| /~~\ /~~~\ /\ /~~~\ | |
| \ \/ | |> | //\\ | | |
| /\ \ | _/ ||__|| | ~~\ | |
| The \__/ociety for the |_|reservation of || ||dventure \___/ames | |
| ISSUE # 2 | |
| Edited by G. Kevin Wilson (whizzard SP@G uclink.berkeley.edu) | |
| Sept 26, 1994 | |
| All email addresses are spamblocked -- replace the name of our magazine | |
| with the traditional 'at' sign. | |
| EDITORIAL-------------------------------------------------------------------- | |
| Well, perhaps text adventures aren't as dead as everyone thought. | |
| They certainly have a small audience, but at least the audience is there. | |
| SPAG, at last count, has 105 subscribers. This came from my trolls in | |
| the int-fiction newsgroups, as well as the game newsgroups for classic video | |
| games. I have attempted to post to the game groups for Archimedes Acorn, | |
| Amiga, Macintosh, and IBM. At this point, I'm not sure if my posts made it | |
| out. If not, then we can expect a whole lot more readers when I do post on | |
| those groups. This is encouraging to me. It helps me believe more firmly in | |
| the books vs. television argument usually expressed by text adventure lovers. | |
| Maybe there is still room for us, after all. | |
| Let me just comment on my own introduction to text adventures, and my | |
| experiences since then. I don't remember what my first text adventure was, | |
| but I seem to remember Wishbringer as being one of the first. It made a very | |
| profound impact on me, whatever the case may be. I have fond memories of | |
| slowly working my way through it, and gradually working out both the 'wish' | |
| and 'non-wish' solution to every puzzle in the game. I even still have my | |
| glow-in-the-dark rock somewhere. I remember thinking how great it was to | |
| have a sort of novel that I could control on the computer. I'm an avid | |
| reader, having swallowed up thousands of science fiction, fantasy, and | |
| classical literary works. Wishbringer seemed to tie my love of reading to my | |
| love of computers quite neatly. Well, as the years passed, I got into Sierra | |
| games as well, until they removed the text parser from their games and put in | |
| an idiotic point n' click interface. I've since learned to despise that form | |
| of interface. Anyways, back to text adventures. I slowly played a large | |
| collection of them. I played The Golden Wombat of Destiny, Pork 1, all of | |
| the Infocom text adventures, Shades of Grey, and many, many others. In fact, | |
| I've played nearly every game on ftp.gmd.de to some extent or another. Many | |
| I just played up to the point where I saw how poorly the game was done, and | |
| then erased it. I started work on my much hyped game, Avalon. And later, | |
| tired of playing all those poorly done text adventures, I started SPAG. | |
| Hopefully, SPAG will help you to seperate the good games from the bad, and | |
| believe me, there are some terrible ones out there. My favorite game to date | |
| is Trinity, although I really haven't gotten to play A Mind Forever Voyaging | |
| yet. In addition, my favorite non-Infocom games are Shades of Grey and | |
| Multi-Dimensional Thief. Shades of Grey is quite likely one of the most | |
| vivid text adventures I've ever played. | |
| Anyways, aside from attending school here at Berkeley, trying to | |
| major in Computer Science, and other non-text adventure stuff, that's me in | |
| a nutshell. | |
| G. Kevin Wilson | |
| "Whizzard" | |
| P.S. - Things might be a little jumbled this month. There was a | |
| last minute rush of reviews. Please try to get reviews to me at least 1 day | |
| before the deadline, especially if you are sending a ton of 'em. (You too, | |
| Molley! :P ) | |
| LETTERS TO THE EDITOR-------------------------------------------------------- | |
| From: "Collin Pieper" <clp5 SP@G cornell.edu> | |
| At the end of this issue [SPAG1] you commented about Infocom, I'd | |
| just like to comment on that. First of all, you said you weren't sure what | |
| computers the LTOI packages were availiable for. They're availiable on | |
| floppy disk for the PC, Macintosh, and Amiga and on CD (with the bonus games) | |
| on a dual media CD supporting both the Macintosh and the PC. You also | |
| claimed there is no difference in price between the two volumes, this is not | |
| true. I puchased, from the same company, Vol I on CD for $39 and vol II on | |
| CD for only $25. I've also seen the disk versions (for the Mac) for $29 and | |
| $17 respectively. | |
| I also have a couple notes on missing items. In some versions of | |
| LTOI I the map for Zork Zero is missing (in some it's in the manual). | |
| Also, Ballyhoo is missing a radio station advertisment. The station and | |
| frequency are supposedly WPDL 1170KHz AM. Zork Zero for the PC is missing | |
| the MCGA graphics file, while the Mac version contains the equivalent. | |
| And a final note. To put the graphic series games into MCGA/VGA | |
| add /dm to the command line. Arthur looks particularly terrible if you | |
| don't do this. This might be useful for people who just ignored that big | |
| batch file on the LTOI II CD. | |
| Finally, I think people are a little too hard on Activision's | |
| repackaging. You've got to remember that we are dealing with some ancient | |
| games, some are nearly 15 years old. Activision didn't have to re-release | |
| them at all. For well under $2 a game what do you want? I have to agree | |
| that Activision's carelessness and lack of maps/hints in vol II is annoying, | |
| but complaints about the lack of trinkets are totally unrealistic. How | |
| could we afford to pay for Activision to recreate all that junk. | |
| [ He also later added.... ] | |
| It seems that the information I gave you in my letter is now outdated. The | |
| missing PC file for Zork Zero is in the IF Archive under... | |
| infocom/missing-files/zork0.mg1 | |
| You should be able to stick that in the directory with Zork Zero and add | |
| the /dm switch I was talking about. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: "David Baggett" <dmb SP@G case.ai.mit.edu> | |
| (The Net-rep and much more for Adventions.) | |
| [The >> is "Audrey A. DeLisle" <rad SP@G crl.com>.] | |
| [The > is David Baggett.] | |
| [The brackets are me.] | |
| >Congrats on tthe first issue! I think it would be nice if you could post | |
| >it here regularly (unless people object). | |
| [ Again, I want to keep track of who's reading SPAG. If everybody just | |
| pulls it off a newsgroup, then how will I know who to bug for game | |
| reviews? ] | |
| >>Unnkulian Unventure #2 S10 I GMD 7.3 [PA 2 WR 1.9 PL 1.4 CH 1 * 2] *=humor | |
| >>... | |
| >> | |
| >>I would rate it higher, but the plot is a bit jerky and there is one | |
| >>'fatal' error. There is a computer and you must know the password before | |
| >>the game tells you. | |
| > | |
| >This is not an error -- it's a puzzle. You have to guess the login (it's | |
| >easy) and *find* the password. It's not a bug that you can't get the | |
| >password early on -- you just have to get past the dragon before you | |
| >can get into the computer. | |
| > | |
| >Though I recently argued *for* walkthroughs with Michael Kinyon (in email), | |
| >I'm starting to see the problems they cause. Remember the "put the axe in | |
| >the bucket puzzle" from UU1? For those who don't, you had to get an | |
| >axe across a chasm so you could use it on the other side. There was a | |
| >bug that allowed you to "hide" it in the bucket. The *real* solution | |
| >was to throw it across from the right place. | |
| > | |
| >Unfortunately, the walkthrough was wrong -- it said to stuff the axe in the | |
| >bucket! Not only did this give walkthrough users the impression that the | |
| >puzzle was ridiculous and unfair ("how would I ever think of *that*?"), but | |
| >it also stopped working once Leary fixed the bug, leading people to think | |
| >that version 2 and 3 of the game were buggy! | |
| > | |
| >An aside: A lot of UU2's problems (and difficulty) stem from its | |
| >pseudo-nonlinearity. Once you get into the underworld, you have many | |
| >puzzles you can work on at once. They have to be solved in a particular | |
| >order, however, and this is why people get confused. | |
| > | |
| >I won't say what the object is because that is part of the plot. | |
| > | |
| >You didn't mention that there's a killer cliffhanger ending! :) This is | |
| >resolved in "The Legend Lives!", which is now in beta-testing. | |
| > | |
| >>Adventions by D. A. Leary using TADS. | |
| > | |
| >Leary writes a lot of stuff, but not all of it. I wrote UU2. | |
| > | |
| >Overall, I liked your reviews but I thought they were way too generous. | |
| >I'd say that most shareware games I've seen rate between 0 and 5, while old | |
| >Infocoms should hover around the 7 mark. (Including Trinity, which is a | |
| >good, but far from perfect game.) You have to leave us some headroom, you | |
| >know! | |
| [ Thanks for your comments, Dave. Hopefully the new rating system will | |
| help make things a little better. Several letters came in suggesting | |
| this, that, or the other, and I used the best ideas from each, as | |
| you'll soon see. ] | |
| KEY TO SCORES AND REVIEWS---------------------------------------------------- | |
| Consider the following review header: | |
| NAME: Cutthroats PARSER: Infocom Standard | |
| AUTHOR: Infocom PLOT: Two Seperate Paths | |
| EMAIL: ??? ATMOSPHERE: Well Done | |
| AVAILABILITY: LTOI 2 WRITING: Good | |
| PUZZLES: Good SUPPORTS: Infocom Ports | |
| CHARACTERS: Not Bad DIFFICULTY: Medium | |
| First, you'll notice that the score has been removed, and replaced | |
| by one or two word ratings. These are pretty arbitrary, and should allow | |
| more freedom to the reviewers. The EMAIL section is for the e-mail address | |
| of the game author, not the reviewer. AVAILABILITY will usually have either | |
| Commercial ($price), Shareware ($price), or Freeware. If the commercial | |
| price varies in stores, then it will just say Commercial. If it has been | |
| released in the LTOI collection, this line should say so. Lastly, if it is | |
| available on ftp.gmd.de, the line should add GMD. (Demo) if it's a demo | |
| version. The body of the review hasn't changed. | |
| 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. | |
| SPAG accepts reviews of any length, letters to the editor, the occasional | |
| interesting article on text adventures (no reprints please), and even just | |
| ratings for your favorite game, if you don't have the time to do a full | |
| review. Please though, at least send me info for each game you have rated | |
| equivalent to the review header for Cutthroats, above. All accepted | |
| materials will be headed by the submitter's name and e-mail address, unless | |
| you request that they be withheld, in which case the header will read as | |
| "Anonymous." | |
| NEW GAMES-------------------------------------------------------------------- | |
| Things are still a bit dry. Hopefully they'll pick up soon. | |
| REVIEWS---------------------------------------------------------------------- | |
| From: "Molley the Mage" <mollems SP@G WKUVX1.WKU.EDU> | |
| NAME: Curses PARSER: Similar to Infocom | |
| AUTHOR: Graham Nelson PLOT: [Blank] | |
| ATMOSPHERE: [Blank] AVAILABILITY: Freeware_GMD | |
| WRITING: [Blank] PUZZLES: [Blank] | |
| SUPPORTS: Infocom Ports CHARACTERS: [Blank] | |
| DIFFICULTY: [Blank] | |
| EMAIL: nelson SP@G uk.ac.ox.vax | |
| This is the finest work of IF which I have played since Trinity, bar none. | |
| Curses is perhaps the most "literate" work of IF to come along in years. I | |
| really cannot say enough good things about this game, so you have no choice | |
| but to go out right now and get a copy for yourself. You can't really make | |
| any excuses about it, either, since Curses is completely free and is | |
| written using the old Infocom story file format, which means that it's | |
| playable on just about any computer in existence with one of the existing | |
| Infocom interpreter programs (I recommend Mark Howell's Zip but | |
| InfoTaskForce's will also work, as will any of several others). | |
| You are an aristocrat who is preparing to go on vacation in Paris. All you | |
| want to do is find one lousy tourist map which you KNOW is in the attic | |
| somewhere, and then you're off. Sounds easy, right? Right... | |
| I can't even begin to describe this game without spoiling the plot, so I'll | |
| simply ask: How would you react when a seemingly simple situation in your | |
| attic transformed into ancient magic, past and present places and times, a | |
| mental tour of your own history, a "chance" to control the fundamental basis | |
| upon which the universe is founded, the discovery of ancient powers | |
| utilized by Merlin himself, Heaven, Hell, robot mice, and of course curses? | |
| I don't know about you, but I reacted by becoming glued to my terminal for | |
| about 50 hours straight. Graham Nelson, the author of Curses, deserves the | |
| highest kudos for his accomplshment. I can't wait to see what he's going | |
| to do next -- if you are going to play one IF game this year, make it | |
| Curses. Be warned that some of the puzzles are fiendishly difficult, and | |
| one or two are a bit non-intuitive, but there are legions of loyal Curses | |
| fans just dying for the chance to help you out anyway just so they will | |
| have someone else to talk to about this wonderful game. Go get it NOW. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Lars Joedal" <joedal SP@G dfi.aau.dk> | |
| NAME: Ditch Day Drifter PARSER: TADS standard | |
| AUTHOR: Michael J. Roberts PLOT: A bit loose, some non-linearity | |
| EMAIL: mroberts SP@G hinrg.starconn.com ATMOSPHERE: (Very) good | |
| AVAILABILITY: GMD (TADS source) WRITING: Medium | |
| PUZZLES: Good SUPPORTS: TADS ports | |
| CHARACTERS: Few but charming DIFFICULTY: Easy | |
| You are a student at the CalTech University. Today is "Ditch Day" | |
| where the senior students set up "stacks" (problems) for the under- | |
| graduates to break. Your stack will send you all over the university, | |
| from the book store over the Explosive Lab to the excavations under the | |
| campus. Be prepared to meet vigilant guards and failed biological | |
| experiments! | |
| The game takes you into a realistic university atmosphere with just | |
| a small bit of overstatement to make you smile. Most of the NPCs are | |
| cardboard characters, but the insurance robot Lloyd is well-developed. I | |
| also like the book store clerk. None of the NPCs are very conversational | |
| though. The puzzles are fairly easy, but all logical and well-thought- | |
| out. This makes the game an excellent introduction to IF. The veteran | |
| gamer will complete the game very quickly, but should still play the | |
| game for its story. The puzzles are rather independent, which on the | |
| other hand makes the plot a bit loose (solving one of the independent | |
| puzzles doesn't make the overall story advance much). | |
| The source code to "Ditch Day Drifter" is distributed together with | |
| introductory documentation to TADS. Since this is meant to be read by | |
| people who have not (yet) registrered TADS I guess it can be called | |
| free. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Molley the Mage" <mollems SP@G WKUVX1.WKU.EDU> | |
| NAME: The Enchanter Trilogy PARSER: Early Infocom | |
| AUTHOR: Infocom PLOT: [Blank] | |
| ATMOSPHERE: [Blank] AVAILABILITY: LTOI 1 | |
| WRITING: [Blank] PUZZLES: [Blank] | |
| SUPPORTS: Infocom ports CHARACTERS: [Blank] | |
| DIFFICULTY: [Blank] | |
| EMAIL: ??? | |
| The "Enchanter Trilogy" was Infocom's second big line of more or less | |
| "connected" games. All three featured a better parser and more levels of | |
| interaction than the Zork games did, and a *much* greater emphasis on plot | |
| and storyline. No longer collections of disparate puzzles surrounding the | |
| gathering of treasures, these games in my opinion really brought Infocom | |
| into their own as far as writing goes. | |
| Enchanter, the first of the series, features you as a novice magician who | |
| is sent to do battle with an incredibly powerful evil sorceror who is | |
| destroying the world. The reason you, a near novice, are sent instead of | |
| the more powerful mages in charge of you is because Krill (the evil | |
| warlock) could easily detect a mage of great power, while you won't even | |
| register as a blip on his mental radar screen. This will supposedly allow | |
| you to slip in and defeat him while he's not looking. The game is set in | |
| and around Krill's castle, where there are various traps, tricks, and | |
| treasures, not to mention a group of nasty henchmen who carry you off to | |
| your death whenever they find you. The game basically centers around the | |
| collection of more and more magical spells to add to your arsenal. These | |
| spells are what enable you to defeat the aforementioned tricks and traps, | |
| along with some well-timed help from a few NPC's (including the Adventurer | |
| from Zork I, a classic moment if ever there was one!). Eventually you | |
| arrive at the requisite showdown with Krill, who goes down rather easily | |
| (somewhat anticlimactic for a world-conquering sorcerer, eh?) | |
| Nevertheless, Enchanter is a fun game that will provide you with some hours | |
| of enjoyment. | |
| Sorcerer is the sequel to Enchanter (obviously) and once again you are | |
| called upon to do battle with great evil. In this case, your mentor Belboz | |
| (head of the Circle of Enchanters to which you were admitted after your | |
| amazing defeat of Krill) has been captured, imprisoned, and possessed by a | |
| malevolent demon, Jeaarr. Using Belboz's sorcerous powers, the demon will | |
| of course be able to ... you guessed it ... take over the world, so off you | |
| to the rescue again. Your quest this time takes you back into the Great | |
| Underground Empire, where you will visit an ancient castle, an amusement | |
| park, and other locales en route to a showdown with the demon. Two scenes | |
| bear particular mention: the glass maze, which you must navigate in a | |
| unique way, shows that not all mazes have to be annoying and boring. There | |
| is another puzzle involving time travel and meeting your "younger" and | |
| "older" selves which is worth playing the entire game for, as I found it | |
| one of the most imaginative and challenging IF puzzles ever. As a whole, | |
| the game is rather easy, but I enjoyed it immensely. Highly recommended. | |
| Spellbreaker, the conclusion of the trilogy, is truly an epic game. It was | |
| Infocom's largest and most ambitious project when it came out, featuring | |
| about three times the puzzles (1000 points) of any other Infocom game. For | |
| me, it was love at first sight. This is one of my all-time absolute | |
| favorite games. It seems that after you rescued Belboz in Sorcerer, you | |
| took his place as the Head of the Circle of Enchanters. Now magic has | |
| begun to fail everywhere in the world, and all of your fellow mages have | |
| been turned into small amphibians by malevolent sorcery. You, however, are | |
| strangely unaffected, and must pursue the source of this evil. What you | |
| will discover is a game which deals with metaphysics and magic with equal | |
| facility, along with challenging puzzles and wonderful writing. In short, | |
| Spellbreaker is a game with almost no equal. Be warned, however, that it | |
| is HARD -- much more so than either of the previous two games in the | |
| trilogy. However, the puzzles are all quite logical, and most involve the | |
| intelligent applications of the various spells which you will again find, | |
| along with the collection of strange white cubes which when invoked in the | |
| proper manner transport you to alternate places and times. The only thing | |
| I didn't like about this game was the inclusion of the ancient "three | |
| weighings on a scale" problem (although it was presented in a novel | |
| manner). The ending was both surprising (to me) and satisfying. This is a | |
| game not to be missed! | |
| As a whole, the Enchanter Trilogy is my favorite set of Infocom games, far | |
| and away. Again, I recommend getting them in the original packaging if | |
| possible, but they are also in the LTOI package, so they are again | |
| accessible to a new generation of interactive fiction lovers. If you play | |
| no other Infocom games in your life, play these three together -- they are | |
| classics. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Roger N. Dominick" <dominirn SP@G ucunix.san.uc.EDU> | |
| NAME: Enhanced AUTHOR: SophistiChaos | |
| AVAILABILITY: Shareware $10 GMD PUZZLES: Logical, interesting | |
| CHARACTERS: 1-D, but fun. PARSER: small vocabulary | |
| PLOT: Well-planned, linear. ATMOSPHERE: Dark and corny | |
| WRITING: Good, little "purple" prose. SUPPORTS: Any TADS run-time. | |
| DIFFICULTY: Medium, a few parser problems | |
| EMAIL: Hans Persson: unicorn SP@G lysator.liu.se | |
| Dominik Zemmler: dz SP@G lysator.liu.se | |
| I recently played the (unregistered, ftp'd) shareware version of | |
| _Enhanced_, the first (only?) chapter in the "Cyberventure Trilogy". | |
| Possibly the first truly cyberpunk adventure game I've played (unless | |
| _A Mind Forever Voyaging_ counts), and certainly entertaining as an | |
| example of that genre. However, some of the actions that must be taken | |
| in the game depend upon the player's familiarity with certain cyberpunk | |
| terminology ("ice", etc.), and a lot of the in-jokes are *really* in. | |
| There are also one spot where you have to do a very repititous task | |
| again and again, and more than one place where plurals either cause | |
| problems by being too much ("connector"s being a good case in point) or | |
| not enough (I dearly wished to be able to refer to "plastics", in the | |
| plural). I had a few word-hunt fights with the parser, especially in | |
| one puzzle -- took me 30+ turns to figure out the expected wording to | |
| do something required to finish the game alive! | |
| The screens-long opening serves as a fast-if-not-especially-believable | |
| way to get the character into the main thick of the action. Once | |
| there, the plot moves briskly through a storyline filled with in-jokes | |
| and almost-caricature NPCs... but it somehow remains fun and engaging. | |
| I got stuck twice, and ended up using a step-through from the if-archive | |
| for one bit. Enhanced and the solution file are ftp'able from the | |
| if-archive, ftp.gmd.de. | |
| I enjoyed the game, for a while; when I began to have parsing problems, | |
| my enjoyment was diminished. I'm looking forwards to seeing what else | |
| comes out of this trilogy, and with a little polish, SGD's games should | |
| be excellent. I am going to mail a check off to the authors this | |
| weekend; for $10, including source code, it's a very good value. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Toni Cortes" <toni SP@G ac.upc.es> | |
| NAME: Multidimesional Thief. PARSER: AGT | |
| AUTHOR: ? PLOT: There is no real plot | |
| EMAIL: ? ATMOSPHERE: Good | |
| AVAILABILITY: GMD WRITING: Well Done | |
| PUZZLES: Good SUPPORTS: AGT Ports | |
| CHARACTERS: Very Poor DIFFICULTY: Easy-Medium | |
| The game plot is as simple as finding your way out of a dungeon | |
| in order to become a member of the thieves guild. The dungeon you move in | |
| is made of many different places with no relation between them. You | |
| can find a farm, a railway station, the city of OZ, and many other with | |
| no relation between them. This mix of environments makes the game very | |
| attractive. | |
| The NPCs could be improved as they do nearly nothing. They are | |
| treated as any other lifeless object. Another thing I didn't like | |
| is that some puzzles are very difficult if you have not seen that | |
| movie or read that other book (no names as I don't want to spoil the | |
| game). | |
| Something I really liked is that you can see the objcts you are | |
| dealing with. Although it keeps the standard scheme of text adventure (no | |
| graphics), when you inspect an object it is diplayed on the screen. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Molley the Mage" <mollems SP@G WKUVX1.WKU.EDU> | |
| NAME: Shades of Grey PARSER: AGT | |
| AUTHOR: See Review PLOT: [Blank] | |
| ATMOSPHERE: [Blank] AVAILABILITY: F_GMD | |
| WRITING: [Blank] PUZZLES: [Blank] | |
| SUPPORTS: AGT ports (IBM/Mac/Atari ST) CHARACTERS: [Blank] | |
| DIFFICULTY: [Blank] | |
| EMAIL: ??? | |
| This is an excellent piece of IF and certainly the best game I've ever seen | |
| writting using AGT. One of the most interesting factoids about this game | |
| is that the authors have never actually met face-to-face; the entire game | |
| was designed and written on Compuserve gamers' forums and via E-mail. | |
| Despite the geographic disparity, the product is a wonderful game, once you | |
| get past the very first single stupid non-intuitive puzzle, which is all | |
| that keeps this game from being an 8.0 (and thus in my ultra-elite). | |
| Basically, you have amnesia. You are wandering the streets of an unknown | |
| city during an unknown year wondering who you are and how you got here. | |
| Eventually you will discover a clairvoyante who will help you to discover | |
| your true self and your past through the power of Tarot. What you learn is | |
| that this is a somewhat political, occasionally difficult, *extremely* | |
| well-written game which deals with the past, present, and future of Haiti. | |
| Beyond that I can say no more without spoiling the excellent plot, but take | |
| my word for it -- Shades of Grey is a game not to be missed. You might | |
| find occasional frustration with the parser, but overall this is only a | |
| minor annoyance and is quickly forgotten in the stream of evocative images | |
| which will begin pouring forth from your computer as soon as you play... | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Molley the Mage" <mollems SP@G WKUVX1.WKU.EDU> | |
| NAME: Trinity PARSER: Late Infocom | |
| AUTHOR: Infocom PLOT: [Blank] | |
| ATMOSPHERE: [Blank] AVAILABILITY: LTOI 2 | |
| WRITING: [Blank] PUZZLES: [Blank] | |
| SUPPORTS: Infocom ports CHARACTERS: [Blank] | |
| DIFFICULTY: [Blank] | |
| EMAIL: ??? | |
| And now, the cream of the crop, my ALL-TIME-NUMBER-ONE IF game... | |
| Trinity is, without a doubt, the best IF game I've ever played. I've | |
| been through it again and again just to read the text, which is something | |
| I cannot say about any other game except for AMFV and Curses. (Which | |
| right away lets you know that this game is in elite company!) | |
| I can't really describe the plot without writing a vast essay, but suffice | |
| to say that you're an American on vacation in London when World War III | |
| interrupts the daily routine -- specifically, the city gets nuked. You, | |
| however, survive the devastation, with the help of a magical portal and | |
| a strange voice inside your head. Through the portal you will discover a | |
| world of wonder unlike anything you've ever seen in interactive fiction. | |
| The plot revolves around the stages of development and construction of the | |
| atomic weapons used to destroy you in the game's opening. Eventually, if | |
| you are clever and utilize all of your brain cells to their utmost, you | |
| might get the chance to go back in time and change history for the better. | |
| The ending of this game is in my opinion truly spectacular, a fitting reward | |
| for the amount of work you'll have to put in. I was truly satisfied with | |
| myself after completing this game. There is one non-intuitive puzzle, | |
| which I solved by pure luck, but by and large the puzzles are very well | |
| constructed and quite logical. They are also not so difficult as to | |
| seriously impede your progress through the story, which is the real | |
| emphasis of the game, but not so easy as to make you feel as though you | |
| are wasting your time. A perfectly balanced challenge. | |
| If you can at all get this game in the original packaging, do so. There | |
| are no game-critical items to be found therein, but the sundial is one of | |
| the neatest props Infocom ever put out. (Mine still adorns my windowsill.) | |
| In short, if you play one IF game in your life, you would not go wrong if you | |
| make it this one. Highest recommendation. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Toni Cortes" <toni SP@G ac.upc.es> | |
| NAME: Unnkulian Unventure I. PARSER: Standard | |
| AUTHOR: D.A.Leary (Adventions) PLOT: [Left blank] | |
| ATMOSPHERE: Good AVAILABILITY: S10_GMD | |
| WRITING: Well Done PUZZLES: Good (most of them) | |
| SUPPORTS: TADS ports CHARACTERS: Poor | |
| DIFFICULTY: Medium | |
| EMAIL: "Dave Baggett" dmb SP@G case.ai.mit.edu | |
| Unnkulian Unventure starts you on the path to being a hero. The | |
| Orb has been stolen and you must return it. You journey through | |
| caverns, up mountains and into a chasm. A monk is waiting to help you | |
| at one place. (Copied from SPAG1 rad SP@G crl.com) | |
| I enjoyed the game, especially the first 200 points (out of 400). | |
| In this first part the puzzles are very logical and well designed. In | |
| the second part there are some puzzles in which I didn't find any logic at | |
| all. The writing is quite well done and gives the reader a good | |
| description of what is going on. The plot gives the player a lot of freedom | |
| and lots of things can be done in parallel. The characters that appear are | |
| simple and don't allow much interaction with them, I wish they were a bit | |
| more active. Lastly, there is lots of humour in this game. It may get a bit | |
| repetitive, but humour is an important part of the game. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| [ Also this month, Toni sent me a review of TADS, one of the text | |
| adventure design systems out there for would-be text adventure authors. | |
| It seemed like a reasonable idea, and here it is. I have no doubt that | |
| the entire spectrum of them will soon follow. I have no set format for | |
| them, but Toni seems to have the right idea. Just follow his lead. ] | |
| From: "Toni Cortes" <toni SP@G ac.upc.es> | |
| NAME: TADS AUTHOR: Michael J. Roberts | |
| AVAILABILITY: Shareware $40 GMD PARSER: Very Good | |
| DOCUMENTATION: Excellent EASE OF USE: Quite easy | |
| EMAIL: mroberts SP@G hinrg.starconn.com | |
| TADS is an adventure compiler. It is an object oriented language | |
| especially designed to implement text adventures. As these kind of games | |
| are based on objects that a character can manipulate, the object oriented | |
| aproach is very well suited. | |
| Writing an adventure with TADS consists of defining the objects | |
| and the way they respond to certain actions. This is done in a C-like | |
| language which is very well explained in the manual. The rest of the | |
| game, like parsing, displaying, etc. is done automatically by TADS. | |
| Although it is very simple to use it would take a long time to | |
| develop a complete game from scratch. In order to solve this problem an | |
| object library comes with the program. In this library the most common | |
| actions and objects are defined. This simplifies the task of starting to use | |
| the compiler. After one gets used to the language, it is very easy to modify | |
| this library in order to fit it to the programmer's needs. | |
| The registered version comes with a simple, but useful, debugger. | |
| This eases the task of writing games. | |
| Although it is a good compiler, there are some things which could | |
| be improved. One of them is the small freedom the programmer has on how | |
| to display things on the screen. I'd love to be able to use colors and | |
| so. | |
| As an example of what can be done with TADS we can take look to the | |
| Unnkulian series which has been developed with this software. | |
| There is more information about TADS and what this language | |
| looks like on GMD. There is a shareware version with a simplified manual | |
| and some examples. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Molley the Mage" <mollems SP@G WKUVX1.WKU.EDU> | |
| NAME: The Zork Trilogy PARSER: Early Infocom | |
| AUTHOR: Infocom PLOT: [Blank] | |
| ATMOSPHERE: [Blank] AVAILABILITY: LTOI 1 | |
| WRITING: [Blank] PUZZLES: [Blank] | |
| SUPPORTS: Infocom ports CHARACTERS: [Blank] | |
| DIFFICULTY: [Blank] | |
| EMAIL: ??? | |
| Ah, the Zork Trilogy. Basically chopped-up components of the Dungeon game | |
| which was so popular at MIT, these were the games that launched Infocom to | |
| its evenutal fame and fortune. Based more or less on the concepts put | |
| forth by the original Adventure game, the Zork trilogy games are mostly an | |
| exercise in collection of "treasure" items and solving more or less | |
| unrelated puzzles. Zork I is a particularly good example of this, where | |
| the player is apparently looting for looting's own sake, while Zork II sets | |
| the collection of treasures up as part of the plot (although you must | |
| discover this for yourself; at first, you are merely collecting them | |
| because you get points for having each one). Zork III changes from | |
| collection of "treasures" to collection of related items which taken | |
| together serve as a complete set of "Dungeon Mastering" equipment. But in | |
| all three of the games, the puzzles surrounding these items (while for the | |
| most part well-written, logical, and fun to solve) are basically unrelated | |
| to one another or to the story as a whole. The disparate elements are | |
| loosely glued together by the concept of the "Great Underground Empire" | |
| wherein all three games are set, but beyond that there is no real | |
| connection (and thus the games become rather non-linear in places, which is | |
| a good thing in this reviewer's opinion, but for the wrong reasons!) | |
| In Zork I, you play an adventurer who seemingly stumbles upon the ruins of | |
| the Great Underground Empire in the basement of an abandoned white house. | |
| You immediately set about gathering the Twenty Treasures of Zork, and put | |
| them in your trophy case for safekeeping. Along the way, you'll deal with | |
| a nasty troll, a particularly nasty thief, and a maze (blech). | |
| Zork II casts you as this same adventurer, continuing his explorations into | |
| the GUE (as detailed at the end of Zork I). This time, however, you find | |
| yourself in the realm of the crafty and capricious Wizard of Frobozz, whose | |
| magic seldom works exactly as he intends it to but always causes you a | |
| hassle or two. Freeing yourself from his domain and taking his power for | |
| your own is the goal of this one, though it's really just another "collect | |
| the treasures" exercise with the worst puzzle in Infocom history thrown in | |
| for good measure (the baseball diamond one, for those who know). | |
| Zork III ends the tale of your exploits, as you find yourself confronted by | |
| the mysterious being known as the Dungeon Master. This game is the worst | |
| of the lot, and should be played more for the sake of completeness than | |
| anything else. The ending will be apparent long before you get there, and | |
| it's not particuarly fun getting their either because of some very stupid | |
| random elements to the puzzles which require proper timing (but give no | |
| warning to the player that this is the case). This game experiments with a | |
| strange scoring system unlike any other Infocom game -- 7 points, one for | |
| each of the "major" actions you must complete (which does not include | |
| actually winning, I might add). Much shorter than the other two, this game | |
| seems more like an afterthought than a conclusion. | |
| At any rate, in comparison with Infocom's later works, the Zork Trilogy are | |
| on a much lower level. However, they are enjoyable games each in their own | |
| right, (though Zork III stretches it right to the limit!) and should be | |
| played by any fan of interactive fiction. Don't expect detailed plot, | |
| however; it simply isn't there. These games, however, form an important | |
| part of the base upon which today's IF is built, and therefore are entitled | |
| to a bit of easy treatment. As the first truly "commercial" IF played by | |
| any significant number of people, the Zork games are a major milestone in | |
| the history of IF -- and they are fun, taken at face value. If you can get | |
| them in the original packaging, do so -- the GUE materials are worth the | |
| price of admission alone. If not, however, they are part of the Lost | |
| Treasures of Infocom pacakge. Highly recommended for play by everyone who | |
| wants to know where IF in general and Infocom in particular got going. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| [ Editor's Closing Notes: I hope that everyone enjoys the new review | |
| format more than the old one. Let me know if you like it or not. Also | |
| any suggestions are still welcome, but the system needs to be sorted | |
| out by issue #3. I can't keep asking for revised scores from reviewers. | |
| It's not fair to them. ] | |
| READER'S SCOREBOARD---------------------------------------------------------- | |
| There is a new standard for game ratings now. Here's the scoop: | |
| Overall scoring and these specific categories work the same. | |
| PLOT, WRITING, and WILD CARD. | |
| Two new categories have been added: | |
| ATMOSPHERE, and GAMEPLAY. | |
| Benchmarks for: | |
| ATMOSPHERE: | |
| 0 - Little or no attempt at atmosphere. | |
| .5 - A few nice touches. | |
| 1 - Good Atmosphere. | |
| 1.5 - Feels like you're there. | |
| 2 - Edge of your seat the whole way. | |
| GAMEPLAY: | |
| 0 - Frustrating to play, poor parser, few synonyms. | |
| .5 - A little better. Still pretty unbearable. | |
| 1 - Good parser. Not too hard to figure out. | |
| 1.5 - Good parser. Most 'ease of use' commands implemented. | |
| 2 - Excellent gameplay. Understands almost everything you try. | |
| The CHARACTER category will still be around, but it will be averaged only | |
| with itself, to produce a CHARACTER rating. It will not affect the total | |
| score of the game. | |
| There will be a PUZZLE category that is treated the same as the CHARACTER | |
| category. | |
| The PARSER category has been absorbed into GAMEPLAY. | |
| Everything else in the rating section is the same. | |
| Here's a revised ratings line for Trinity: | |
| Name Avg Sco Chr Puz #Votes Issues Notes | |
| ======= ======= === === ====== ====== ====== | |
| Trinity 8.9 1.7 1.5 21 1-5, 8, 11 C_INF | |
| A complete and revised version of this rating system will appear in | |
| the SPAG FAQ, which should be up on ftp.gmd.de:/if-archive/SPAG/SPAG.FAQ. | |
| >From now on, only changes to the system and the notes will appear in each | |
| issue. For the basics, look at the FAQ. | |
| Notes: | |
| A - Runs on Amigas. | |
| AP - Runs on Apple IIs. | |
| GS - Runs on Apple IIGS. | |
| AR - Runs on Archimedes Acorns. | |
| C - Commercial, no fixed price. | |
| C30 - Commercial, with a fixed price of $30. | |
| F - Freeware. | |
| GMD - Available on ftp.gmd.de | |
| I - Runs on IBM compatibles. | |
| M - Runs on Macs. | |
| S20 - Shareware, registration costs $20. | |
| 64 - Runs on Commodore 64s. | |
| TAD - Written with TADS. This means it can run on: | |
| AmigaDOS, NeXT and PC, Atari ST/TT/Falcon, DECstation | |
| (MIPS) Unix Patchlevel 1 and 2, IBM, IBM RT, Linux, Apple | |
| Macintosh, SGI Iris/Indigo running Irix, Sun 4 (Sparc) | |
| running SunOS or Solaris 2, Sun 3, OS/2, and even a 386+ | |
| protected mode version. | |
| AGT - Available for IBM, Mac, Amiga, and Atari ST. This does not | |
| include games made with the Master's edition. | |
| INF - Infocom or Inform game. These games will run on: | |
| Atari ST, Amiga, Apple Macintosh, IBM, Unix, VMS, Apple II, | |
| and Apple IIGS. I believe that it is also possible to play | |
| these on the C64, TSR-80, Acorn Archimedes, and others, but | |
| I am not positive, as I saw no public domain interpreters for | |
| any systems other than the first group on ftp.gmd.de. I | |
| will update this as people confirm or deny the feasibility | |
| of running these games on these computers. | |
| NOTES: If there was no rating for Character or Puzzle, it was left blank. | |
| Please remember that I do not yet have a large enough sample of | |
| scores to accurately compare them. The grading system has changed | |
| and that may further damage the accuracy until I get about 20 more | |
| scores for each game. | |
| Name Avg Sc Chr Puz # Sc Rlvt Ish Notes: | |
| ==== ====== === === ==== ======== ====== | |
| Ballyhoo 7.2 1 x C_INF | |
| Beyond Zork 7.4 1 x C_INF | |
| Border Zone 5.6 1 x C_INF | |
| Bureaucracy 7.8 1 x C_INF | |
| Curses 8.6 1.5 1.7 1 2 F_INF | |
| Cutthroats 6.4 2 1 C_INF | |
| Deadline 6.8 1 x C_INF | |
| Enchanter 6.8 0.8 1.3 2 x C_INF | |
| Hitchhiker's Guide 8.0 1 x C_INF | |
| Hollywood Hijinx 6.0 1 x C_INF | |
| Horror of Rylvania 7.7 1 1 C20_TAD_GMD (Demo) | |
| Humbug 7.4 1 x S10_GMD (Uncertain) | |
| Infidel 6.9 3 1-2 C_INF | |
| Jacaranda Jim 7.0 1 x S?_GMD | |
| Klaustrophobia 9.5 1 1 S15_AGT_GMD | |
| Leather Goddesses 7.7 1 x C_INF | |
| Lurking Horror, The 7.2 1 1 C_INF | |
| Mind Forever Voyaging 8.1 1 x C_INF | |
| Moonmist 6.4 1 1 C_INF | |
| Multidimen. Thief 6.0 0.5 1.0 1 2 S?_AGT_GMD | |
| Nord and Bert 6.8 1 x C_INF | |
| Planetfall 7.3 1 x C_INF | |
| Sanity Claus 9.0 1 1 S10_AGT_GMD | |
| Seastalker 5.0 1 x C_INF | |
| Shades of Grey 7.9 1 1-2 F_AGT_GMD | |
| Sorceror 6.6 0.6 1.5 2 2 C_INF | |
| Spellbreaker 7.9 1.2 1.8 2 2 C_INF | |
| Starcross 7.4 2 1 C_INF | |
| Stationfall 6.7 1 x C_INF | |
| Suspect 5.9 1 x C_INF | |
| Suspended 7.0 1 x C_INF | |
| Trinity 9.2 1.4 1.7 3 1 C_INF | |
| Unnkulian One-Half 8.1 2 1 F_TAD_GMD | |
| Unnkulian Unventure 1 8.1 2 1 S10_TAD_GMD | |
| Unnkulian Unventure 2 7.1 2 1 S10_TAD_GMD | |
| Unnkulian Zero 9.0 1 1 C25_TAD_GMD (Demo) | |
| Wishbringer 6.3 1 x C_INF | |
| Witness, The 6.3 2 1 C_INF | |
| Zork 0 6.5 1.1 2.0 1 x C_INF | |
| Zork 1 5.4 0.6 1.6 2 1-2 C_INF | |
| Zork 2 6.4 0.8 1.6 2 1-2 C_INF | |
| Zork 3 5.7 0.6 1.4 2 1-2 C_INF | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| The Top Three: | |
| 1. Klaustrophobia 9.5 | |
| 2. Trinity 9.2 | |
| 3. Unkuulian Zero 9.0 | |
| Sanity Claus 9.0 | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| Editor's Picks: | |
| 1. Trinity | |
| 2. Shades of Grey | |
| 3. A Mind Forever Voyaging | |
| These are my personal top three. They may not have scored the | |
| highest, but check them out anyways. | |
| ADVERTISEMENTS--------------------------------------------------------------- | |
| --------------------------Save Princeton-(Last Month)------------------------ | |
| Have you ever wanted to kill somebody by feeding them school food? | |
| To hobnob with F. Scott Fitzgerald? To be single-handedly responsible | |
| for the salvation or destruction of one of the oldest universities in | |
| the United States? Save Princeton offers you the chance to do all this | |
| and more. In the role of a visitor to the campus, you must save | |
| Princeton from a mysterious invasionary force. Saving Princeton doesn't | |
| require any familiarity with the place. In fact, all it requires is an | |
| off-beat sense of humor and a little bit of brains. | |
| Save Princeton was created with TADS, the Text Adventure Development | |
| System. The game has fifty-two locations, and a vocabulary of | |
| about 980 words, which makes it about as complex as a middle-period | |
| Infocom game. It's shareware, with a fee of $10. | |
| Save Princeton is available for the IBM-compatible and Mactintosh | |
| computers, as well as any other systems that support TADS. | |
| Mac version: FTP to ftp.gmd.de and retrieve | |
| /if-archive/games/mac/saveprinceton199.hqx | |
| IBM version: FTP to ftp.gmd.de and retrieve: | |
| /if-archive/games/pc/savepton18.zip | |
| Other systems: Assuming you already have the TADS run-time for your | |
| system, FTP to ftp.gmd.de and retrieve: | |
| /if-archive/games/tads/savepton18.gam.Z | |
| If you have any questions or comments, please feel free to e-mail me. | |
| -Jacob Weinstein | |
| jacobw SP@G phoenix.princeton.edu | |
| CLOSING REMARKS-------------------------------------------------------------- | |
| In the future, I would like to do a special European issue. This | |
| would be a one time thing, concentrating on text adventures made in Europe, | |
| and describing how to go about getting these games. Text adventures still | |
| have a good following in England and other places throughout the world, and | |
| I would like to present a more international magazine. So, if you have any | |
| info on European game sources or games, I would appreciate it if you would | |
| send it my way. Thanks. | |
| Also, I'd like to thank you all for the enthusiastic response I've | |
| gotten for SPAG. I never realized there were so many people out there who | |
| cared so deeply for text adventures. Whether it's just a love of reading and | |
| puzzle solving, or nostalgia for golden days a decade past, you've all had | |
| some very warm and reassuring things to say about text adventures, and SPAG | |
| for that matter. I'm glad to be able to provide a forum in which we can all | |
| share opinions and thoughts on my favorite gaming form. I hope that I can | |
| continue to support and improve SPAG for a long time. Keep those reviews | |
| rolling in! | |
| ----------------------------------------------------------------------------- | |
| Thank you for helping to keep text adventures alive! | |
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