed a second time, will | |
| reverse the effect of the first input, though that isn't always | |
| true. As a result, there is minimal need to restart even if you've | |
| sent the narrative somewhere you'd rather not, since you can undo the | |
| effects of any command (either with a well-placed word or "undo"), and | |
| a few commands can send the story back to the beginning. | |
| This could be mechanical and fairly dull without some imagination -- | |
| it could become conventional IF with only EXAMINE available -- but | |
| Plotkin is up to the task. Many words yield unexpected results, and | |
| trying to manipulate the story to do something in particular is almost | |
| invariably a failure -- it is more accurate to say that you discover | |
| the story as you go along. In that sense, this is closer to | |
| conventional fiction than traditional interactive fiction, since you | |
| only affect what particular story you see -- you are not, really, | |
| writing the story yourself. The levels on which you change the story, | |
| though, are several; there is a wide variety of input by which you can | |
| affect what you "see". One of the more intriguing involves light, and | |
| its effect -- this is one transition: | |
| The window is open, so you climb down into dimness. The | |
| table is set for two -- a surprise; you didn't think you | |
| were expected. The cold shadow lifts a little. Yes. An | |
| empty vase, white glass, stands beside a single lit | |
| candle. A smile touches you; it feels like the first one in | |
| some time. | |
| You are arranging your flowers when the door opens. | |
| >dimness | |
| The window is open, so you climb down into dimness. The | |
| table is set. An empty vase glows, white glass catching the | |
| light of a single candle. The rest of the room shades into | |
| obscurity. | |
| You are arranging your flowers when the door opens. (You | |
| slip back into the shadow of a corner.) A figure climbs | |
| out, and lowers the door closed. | |
| Primary among the adjustments for the seasoned IF player is losing the | |
| "goal" feeling -- the need to type in the right combination of | |
| commands that will produce a "You have won" or some equivalent. That, | |
| to say the least, is not the point of Space Under the Window, and | |
| insisting on it leads to frustration; there are certainly many endings | |
| to the story, but not many of them resolve much, such as who you are | |
| and what you're trying to do. Moreover, many of them are frustrating | |
| in some respect: they seem to represent failures of one sort or | |
| another. A lost connection here, an ignominious flight from an | |
| encounter there, distrustful silence that never gets broken. Those | |
| that aren't expressly negative are at best neutral, and the player | |
| learns to appreciate intriguing twists as developments in the story | |
| rather than goals achieved. | |
| Space... is superior in that respect to other "experimental" works of | |
| IF, such as "In the End", that never quite lose the feel of | |
| "accomplish something." The mechanics are part of it -- though you | |
| occasionally say things, the player has no control over the words, nor | |
| when they are said, and the effect is sometimes like a novel centered | |
| around a main character who is not always sympathetic. Not being able | |
| to exercise control over the character -- yet playing in the second | |
| person nonetheless -- is a strange and disconcerting feeling, and the | |
| haphazard ways that your input affects events reinforce the sense that | |
| you are witnessing rather than participating in the narrative. The | |
| result is subversive in its way -- it questions the assumption that | |
| you are sent to an interactive-fiction environment to do something | |
| concrete, make an effect, rather than experience what's there. In | |
| effect, it makes the scene itself, and what happens there, more | |
| important than you, the player (though you as the player are distinct | |
| from "you", the character), since your importance is mostly to enter | |
| commands that allow you to see more. In that the setting is almost | |
| entirely fixed in one location, Space... also forces the player to | |
| appreciate the minute details that Plotkin brings out. | |
| There are a few red herrings that I found somewhat distracting. One of | |
| the few choices you can make sends some signals suggesting it will | |
| affect the plot, but in fact it doesn't -- it merely affects a certain | |
| room description. There are plotlines that simply can't be followed -- | |
| it looks like they might lead to several-paragraph narratives, but | |
| they simply stop, and all input either reduces the text or sends the | |
| player down a different line. And it is best not to try to understand | |
| the cryptic bits of conversation by cross-referencing between | |
| different storylines, since the comparison yields little insight; it's | |
| ultimately more rewarding simply to regard the exchanges as cryptic | |
| and appreciate the way they change with your commands. | |
| At one point, a certain input will add to a fairly innocuous account | |
| of a woman's movements the following: "(Always careful, and always | |
| quiet. It took months before you saw past that.)" You never discover | |
| what the "months" reference meant, nor enough to say what you "saw", | |
| which certainly intensifies the air of intrigue; it's difficult to say | |
| whether Space... would be more or less satisfying with fewer | |
| unanswered questions. There is certainly intrigue aplenty in the | |
| movements you observe, all the more because they reflect a history | |
| unavailable to you. The above addition also provides a moment of | |
| insight into your own character -- the scorn in the tone of that | |
| statement reminds the player that he or she is not, despite the second | |
| person, dealing with a blank slate. | |
| The writing is skillful: Plotkin makes the scene changes reflect your | |
| input while limiting your ultimate control over what you see. (The | |
| experience is sometimes like throwing a rubber ball in the general | |
| direction of an object -- we know it will change things around, but we | |
| can't reliably predict how.) Sentences and phrases are added to | |
| existing text, with considerable effect: | |
| The window is open, so you climb down inside. The table is | |
| set for two -- a surprise; you didn't think you were | |
| expected. Yes. An empty vase, white glass, stands beside a | |
| single lit candle. | |
| >surprise | |
| The window is open, so you climb down inside. The table is | |
| set for two -- a surprise; you didn't think you were | |
| expected. The cold shadow lifts a little. Yes. An empty vase, | |
| white glass, stands beside a single lit candle. A smile | |
| touches you; it feels like the first one in some time. | |
| Again, the change is more psychological than perceptual; your | |
| character begins to perceive something differently, and the change | |
| affects later interactions. In the hands of a less effective writer, | |
| this sort of thing could feel clumsy, as if our attention were | |
| deliberately drawn to whatever it is that's affected -- but, here, an | |
| inattentive player might miss the significance of the change and how | |
| it influences later developments. An equally effective example is the | |
| difference between the following two descriptions, depending on a | |
| certain input earlier on: | |
| "I never dreamed it would." She tosses her head back | |
| suddenly. "It seemed appropriate, that's all. Here. Finally." | |
| The flame of the candle flickers uncertainly, but her voice is | |
| still steady. "...Shall we go?" | |
| "I never dreamed it would." She tosses her head back suddenly, | |
| her lips falling one more time into that wry smile. "It seemed | |
| appropriate, that's all. Here. Finally." The flame of the | |
| candle flickers uncertainly, but her voice is still | |
| light. "...Shall we go?" | |
| Not so remarkable when examined side by side, but it takes a good | |
| writer to know when to make changes minor rather than waving flags at | |
| the player that might disrupt the feel of the narrative. Plotkin's | |
| writing almost never intrudes on the structure of the story (the | |
| sequence with the flowers is one of the few exceptions), and it | |
| rewards close attention to the various paths. Perhaps the best thing | |
| about Space... is the spareness of it: the reader is left to infer | |
| details from the way various pieces of the setting flicker in and out | |
| with light changes. And there, as well, the writing is well-calculated | |
| to tell the player just as much as needed to paint the picture. | |
| It's hard to categorize this one, obviously; some will quickly grow | |
| bored with it on ground that not much happens, and some will be | |
| frustrated with how limited the player's control is, as if different | |
| commands opened pages of a novel at random. And the feeling of not | |
| having anything as such to do requires some attitude adjustment, | |
| true. But there is much to appreciate in Space Under the Window, | |
| notably some of the more satisfying or upbeat endings, and even | |
| without a "right" way to play it, finding a previously undiscovered | |
| narrative trail is just as intriguing as any new discovery in | |
| conventional IF. If you can set aside your assumptions for a little | |
| while, give this one a shot. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Duncan Stevens a.k.a. Second April <dns361 SP@G merle.acns.nwu.edu> | |
| NAME: Time: All Things Come To An End | |
| AUTHOR: Andy Phillips | |
| E-MAIL: pmyladp SP@G unix.ccc.nottingham.ac.uk | |
| DATE: 1996 | |
| PARSER: Inform standard | |
| SUPPORTS: Inform interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/infocom/tatctae.z8 | |
| VERSION: Release 6 | |
| As a reviewer should, I took it upon myself to replay Andy Phillips' | |
| Time: All Things Come to an End before reviewing it, thereby to | |
| produce a transcript. The exercise, such as it was, afforded some | |
| insight: when the solutions to puzzles are so illogical or obscure | |
| that they stump me completely -- even when I've _already_ finished the | |
| game once -- something is gravely amiss. When getting through the | |
| first half of the thing, even after I remember the solutions to the | |
| puzzles, takes many, many tries because I forget stupid little items | |
| that prove essential much later on, it says nothing positive about a | |
| game. And when I am unable to keep a coherent transcript because of | |
| all the saving and restoring required to get through the | |
| every-move-accounted-for sections, well, the resulting review will be | |
| less than glowing. | |
| Trashing Andy Phillips has, admittedly, become a trend of late, so I | |
| will try to be as positive as possible in reviewing Time... To wit: | |
| somehow, for some reason, I plowed through this thing to begin with; | |
| it kept me interested enough to forgive its faults and push on to the | |
| end. I can't explain what it was now, and I certainly don't feel | |
| compelled to slog through games I genuinely dislike. But on some | |
| level, for me at least, Mr. Phillips did manage to craft a game that | |
| held my attention, and he deserves recognition for that. | |
| On, then, to the game. As has been pointed out, Time... is an example | |
| of a heavily linear game, meaning that fairly narrow sections of the | |
| thing are available at any given time -- and, moreover, past sections | |
| become unavailable once apparently disposed with. Handled well, this | |
| sort of game can tell an interesting story and keep the plot moving | |
| along with the game; handled poorly, it can be both frustrating and | |
| dull -- because the confines of the plot can keep the player in a | |
| small section of the game for a long time, with nothing to do but | |
| examine the same objects over and over and beat his head against the | |
| wall. More importantly, if not designed well, the player can lock | |
| himself out of winning the game without realizing it. | |
| And Time..., I'm sorry to say, is linear in just about the worst way a | |
| game can be. Things like manipulating the scenery, holding onto | |
| objects that seem fundamentally single-use, and obtaining objects with | |
| no apparent use -- all are required actions for unforeseeable later | |
| events. Players are advised never, NEVER, to assume an object has | |
| exhausted its usefulness, or to leave a game area -- for the first | |
| quarter or so of the game, you'll be doing that every few moves -- | |
| without taking absolutely everything that isn't nailed down. Except, | |
| of course, for those objects that get you killed if you keep carrying | |
| them past a certain point. And then there's the object that you break | |
| in one scene but pick up and use later, and the murder weapon that you | |
| are expected to take with you and use in an unforeseeable way, and, of | |
| course, the many puzzles that you must solve for no other reason than | |
| that there are some strange objects sitting around... I trust the | |
| problems are becoming apparent. | |
| There are many and various puzzles in Time... that require knowledge | |
| obtained by death. The most egregious of them involves an apartment | |
| where, let's see, failing to hide your means of getting into the | |
| apartment (since they are noticed by a search that begins only after | |
| you enter the apartment) and otherwise cover your tracks before anyone | |
| actually starts looking for you, failing to realize that the police | |
| are outside watching the apartment and will charge at the least sign | |
| you are there, failing to realize that the police will kill you if you | |
| are holding certain items when they get there, failing to realize that | |
| another person will kill you if you are holding certain different | |
| items when the police get there, and failing to disable an bomb that | |
| will kill the police when they get there, all result in death -- plus, | |
| of course, there are items to obtain while you're there, and the whole | |
| thing is time-sensitive. If this one section of the game didn't screen | |
| out quite a few would-be players, the IF world is more persistent than | |
| I realized. | |
| The problem with learning by death, quite aside from the realism issue | |
| ("I'd better drop the gun because I remember from the last time that | |
| the police will kill me if I'm holding it when they get here"), is | |
| that it makes a game less enjoyable; there's nothing like playing | |
| through a scene 50 times to make it unspeakably boring. The advantage | |
| of linearity is that the author can control the story he tells, but | |
| Mr. Phillips largely sacrifices that advantage by making the puzzles | |
| so obscure that the story does not exactly move along. | |
| How unfair are the puzzles in Time?... There are sections where the | |
| plot resembles an action movie and the puzzles require action-movie | |
| suspensions of disbelief, like, say, that no one notices you stealing | |
| a helicopter, that you can learn to pilot the helicopter instantly | |
| (well, that a reasonably with-it first grader can pilot a helicopter, | |
| I guess), that you can get into a second-floor apartment using the | |
| materials that come to hand -- and these, while a bit annoying, are | |
| part of the genre. But there are far worse moments -- for example, the | |
| instructions at one point are that you should "use the stasis field," | |
| which I found less than helpful. You miraculously sense that a statue | |
| is actually something completely different in disguise, with no hints | |
| to that effect. You wait seven turns in a location for the means of | |
| solving a puzzle to appear -- though it was there all along; you just | |
| hadn't "noticed" it. Other things are likewise hidden until you type | |
| certain sensory commands, and so on. | |
| The game is largely devoid of helpful hints, requires absurdly exact | |
| syntax in many cases -- notably, getting out of the map room, which | |
| required both a huge intuitive leap regarding the procedure and a game | |
| of guess-the-verb for the final action. Another puzzle involving a | |
| crate is looking for a certain verb that is, in truth, used fairly | |
| frequently in IF these days -- but not in the context you find it | |
| here. Magical/technologically advanced objects (the line between them | |
| is fairly blurry here) do things that could not possibly be foreseen | |
| -- the same object, even, will have several uses that have little in | |
| common. There is a time-paradox puzzle that, well, seems frankly | |
| absurd -- not only for the objects that cannot logically exist, but | |
| for the reactions to you by someone who, even accepting the paradoz, | |
| could not have encountered you before. (It also serves no real purpose | |
| in the game -- it provides information that could easily have been | |
| provided another way.) One puzzle requires such a ludicrous disregard | |
| of scale that when I saw it in the walkthrough, I assumed I had missed | |
| something important earlier on. And whenever you are under duress -- | |
| meaning that someone is about to kill you, which is the case virtually | |
| every moment -- objects in your backpack are unavailable on grounds | |
| that you have more important things to do than "fiddling with" | |
| whatever -- and inventory management before the scenes (requiring | |
| amazing foreknowledge of what you'll need) is, of course, necessary. | |
| And then, of course, there's the writing. There are worse sins than | |
| the occasional comma splice, but the writing here is littered with | |
| them -- e.g. "A fire burns in one corner of the room, its red glow is | |
| highly appropriate to the surroundings." The syntax of many room | |
| descriptions is so tortured that the idea doesn't come across, as in: | |
| "To the north of you is the vast expanse of the park's solitary lake, | |
| looking dull, a reflection of the dark sky and equally dark feeling | |
| about this whole place." Er, what? There is a genuine attempt here to | |
| provide atmosphere, but too often it produces results like these: | |
| A well-worn road running from west to east, with the park | |
| gates to the north. Some distance to the east, the street ends | |
| in a bricked up wall, while it opens up into some kind of | |
| large square to the west. The area is deserted, almost as if | |
| the inhabitants have given up on this terrible world. | |
| You are in what appears to be the central area of the town, | |
| market stalls lie abandoned and a few people hurriedly walk | |
| from one area to another, as if in a hopeless attempt to avoid | |
| this apparent centre of the evil. Most areas have been | |
| cordoned off, except for the seemingly important stone | |
| building to the south. | |
| Good writing usually tries to show the reader the scene and let him | |
| infer from there, rather than telling him outright what to feel or | |
| think; the scenes above might have been quite effective if they had | |
| included, say, descriptions of passers-by who walk by with their heads | |
| down without speaking to each other, or if the player had encountered | |
| someone who was clearly afraid of a certain building and nervous about | |
| speaking too loud. As it is, the atmosphere here becomes | |
| self-parodying, since evil and menace are so obvious and ubiquitous | |
| that they become unremarkable. ("And our weather report: partly | |
| cloudy, with an undercurrent of evil throughout the afternoon.") At | |
| times, the author lays off the brooding menace and dread, and the | |
| results are effective... | |
| The moonlight casts eerie shadows onto the buildings that | |
| surround the central courtyard. The western edge is dominated | |
| by a building seemingly still in use, but the Schloss is | |
| otherwise deserted. | |
| ...but those moments are, alas, all too few. In one region, you are | |
| given the message "Somewhere nearby someone screams with pain, you | |
| don't even want to imagine the horrors taking place in these depths" | |
| so often, with no variation, that it loses whatever power it had to | |
| shock. Ho-hum, more screams of pain. Now and again, the prose turns | |
| deep purple: | |
| The shocking handiwork of your murderous psychotic enemy is | |
| evident again, notably from the red marks left by the | |
| murderous tool on the man's neck. From the depths of the | |
| lifeless eyes seems to come a pleading for mercy which was | |
| coldly rejected by the smiling sadist responsible for this | |
| barbaric slaughter. | |
| The point of all this is not simply to make fun of the writing, | |
| tempting though that might be after slogging through a game worth of | |
| it, but to show that bad writing can reduce enjoyment of a game by | |
| wrecking the scene it tries to set. | |
| True, many readers will forgive excess -- but when you force a player | |
| to inhabit a small section of the game for a while, and hence | |
| encounter the same descriptions again and again, it behooves you as a | |
| writer to make those descriptions effective -- or, at least, not | |
| ridiculous. The "enemy" is an obvious example here; she is everywhere, | |
| her motivations are wildly unclear, and upon your every encounter with | |
| her, she spouts bad-guy lines from action movies that break whatever | |
| tension had been achieved. ("You fools, did you really think you could | |
| oppose the ultimate race?" "You know, I'm going to have to put a stop | |
| to your interferences.") Said by someone like John Malkovich, things | |
| like this are forgivable; as written text, no. So often did I stop to | |
| chuckle at this or that in Time...that the plot became rather | |
| uninvolving after a while. And a game this big needs to be involving | |
| -- the writing needs to be passable -- to keep the player's attention. | |
| It should be reiterated that there are enjoyable moments in Time... -- | |
| one scene involving assumption of another's identity does build up | |
| tension well (even if the situation is a bit oversimplified), and | |
| there is a genuinely clever, if not wholly logical, puzzle involving | |
| the repair and use of a strange machine. And the author is quite good | |
| at the principle of providing payoff for puzzles solved -- virtually | |
| every discovery rewards you with a good bit of text and more things to | |
| explore -- which helps in a game with lots of puzzles. The climax is | |
| suitably climactic (though unfairly difficult -- very time-sensitive | |
| and involving a thoroughly obscure riddle), and even the overwritten | |
| scenes have their interesting moments, notably the segment in | |
| London. On the whole, though, there is more to learn here about what | |
| can go wrong in a game than about what can go right. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Lars Jodal <joedal SP@G inet.uni2.dk> | |
| NAME: Unnkulia Zero: The Search for Amanda | |
| AUTHOR: Dave Leary | |
| EMAIL: dleary SP@G umabnet.ab.umd.edu | |
| DATE: 1993 | |
| PARSER: TADS | |
| SUPPORTS: TADS Ports | |
| AVAILABILITY: Freeware(!), GMD anytime | |
| VERSION: Version 1.2 | |
| Adventions has decided to make their games freeware. Since this should | |
| spur well-deserved interest in Unnkulia Zero (and since I just | |
| finished said game a few hours ago) a review seems due. | |
| The game once more brings us to the landscape known from Unnkulian | |
| Underworld, but this time back in the days of yore when the Valley | |
| King ruled. The king's betrothed Amanda has been kidnapped by the evil | |
| unnkulians, and you, the king's most trusted warrior, is given the | |
| task of finding her. | |
| Unnkulia Zero adds immensely to the universe set up in Unnkuliuan | |
| Underworld I and II, clarifying and expanding on old myths as well as | |
| providing new ones. Compared to most other adventure games Unnkulia | |
| Zero is very rich in text and has detailed descriptions of almost | |
| everything mentioned in the game. The plot may be a bit linear at | |
| points, but not more than should be expected when one wants a coherent | |
| plot. The puzzles in the game are generally tough but in most cases | |
| fair. A few of the puzzles cannot be said to be logical, though. At | |
| least they require the special unnkulian logic that in many cases | |
| turns things upside down. The player is adviced to read carefully, | |
| since the text contains many clues and subtleties. | |
| The weakest point of the game is that even the careful player can end | |
| up in a no-win situation without knowing it. Some objects may simply | |
| be overlooked until it is too late, others can too easily be lost | |
| during the game. In at least one situation you have to give up some | |
| objects at a time when you cannot be 100% sure of what will be needed | |
| later in the game. | |
| All in all Unnkulia Zero is a remarkable game that was fully worth the | |
| money when it was commercial and which is a must now that it is free! | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Duncan Stevens a.k.a. Second April <dns361 SP@G merle.acns.nwu.edu> | |
| NAME: The Wedding | |
| AUTHOR: Neil Brown | |
| E-MAIL: Not available | |
| DATE: 1996 | |
| PARSER: Inform standard | |
| SUPPORTS: Inform interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/infocom/wedding.z5 | |
| VERSION: Release 4 | |
| Genuinely character-driven IF, as in stories whose plot and puzzles | |
| revolve around interacting with people rather than manipulating | |
| objects, is extraordinarily difficult to realize. Infocom's mysteries | |
| are some of the best attempts at this, but many of the characters even | |
| in those feel mechanical; it is all too obvious that there is a short | |
| list of keywords with appropriate responses. Neil Brown's The Wedding | |
| is not, admittedly, a fully character-driven game, but it does have | |
| that element -- and it illustrates just how difficult a goal it is to | |
| accomplish, even on a limited scale. On the whole, there are many good | |
| things about The Wedding -- but the moments that require interaction | |
| with the various NPCs simply fall flat. | |
| This is not to say that they are bad NPCs; they manage to be | |
| relatively realistic, to respond to an adequate variety of prompts, | |
| and even supply a modicum of humor. But, as so often happens, the | |
| puzzles involving them, though well-imagined, feel painfully | |
| artificial; they reduce the people to robots who will wait 100 turns | |
| for the next line of dialogue, say, or who don't notice notable events | |
| going on around them because they're not told to. One puzzle in The | |
| Wedding, in fact, requires that a character ask you a randomized | |
| question, you wander away surreptitiously and find out the answer, and | |
| then wander back and answer the question as if it were one | |
| conversation. Now, there is an attempt at realism here, in that the | |
| game mocks you if you try to find out the answer on the spot -- but it | |
| trades one silliness for another, in effect, in reducing character | |
| interactions to videotapes that can be stopped and returned to at | |
| will. | |
| The above is a minor absurdity, but there are more significant ones as | |
| well -- for instance, a certain character will (and must) follow you | |
| at a certain point, but not before then, and there is no logical | |
| explanation to the change. Another character's responses to you depend | |
| on your having discovered a certain fact about that character, | |
| regardless of what you do. The security guard positioned by the front | |
| door is so remarkably dense that it troubles him not a bit that you | |
| come out of that door repeatedly; he simply refuses to allow you back | |
| in. Again, it should be said that these and other flaws in "The | |
| Wedding" illustrate the difficulty of coding realistic people more | |
| than any inadequacy on the part of the author; simple move-the-objects | |
| games are far less taxing. But when it comes to realism (and let's | |
| face it, the major charm of character-driven games is that they can | |
| approximate real life in some measure), there are snags aplenty. It | |
| may be a side effect of building a game around characters rather than | |
| objects that there are quite a few plot holes, some of them | |
| acknowledged by the author in the end credits; one of the main things | |
| that puzzled me was why someone buried something obviously worthless. | |
| The plot of The Wedding is apparently simple: your school chum | |
| Malcolm, due to be married, has disappeared, and you have been called | |
| in to help out -- but, because of family tensions, your mission is | |
| secret, so secret that you have to figure out alternative ways of | |
| getting into the house because the guard hasn't been authorized to let | |
| you in. (My question: if you're such a good friend of this Malcolm | |
| fellow and you're invited to the wedding, why do you have to sneak | |
| into the house?) | |
| After a few elementary clues about what's going on, you commence | |
| solving puzzles in classic "here's a nail, so I'll go look for a | |
| hammer" style; you have a series of puzzles to solve because they're | |
| there, and some are not obviously puzzles at all. (A surly teenager | |
| won't say anything to you? Isn't that just a fact of life, not | |
| something to worry about?) Some of the puzzles are rather clever and | |
| involve use of household gadgetry that, while not wildly inventive in | |
| terms of common sense, requires some steps that few works of IF bother | |
| with. (Put another way: The Wedding is situated so firmly in the realm | |
| of everyday life that it takes some mental adjustment to solve such | |
| down-to earth puzzles.) One hidden item requires an annoyingly exact | |
| command to find, though, and it's possible to bog down and not realize | |
| what's holding you back, and another mechanical puzzle requires | |
| something of an intuitive leap for the proper verb -- but, by and | |
| large, the puzzles are fairly good. Trouble is, as noted, they use the | |
| NPCs in ways that make them little better than props. | |
| The gameplay is likewise a bit uneven -- lots and lots of useless | |
| scenery, for instance (for which you get "that's not something you | |
| need to refer to..." messages, mostly), and some illogicalities, like | |
| a supermarket bag that can hold anything and everything, including a | |
| spade. (There is one character who wants a certain food item -- but | |
| once you bring the food, you can drop it on the floor and he'll never | |
| pick it up, or you can eat it yourself without any protest from him.) | |
| The Wedding has the usual Inform benefits, along with a very limited | |
| hint menu (plus other limited sources of hints worked into the game), | |
| and there are plenty of synonyms for most words -- and the game itself | |
| is wide enough that there are at least a few puzzles to work on at any | |
| given moment. (One puzzle (the dungeon problem) that seems to cry out | |
| "I have more than one solution!" does not, though -- maybe in a later | |
| release?) Dialogue is a bit clumsy as well -- "yes" in response to a | |
| direct question doesn't work; you must type "answer yes" or "say yes | |
| to" whoever, somewhat grating in a game where you learn many things | |
| from the various characters. | |
| The writing is mostly good, though it has rough spots -- there are | |
| some things in room descriptions that perhaps shouldn't be. For | |
| instance, when you first reach the front hall, you get this: | |
| The great entrance hall of D'Arcy manor evokes a twinge of | |
| jealousy within you -- the grand wooden polished floors and | |
| staircase, the expensive chandelier hanging from the high | |
| ceiling, the priceless Compton painting hanging on a wall. Why | |
| can't you inherit something like this? Leaving aside feelings | |
| of bitterness... | |
| Fine. Well-written, realistic. Except that you probably shouldn't feel | |
| it the tenth or eleventh time you enter the room -- I mean, you've | |
| probably seen hardwood floors before. Most of the room descriptions | |
| are well done -- descriptive, but controlled -- though I wasn't sure | |
| whether this one was supposed to be straightforward or sarcastic: | |
| This room offers refuge from the tastelessness that seems to | |
| prevail around the rest of the house. Framed pictures of | |
| famous film actresses, Garland, Dietrich, Midler and Streisand | |
| in particular, hang proudly on the sky-blue walls, alongside | |
| two extra-large pink and red ribbons. The abundance of style | |
| extends to the curtains, the most attractive you have ever | |
| seen. If only the rest of the house, to the south, had been | |
| decorated as well as this. | |
| Me, I never saw Bette Midler and Barbra Streisand posters as the | |
| epitome of good taste -- nor, for that matter, huge pink and red | |
| ribbons -- but perhaps it's just me. (If this is supposed to be | |
| ironic, it's not well done.) These are quibbles, though, because the | |
| writing here is generally solid and effective -- reasonably | |
| atmospheric and genuinely funny. When you confront one character late | |
| in the game, you get this: | |
| "Okay, muggins," you say, "spill the beans, squeak, start | |
| talking, loosen your tongue..." Then you realise that you are | |
| getting carried away, and drop the tough cop act. | |
| Not laugh-out-loud hilarious, but amusing nonetheless. There are many | |
| such moments -- the game is littered with Easter eggs, some of which | |
| are pointed out in a "fun stuff" file available when the gane is done | |
| -- that illustrate real interest in making the game enjoyable. (A | |
| television has 8 different channels, all with 10-15 randomized funny | |
| scenes depending on the channel -- the soap opera channel is one of | |
| the best, I think.) Brown has a feel for compact but effective room | |
| descriptions, as in the following: | |
| Considering the high technology that has gone into guarding | |
| this area, the cellar is surprisingly lo-tech. One very dull | |
| fluorescent tube casts gloomy light over the brick walls. The | |
| air is damp; cobwebs line the ceiling. A tunnel disappears off | |
| into the darkness to the northeast, and a set of stone steps | |
| lead east up to the passageway. | |
| For a concept like The Wedding to work, it needs good writing -- there | |
| are few things duller than trying to interact with badly written | |
| characters, or inhabiting a small game environment where the author | |
| hasn't bothered to make the locations interesting or believable. And | |
| the writing here is easily good enough to keep the player involved and | |
| prevent the game from becoming tedious even when nothing is going on, | |
| puzzle-wise, though a few too many of the rooms break the description | |
| by inserting your thoughts or reactions. There are many genuinely | |
| funny moments, as noted, and the whole thing is mercifully free from | |
| signs of taking itself seriously. | |
| There is much to like about The Wedding, in short, and its | |
| shortcomings are more due to the difficulty of its undertaking than to | |
| poor writing or programming; there are enough clever puzzles and | |
| humorous asides for the game to be involving despite the shortcomings | |
| in the plot and setup. Despite its flaws, The Wedding is a solid | |
| entry in the IF library. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Duncan Stevens a.k.a. Second April <dns361 SP@G merle.acns.nwu.edu> | |
| NAME: Zork I | |
| AUTHORS: Marc Blank and David Lebling | |
| E-MAIL: WHO WANTS TO KNOW?! | |
| DATE: 1981 | |
| PARSER: Early Infocom | |
| SUPPORTS: Infocom ports | |
| AVAILABILITY: Commercial (GMD) | |
| URL: N/A | |
| VERSION: Release 88 | |
| Consideration of the relative merits of Zork I, in 1997, is difficult | |
| to undertake fairly. Infocom's achievement in publishing such a game | |
| in 1981 -- to fit the limitations of tiny microcomputers, in a | |
| language that they had written themselves -- was considerable, and | |
| flaws in the game cannot be considered in the same critical light as | |
| those of games written today. Numerous bugs have been corrected since | |
| the original release, but the game is still essentially the same -- | |
| none of the bugs addressed design flaws that affected the plot or | |
| structure of the game; its limitations were not serious enough to | |
| warrant fundamental changes. | |
| Nor was the popularity of Zork I a fluke. Novelty was part of its | |
| appeal, certainly, and the game suffers in comparison to later, more | |
| polished efforts, but the attempt to create a plausible game | |
| environment with only text was sufficiently successful that many, many | |
| people were genuinely absorbed -- by the challenge of the puzzles and | |
| by the story, such as it is. The versatility of the parser was | |
| doubtless part of it -- to get the true experience of playing | |
| Infocom's games in the early '80s, struggle through some Scott Adams | |
| or the like and its volume of "go tree" and "look rock" commands. The | |
| primitiveness of the game environment of Adams and the like is not an | |
| indictment, given cost and size limitations, but the wizardry of | |
| Infocom in overcoming those limitations should be recognized through | |
| the comparison as near genius. | |
| Graeme Cree's bug list inventories some of the design flaws of Zork I, | |
| some of which have been corrected, some not. My personal favorite, | |
| from the first release, involves "give troll to troll," whereupon the | |
| troll eats himself and disappears. There are some problems that live | |
| on, though -- for example, the player is given an extensive | |
| description of the jewel-encrusted egg upon first encountering it, but | |
| that description can never be reached again once the egg is moved -- | |
| it began with "In the bird's nest...", but the rest of the description | |
| relates only to the egg and would be relevant in any setting. Some of | |
| the synonyms are a bit off -- "examine passage" yields "there's | |
| nothing special about the way." | |
| Among the stranger red herrings are the tool chests at the dam, which | |
| "are so rusty and corroded that they crumble when you try to touch | |
| them," and they certainly do crumble -- after that response, the | |
| chests are gone, apparently melting into dust and blowing away. There | |
| are numerous small illogicalities -- how does one raise and lower a | |
| basket up and down a mine shaft from the bottom of that shaft? Remote | |
| control? How does it happen to be that one inevitably happens upon a | |
| small object when digging in a room, without prior guidance? Is the | |
| thief really so clever -- or are you really so dumb -- that he can | |
| steal your light source? Why is it that a room filling up with water | |
| obligingly stops filling and waits for you to return if you leave? | |
| Many of the rules that IF players have come to expect designers to | |
| follow came about as a result of bad experiences with the early games, | |
| and Zork I is no exception. Though the inclusion of alternate | |
| solutions to problems is welcome, some of the alternate paths are a | |
| bit strange -- it is handy to know the shortcut to the thief's | |
| hideaway, but there is no way of guessing that shortcut without taking | |
| the long, arduous route, and players might well feel they have been | |
| put through needless aggravation. There are quite a few save-restore | |
| puzzles -- the "squeaky sounds" are hardly adequate warning for the | |
| bat puzzle, nor is it obvious that you, the player, will be so dumb as | |
| to puncture the boat by boarding it with a sword or other sharp | |
| object. The maze is large and irritating -- and the addition of the | |
| thief to the mix, while an amusing innovation on Colossal Cave, makes | |
| things worse. And most frustrating of all, of course, is the | |
| randomized combat, with no way to improve your chances -- an element | |
| that Infocom largely set aside after Zork I, thankfully. | |
| The writing is somewhat uneven, frankly. There are many rooms whose | |
| descriptions are cursory -- whereas Colossal Cave had clearly drawn on | |
| explorers' accounts of Mammoth Cave in Kentucky in its attention to | |
| geological detail, providing a measure of realism, there are many Zork | |
| I descriptions like this: "This is a circular stone room with passages | |
| in all directions. Several of them have unfortunately been blocked by | |
| cave-ins." Such a variety of settings comes in such a short space -- | |
| chasm, canyon, lake -- and with so little description that the reality | |
| of the environment suffers at time. Most room descriptions begin with | |
| something like "You are in a small room," which says little. Like, how | |
| small, man? Bread-box? Closet? There are moments of fairly thorough | |
| description in largely irrelevant locales, notably the canyon outside, | |
| and there are places where the descriptions are so terse that one | |
| wonders whether the intent was humor: | |
| Land of the Dead | |
| You have entered the Land of the Living Dead. Thousands of | |
| lost souls can be heard weeping and moaning. In the corner are | |
| stacked the remains of dozens of previous adventurers less | |
| fortunate than yourself. A passage exits to the north. | |
| Here I am in Hades. *yawn* Wonder if there's a gift shop around. Well, | |
| back to the adventure. Examining the remains elicits the response "You | |
| see nothing special about the pile of bodies." But though Zork I had | |
| little of the atmosphere that would mark later Infocom efforts, the | |
| very spareness of its prose was sometimes effective, as in the Troll | |
| Room: | |
| This is a small room with passages to the east and south and a | |
| forbidding hole leading west. Bloodstains and deep scratches | |
| (perhaps made by an axe) mar the walls. | |
| A nasty-looking troll, brandishing a bloody axe, blocks all | |
| passages out of the room. | |
| Your sword has begun to glow very brightly. | |
| Where a more thorough description of blood and gore might have seemed | |
| excessive, the brief reference to "bloodstains and deep scratches" | |
| allows the imagination to conjure up the scene -- and the description | |
| followed by the mention of the troll, while provided to separate out | |
| objects from scenery, heightens the effect of first impression -- the | |
| ominous decor -- and sudden realization of the source of that decor, | |
| as if the player were peering around the room and saw the troll | |
| last. Equally effective is the experience of dying once past a certain | |
| point in the game and wandering around as a ghost -- being told that | |
| your hand passes through objects, finding exits from the dungeon | |
| barred; the feel is reminiscent of Sartre's "Les jeux sont faits." | |
| Though the lack of an endgame seems strange to experienced IF players, | |
| the final reference to the sequel is genuinely tantalizing. | |
| Zork I does work, in the end, though it's hard to pinpoint just why. | |
| Collect-the-treasures as a plot is a weary old device, and it doesn't | |
| only seem that way to IF players -- it had, after all, been the | |
| subject of innumerable fantasy novels and games before IF hit the | |
| scene. But its recurring presence points to some appeal that Zork I | |
| managed to tap into -- the allure of getting rich, and of obtaining | |
| things as diverse as the coffin of Ramses II, a songbird's bauble, and | |
| a dead adventurer's bag of coins, keeps the intrigue of finding the | |
| next treasure alive, somehow. Vital to the enterprise is, of course, | |
| the humor, even if the barrage of self-reference becomes wearying; | |
| responses like "Only Santa Claus climbs down chimneys" make the game | |
| feel more intelligent than a "You can't do that" response would have, | |
| and moments like the description of the vampire bat and the behavior | |
| of the thief break up the traipsing-from-room-to-room feel that | |
| sometimes plagued Colossal Cave. For my part, I still enjoy this | |
| response: | |
| >zork | |
| At your service! | |
| The variety of responses to "jump" -- a command with, of course, no | |
| practical value in the game -- and the provision for other | |
| nonessential verbs points to the pains that Infocom took from the very | |
| beginning to make the environment genuinely interactive, rather than | |
| the minimum of nouns and commands needed to get the player through the | |
| game. The value of that is hard to measure, but Zork I, with its many | |
| Easter eggs, is a good exxample of a game that felt worth the price | |
| because of its breadth -- much to do, many responses to try. | |
| Playing Zork I now is indeed worthwhile, both to see how far IF has | |
| come and to appreciate its origins, despite the annoyances. It is a | |
| credit to its design that it remains an enjoyable game, well worth its | |
| popularity. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Duncan Stevens a.k.a. Second April <dns361 SP@G merle.acns.nwu.edu> | |
| NAME: Zork II | |
| AUTHORS: Marc Blank, David Lebling | |
| E-MAIL: No, 'e don't | |
| DATE: 1982 | |
| PARSER: Early Infocom | |
| SUPPORTS: Infocom ports | |
| AVAILABILITY: Commercial (Masterpieces) | |
| URL: N/A | |
| VERSION: Release 48 | |
| Zork II picks up where its predecessor left off in many ways -- the | |
| beginning deposits you inside the barrow that had marked the end of | |
| Zork I, your trusty lamp and sword are by your side, and your mission | |
| seems at the outset to be more treasure-gathering. But Zork II parts | |
| company with the first of the series in a variety of important ways as | |
| the game progresses -- that sword is useful, but in a way far more | |
| interesting than hack-and-slash -- and the changes suggest that the | |
| folks at Infocom were interested less in putting out more of the same | |
| than in refining their product and heightening ths challenge. | |
| One way in particular that the designers of Zork II chose to raise the | |
| difficulty level bears mention because it seems to have been deemed a | |
| failure as a game device, and rightly so: the reliance on random | |
| events. Two major elements of Zork II are random -- the role of the | |
| Wizard and the function of the Carousel Room -- and while each can be | |
| disabled over the course of the game, each makes the normal course of | |
| gameplay rather tiresome while active. An ill-timed Wizard appearance | |
| can actually render the game unwinnable at several points, making Zork | |
| II the only Infocom game I can think of (well, Zork I had randomized | |
| combat, true, but unforeseeable random events -- meaning save-restore | |
| cannot be relied upon in the same way as with combat -- are different) | |
| where one can lose the chance to finish a game through no fault of | |
| one's own. Usually, this happens because his spells disrupt a | |
| time-dependent sequence that only happens once (actually, I just | |
| discovered that becoming the object of a "float" spell in the volcano | |
| spells death, though an amusing death), but there is one spell which, | |
| if cast, instantly cuts off the possibility of winning, in a way that | |
| the player could not possibly be expected to guess. This is a cruel | |
| trick indeed, and later Infocom games eschew unfairness of this sort | |
| -- but first-time players of Zork II should be warned that frequent | |
| saves are in order. | |
| While the plot, as noted, seems at first to be an extension of the | |
| scavenger theme, it turns out to be something quite different; the | |
| treasures have a use that marks a change in emphasis of sorts for your | |
| character, from gathering booty to exploring the deeper recesses of | |
| the cave -- and in that, perhaps, one might say that the plot thickens | |
| slightly over the course of the game. The paragraph at the end of the | |
| game suggests a larger mission, one that will come as a surprise to | |
| the merry treasure-hunter -- and yet it makes some sense, in that it | |
| suggests that the valor tha player has demonstrated in getting that | |
| far points to a more important goal. | |
| Magic is prevalent in Zork II, more so than in the original, | |
| appropriately so since it is a wizard's domain that you are exploring | |
| -- and the progress of the game moves you from object and victim of | |
| the magic to its controller, to some extent at least, in that you | |
| outwit a variety of magical traps and learn to use some magic items to | |
| your own ends. The magic is haphazard -- no hint of the more organized | |
| system of the Enchanter trilogy -- but there is a real sense by the | |
| end that you, the unskilled but savvy adventurer, have beaten the | |
| wizard at his own game, and it helps deepen the admittedly thin sense | |
| of a plot. Magic is also played up for humor value, including the | |
| wizard's failed spells ("There is a loud crackling sound, and blue | |
| smoke rises from the wizard's sleeve. He sighs and disappears.") and | |
| such sidelights as the "fudge" spell. (Though I was hoping that there | |
| would be amusing applications of the power you gain toward the end of | |
| the game, and I didn't find many.) | |
| Several of the puzzles are lifted from the original "Dungeon" | |
| mainframe game, though most of that had ended up in Zork I. (Though, | |
| at one point, you see, from a distance, a location that had existed in | |
| Dungeon but had dropped out of Zork I -- slightly confusing to the | |
| uninitated.) One of the puzzles has a drastically different -- and | |
| much more creative -- solution than in the original "Dungeon" game, | |
| though it's more a "wonder what happens if I do this" solution than an | |
| "oh, I know, I should do this" solution. The quality of the puzzles is | |
| uneven: one requires some trial and error, amusing in its effects when | |
| you get it wrong but trial and error all the same. The Bank of Zork | |
| puzzle has drawn some criticism for being possible to solve without | |
| fully understanding, though the rationale behind it is elegant enough | |
| that it seems a minor problem -- and another puzzle requires that one | |
| largely set aside one's knowledge of how liquids work (meaning that | |
| what I suspect was supposed to be among the easier puzzles stumped me | |
| completely when I first played the game). | |
| There is, of course, one notoriously bad puzzle toward the end -- bad | |
| for its "guess-what-I'm-thinking" aspect and for its inaccessibility | |
| to the non-American -- and for pretending to be a maze when not | |
| one. And the final puzzle is, I think, ridiculously hard -- the | |
| required action is motivationless and the game gives not the slightest | |
| nudge in the right direction. Infocom rated Zork II "advanced," but | |
| their sense of how to make a game hard without making it unfair was as | |
| yet not fully developed. | |
| Zork II feels much more polished than Zork I; the geography of the | |
| game is somewhat more coherent, there are fewer illogicalities, and | |
| the layout is less a series of puzzles than a set of locations that | |
| revolve -- literally -- around a central area. The writing -- | |
| substantially better than that of Zork I -- confirms that impression; | |
| there are virtually no rooms without a complete description, and at | |
| times the writer manages to paint quite a vivid picture. The tunnel at | |
| the beginning, while otherwise irrelevant, draws the reader in | |
| effectively and provides atmosphere and attention to detail that had | |
| been absent in the first game; it's as if the player has become less | |
| intent on treasure and more apt to notice the surroundings now and | |
| again. There are many locations worth picturing in one's own mind in | |
| the course of Zork II, this among them: | |
| North End of Garden | |
| This is the northern end of a formal garden. Hedges hide the | |
| cavern walls, and if you don't look up, the illusion is of a | |
| cloudy day outside. The light comes from a large growth of | |
| glowing mosses on the roof of the cave. A break in the hedge | |
| is almost overgrown to the north. A carefully manicured path | |
| leads south. In the center of a rosebed is a small open | |
| structure, painted white. It appears to be a gazebo. | |
| And this: | |
| Menhir Room | |
| This is a large room which was evidently used once as a | |
| quarry. Many large limestone chunks lie helter-skelter around | |
| the room. Some are rough-hewn and unworked, others smooth and | |
| well-finished. One side of the room appears to have been used | |
| to quarry building blocks, the other to produce menhirs | |
| (standing stones). Obvious passages lead north and south. | |
| One particularly large menhir, at least twenty feet tall and | |
| eight feet thick, is leaning against the wall blocking a dark | |
| opening leading southwest. On this side of the menhir is | |
| carved an ornate letter "F". | |
| Providing the salient details as the player looks around the room | |
| makes the experience more real and adds to the illusion of stumbling | |
| on a world rather than a series of puzzles; many of the most memorable | |
| images or scenes in the trilogy are in Zork II simply because the game | |
| authors gave the settings so much attention. (When I first played this | |
| -- I was 7 -- I had dreams about the Bank of Zork.) Even the | |
| after-death sequence was intriguing, and points to mysteries that | |
| unravel as the game progresses. Part of the appeal of the writing in | |
| Zork II is that it genuinely felt like a series of caves, with | |
| geological detail noted and occasional references to a natural light | |
| source. | |
| In summary, the appeal of playing Zork II lies less in the puzzles | |
| than in the game environment, and this installment is best enjoyed at | |
| a measured pace, with time to read room descriptions and visualize the | |
| scene. Notable for the way it changes the feel of the series, Zork II, | |
| despite its flaws, points to Infocom's developing skills. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Duncan Stevens a.k.a. Second April <dns361 SP@G merle.acns.nwu.edu> | |
| NAME: Zork III | |
| E-MAIL: One of the world's great mysteries | |
| DATE: 1983 | |
| PARSER: Early Infocom | |
| SUPPORTS: Infocom ports | |
| AVAILABILITY: Commercial (Masterpieces) | |
| URL: N/A | |
| VERSION: Release 17 | |
| To say merely that Zork III represents a departure from the first two | |
| entries in the series is to understate the case. Though much in this | |
| game will be familiar to the experienced Infocom gamer, and though it | |
| resolves the series reasonably coherently, Zork III works on a | |
| thoroughly different premise from the first two -- and to the extent | |
| that it succeeds, it does because the player is willing to set aside | |
| expectations built up by Zorks I and II. | |
| This is not, of course, to say that Zork III is a letdown, or not an | |
| enjoyable game, but it is hardly enjoyable on the same terms as the | |
| other parts of the series. The humor, to take an obvious example, is | |
| subordinate to the story in Zork III and appears at odd moments, | |
| Easter eggs typical of Infocom's writing (listening to the guards in | |
| the museum is a good example, or reading the plaque in the Jewel Room | |
| after you solve the puzzle). But there is little humor in the | |
| storyline itself -- nothing, for example, along the lines of cakes | |
| that cause you to evaporate, or wizards casting spells like "Fudge," | |
| or thieves making sardonic remarks, or a room that mocks mocks your | |
| your syntax syntax until until solved solved. There is one slightly | |
| jokey puzzle, true, but the game doesn't really play up the humorous | |
| aspect as it might; it is the resolution to a problem that is, like | |
| most of the game, thoroughly solemn. The main NPC of the game, when | |
| you encounter him toward the end, offers minimal interaction -- and it | |
| seems that, considering his identity, something amusing could have | |
| been coded in (I certainly never found anything). (No, the bugs | |
| involving what happens when he follows you around don't count.) | |
| Again, this is not to say that Zork III is humorless -- but the plot | |
| feels deadly serious and there is little of the comic in any vital | |
| element to the game. (Compare, for instance, the rainbow and bat | |
| puzzles in Zork I, or the lizard or Cerberus in Zork II.) The reasons | |
| for that are debatable, but my own feeling was that it was a product | |
| of the structure of the game; more on that in a moment. | |
| The writing reinforces the feel; most of the locations you visit are | |
| either on barren landscape or in abandoned rooms evocative of the | |
| decayed empire. Though the quality of writing is similar to that of | |
| Zork II, the mood created is different: where Zork II's images | |
| depicted a mysterious and slightly dangerous cave, with breathtaking | |
| views juxtaposed with cramped caverns, Zork III gives us gloom and | |
| emptiness. In a sense, though there are a few NPC interactions, no one | |
| is there; you are wandering around a region where no one is or has | |
| been for a while, and no one wants to be. For example: | |
| Land of Shadow | |
| You are standing atop a steep cliff, looking west over a vast | |
| ocean. Far below, the surf pounds at a sandy beach. To the | |
| south and east are rolling hills filled with eerie shadows. A | |
| path cut into the face of the cliff descends toward the | |
| beach. To the north is a tall stone wall, which ends at the | |
| cliff edge. It was obviously built long ago, and directly | |
| north is a spot where you could climb over the rubble of the | |
| decaying wall. | |
| Or: | |
| Scenic Vista | |
| You are in a small chamber carved in the rock, with the sole | |
| exit to the north. Mounted on one wall is a table labelled | |
| "Scenic Vista," whose featureless surface is angled toward | |
| you. One might believe that the table was used to indicate | |
| points of interest in the view from this spot, like those | |
| found in many parks. On the other hand, your surroundings are | |
| far from spacious and by no stretch of the imagination could | |
| this spot be considered scenic. An indicator above the table | |
| reads "IV". | |
| Mounted on one wall is a flaming torch, which fills the room | |
| with a flickering light. | |
| It is hard to put a label on the mood of Zork III -- "brooding," | |
| perhaps, but that would make it more ominous than it is. If anything, | |
| it seems like a T.S. Eliot scene, with its barren landscapes and wisps | |
| of mist and enigmatic encounters with unidentified characters. (As I | |
| spent last winter in Scotland -- on the North Sea coast, even -- the | |
| Land of Shadow description above feels familiar indeed.) The adjective | |
| "gray" never appears, as far as I can tell, in any of the room | |
| descriptions in Zork III, and yet there is a grayness about the game | |
| environment that makes the feel of the game far more real, more | |
| coherent, than the other two, even if the scenes themselves are less | |
| picturesque than those of Zork II. The description of the clifftop | |
| captures the study in contrasts: | |
| Cliff | |
| This is a remarkable spot in the dungeon. Perhaps two hundred | |
| feet above you is a gaping hole in the earth's surface | |
| through which pours bright sunshine! A few seedlings from the | |
| world above, nurtured by the sunlight and occasional rains, | |
| have grown into giant trees, making this a virtual oasis in | |
| the desert of the Underground Empire. To the west is a sheer | |
| precipice, dropping nearly fifty feet to jagged rocks | |
| below. The way south is barred by a forbidding stone wall, | |
| crumbling from age. There is a jagged opening in the wall to | |
| the southwest, through which leaks a fine mist. The land to | |
| the east looks lifeless and barren. | |
| A vivid scene, indeed -- a glimpse of the life above ground in full | |
| awareness of the bleakness of the setting, and, implicitly, color | |
| contrasting with drabness, the look up toward the hole in the cavern | |
| balanced against the look down, over the cliff. There is much to | |
| appreciate in the writer's ability to accent the pertinent visual | |
| details. | |
| The plot -- well, thereby hangs a tale. Though, as in the first two | |
| entries, you discover what the plot is as you progress, you are given | |
| a sense in the prologue of what you are looking for, and it quickly | |
| becomes clear that no crystal tridents or golden statuettes are at | |
| issue this time around. The scoring system -- you have seven major | |
| tasks to perform and are given a point for each, though the game will | |
| be far from over when the seven tasks are done -- reflects the new | |
| approach. "Seek me when you feel yourself worthy!" proclaims the | |
| figure of the prologue, and prowess is not established by a propensity | |
| for gathering loot. It can be argued that the substitute makes little | |
| more sense, but my own reaction was that I was on the trail of | |
| something more interesting than another chunk of gold -- and Zork III | |
| does try as well, though not very successfully, to put a different | |
| face on the skillful adventurer. (Suffice it to say that your final | |
| encounter gives a touch of Matthew 25:31-46 to the rest of the game.) | |
| There is a tension here between the two sides of what you are | |
| accomplishing over the course of the game, and my own feeling was that | |
| it would have been a more interesting tension with more development of | |
| the second, more subjective angle, the element not measured by items | |
| acquired. (As it is, there are still shades of the more | |
| tried-and-true scavenger-hunt approach, though the objects sought are | |
| different.) The outcomes in the museum and at the top of the cliff | |
| particularly play up how the player's assumptions must change -- in a | |
| sense, the central puzzles are those of a child presented with a | |
| cookie jar. It is certainly worth pondering how the nature of your | |
| escapade with the ring fits into the character-development angle -- | |
| and it seems like the sword-in-the-stone angle might have been | |
| reworked to fit that idea better. To discuss the plot any more | |
| specifically would give away too much of the game, but whatever the | |
| failings of the storyline in Zork III, it does offer food for thought, | |
| and brings the would-be looter, fresh from amassing two games' worth | |
| of bounty, up short. (And the ultimate ending offers, in a sense, the | |
| ultimate twist.) | |
| The puzzles vary widely -- some are memorable, some are nothing | |
| special, and some are just irritating -- and there aren't many. There | |
| is one that there seems little possibility of guessing -- the player | |
| hits on it by chance if at all. One required series of actions is | |
| time-sensitive in a thoroughly nonobvious way; it is easy to lock | |
| yourself out of victory simply by waiting too long to settle a certain | |
| matter. The infamous Royal Puzzle is not the hardest puzzle in the | |
| game; once the player grasps the mechanics, it is a matter of careful | |
| planning more than anything else. But small slips can, again, lock one | |
| out of completing it (and there is disappointingly little payoff to | |
| solving it, other than survival). Others -- the museum and viewing | |
| room puzzles, in particular -- are rather rewarding, though, and the | |
| latter even explains one of the odder red herrings from Zork II. And | |
| the mirror box, while it takes considerable mental aerobics to picture | |
| and use properly, is one of the more intriguing Infocom contraptions; | |
| mastering its more complicated purpose without help is no small | |
| feat. I found the last puzzle a bit unfair -- I learned later that a | |
| clue to it appeared where no clue had been before, but, silly me, I | |
| didn't think to check. But the novice should be warned that a few of | |
| Zork III's puzzles are difficult indeed, and require some trial and | |
| error -- considerable, actually -- to solve. | |
| There are many small things to enjoy along the course of Zork III, | |
| including the obligatory bits of self-reference; like Infocom or hate | |
| it, it certainly did come up with novel ways to plug upcoming games, | |
| and the advertisement for Enchanter in Zork III is no exception | |
| (though it's something of a bitter taste). Some of the problems | |
| involve Zork in-jokes of sorts, humor appreciable mainly for its | |
| cumulative effects through the first two games -- at the ocean and | |
| south of the lake, in particular, and upon examining the plaque in the | |
| Jewel Room. And there are genuinely riveting moments, in particular | |
| your last glimpse of the hooded figure from the Land of Shadow and | |
| your encounter, successful or not, with the Guardians of Zork. A game | |
| as skillfully written as Zork III need not describe every room | |
| elaborately, simply because the more lengthy descriptions are more | |
| than adequate to set the scene in the player's mind; I know I could | |
| picture the hallway of the Guardians of Zork vividly, though the room | |
| descriptions were fairly cursory. Though the gameplay is sometimes | |
| clumsy -- at one point, "enter the flaming pit" elicits "You hit your | |
| head against the flaming pit as you attempt this feat", and "climb | |
| wall" yields "There's no tree here suitable for climbing" -- the | |
| parser is usually strong enough to smooth things over. | |
| To appreciate Zork III, I think, the player needs to appreciate what | |
| the game authors were setting out to do -- and it was not simply to | |
| end the series, because a final spectacular treasure hunt would have | |
| done that perfectly well. To have solved Zork III is to have looked | |
| critically at some of the cliches of the fantasy genre, some obvious | |
| -- the treasure element -- but some less so, such as the expectation | |
| of spectacular or striking locations. By setting much of the game on | |
| what could be an English moor or heath -- the Crystal Grotto is a | |
| somewhat jarring exception -- or an American plain and mountainside, | |
| the designers subvert those expectations and make your quest, if | |
| anything, prosaic -- at least, prosaic relative to the expectations of | |
| the genre. The many locations that are not significant for any puzzle | |
| reinforce the same effect, as do details like "The ground here is | |
| quite hard, but a few sickly reeds manage to grow near the water's | |
| edge." There are few mighty deeds in Zork III -- no dragon to slay or | |
| gates of Hades to enter; instead, the puzzles involve cleverness or | |
| survival, and using fairly conventional tools to achieve your | |
| ends. Perhaps most interestingly, there is minimal magic in Zork III, | |
| and you have minimal control over anything magical; logic and | |
| mechanics are at issue in the puzzles. | |
| Certainly, not everything about the game is fresh -- the overarching | |
| plot is not, after all, especially original -- but the experience of | |
| playing the game yields something unfamiliar to the fantasy | |
| enthusiast. In a sense, the nature of the world of Zork III brings the | |
| person sitting at the keyboard into the game in a way that the Zork II | |
| player was not likely to feel, unless he or she was used to | |
| encountering wizards and unicorns. | |
| In the end, the success of Zork III depends on how open the player is to | |
| the game's peculiarities. The game is less fun in the most obvious sense | |
| than its two predecessors; it indulges in fewer amusing antics and has | |
| fewer rewarding things to do. But it ties up the series in a way that more | |
| of the same would not have; it marks the end of a process that had been | |
| hinted at in Zork II, a process whereby the player's interests and | |
| priorities change, and there is more impetus to see and understand than | |
| simply to secure what is valuable and bolt. The ending provides a certain | |
| perspective on the adventurer that was, particularly in light of the | |
| ending of Zork Zero, and the endgame -- centered around prison cells -- is | |
| appropriately down-to-earth for the feel of Zork III. There are many good | |
| things about Zork III, in the end, and perhaps the best of them is that, | |
| in most respective, it goes against the fantasy-game grain. | |
| READER'S SCOREBOARD---------------------------------------------------------- | |
| An apology is in order here: I have _still_ not updated the | |
| Scoreboard. Rest assured, however, that I'm archiving all ratings and | |
| will do my best to update the scores before the next issue. | |
| Notes: | |
| A - Runs on Amigas. | |
| AP - Runs on Apple IIs. | |
| GS - Runs on Apple IIGS. | |
| AR - Runs on Acorn Archimedes. | |
| C - Commercial, no fixed price. | |
| C30 - Commercial, with a fixed price of $30. | |
| F - Freeware. | |
| GMD - Available on ftp.gmd.de | |
| I - Runs on IBM compatibles. | |
| M - Runs on Macs. | |
| S20 - Shareware, registration costs $20. | |
| 64 - Runs on Commodore 64s. | |
| ST - Runs on Atari STs. | |
| TAD - Written with TADS. This means it can run on: | |
| AmigaDOS, NeXT and PC, Atari ST/TT/Falcon, DECstation | |
| (MIPS) Unix Patchlevel 1 and 2, IBM, IBM RT, Linux, Apple | |
| Macintosh, SGI Iris/Indigo running Irix, Sun 4 (Sparc) | |
| running SunOS or Solaris 2, Sun 3, OS/2, and even a 386+ | |
| protected mode version. | |
| AGT - Available for IBM, Mac, Amiga, and Atari ST. This does not | |
| include games made with the Master's edition. | |
| ADVSYS - Available for PC and Macintosh only, or so my sources tell | |
| me. (Source code available as well. So it can be ported | |
| to other computers.) | |
| HUG - Written with Hugo. Runs on MS-DOS, Linux, and Amigas. | |
| INF - Infocom or Inform game. These games will run on: | |
| Atari ST, Amiga, Apple Macintosh, IBM, Unix, VMS, Apple II, | |
| Apple IIGS, C64, TSR-80, and Acorn Archimedes. There may be | |
| other computers on which it runs as well. | |
| Name Avg Sc Chr Puz # Sc Rlvt Ish Notes: | |
| ==== ====== === === ==== ======== ====== | |
| Adventure 7.7 1.1 0.7 2 8 F_INF_TAD_ETC_GMD | |
| Adventure 350 6.5 0.0 1.5 1 x | |
| Adv. of Eliz. Highe 3.1 0.8 0.3 1 5 F_AGT | |
| All Quiet...Library 4.5 0.7 0.7 3 7 F_INF_GMD | |
| Amnesia 7.7 1.3 1.4 1 9 C_AP_I_64 | |
| Another...No Beer 2.4 0.2 0.8 2 4 S10_IBM_GMD | |
| Arthur: Excalibur 8.6 1.8 1.7 1 4 C_INF | |
| Awe-Chasm 2.4 0.3 0.6 1 8 S?_IBM_ST | |
| Balances 6.4 1.0 1.3 2 6 F_INF_GMD | |
| Ballyhoo 7.0 1.8 1.5 3 4 C_INF | |
| Beyond Tesseract 3.7 0.1 0.6 1 6 F_I_GMD | |
| Beyond Zork 8.1 1.5 2.0 3 5 C_INF | |
| Border Zone 6.7 1.4 1.4 4 4 C_INF | |
| Broken String 3.1 0.5 0.6 1 x F_TADS_GMD | |
| Bureaucracy 8.3 1.8 1.6 3 5 C_INF | |
| Busted 5.2 1.0 1.1 1 F_INF_GMD | |
| Castaway 1.1 0.0 0.4 1 5 F_IBM_GMD | |
| Change in the Weather 6.1 0.8 1.1 2 7 F_INF_GMD | |
| Christminster 8.6 1.8 1.7 3 F_INF_GMD | |
| Corruption 6.7 1.4 1.4 1 x C_I | |
| Cosmoserve 8.7 1.3 1.4 2 5 F_AGT_GMD | |
| Crypt v2.0 5.0 1.0 1.5 1 3 S12_IBM_GMD | |
| Curses 8.3 1.3 1.7 7 2 F_INF_GMD | |
| Cutthroats 6.4 1.4 1.2 5 1 C_INF | |
| Deadline 7.0 1.3 1.4 4 x C_INF | |
| Deep Space Drifter 5.5 1.4 1 3 S15_TAD_GMD | |
| Demon's Tomb 7.4 1.2 1.1 2 9 C_I | |
| Detective 1.1 0.0 0.0 4 4-5 F_AGT_GMD | |
| Detective-MST3K 6.0 0.6 0.1 3 7-8 F_INF_GMD | |
| Ditch Day Drifter 7.1 1.2 1.6 1 2 F_TAD_GMD | |
| Dungeon Adventure 6.8 1.3 1.6 1 4 F_SEE REVIEW Issue #4 | |
| Dungeon of Dunjin 6.2 0.5 1.5 2 3 S20_IBM_MAC_GMD | |
| Electrabot 0.7 0.0 0.0 1 5 F_AGT_GMD | |
| Enchanter 7.1 0.9 1.4 5 2 C_INF | |
| Enhanced N/A 0 2 S10_TAD_GMD | |
| Eric the Unready 7.4 1.5 1.4 1 x C_I | |
| Fable, A 2.0 0.2 0.1 1 6 F_AGT_GMD | |
| Fish 7.1 1.2 1.5 1 x C_I | |
| Forbidden Castle 4.8 0.6 0.5 1 x C_AP | |
| Gateway 7.5 1.6 1.5 1 x C_I | |
| Great Archaelog. Race 6.5 1.0 1.5 1 3 S20_TAD_GMD | |
| Guardians of Infinity 8.5 N/A 1.3 1 9 C_I | |
| Guild of Thieves 6.8 1.1 1.2 1 x C_I | |
| Gumshoe 6.3 1.3 1.1 2 9 F_INF_GMD | |
| Hitchhiker's Guide 8.0 1.6 1.6 5 5 C_INF | |
| Hollywood Hijinx 5.7 1.0 1.5 4 x C_INF | |
| Horror30.Zip 3.6 0.0 0.9 1 3 S20_IBM_GMD | |
| Horror of Rylvania 7.7 1 1 C20_TAD_GMD (Demo) | |
| Humbug 7.4 1 x S10_GMD (Uncertain) | |
| Infidel 7.0 1.4 7 1-2 C_INF | |
| Inhumane 3.6 0.2 0.7 1 9 F_INF_GMD | |
| Jacaranda Jim 7.0 1 x S10_GMD (Uncertain) | |
| Jeweled Arena, The 8.0 1.5 1.5 1 x ? | |
| Jigsaw 8.7 1.6 1.6 3 8,9 F_INF_GMD | |
| Jinxter 6.7 1.1 1.3 1 x C_I | |
| John's Fire Witch 7.2 1.1 1.6 5 4 S6_TADS_GMD | |
| Journey 6.9 1.3 0.8 1 5 C_INF | |
| Jouney Into Xanth 5.0 1.3 1.2 1 8 F_AGT_GMD | |
| Klaustrophobia 7.3 1.2 1.4 4 1 S15_AGT_GMD | |
| Leather Goddesses 7.8 1.4 1.7 5 4 C_INF | |
| The Legend Lives! 8.2 0.8 1.5 1 5 F_TADS_GMD | |
| Lethe Flow Phoenix 7.5 1.7 1.5 1 9 F_TADS_GMD | |
| The Light: Shelby's Ad. 8.0 1.6 0.5 1 9 S?_TADS_GMD | |
| Lurking Horror, The 7.1 1.4 1.3 5 1,3 C_INF | |
| MacWeslyan(PC Univ.) 5.6 0.7 1.0 1 x F_TADS_GMD | |
| Magic.Zip 4.5 0.5 0.5 1 3 S20_IBM_GMD | |
| Magic Toyshop, The 3.6 0.5 1.0 1 F_INF_GMD | |
| Mind Electric, The 5.1 0.5 0.8 2 7-8 F_INF_GMD | |
| Mind Forever Voyaging 8.5 1.4 0.6 4 5 C_INF | |
| Moonmist 5.9 1.4 1.3 5 1 C_INF | |
| Mop & Murder 4.9 0.5 1.0 1 4-5 F_AGT_GMD | |
| Multidimen. Thief 5.6 0.4 1.0 3 2,9 S15_AGT_GMD | |
| Mystery House 4.1 0.3 0.7 1 x F_AP_GMD | |
| Night at Museum Forever 4.1 0.0 1.0 3 7-8 F_TAD_GMD | |
| Nord and Bert 4.8 0.5 1.0 2 4 C_INF | |
| Odieus': Flingshot 3.3 0.4 0.7 2 5 F_INF_GMD | |
| One Hand Clapping 7.1 1.1 1.3 2 5 F_ADVSYS_GMD | |
| One That Got Away, The 6.4 1.2 0.9 2 7-8 F_TAD_GMD | |
| Oo-Topos 5.7 0.2 1.0 1 x C_AP_I_64 | |
| Path to Fortune 6.8 1.4 0.8 1 9 S_INF_GMD | |
| Pawn, The 6.5 1.0 1.2 1 x C_I_AP_64 | |
| Perseus & Andromeda 3.4 0.3 1.0 1 x ? | |
| Planetfall 7.5 1.7 1.6 6 4 C_INF | |
| Plundered Hearts 7.8 1.4 1.3 2 4 C_INF | |
| Quarterstaff 6.1 1.3 0.6 1 9 C_M | |
| Sanity Claus 9.0 1 1 S10_AGT_GMD | |
| Save Princeton 5.8 1.2 1.3 2 8 S10_TAD_GMD | |
| Seastalker 5.5 1.1 1.0 4 4 C_INF | |
| Shades of Grey 8.0 1.3 1.4 4 1-2 F_AGT_GMD | |
| Sherlock 8.2 1.5 1.6 2 4 C_INF | |
| Shogun 7.1 1.5 0.5 1 4 C_INF | |
| Sir Ramic Hobbs 5.0 1.0 1.5 1 6 F_AGT_GMD | |
| Sorceror 7.3 0.6 1.6 5 2 C_INF | |
| South American Trek 0.9 0.2 0.5 1 5 ?_IBM_GMD | |
| Space Aliens...Cardigan 1.8 0.5 0.4 4 3 S60_AGT_GMD | |
| Spellbreaker 8.2 1.2 1.8 4 2 C_INF | |
| SpellCasting 101 7.0 1.0 1.2 1 x C_I | |
| SpellCasting 201 7.8 1.5 1.6 1 x C_I | |
| SpellCasting 301 7.5 1.4 1.5 1 x C_I | |
| SpiritWrak 6.6 1.0 0.6 1 9 F_INF_GMD | |
| Spur 7.2 1.4 1.2 1 9 F_HUG_GMD | |
| Starcross 7.0 1.1 1.3 5 1 C_INF | |
| Stationfall 7.6 1.6 1.6 5 5 C_INF | |
| Suspect 6.2 1.3 1.2 2 4 C_INF | |
| Suspended 7.5 1.3 1.2 4 8 C_INF | |
| Theatre 6.8 0.9 1.2 3 6 F_INF_GMD | |
| TimeQuest 8.6 1.5 1.8 1 x C_I | |
| TimeSquared 4.3 1.1 1.1 1 x F_AGT_GMD | |
| Toonesia 6.3 1.1 1.2 2 7 F_TAD_GMD | |
| Tossed into Space 3.9 0.2 0.6 1 4 F_AGT_GMD | |
| Treasure.Zip N/A 0 3 S20_IBM_GMD | |
| Trinity 8.8 1.4 1.7 8 1-2 C_INF | |
| Tube Trouble 3.3 0.5 0.4 1 F_INF_GMD | |
| Uncle Zebulon's Will 7.6 0.9 1.3 3 7 F_TAD_GMD | |
| Undertow 5.2 1.0 0.8 1 F_TAD_GMD | |
| Undo 1.9 0.1 0.4 2 7 F_TAD_GMD | |
| Unnkulian One-Half 7.0 1.3 1.7 4 1 F_TAD_GMD | |
| Unnkulian Unventure 1 7.1 1.2 1.6 5 1-2 S10_TAD_GMD | |
| Unnkulian Unventure 2 7.2 1.4 1.5 4 1 S10_TAD_GMD | |
| Unnkulian Zero 9.0 1 1 C25_TAD_GMD (Demo) | |
| Waystation 5.7 0.7 0.9 2 9 F_TAD_GMD | |
| Windhall Chron. 1 - See Path to Fortune. | |
| Wishbringer 7.6 1.3 1.3 4 5-6 C_INF | |
| Witness, The 7.2 1.7 1.2 5 1,3,9 C_INF | |
| Wonderland 7.5 1.3 1.4 1 x C_I | |
| World 6.5 0.6 1.3 2 4 F_SEE REVIEW Issue #4 | |
| Zanfar 2.6 0.2 0.4 1 8 F_AGT_GMD | |
| Zork 0 7.1 1.3 2.0 2 x C_INF | |
| Zork 1 6.0 0.7 1.5 9 1-2 C_INF | |
| Zork 2 6.4 0.8 1.5 7 1-2 C_INF | |
| Zork 3 6.1 0.6 1.4 5 1-2 C_INF | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| The Top Five: | |
| A game is not eligible for the Top Five unless it has received at | |
| least three ratings from different readers. This is to ensure a more | |
| democratic and accurate depiction of the best games. | |
| 1. Trinity 8.8 8 votes | |
| 2. Jigsaw 8.7 3 votes | |
| 3. Christminster 8.6 3 votes | |
| 4. Mind Fvr Voyaging 8.5 4 votes | |
| 5. Curses 8.3 7 votes | |
| Bureaucracy 8.3 3 votes | |
| CLOSING REMARKS-------------------------------------------------------------- | |
| That wraps it up for this time. I'm aiming to make the next issue the | |
| Competition Special - provided, of course, that I receive enough | |
| competition game reviews to fill an issue. Keep 'em coming. | |
| And, last but certainly not least: | |
| A Merry Christmas to all SPAG subscribers! | |
| ----------------------------------------------------------------------------- | |
| Thank you for helping to keep text adventures alive! | |
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