| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE # 20 | |
| Edited by Paul O'Brian (obrian SP@G colorado.edu) | |
| March 15, 2000 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #20 is copyright (c) 2000 by Paul O'Brian. | |
| 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 ----------------------------------------------------- | |
| Christminster | |
| Common Ground | |
| Deadline | |
| Enemies | |
| I-0: Jailbait on the Interstate | |
| Inheritance | |
| Inhumane | |
| Intruder | |
| Lost New York | |
| 9:05 | |
| Not Just A Game | |
| Not Just An Ordinary Ballerina | |
| Perilous Magic | |
| Shrapnel | |
| A Simple Theft | |
| Skyranch | |
| SPECIFICS | |
| ========= | |
| Bliss | |
| 9:05 | |
| EDITORIAL------------------------------------------------------------------ | |
| When I was asked to assume editorship of SPAG, one of the first things I | |
| did was to read every back issue. Out of those thousands of lines of | |
| text, one item in particular struck me, and has lingered in my memory | |
| ever since. It was a letter, written way back in 1995 by Gareth Rees | |
| (the author of Christminster, reviewed in this issue.) In this letter, | |
| Rees argued that most IF criticism, such as the reviews printed here, is | |
| great for players, but isn't as useful for authors. This imbalance, | |
| according to him, is due to the nature of IF itself, namely the | |
| imperative to avoid spoilers. He suggests that when we avoid spoilers, | |
| we are forced into talking about IF games in broad, general terms, terms | |
| that of necessity exclude some important and fruitful topics. In his own | |
| words: "Because adventure games are puzzle-oriented and because the | |
| kinds of people who play the games tend not to want the puzzles spoiled | |
| for them, extant reviews... have tended to be very coy about saying | |
| *anything* specific about the games under consideration." [To see the | |
| entire text of this letter, check out SPAG #6 in the "Back Issues" | |
| section of the SPAG website.] | |
| Rees' letter brought into sharp focus a concern that has vaguely worried | |
| me ever since I began to write reviews. Sometimes, when reviewing a | |
| piece of IF, I'll find myself wanting to talk about the ending of the | |
| game, or about what worked and what didn't for a particular puzzle, or | |
| about certain character reactions and what I thought of them. But as | |
| soon as I recognize the impulse, I'll stop short, and start looking for | |
| ways to skirt the issue. Why? Because I couldn't discuss any of those | |
| things in specific terms while still keeping the review spoiler-free. I | |
| could still discuss enough aspects of any game that a prospective player | |
| could determine whether or not it was her cup of tea, but how useful | |
| might it have been to the author, or to other authors, had I been able | |
| to dissect in detail some of the specific aspects of the game? The more | |
| I thought about Rees' letter, the more I agreed with him that the lack | |
| of in-depth analysis in IF criticism is "an unsatisfactory state of | |
| affairs." | |
| In that spirit, I'd like to inaugurate a new section of SPAG: SPAG | |
| Specifics. Unlike the reviews in the main section of SPAG, Specifics | |
| reviews can and should contain spoilers. In fact, this kind of in-depth | |
| review isn't new to SPAG -- after the first IF competition, then-editor | |
| Kevin Wilson provided breakdowns of several games, spoiler-laden reviews | |
| which wouldn't have been out of place in SPAG Specifics. I'd like for | |
| the reviews in this new section to help further the state of IF | |
| criticism by allowing critics to discuss IF games in unambiguous, | |
| explicit terms. The section is making its debut in this issue with two | |
| reviews by Duncan Stevens, one for the Comp99 game Bliss and another for | |
| Adam Cadre's recent short piece, 9:05. Neither of these reviews could | |
| discuss what they do if they were bound by the typical SPAG "no-spoiler" | |
| policy, and I think they both contribute useful insights to the ongoing | |
| study of IF. I'm pleased and proud that SPAG can provide a home for | |
| them. | |
| Let me be clear about my intent: SPAG's primary purpose has been and | |
| will continue to be to provide spoiler-free reviews that help players | |
| decide which pieces of IF might interest them. I recognize that it takes | |
| some discipline to write reviews sans spoilers, and that the temptation | |
| exists to include spoilers, even if one's use of them doesn't | |
| particularly serve any kind of incisive analysis. For this reason, I'm | |
| only going to accept two or three reviews per issue for the SPAG | |
| Specifics section, and those reviews will be required to provide | |
| in-depth analysis to justify their usage of spoilers. Note also that | |
| even though the reviews in this issue's Specifics section discuss games | |
| whose most important element is one of surprise, any and all pieces of | |
| IF are eligible for a Specifics review. SPAG Specifics will be included | |
| at the end of each issue (after the Readers' Scoreboard) and festooned | |
| with spoiler warnings. I hope that both authors and players will find it | |
| useful, and that it will help us, in the words of Gareth Rees, to "get | |
| beyond the generalities and into specifics." | |
| NEWS ---------------------------------------------------------------------- | |
| AND THE XYZZY GOES TO... | |
| Saturday, February 12, saw the 4th annual XYZZY Awards held in the | |
| beautiful Auditorium of Tomorrow on ifMUD | |
| (http://ifmud.port4000.com:4001). The XYZZY Awards are sponsored by our | |
| fellow IF zine XYZZYNews, edited by the able Eileen Mullin. Though it's | |
| been a long time since the last issue of XYZZYNews (there's a "Come On | |
| Eileen" joke in there somewhere, but I'm not going to look for it), the | |
| zine has faithfully hosted the awards ceremony every year, and it's been | |
| a great showcase for spotlighting the best games from each calendar | |
| year, both in and out of the competition. For 1999, the victor in the | |
| Best Game category was Adam Cadre's Varicella. In fact, the observant | |
| among you may have noticed that Adam Cadre and Andrew Plotkin have a bit | |
| of a ping-pong match going in the XYZZYs, with Cadre winning best game | |
| in 1999 and 1997 (for Varicella and I-0, the latter of which is reviewed | |
| in this issue), while Plotkin won in 1998 and 1996 (for Spider and Web | |
| and So Far, respectively.) Vegas oddsmakers are looking to Plotkin for | |
| the 2000 XYZZYs, but of course, he has to release a game first. Full | |
| results of the 1999 XYZZY Awards follow: | |
| * Best Game: Varicella, by Adam Cadre | |
| * Best Writing: For A Change, by Dan Schmidt | |
| * Best Story: Worlds Apart, by Suzanne Britton | |
| * Best Setting: Hunter, in Darkness, by Andrew Plotkin | |
| * Best Puzzles: The Mulldoon Legacy, by Jon Ingold | |
| * Best NPCs: Varicella, by Adam Cadre | |
| * Best Individual Puzzle: The Maze, from Hunter, in Darkness | |
| * Best Individual NPC: Miss Sierra, from Varicella | |
| * Best Individual PC: Primo Varicella, from Varicella | |
| * Best Use of Medium: Aisle, by Sam Barlow | |
| NEW GAMES | |
| I'm so proud of our SPAG reviewers. First of all, this issue remedies | |
| some long-standing gaps in the SPAG review record, covering games such | |
| as Christminster, I-0, and Lost New York, all of which have languished | |
| for years without the benefit of a SPAG review. Not only that, but this | |
| diabolical delay between a game's release and its review in SPAG (a | |
| delay which I will most emphatically *not* christen "SPAG lag") has been | |
| virtually eliminated in the case of two games released just since the | |
| last issue of SPAG came out two months ago -- John Menichelli's Not Just | |
| A Game and Adam Cadre's Shrapnel are both reviewed in this issue. Other | |
| new games since last issue include a couple of pieces of tiny IF, a | |
| German Inform adventure, a Z-Machine abuse, and a full-blown HTML-TADS | |
| game: | |
| * Lost In New York by Mikko Vuorinen (no relation to Neil DeMause's | |
| Lost New York, reviewed in this issue) | |
| * Starrider (in German), by Max Kalus | |
| * Not Just A Game by John Menichelli | |
| * Shrapnel by Adam Cadre | |
| * Sycamora Tree by David Dyte | |
| * Z Trek by John Menichelli (another "abuse of the z-machine") | |
| * The Adventures of Helpfulman by Phillip Dearmore | |
| THE PARSIFAL MOSAIC | |
| Roger Firth had already made a great contribution to IF Authorship on | |
| the web with a page that demonstrated the same small demo game as | |
| implemented in 9 major IF languages | |
| (http://homepages.tesco.net/~roger.firth/cloak/), but he didn't stop | |
| there. He's just unveiled PARSIFAL | |
| (http://homepages.tesco.net/~roger.firth/parsifal/), a dense and | |
| thorough collection of links to many many homepages and web sites | |
| related to IF. It makes for fascinating surfing. By the way, in keeping | |
| with the IF world's love for acronyms, PARSIFAL stands for People And | |
| Resource Summary -- Interactive Fiction Authorship Links. | |
| EVERY REVIEW A WANTED REVIEW | |
| I couldn't be more pleased with the results that have been generated by | |
| the SPAG 10 Most Wanted List. The long-awaited reviews I mentioned above | |
| (in the NEW GAMES section) are all items that appeared on the last | |
| couple of Most Wanted lists -- many people didn't even realize that | |
| those games had never been reviewed in SPAG! This issue's list has a | |
| nice mix of the new, old, and otherwise unjustly neglected. Please note | |
| that the 10 Most Wanted List refers to regular SPAG reviews, not those | |
| intended for the new SPAG Specifics section: | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. The Adventures of Helpfulman | |
| 2. Bad Machine | |
| 3. Cutthroats | |
| 4. Dr. Dumont's Wild P.A.R.T.I. | |
| 5. Guilty Bastards | |
| 6. Lunatix: The Insanity Circle | |
| 7. The Mulldoon Legacy | |
| 8. Offensive Probing | |
| 9. Winchester's Nightmare | |
| 10. Worlds Apart | |
| KEY TO SCORES AND REVIEWS-------------------------------------------------- | |
| Consider the following review header: | |
| NAME: Cutthroats | |
| AUTHOR: Infocom | |
| EMAIL: ??? | |
| DATE: September 1984 | |
| PARSER: Infocom Standard | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: LTOI 2 | |
| URL: Not available. | |
| When submitting reviews: Try to fill in as much of this info as you can. | |
| If you choose, you may also provide scores for the games you review, as | |
| explained in the SPAG FAQ. 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/ | |
| and at http://www.sparkynet.com/spag | |
| REVIEWS ------------------------------------------------------------------- | |
| From: Nick Montfort <nickm SP@G media.mit.edu> | |
| NAME: Christminster | |
| AUTHOR: Gareth Rees | |
| EMAIL: wgr2 SP@G cus.cam.ac.uk [See editor's note after footnote 1. --PO] | |
| DATE: August 1995 | |
| PARSER: Inform | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware. | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/minster.z5 | |
| "Upon this Oath that I shall heere you give..." The seventeenth-century | |
| verse that begins Christminster brings on tingles, dropping the | |
| interactor directly into an atmosphere of ancient secrecy, a world where | |
| mysteries must be unlocked. It becomes smoothly evident that the main | |
| character, Christabel, is an outsider: She's come to visit her brother | |
| at all-male Biblioll College, which seems rather shut off from the | |
| surrounding town and happens to be completely closed today. The | |
| situation is more quotidian than the epigraphical quotation suggests, | |
| but, being sure of conspiracy inside, the interactor's curiosity is | |
| provoked. | |
| Christ! How is Christabel to get into Christminster's cloistered college | |
| on the Lord's day? [FOOTNOTE 1] More critically, what will she do when | |
| she finds that brother seems to have been engaged in forbidden research, | |
| and is now missing? | |
| The college is populated with particularly rich characters who play | |
| their parts well through the usual sorts of text-adventure interactions. | |
| There are good excuses to interact with them along the way, too, | |
| provided by a plot which twists along past different personalities. Rees | |
| has said that his puzzles are contrived for the purpose of drawing the | |
| interactor through the story and into contact with different characters, | |
| and that is evident in Christminster. Areas of the setting are | |
| consecutively unlocked for exploration, but the whole college is worked | |
| into the story very evenly, throughout the narrative. | |
| That said, the actions required to unlock the college and the secrets | |
| within are, as is so often the case in interactive fiction, convoluted. | |
| The general nature of the challenges that Christabel faces do fit in | |
| well with the situations of the story. The artifice of puzzles is | |
| visible, though, and sometimes tugs against the authorial and narrative | |
| voice. Although challenging, the solutions to the puzzles are plausible, | |
| in the context of current interactive fiction -- and the puzzles are | |
| quite well-crafted, as one would expect from Rees's The Magic Toyshop -- | |
| but to actually solve them the interactor must shift away from reading | |
| and exploration to worry about waiting a number of turns, crossing | |
| different-colored wires, and decrypting enciphered text. This is often | |
| the case with interactive fiction. The nice thing about Christminster is | |
| that, aside from its interlocking challenges, there is some good reading | |
| and exploration to be done. | |
| In some ways Christminster might be held up against with The Lurking | |
| Horror -- the university setting and occult mysteries being the obvious | |
| points of comparison. There are important differences. [FOOTNOTE 2] The | |
| main character in Christminster is unfamiliar with the campus, which | |
| fits in with the interactor actually having no previous knowledge of the | |
| fictional college. Importantly, Christminster is more populated than The | |
| Lurking Horror. The life of the university is still going on, even if at | |
| a Sunday pace. | |
| How the revelation of the conspiracy occurs, and what actually happens | |
| in Christminster, is most fascinating. The writing in which these events | |
| are described does not shine, but the descriptive text in Christminster | |
| is clear. Objects in the environment, and the behaviors of those | |
| objects, are well-defined and aptly described. A few commands elicit | |
| responses that ring a bit false -- ">pet the parrot. Keep your hands to | |
| yourself!" -- but the interaction is, overall, well-constructed. For | |
| those concerned with allowing more English-like interaction, | |
| Christminster does not advance the state of the art. It would help to be | |
| able to "leave" a room that has only one exit, for instance. As is | |
| conventional, compass directions are required for movement through most | |
| locations. | |
| At times the objective description in Christminster yields and the | |
| emotions of the main character are described. This does little, for the | |
| most part -- "Your heart sinks as you look around this room." -- but | |
| sometimes it adds a bit of color: "It is a hot summer's day in | |
| Christminster, the kind of day that makes you think of strawberries and | |
| cream and punting on the river." | |
| Rees excellently ties together the acquisition of keys and the advance | |
| through locations with quotations from alchemical literature and from | |
| Coleridge's "Christabel." Although it may seem a minor element, it links | |
| the work to the world of literature strongly, and draws the interactor | |
| deeper into the mysteries of the college. The quoted material is not as | |
| thematically meaningful as are the excepts in Trinity, but these texts | |
| build up the rich and enveloping atmosphere of this work. | |
| Christminster overcomes more than a few of the obstacles that keep | |
| casual gamers and readers unfamiliar with the form from enjoying | |
| interactive fiction. The map in Christabel's bag, for instance, is | |
| nicely rendered in ASCII graphics on-screen. This makes pencil-and-paper | |
| map-making unnecessary, removing one encumbrance for those who are new | |
| to the form. Although some of the puzzles are challenging, the | |
| compelling story and fairly well-developed interaction makes | |
| Christminster a good work to introduce readers to interactive fiction. | |
| [FOOTNOTE 3] | |
| Overall, Christminster has both gaming and literary merits. The two | |
| halves of the work could, perhaps, fit together better, and particular | |
| aspects of the work might have been honed further. Amazingly, though, | |
| both the overarching narrative and the puzzle set provided are | |
| exemplary. This, along with several important smaller touches, makes | |
| Christminster a work of lasting value, of interest to both veterans of | |
| Spellbreaker and readers of the conspiratorial Pynchon and Eco. | |
| --- | |
| FOOTNOTE 1. A major Christ-initial place name and character name may | |
| sound contrived, but truth is at least as strange as fiction. Rees's | |
| home page [at http://www.spri.cam.ac.uk/people/wgr2/home.htm] reveals | |
| that he's a fellow of Christ's College at Cambridge, and his wife is | |
| named Christine. | |
| [Editor's note: After this issue was released, an astute reader pointed | |
| out that the web site mentioned above is not for the right Gareth Rees. | |
| The Christminster Gareth Rees attended Cambridge but does not teach | |
| there. Consequently, the email address provided with this review is also | |
| incorrect. The proper email address is <gareth.rees SP@G pobox.com>. As of | |
| this writing (March 2000), Gareth reports that he does not maintain a | |
| web page.] | |
| FOOTNOTE 2. Christminster is inferior to the Lurking Horror in one | |
| respect: MIT students won't find any splufty in-jokes to appreciate. | |
| FOOTNOTE 3. Not as ideal, perhaps, as a simpler selection (e.g., | |
| Wishbringer, the Trinity preface), but still a good choice. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: David Samuel Myers <dmyers SP@G ic.sunysb.edu> | |
| I'm biased, I'll admit it. | |
| But every longtime IF player, I think, must have a special soft spot for | |
| at least one game. Even though you know it's probably not the very best | |
| game out there, you're very forgiving with these games that live in your | |
| soft spot because they worked for you on a level that is hard to | |
| replicate. For me, Christminster is one of those games. Games which I | |
| have finished get unconsciously compared to 'Minster in deciding whether | |
| or not they are worthy enough to reside permanently on my hard drive in | |
| dim hopes of being replayed. And yet I have replayed this game twice. | |
| Why? | |
| For starters, the setting is a rich one. I'm not positive if the game is | |
| patterned after Oxford directly, but there is a Christ Church college | |
| there, and from pictures that I have seen of it, I can believe this was | |
| the inspiration for the surroundings in the game. No room or location is | |
| out of place. It all seems in keeping with what you might expect at an | |
| Oxford college a few decades ago... er... except for the magic potions | |
| and the like. This little academic world provides plenty to do despite | |
| only a moderate sized map. | |
| Now, there have been quite a few other college games: Save Princeton, | |
| Veritas, and PCU come to mind. In each case, the cliche aspects of dorm | |
| life are highlighted in a jokey manner, with a sort of jump through the | |
| hoops plot. Christminster largely avoids that, using the college more as | |
| a backdrop for a web of intrigue than anything else. Your job is to find | |
| your brother and save him. | |
| There are so many fantastic elements in this game, it's hard to review | |
| them all. The NPCs were what impressed me the most. There is the Master | |
| of the college, who appears to be a generator of stock replies, but can | |
| actually be asked about a host of topics (many of which, ironically, | |
| won't be informative enough to help you). There is Professor Wilderspin, | |
| who is completely in character in utterly blowing you off until you | |
| figure out what will engage his attention. There are the villains, who | |
| are plainly identifiable as being the bad guys early on. They do exhibit | |
| some complex behavior in attempting to thwart you, generating some good | |
| dialog at key moments (many of which are just before you either win or | |
| lose the game). | |
| But above all is Edward, the student who'll be most helpful to you in | |
| your quest. He's chattery in a quaint way, and forlorn in a way that | |
| makes you feel pretty smart as the PC at times. The subplot of having to | |
| help Edward find his pet bird is ingenious, and gives character not only | |
| to him as an NPC, but indirectly to you as the PC. It is one of those | |
| puzzles that feels less like a puzzle because it's so integrated into | |
| the plot. Part of this is because it recurs a couple of times. | |
| Certain key puzzles define almost all games, and leave a lasting | |
| impression. Here, one that comes to mind is figuring out the phone | |
| wiring. Getting through dinner without any gaffes in etiquette was | |
| another, again with a lot of dialog interwoven so that the atmosphere | |
| feels less straightforwardly puzzlish. The puzzle most associated with | |
| Christminster, though, has to be the street magician from the opening | |
| sequence. The magician spews so much text that it's hard to determine | |
| what kind of NPC interactions are going to be needed to solve it at | |
| first. You have to sit and observe (and unfortunately, restart) to | |
| figure out what is going on. The author has said that this was the | |
| hardest part of the game to program, and I can't help but wonder if it | |
| got away from him more than he wanted it to. This puzzle is just harder | |
| than it should have been for being this early in the game. It warped my | |
| expectations of how hard the rest of the game would be. Nonetheless, it | |
| is a rewarding puzzle in the end-- once you've saved and restored a few | |
| (dozen) times to nail down what is going on. | |
| Although there are a number of specialized elements in the plot, the | |
| results are not overwhelming. Very few cases involve utterly novel | |
| situations that send you into guessing verbs. Once you've gained access | |
| to the college after the tricky opening sequence, you're free to pursue | |
| a number of avenues simultaneously, with no single puzzle being | |
| ridiculous in nature. The in-game hint system is reasonably | |
| well-developed too. Some tricky puzzles do occur late in the game, with | |
| sufficient obscurity as to challenge most any player. But it's | |
| engrossing and immersive enough that few players who get that far are | |
| likely to quit altogether. | |
| It is clear from playing the game that it has been through extensive | |
| beta testing that refined the surroundings and ensured that a lot of | |
| touches were added to avoid stock responses at virtually every turn. | |
| What's more, interspersed with the plot are poetic undertones here and | |
| there, taken from various books you encounter in your research in the | |
| game. In terms of writing, this game is strong-- despite the absence of | |
| a directly story-driven plot (this was 1995). Instead, the plot in this | |
| game is uncovered slowly by exploration and sleuthing. | |
| Alas, in any game, there are always things that could have been better. | |
| There are a few infuriating aspects to Christminster that I could have | |
| done without. For instance, after the initial information collection | |
| that goes on, there is too much subsequent lookup of books and facts | |
| through the library. The indexing feature just seems overused. It's | |
| realistic to the story, at least, but in general, I find that if in-game | |
| reference materials have to be used more than a few times, I am bored | |
| with the device. Also, the story itself begins to get a bit convoluted | |
| after a while. Another thing is that there are too many containers late | |
| in the game, and they are tough to keep track of without botching your | |
| eventual objective. Minor sins, really. | |
| The thing I liked the least is that the game can be made unwinnable in | |
| subtle enough ways that the player can go on for quite a while unaware | |
| of the situation. In this regard, Christminster is probably a bit more | |
| fragile than it should be. In all, though, the small cracks don't mar | |
| the soundness of the game. The overall game design is as tight and | |
| sensible as just about anything I've seen. Christminster certainly makes | |
| my top five of all time, and stands as a classic. I suspect it will hold | |
| up well under the test of time. One hallmark of such games is that they | |
| make it hard to release a new game with a similar setting, plot, or | |
| milieu because the author has so well nailed it down. That seems to be | |
| the case here for college campuses and Christminster. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dns361 SP@G merle.acns.nwu.edu> | |
| TITLE: Common Ground | |
| AUTHOR: Stephen Granade | |
| E-MAIL: sgranade SP@G phy.duke.edu | |
| DATE: 1999 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/tads/Ground.gam | |
| VERSION: Release 2 | |
| It's not quite true that Stephen Granade's Common Ground goes somewhere | |
| that no IF has gone before, because most of what it does has been done | |
| in one form or another. Notably, Photopia pioneered the changing- | |
| perspectives aspect and, to some extent, the conversation system, Muse | |
| and a few others have made the plot turn on relationships more than on | |
| any tangible goal, and--well, this is a no-spoiler review, but there are | |
| other creative but not precisely novel elements. What's interesting | |
| about Common Ground is that the various elements get put together in an | |
| interesting way--and that the characters are well enough drawn that we | |
| care, at least somewhat, about each one by the end. | |
| There are four chapters in Common Ground, though the last chapter is | |
| something of an epilogue: the heart of the game (work?) is the first | |
| three chapters, each of which adopts the perspective of a different | |
| character. The characters are Jeanie, a teenage girl who's as teenaged | |
| as they come, her stepfather Frank and her mother Debbie, and the three | |
| main chapters are all set in approximately the same time frame. Some of | |
| the events are actually depicted twice, though not all of them, and you | |
| get somewhat different takes on the relevant people and events in each | |
| segment. The point actually isn't to adapt a Rashomon-style trick to IF, | |
| wherein incompatible stories are told and the truth lies somewhere | |
| between them, if anywhere; figuring out the truth is less the objective | |
| here than understanding the characters and why they do what they do. The | |
| result is susceptible to a variety of interpretations, in a few | |
| respects--the player's sympathies may rest with one of the characters, | |
| or all, or none, depending on what he or she makes of the various | |
| exchanges. That aspect of Common Ground is particularly skillfully done, | |
| in fact: playing the various characters gives a more nuanced look at the | |
| situation than playing one character might, and an honest look at the | |
| story more than likely leaves the player neither canonizing nor | |
| demonizing any of the characters outright, which is as it should be. | |
| A somewhat less successful aspect of Common Ground is the conversation | |
| system. Granted, no one has come up with a successful IF conversation | |
| system as such, but this one--"talk" says something preordained, and | |
| continuing to type "talk" steers the character through the conversation | |
| whether or not the player understands what's going on--isn't really any | |
| more interactive than a cut scene, in that the player's only power over | |
| what's going on is to walk away or do something else. In a way, that's | |
| significant in this particular story--Jeanie in particular can make | |
| statements by refusing to say anything--but as a conversation system, | |
| it's more than a little clumsy. It's especially frustrating here because | |
| the characters are fairly well developed--there are plenty of things to | |
| ask them about-- and the "talk" straitjacket makes the game feel more | |
| like reading a script than it should be. | |
| I shouldn't exaggerate the straitjacket aspect, though, because there's | |
| another aspect of Common Ground that works quite well: when you're done | |
| playing Jeanie and you're seeing her through the eyes of the other | |
| characters, you'll find that Jeanie does most of what you chose to have | |
| her do when you were playing her. That is, the game records the | |
| decisions you made and plays them back at you later. The same is true, | |
| though less so, with Frank. Obviously, there are some complexities that | |
| aren't acknowledged, but on the whole this works quite well and allows | |
| for substantial replayability; better still, playing one character | |
| differently elicits some revealing reactions from the other two. It's an | |
| impressive technical feat--it was done on a reduced scale in Infocom's | |
| Sorcerer and Sam Barlow's The City, but this is much more thoroughly | |
| implemented, and the various choices available do more for the story (in | |
| that both the characters and the perceptions of them can change in a | |
| variety of ways). If there's a fly in the ointment, it's that the game | |
| doesn't really try to ensure that you did what the other characters saw | |
| you do, beyond certain limitations--you can't go wandering around the | |
| house, but you have the discretion to avoid certain conversations, | |
| whether or not you had those conversations from the other side. Still, | |
| on the whole, it's a successful gimmick. | |
| Common Ground stands or falls on the character depictions, though, and | |
| those depend to some extent on the player's reactions. The characters | |
| initially seem a bit cliched--the angry teenager, the solicitous parent, | |
| and to a lesser extent the left-out and unappreciated stepfather--and | |
| while there's more to each of them than the cliches, that's not | |
| necessarily immediately obvious. Moreover, depending on what the player | |
| does with each character, the cliches might actually get reinforced; | |
| there's enough freedom to allow for that--particularly so with Jeanie | |
| and Frank (Debbie is a much less developed character). The details that | |
| the author introduces to portray both the characters themselves and the | |
| others' take on them are nicely done, as in this example from Jeanie's | |
| perspective: | |
| As you come down the stairs, Frank looks up at you. "Goin' out | |
| tonight too, huh?" Is his speech slurred again? | |
| Or this, from Frank's perspective: | |
| >talk to jeanie | |
| "I hated school, too. Couldn't wait to graduate." | |
| "Yeah? Why'd you even bother? Not like you need a diploma to do | |
| factory work." | |
| Should of known better than to even try to talk to her. | |
| Both snippets are revealing, both about the characters and about their | |
| assumptions and prejudices, but a player too ready to categorize might | |
| not pick up on the subtleties. The point is that while there's much more | |
| to these characters than cliches, a given player might not realize | |
| that--and if the player doesn't respond to the characters, he or she's | |
| unlikely to enjoy Common Ground. In other words, the player should feel | |
| some sympathies toward all of the three main characters, and arguably a | |
| player who doesn't hasn't really given the story a fair shake, since | |
| nothing is as simple as it first appears. | |
| Common Ground is an unusual piece of IF, on the whole. There are no | |
| puzzles to speak of, and no real objective--the point is to explore the | |
| characters and see how they interact. While the result isn't successful | |
| on every level, it's certainly a worthy experiment, implemented well, | |
| and it's worth checking out. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| FROM: Volker Lanz <volker.lanz SP@G gmx.net> | |
| NAME: Deadline | |
| AUTHOR: Marc Blank (Infocom) | |
| EMAIL: mblank SP@G eidetic.com | |
| DATE: 1983 | |
| PARSER: Early Infocom | |
| SUPPORTS: Infocom Ports | |
| AVAILABILITY: Masterpieces | |
| URL: Not available | |
| VERSION: Release 27. | |
| Deadline was the first Infocom mystery and their third released game | |
| (after Zork I and Zork II). Author Marc Blank said that he did not want | |
| to do another fantasy game after the Zorks and thought that a mystery | |
| was an obvious choice: "I thought it was a great idea because most | |
| people, when they read mysteries, are constantly trying to think ahead, | |
| what happened. 'Ooh, I would have looked here, I would have done this. I | |
| would have been more clever.' So, it seemed to lend itself perfectly." | |
| Deadline was also the first Infocom game to come with feelies: In the | |
| box were interviews with the suspects, some tablets, a photograph of the | |
| murder scene, a letter from the attorney and a coroner's note. | |
| The story: Marshall Robner, a wealthy industrialist, is found dead in | |
| his locked-up library one morning. He died of an overdose of Ebullion, a | |
| medicine he has been taking for his depressions. An apparent suicide... | |
| Really? The attorney of the deceased asks you, the detective, to | |
| investigate this case to "quash the suspicions" that are inevitable when | |
| a wealthy man dies an unnatural death. You have twelve hours to solve | |
| this case and you begin your work on a Friday morning at 8 a.m. | |
| >From the beginning, almost the complete playing field is accessible to | |
| the player, so Deadline is a good choice for everyone who likes wide | |
| game designs and non-linear plots. On the other hand, Deadline also | |
| suffers from the "you-have-to-know-what's-happening-where-and-when" | |
| problem that Suspect later showed (though not as much): By your actions, | |
| you are likely to trigger reactions of the NPCs that happen somewhere | |
| else. If you don't know that, you are likely to miss crucial points of | |
| the plot. | |
| Speaking of NPCs: This is where the game really shines. The six main | |
| NPCs (not counting the attorney, who only plays a minor role) are really | |
| fleshed out; they act reasonable and consistent to their character and | |
| motives. You can show a lot of things to them and study their reactions, | |
| you can ask them about many topics, you can follow them around, you can | |
| accuse them and listen to what they have to say. Only few i-f games have | |
| such complete NPCs, I would say. | |
| A weaker point of the game is the early parser it uses: It understands a | |
| lot of things, but sometimes gets confused or reacts in the wrong way to | |
| the player's input. Also, the game is quite buggy if you do things that | |
| the author apparently didn't think of (the Infocom Bug List on GMD only | |
| shows about a third of the bugs I found). | |
| One major problem with the game is how hard it is: Not only do you have | |
| to get evidence against the guilty party, you also have to prove that a | |
| crime was committed at all. This turns out to be a tough job and can | |
| cause the player quite a headache for some time. Some actions you have | |
| to perform aren't that obvious (what to do with the holes in the garden; | |
| or how long exactly you have to wait before you may interrupt certain | |
| NPCs when they are doing something -- too early and you can't prove | |
| what they did, too late and they've finished), so players may be tempted | |
| to revert to a walkthrough or the hints. | |
| All in all, Deadline is a good game that is still worth playing after | |
| all these years -- in my opinion the best mystery that Infocom did. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Francesco Bova <fbova SP@G pangea.ca> | |
| NAME: Enemies | |
| AUTHOR: Andy Phillips | |
| EMAIL: aphillips SP@G ma.man.ac.uk | |
| DATE: January 1999 | |
| PARSER: Inform | |
| SUPPORTS: Z-code (Inform) interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.gmd.de/if-archive/games/inform/Enemies.z8 | |
| Andy Phillips has a thing for .z8 games. In 3 attempts he's produced 3 | |
| REALLY big puzzle-oriented games with varying degrees of success. The | |
| one constant has been that with each successive attempt, he's made great | |
| improvements in terms of both game design and story. Enemies, his most | |
| recent work, doesn't fail to impress in many ways and is certainly more | |
| "user friendly" than his first two offerings. The game chronicles the | |
| life of Charlie Johnson, accountant and every day Joe, who has | |
| unknowingly attracted the attention of an enemy (who it also turns out | |
| is a serial killer). The enemy is a person from Charlie's past who has | |
| been planning to test Charlie's resolve and intelligence for sometime. | |
| The enemy contends that Charlie's had life 'too easy' up until this | |
| point and needs to prove his worth. As an added incentive for Charlie to | |
| participate in the game, his enemy has also kidnapped his girlfriend. | |
| The game is broken into three sections: a prologue section (where | |
| initial bits of Charlie's past are revealed); a main story section | |
| (which revolves around an obstacle course full of puzzles and memories | |
| that take place in Charlie's former college); and an ending section | |
| (where Charlie's enemy is revealed and a final battle ensues). There's | |
| lots of prose to work through here and the puzzles are many and varied. | |
| But with such a cavernous game to review, the question is where do you | |
| start? | |
| Well, let's start with the positives. The best thing about Enemies is | |
| (surprisingly) the atmosphere. I mention the surprise because what had | |
| always impressed me about Phillips' work in the past were his puzzles. | |
| His storytelling conversely had been a little weak. In Enemies, however, | |
| it's his prose that takes the foreground. The writing is generally very | |
| creepy and Phillips does a great job of making the player feel that the | |
| threat is real and around every corner. There were a few instances when | |
| the prose went a little over the top and when it got to be too much it | |
| typically fell into one of these two categories: | |
| Aggravatingly repetitive | |
| "It's quite easy to get caught up in the world of finance and forget | |
| about the rest of us unfortunates who never had your chances." | |
| "I'd like to see you fail for once, Charlie. You think you're a major | |
| player, but in reality you're just a pawn in a very big game -- and | |
| it's time to start playing." | |
| "Imagine having to write your obituary, Charlie. If they had the | |
| decency to be truthful, they'd say what a heartless creep you were, | |
| but the ability to lie is second nature to accountants." | |
| - This is a sample of Charlie's enemy's dialogue, anytime Charlie's | |
| enemy comes within earshot of Charlie. By the end I felt like saying | |
| "Alright, either kill me or get some new material because I can't | |
| keep going on like this!" | |
| OR | |
| Cringe-inducing | |
| "She never had a chance to say, 'I love you'." | |
| - Charlie's reaction after discovering his dead fianc�e. Wait a | |
| minute, after dating for two years and proposing marriage, she never | |
| told him she loved him? Boy, that upper lip in England gets stiffer | |
| every year. :) | |
| But it was worth going through that drivel to get to the little gems | |
| like this one: | |
| "It's difficult to ascertain an age since wet sandy hair covers most | |
| of her blistered face, but she can't be much older than twenty. You | |
| only see her body for a split second before sheer revulsion makes you | |
| look away, but the details are memorable: ankles bound with strong | |
| twine, adhesive tape starting to peel off her swollen mouth, tattoos | |
| of red flowers on her hips." | |
| - A description of one of your enemy's many victims. Most of the | |
| victims are done like this and it's quite unsettling when you find | |
| them within the fondly described rooms of your former college. | |
| Another technique Phillips uses to sustain the atmosphere is the | |
| flashback (which is used when Charlie either gets knocked out or | |
| stumbles onto something that triggers a memory). Through the flashbacks | |
| we learn about Charlie's history - more specifically his college years - | |
| and the characters from Charlie's past. The characters are all well done | |
| with the usual suspects in full force; we have the bully, the love | |
| interest(s), the victim, and Charlie's teachers. From this group, a few | |
| suspects with potential motives arise but unfortunately, all of their | |
| motives are suspect in turn. | |
| Phillips tries hard to create tension between Charlie and the other | |
| characters with the flashbacks but what the flashbacks really illustrate | |
| is that - contrary to his enemy's ravings -- Charlie was a victim for a | |
| good part of his college life, and had it anything but easy growing up. | |
| If I feel sorry for anyone in this game it IS Charlie. His past would | |
| constitute the lead role in any Shakespearean tragedy. In fact, if any | |
| character has a motive for vengeance it's him. Did Charlie make mistakes | |
| in his life? Sure. But they were very human mistakes and certainly not | |
| intentional. That's what makes his enemy's hatred (and through that any | |
| of the supporting cast's motives for wanting to kill him) a little | |
| unrealistic. Enemies also tries to convey the feeling that it was | |
| Charlie's actions that drove his enemy to (amongst other things) serial | |
| killing. Given Charlie's past, this too seems flawed. | |
| Maybe it's the case then that Charlie's enemy is a psychopath, and that | |
| Charlie is a casualty of circumstance -- a victim, caught in the wrong | |
| place at the wrong time. If this was the author's intent. however, then | |
| the story loses a bit of its effectiveness and the game changes from a | |
| battle between two masterminds to that of a lowly victim being hunted by | |
| a mindless predator. My jury's still out on this because I don't think | |
| that was Phillips' intent. At any rate, it ends up being a minor speed | |
| bump on the road through a very chilling story. | |
| As I'd mentioned earlier, the focus of Phillips' games in the past have | |
| been his puzzles. He's racked up a few XYZZY puzzle nominations already | |
| for some of his previous work and with Enemies he continues to impress. | |
| I was reading one of the int-fiction newsgroups a while ago and noticed | |
| someone making a comment about Andy Phillips' previous game Heist. Their | |
| comment was that in many cases it looked like the plot was being built | |
| around the puzzle and not the other way around. I had personally never | |
| seen it that way (maybe it's because Heist is one of my favorite games | |
| or maybe it's because I've always preferred puzzles to plot), but in | |
| retrospect I think the author of the post may have had a point. Enemies | |
| improves a bit on Heist in that respect with many of the puzzles | |
| centering around different college-related courses including chemistry, | |
| mathematics, history, and astronomy. The college section is also capped | |
| off with an entertaining macro-puzzle (a spin off of the board game | |
| Clue) that brings everything together quite nicely. | |
| Once you move through the college into the final confrontation with your | |
| enemy, there are fairly strict time limits imposed which require a lot | |
| of saving and restoring, and in most cases there can't be progress | |
| without a little learning by death. I know most players don't view this | |
| as a terribly good thing, but in this case I think it supports mimesis. | |
| After all, how much time would a serial killer give you if they were | |
| intent on killing you? | |
| The final battle between you and your enemy is also done very well. It | |
| involves both offensive and defensive maneuvers as well as some | |
| pre-planned setups. I've always been impressed with good fight sequences | |
| in IF because getting the timing done correctly and keeping up the | |
| player's intensity is considerably more difficult than with a graphical | |
| game. | |
| There were 2 puzzles however that I think might really taint the | |
| player's perception of this game. The first one in particular ended up | |
| being a point where I know a lot of gamers stopped playing, and it's | |
| unfortunate because they miss out on a thrilling finale. Without giving | |
| too much detail, the puzzle involves an intricate number of steps where | |
| each step has to be performed correctly. If one step is missed, the | |
| player gets killed. This sort of thing isn't terribly uncommon in IF but | |
| the problem here is that the game doesn't give you any clues as to | |
| whether you're on the right track or not. To make matters worse, the | |
| puzzle is very complex and requires several boatloads of author | |
| telepathy to be done correctly. To finally make this puzzle truly | |
| horrible, there is a random element to the puzzle that means never | |
| producing the same set of information for the same game so that even | |
| after reading the walkthrough, I still had difficulty. In frustration, I | |
| had to e-mail the author with my set of data and he had to feed me back | |
| the answer. My motivation to play Enemies after completing this puzzle | |
| was severely diminished, and it took many moons to get my appetite back. | |
| Perhaps not as brutal, but equally frustrating was a poorly implemented | |
| puzzle revolving around viewing certain pieces of evidence and then | |
| confronting your enemy with their existence. Although I did see all the | |
| necessary evidence, I never managed to make the connection that I had to | |
| see it all in the same saved game, and thus was killed immediately when | |
| my enemy confronted me. I actually figured out the enemy's identity | |
| early on in the game because of a subtle hint in one of the puzzles (in | |
| fact, it was so subtle it may have been inadvertent), so not being able | |
| to confront my enemy with the evidence made this puzzle even more | |
| frustrating. | |
| These were my two main sticking points with the puzzles but there were | |
| also a few minor problems with the parser, and some guess-the-verb | |
| problems. The problems were so minor, in fact, that they might not even | |
| be worth mentioning, but I think I will because I've noticed that these | |
| particular problems are quite common in bigger games. There were | |
| instances where I had a vague idea as to what I was supposed to do, but | |
| the solutions revolved around non-standard Inform actions (i.e., throw | |
| (x) over (y), put (x) under (y)). In a game like this, it's tough enough | |
| trying to figure out what to do when you're armed with a stable of | |
| common Inform verbs, but throw some "not-so-obvious" ones in there, and | |
| things get exponentially more difficult. A suggestion to remedy this | |
| problem might be to include a piece in the INFO section detailing all | |
| the verbs that can be used in the game. A good example of how to do this | |
| is Jon Ingold's 1999 release, and similarly puzzle-oriented game, The | |
| Mulldoon Legacy. Ingold lists all the potential commands in the game in | |
| a special section in the help menu and this makes a very difficult game | |
| puzzle-wise, much more enjoyable. Ingold also makes a comment in the | |
| help section of his game that guessing what verbs to use shouldn't be | |
| part of the puzzle. I tend to agree with him, especially in this case, | |
| because Enemies would still be sufficiently hard with a comprehensive | |
| verb list. | |
| There, that's my last squabble with the puzzles. The truth is that there | |
| were at least two or three puzzles in this game that could easily be | |
| nominated for XYZZY awards, and the sense of satisfaction I got from | |
| completing most of them was very high. A recommendation might be to play | |
| this game with a walkthrough close by, and when you hit one of the | |
| killer puzzles (believe me you'll know when it happens), you can save | |
| both your gaming experience and yourself the grief of trying to plow | |
| through them. | |
| The ending as I'd mentioned is really well done but one last thing sort | |
| of irked me. If you finish the game with a full point score, you're | |
| awarded the rank of "Man of Little Merit". Not that I'm sure Charlie | |
| ever had anything to prove, but if he did, he at least proved that he | |
| was worthy of life. Not a big deal, but it left a bad taste in my mouth | |
| when I finished. | |
| All gripes aside, Enemies is a fine game and for those of you who like | |
| puzzle-heavy games that don't completely sacrifice plot, this may be one | |
| to download. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Christian Baker <lankro SP@G hotmail.com> | |
| NAME: I-0: Jailbait on the interstate | |
| AUTHOR: Adam Cadre | |
| EMAIL: ac SP@G adamcadre.ac | |
| DATE: 1997 | |
| PARSER: Inform | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/I-0.z5 | |
| When I first started up I-0, I didn't know what to think of the game. It | |
| starts in the front seat of your fantastic new car, which has broken | |
| down on the way home to celebrate Thanksgiving. The game has a gimmick, | |
| or rather, two gimmicks. The first one would be that you can take all | |
| your clothes off, and it really is fun to watch the NPCs react to | |
| partial or total nudity. This makes you want to classify it as a Leather | |
| Goddesses type game, but it isn't really. It's just about fun. I for one | |
| would love to see the reaction of other people if I started stripping in | |
| a garage. | |
| The second gimmick would be the fact that you can take multiple paths. | |
| There is more than one way to win. It is quite easy to win, but I don't | |
| really think the point of the game was mind-bending puzzles (Adam has | |
| shown his love of non-puzzle games with Photopia.) I-0 is a very good | |
| (and funny) game, but there are a few things lacking. The NPCs seem a | |
| bit stereotyped, but there is a good bit of conversation from Larry, the | |
| loveable truck driver. The writing is very good and always shows the | |
| funny side of things, as shown here: | |
| You'd like to be able to say you're in the middle of nowhere, but | |
| that would be wishful thinking. You're stranded at least fifty miles | |
| away from the middle of nowhere. | |
| The entire landscape is nothing but barren desert dotted with scrub. | |
| Being a desert kid, you're well aware of how much danger you're in. | |
| The scenery may be beautiful in its own way, but the sun is beating | |
| down like it's got a personal mission to melt you into goo, and | |
| you're well aware that out in the desert everything is either | |
| poisonous or covered with spikes. Not to mention what could happen to | |
| a pretty girl all alone on a deserted highway... | |
| As for this particular spot, well, a barbed-wire fence lines the | |
| roadside, and Interstate Zero itself stretches endlessly to the east | |
| and west. There's a sign here, too, and its twin is on the other side | |
| of the freeway directly to your north. | |
| I thought the inside of Taco Junta could have been used better, as it | |
| seemed a pretty useless location to me. The game isn't particularly big, | |
| or particularly difficult, but it doesn't give you any "You can't do | |
| that here" messages, and everything is very detailed. It lets you roam | |
| free, it doesn't let you sit there and have the plot stuffed down you | |
| throat. Adam, a darn fine piece of work. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dns361 SP@G merle.acns.nwu.edu> | |
| TITLE: Inheritance | |
| AUTHOR: Eric Toth | |
| E-MAIL: ericndana SP@G juno.com | |
| DATE: 1999 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABIILTY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/tads/inherit.gam | |
| VERSION: Release 1 (I think--no version number in the game) | |
| Eric Toth's Inheritance is a throwback of sorts: it's a house filled | |
| with puzzles for the sake of puzzles, puzzles for their own sake rather | |
| than for the purpose of a story. While there's an ostensible plot, it | |
| doesn't really have much to do with the action besides providing an | |
| excuse for the puzzles. On the other hand, several of the puzzles are | |
| very clever indeed, and the whole thing is solidly done. | |
| It seems that your rich uncle has asked you to come to his mansion to | |
| discuss your inheritance, so here you are-- the trick is finding your | |
| uncle, who doesn't seem to be around. The mansion is crammed with | |
| strange puzzles, though, as noted, and as you might guess, solving | |
| enough of them entitles you to fabulous wealth. And off you go, solving | |
| puzzles, and eventually you reach the end. The puzzles themselves | |
| vary--some are a bit obscure, but all are logical and some are rather | |
| ingenious; one relies on an object that the room description seems to | |
| dismiss as unimportant, and another suggests that there's a way to | |
| manipulate it that doesn't in fact work, but there are worse sins, I | |
| suppose. The plot itself hinges on a series of shapes you pick up here | |
| and there--plastic circles and squares and such--which go into an device | |
| with appropriately shaped slots. There are very few surprises along the | |
| way, really--just puzzles. They're not bad puzzles at all, really; | |
| several of them span multiple rooms in reasonably creative ways. But | |
| they're puzzles for their own sake. | |
| The various elements of Inheritance hang together quite well. There are | |
| no bugs to speak of, and the few misleading responses aren't | |
| game-killers. A few objects go underdescribed, and one puzzle is a bit | |
| contrived, but the game design, while not incredibly innovative, is | |
| quite adequate for the job. The writing, likewise, is unremarkable but | |
| competent; I didn't see any errors or awkward phrasing. (You may miss | |
| the final bit of text, however, because the game kicks you straight out | |
| to the DOS prompt when you reach it. Play Inheritance from DOS rather | |
| than from a window, in other words.) There are attempts at cobbling | |
| together a story of sorts--one significant object is described as a gift | |
| from your uncle that doesn't really fit, another is identified as | |
| incongruous in another respect--but the bits don't add up to a story. | |
| There's not much inherently wrong with Inheritance, really, other than | |
| the point when it appeared, namely late 1999--as all-puzzle, | |
| minimal-story games are hardly in vogue these days. The puzzles would | |
| have to be impressive indeed for such a game to be received well--see | |
| Erehwon for a puzzle-driven game whose puzzles were good enough to make | |
| up for the lack of plot--and while Inheritance's puzzles aren't buggy, | |
| they're not all that original either. The shift toward the fiction | |
| aspect of IF has raised the playing population's standards regarding | |
| what works as a game, and even the most skillfully done crossword will | |
| get a tepid response if the narrative doesn't justify it. Here, I'm | |
| afraid, the narrative doesn't do much more than provide an excuse for | |
| the setting. | |
| Nostalgic fans of IF--those who first encountered IF when story was | |
| subordinate to puzzles--may well enjoy Inheritance--it's a solid example | |
| of its type. But IF as it has come to be known rarely works this way, | |
| I'm afraid. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Karen Tyers <karvic SP@G btinternet.com> | |
| My attention was drawn to this little gem by a posting on the newsgroup | |
| I read, and it was precisely because it was deliberately being | |
| under-promoted that made me go online and get it. I can't remember the | |
| exact wording now but the responses to the posting ranged from 'if it's | |
| that *** bad why should I play it' to 'I played it and loved it'. Anyway | |
| I duly downloaded the TADS gamefile and this was the intro that greeted | |
| me: | |
| "You haven't spoken to your rich, eccentric uncle in several years, | |
| but when he asks you to visit his mansion to discuss your | |
| inheritance, you gladly agree. His private helicopter picks you up at | |
| his office building and flies you to his secluded mansion. The pilot | |
| sets down on a roof-top helicopter pad, and informs you that your | |
| uncle is waiting for you in the south tower, before flying off into | |
| the night. | |
| INHERITANCE by Eric Toth (ericndana SP@G juno.com) | |
| Developed with TADS, the Text Adventure Development System." | |
| So I found myself on the roof of the mansion looking at two towers, one | |
| of which I could enter and one I couldn't. Having got down into the | |
| mansion, I duly began to explore. It's not a very large game - about 27 | |
| locations, excluding the arbitrary maze, which is not large and very | |
| easily mapped. Actually I am probably wrong to call it a maze, since the | |
| exits are clearly marked and there's no real way to get lost. | |
| I soon came across my uncle's laboratory (minus one uncle....), which | |
| contained a peculiar device which looked like one of those children's | |
| puzzles with slots of varying shapes. At last, I could use the various | |
| pieces of plastic I had found. There was also something that looked like | |
| a printer attached to it. | |
| This is a simple little game, and should be easily finishable in a | |
| couple of hours, or as the author says, over a lunchtime, unless you are | |
| like me of course. I got totally stuck because I couldn't get a blasted | |
| cat to move out of the way. However, a quick email to the author solved | |
| that problem, and one other concerning a photo (which was a bit oblique | |
| but when you knew the answer, quite logical). | |
| This could easily be developed into a much larger game, although I don't | |
| think Eric has any intention of doing anything else with it. It's a real | |
| shame, because it is a lovely traditional game, and if like me, you are | |
| not keen on the way a lot of i-f is going, you will have a lot of fun | |
| zooming around this one. | |
| There were one or two grammar errors ('a' instead of 'an' and wrongly | |
| used apostrophes for example), but I only found one 'proper' bug and | |
| that does nothing to stop you playing the game - just try typing 'sleep' | |
| when you're sitting in the armchair and you'll see what I mean. It would | |
| also have been improved by the addition of more synonyms. | |
| Overall this is ideal for beginners - they should only come unstuck in | |
| one place, where a more detailed description of a very mundane item | |
| could point you in the right direction, but this is really my only | |
| gripe. Go download it - you'll have a couple of hours fun. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Francesco Bova <fbova SP@G pangea.ca> | |
| NAME: Inhumane | |
| AUTHOR: Andrew Plotkin | |
| EMAIL: erkyrath SP@G netcom.com | |
| DATE: when he was 14 | |
| PARSER: BASIC adapted to Inform | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/inhumane.z5 | |
| Have you ever wondered how some of your favorite interactive fiction | |
| authors got started? I can remember playing Jigsaw for the first time | |
| and thinking that its author (Graham Nelson) must have been born from an | |
| exceptionally intelligent gene pool, gone to an ivy league school, or | |
| been raised by alien technology. The game was incredible and I'd always | |
| wondered what sort of experience had lead to producing someone with such | |
| good programming and writing skills. | |
| Well, the game "Inhumane" provides us with a brief snapshot of what one | |
| of the better known IF authors, Andrew Plotkin, was up to in his younger | |
| years. Inhumane (a game originally coded in basic by Plotkin when he was | |
| 14), is a spoof of the Infocom classic Infidel. Infidel was one of the | |
| easier Infocom games (I think I won in it in about 2 days), and keeping | |
| with that tradition, Inhumane is easily winnable within an hour. No | |
| guess-the-verb puzzles, no scenic landscapes, no moral plays. Basically, | |
| it's the antithesis of everything Andrew Plotkin has made since. (see So | |
| Far, Spider and Web) | |
| The game follows the same premise as Infidel (find the buried treasure), | |
| but that's where most of the similarities end. Much like Infidel, Andrew | |
| has incorporated a few novel traps into this game. Unlike Infidel, the | |
| goal is not to disarm or avoid them, but rather to get killed by as many | |
| of them as possible. Only then can you attain the ultimate treasure | |
| (you'll understand this bizarre logic once you play the game). I'm not | |
| really giving too much away here because you should be able to win the | |
| game in the time that it takes you to download it. | |
| As a game, the traps are adequately programmed and maybe the only real | |
| flaw is that the objects you can examine usually don't have any | |
| descriptions. This seems to be a fairly small shortcoming considering | |
| the age of the author when he wrote it, and the fact that this game was | |
| coded in BASIC. | |
| All in all, not a bad little game. Certainly better than some other | |
| first attempts out there. At the very least, it's interesting from a | |
| historical standpoint to play the first offering from one of the premier | |
| talents in the interactive fiction community before he became a premier | |
| talent. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dns361 SP@G merle.acns.nwu.edu> | |
| TITLE: Intruder | |
| AUTHOR: Volker Lanz | |
| E-MAIL: volker.lanz SP@G gmx.net | |
| DATE: 1999 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/intruder.zip | |
| VERSION: Release 59 | |
| One of the most important advances in recent IF is what might be called | |
| player-friendliness, meaning the game's capacity to supply logical | |
| inferences. Michael Gentry's Anchorhead was a particularly good example | |
| of this: not only did the game have a large rucksack-type object (a | |
| trench coat, in that case) that could hold everything in the game, but | |
| it also handled the bulk of the item-juggling for you, so that you put | |
| items into and take them out of the trenchcoat automatically when you | |
| needed them. Likewise, you had a keyring, and when you came upon | |
| something you wanted to unlock, the game automatically sorted through | |
| the keys on the ring and checked whether any of them were the right one. | |
| Not many games do as much as Anchorhead to help out the player and keep | |
| annoyance at bay, unfortunately, and while Volker Lanz's Intruder is a | |
| good effort in many ways, the frustration factor is very much a problem. | |
| It seems you're a private eye hired to break into a house by a woman who | |
| wants evidence against her husband for their divorce proceeding--though | |
| it's more like coercion than hiring, since the woman threatens to have | |
| your creditors start collecting on their loans if you don't help out. At | |
| any rate, you do indeed break into the house, and the initial goal | |
| drives what you do in most significant ways for about two thirds of the | |
| game. At that point, you start trying to find something else, and how | |
| you know what you're looking for or where it would be escaped me | |
| completely. It's true, of course, that no IF protagonist ever really | |
| feels content if he or she leaves doors unlocked, but there's a | |
| difference between pure exploration games--fantasy, in particular, where | |
| it makes some sense to look under every stone--and others where you have | |
| a defined goal that doesn't include playing magpie. It's one thing to | |
| have ill-defined motivations throughout the game, but it's another to | |
| have very clearly defined motivations that don't in fact shape | |
| everything you do. (Well, they explain the importance of what you | |
| eventually find, but you get no hint as to why you would start looking | |
| for it originally.) It might have been helpful to actually throw in some | |
| of your mental processes: "your thoughts now turn to matter X, and you | |
| wonder whether it's possible to find object Y." At least, that would | |
| keep the plot moving. | |
| Complicating your task in addition is a _very_ small inventory limit, a | |
| finite light source (which is pretty easy to exhaust), a fairly | |
| restrictive time limit, and a puzzle that requires massive amounts of | |
| logistical planning and traipsing around. None of it is illogical per | |
| se, I should stress--I can't say that logic is advanced by infinitely | |
| large rucksacks, flashlights that last all night, and such--but | |
| sometimes cold logic and realism are not the friend of an IF designer. | |
| One particularly frustrating puzzle in Intruder necessitates either that | |
| you walk around turning on every light in the house or wander around in | |
| the dark, which is simply irritating, and while there are several clever | |
| puzzles (though some are old chestnuts), the annoyance aspect is | |
| considerable. Intruder seems to put a premium on having to do silly | |
| little things, like locking your car door before breaking into the | |
| house, and while it makes sense, these are the sort of gaps I'd rather | |
| just have the game fill for me. (Also, the hints only cover the first | |
| third of the game, which I found frustrating, since the puzzles for that | |
| section are pretty easy.) It's also annoyingly easy to lock yourself out | |
| of victory. | |
| Technically, likewise, Intruder is a mixed bag. One container object | |
| does not suggest that it is openable, another suggests that it's | |
| unlockable when it's not, and the syntax for another puzzle was a total | |
| shock to me. There are various little things that bothered me--dropping | |
| objects down a hole elicits a "you hear a sound as if something's | |
| breaking," even if you dropped a key or a bolt cutter, which aren't in | |
| fact likely to break. There are some typos and writing errors as well, | |
| but the bulk of the problems are design-related, and they diminish any | |
| potential for immersion considerably. | |
| The frustration factor is all the stronger because there's plenty to | |
| like about Intruder in other respects. The backstory is well done--it's | |
| rare that you have a PC with such a thoroughly defined set of | |
| motivations--and there's an actual reasonably believable plot. The | |
| characters--you and the woman who hires you, and to some extent her | |
| husband--come across very effectively; the author spends enough time | |
| developing each character to make them understandable and not | |
| caricatures. The setting itself is well described without excessive | |
| detail, and most of the objects and locations make sense. The tedium | |
| distracts from the story, unfortunately, and the logistical-planning | |
| aspect makes Intruder less a story than a set of tasks. In short, the | |
| story of Intruder has plenty of promise, but the implementation of the | |
| puzzles gets in the way. | |
| Intruder isn't a bad effort, at bottom, and it has its moments. If you | |
| can overlook the design flaws, it might be worth a try. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| FROM: J.D. Berry <berryx SP@G earthlink.net> | |
| NAME: Lost New York | |
| AUTHOR: Neil DeMause | |
| EMAIL: neild SP@G echonyc.com (Not sure how current this is) | |
| DATE: 1996-1997 | |
| PARSER: TADS (Also available in PC format) | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Shareware ($12) (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/tads/lostny14.gam | |
| VERSION: 1.4 | |
| Start spreading the news | |
| Download this today | |
| You'll want to be a part of it | |
| It's "Lost New York" | |
| These time-traveling shoes | |
| Are longing to stray | |
| Right though the very heart of it | |
| It's "Lost New York" | |
| Sports aficionados say the mark of a good referee is that you never | |
| notice him. He quietly and efficiently does his job controlling the game | |
| without seeming to control the players. Lost New York (LNY) is that | |
| referee. There's a definite air of professionalism throughout the work, | |
| but you may not realize it until after the game. "You know, I don't | |
| think the ref blew any major calls." | |
| Interactive fiction players think one mark of a good game is when they | |
| become absorbed by it. For this to happen, the world not only must feel | |
| real but it must be engaging. Now, if you've ever been to New York City | |
| (NYC), you know the smell isn't always a pleasant one. But, not only its | |
| smells but by its whole atmosphere (good and bad), you KNOW where you | |
| are. You're in New York, *&^%$! Remember, though, a game must do more | |
| than capture the effect. It must do so in an interesting way. LNY | |
| succeeds here too. You never get the feeling you're just walking down | |
| each street for the sole purpose of realism. You never get the feeling | |
| you are just a tourist. You are part of an unfolding story as well. | |
| I love the rich history that permeates the game, often seeping into | |
| strange but satisfying places. Your score is compared to a mayor of NYC | |
| complete with a small biography. Excellent! This also ties in nicely to | |
| the game in general. Even the better mayors were not without their flaws | |
| and not without the sense that the city was so much bigger than they | |
| were. You, the player, are thrust into the same situation. You control | |
| some things, but the city largely has its own say, its own destiny. | |
| I must point out that I am neither a patient person nor a master game | |
| solver. Thus the complaints I do have about the game may be more | |
| accurately pointed at my own flaws as a player. As a reader of the | |
| newsgroups, though, I feel some of you may be in the same dock. With | |
| this in mind, I think you'll get an idea of how to approach this game | |
| based on your strengths and weaknesses. | |
| The game can become unwinnable quite easily. For instance, I didn't | |
| bring along a certain object because I had already taken the "important" | |
| thing from it. Later on of course I needed to use that object for | |
| something else. Restoring back so far was quite annoying. If you're the | |
| sort of player who has an intuitive feel rather than an expert gamer | |
| feel, you may find yourself in these kinds of traps too. | |
| Near the end of the game I resorted to the walkthrough. I'm glad I did, | |
| because I don't think I would have put everything together no matter how | |
| long I had played. But I was able to solve 5/6 of the game on my own. | |
| The puzzles and situations were generally very fair, although at one | |
| point you will perform an action of questionable morals which is a | |
| little out of character for the "average joe" player you are. (The rich | |
| man in the park.) | |
| Let me quickly finish the remaining other little nits. I had trouble | |
| figuring out how to use the future subway. Also, the timing of a subway | |
| encounter in another situation frustrated me. Every now and then I had | |
| difficulty in communicating what I wanted to do. None of these remotely | |
| resembled downright aggravation. | |
| If you love detailed and responsive NPCs, you won't find them here. | |
| However, this does not take anything away from the game. In the first | |
| place, NYC is not the most congenial of places. There are no kindly but | |
| knowledgeable grandmothers or entertaining yet clue-revealing minstrels | |
| here. The thieves are definitely not gentlemanly. Also, LNY is a history | |
| piece. You are dealing with the city as an evolving entity. The NPCs are | |
| like little cogs in a bulky, inefficient, black box machine. They may or | |
| may not have a minuscule role in city's existence and evolution. They | |
| are important only to the degree that they can help you. This attitude | |
| may hurt most games, but it works perfectly here. It fits. | |
| Lost New York is an engaging work of interactive fiction and even a | |
| standard on which all historical pieces should be judged. Bear in mind | |
| that its whole is definitely greater than its parts. Each element taken | |
| by itself is merely good. The overall effect is very pleasing. | |
| Experience it for yourself! | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Michael Macwilliam <m.macwilliam SP@G virgin.net> | |
| TITLE: 9:05 | |
| AUTHOR: Adam Cadre | |
| E-MAIL: ac SP@G adamcadre.ac | |
| DATE: 2000 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/905.z5 | |
| VERSION: Release 1.00 | |
| You wake up in bed. A reassuring start and one familiar from several | |
| games. You are spared the precision manoeuvring that was required in | |
| Hitchhiker's Guide To The Galaxy; instead, if you pick up the phone you | |
| receive a message urging you to work. It is 9:05 and you have slept | |
| longer than you intended... | |
| The game plays smoothly with no real apparent problems - something might | |
| strike you as strange when you are given a set of keys, but don't seem | |
| to be able to lock the front door on the way out, but hey, this is | |
| interactive fiction anyhow, and if we are prepared to accept endless | |
| magical transportations and interdimensional shifts in other games, then | |
| we should be able to deal with that. Also, the author's hand is clearly | |
| seen to be pushing you in a certain direction late in the game, where | |
| the line "Walk into Bowman's office without the form? Not smart." | |
| appears, even though we can easily reach that stage without having | |
| encountered the form yet. A petty point which doubtless could be dealt | |
| with in the next version - and also one that shows the high standards | |
| that IF has reached in recent years: if that's all we've go to moan | |
| about, then we aren't being badly served by the current crop of writers. | |
| Back to the game: play it once, definitely play it once, just to hear | |
| yourself say "WHAT?" when you reach the end screen. Then play it again, | |
| and investigate those nooks and crannies that you passed over the first | |
| time... things shall become apparent. Play it that second time and reach | |
| the best (?) resolution. On the basis of Cadre's earlier piece I-0 (aka | |
| Interstate Zero) I suspect that there may still be many hidden treasures | |
| (not *TREASURES*) lurking in the background though - I played that one | |
| through about eight or ten times and still missed out on at least half | |
| the fun. I don't know though - there do seem to be only two ways out of | |
| this set-up. | |
| In the end, 9:05 is a simple game which could almost be described as | |
| puzzle-less one - it does contain one puzzle which does not advertise | |
| itself as such until it is way too late. It's a game that is somewhat | |
| closer in spirit to Cadre's take on Flowers For Algernon than his other | |
| more involved Photopia or I-0. | |
| As an end note, it is interesting to see that the whole game can be | |
| cracked on the second move (if not completed on the third as was the | |
| case for Flowers). | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dns361 SP@G merle.acns.nwu.edu> | |
| TITLE: Not Just a Game | |
| AUTHOR: John Menichelli | |
| E-MAIL: menichel SP@G pixi.com | |
| DATE: 2000 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/njag.z5 | |
| VERSION: Release 1 | |
| The game in question in John Menichelli's Not Just a Game is the game of | |
| Go--the game is set up around a Go board of sorts, and the last few | |
| puzzles are simply Go problems transplanted directly into the game. | |
| (There's a booklet lying around for the heretofore uninitiated.) Not all | |
| the puzzles are Go-related, though; in fact, most of them are | |
| conventional IF puzzles, and many are quite clever. The result is a | |
| somewhat schizophrenic but overall fairly enjoyable game that even | |
| offers some food for thought. | |
| It seems your Go teacher has mysteriously disappeared, but she's left | |
| behind some clues. The clues lead to a sort of larger-than-life Go | |
| board, which you have to navigate, by turns using your Go knowledge and | |
| your common sense. The puzzles you encounter along the way are mostly | |
| logical, with a few exceptions, and their structure blends symmetry and | |
| asymmetry in a way appropriate for the underlying game of Go. If there | |
| are problems, they're largely motivational: most of the puzzles are | |
| premised on something akin to "here's some stuff to fiddle with, and if | |
| you fiddle with it properly, you'll have something that will eventually | |
| prove to be useful," rather than actual goal-driven reasoning. Still, | |
| Not Just a Game has a lot of company in that respect, and it's hardly a | |
| fatal flaw. There's also an interesting blend between | |
| chinoiserie/Orientalism and Western culture, in that the bulk of the | |
| puzzles that aren't directly related to Go could fit into your average | |
| house-setting or fantasy game, and there are certain objects (e.g., | |
| chewing gum) that would seem a bit out of place if the game were really | |
| striving to be culturally correct. In fact, the game itself calls | |
| attention to this contrast--the initial room description puts a Go board | |
| "between the sofa and the TV," and the description of a computer | |
| mentions that your teacher "doesn't feel comfortable around | |
| technological equipment." (Quick disclaimer: I'm not saying technology | |
| is Western. Merely that late-twentieth-century stuff like computers | |
| don't fit all that well into the chinoiserie setting, as exemplified by | |
| Sound of One Hand Clapping, or, for that matter, the endgame of Not | |
| Just a Game.) | |
| The aspect of the game that requires that you actually apply Go | |
| knowledge in more than a superficial way isn't quite as successful, | |
| unfortunately. It may be that Go just isn't easy to learn from a few | |
| entries in a booklet, but the Go problems that appear at the end of the | |
| game were difficult enough that I often didn't understand why the | |
| correct solution was correct, even after I'd found it by trial and | |
| error. This might be my mental block, but I'm not sure that applied | |
| reasoning on this level, even if it's only to learn Go, is well suited | |
| for IF--at least, barring a more thorough tutorial process than Not Just | |
| a Game provides. The final puzzle, which essentially involves scoring a | |
| completed Go game, is tedious in the extreme, moreover--once you figure | |
| out the premise of Go scoring, which isn't all that complicated, it's a | |
| matter of counting dots on a large grid. Whereas the other puzzles felt | |
| obscure, this one just feels mindless--and the game would benefit | |
| considerably, I think, if it were removed. | |
| The writing is quite good--it's rarely especially evocative (the setting | |
| is largely pretty unremarkable, after all), but it also rarely gets in | |
| the way of the game, which takes some skill in itself. There's also some | |
| humor scattered here and there, documented in an 'amusing' section. | |
| There are likewise few technical flaws or game design problems: one | |
| section involves a lot of traipsing around, which does get tiresome | |
| after a while, but at least it's straightforward traipsing. The story | |
| itself requires some disbelief-suspending, but no more than your average | |
| fantasy game, to be fair--and the only reason that the suspensions of | |
| disbelief here require a conscious effort is that the initial genre of | |
| the game isn't clear from the outset, and the setting wanders back and | |
| forth a bit between Western suburbs and, um, a vaguely Oriental setting. | |
| That may be jarring initially, but it's also rather creative, and it | |
| allows for some interesting juxtapositions. For instance, the "Five | |
| Elements of Chinese Philosophy" can be found in a poster on a | |
| refrigerator, and a baseball bat figures prominently in putting together | |
| the Go-related materials. The picture that emerges is one of cultural | |
| synthesis, in some respects: your teacher clearly is struggling to | |
| retain her own values in an unfamiliar culture, and yet you--and she, | |
| implicitly--are surrounded by the trappings of that culture, and draw on | |
| them to achieve your ends. The cultures are more complementary than | |
| conflicting, then--it's not a question of rejecting one in favor of the | |
| other. (I must say, though, that the computer with Z-abuses on it was an | |
| odd touch, even under a cultural-synthesis analysis.) In that light, | |
| then, it's not necessary to believe uncritically that, as your teacher | |
| says, Go is "a reflection of your inner self"--merely that there are | |
| many for whom the game of Go really is that important, and that it's | |
| worth examining the implications of those values. | |
| As a game, then, Not Just a Game is quite solid, if hardly | |
| extraordinary. The puzzles are good, and reasonably creative, but | |
| nothing particularly remarkable, and the Go puzzles themselves don't | |
| work particularly well. But among the subtexts are some rather unusual | |
| IF themes, unusual enough to make this one of the more interesting | |
| recent works of IF. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Karen Tyers <karvic SP@G btinternet.com> | |
| TITLE: Not Just an Ordinary Ballerina | |
| AUTHOR: Jim Aikin | |
| E-MAIL: jaikin SP@G pacbell.net | |
| DATE: 1999 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-machine interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/ballerina102.z8 | |
| VERSION: Release 1.02 | |
| I downloaded this game from the ftp.gmd.de archive after seeing an | |
| announcement on the rec.arts.int-fiction newsgroup and as soon as I read | |
| the introduction I knew I was in for a real treat: | |
| It's Christmas Eve. Rather late on Christmas Eve. Just this afternoon | |
| your darling 7-year-old daughter Samantha announced that fully a week | |
| ago she mailed a letter to Santa Claus asking for Sugar Toes | |
| Ballerina, the unbelievably sought-after, impossible-to-find fad doll | |
| of the decade. Unwilling to see little Sam heartbroken on Christmas | |
| morning, you frantically phoned every toy store in town. | |
| Miraculously, you found a shop that claimed to have a Sugar Toes | |
| Ballerina in stock! | |
| But that was two hours ago -- before the flat tire. Now it's getting | |
| dark, and icy weather is closing in. The address you were given, on | |
| the outskirts of town, has proven to be that of a dilapidated and | |
| disreputable-looking shopping center -- not a modern chrome-and-neon | |
| strip mall, either, but a hulking two-story structure that looks to | |
| be the ill-favored offspring of a fairy castle and a canning factory. | |
| The shopping center is tucked well back from the street among | |
| brooding skeletal trees. Other than a few dim yellowish lights that | |
| show no trace of holiday spirit, the building is shrouded in gloom, | |
| and yours is the only car in the parking lot. | |
| Although my own kids are grown up now (well, they think they are...) I can | |
| well remember the fad toys that were always (and still are) hyped at | |
| Christmas, and how kids are made to feel they are missing out if they | |
| don't have one. So, with great nostalgia I embarked on my quest for the | |
| Sugar Toes ballerina doll. | |
| The first impressions are great. The dark, apparently deserted shopping | |
| centre, hardly a sound anywhere, and freezing cold. Wandering around, I | |
| found I couldn't get very far as seemingly the power was off, and my | |
| hands were too cold to do very much. I found a security guard almost | |
| immediately but fortunately for me he was sound asleep. Unfortunately | |
| his elbow was leaning on a very interesting looking key and I couldn't | |
| obtain it straight away as he kept waking up and frogmarching me out of | |
| the building. However, there is a way to get hold of it and after much | |
| messing about I managed to do that very thing, and then found I could | |
| unlock most of the locked doors in the complex. However, that didn't | |
| solve the problem of no power, therefore no lighting. One other problem | |
| to over come initially was the series of security monitors covering the | |
| entire centre from the office where the guard is. Eventually, after much | |
| pulling out of hair, I did manage to disable them all and find a power | |
| source, so was able to explore at leisure. | |
| Perhaps leisure is not the right word here, as there are three floors to | |
| the centre, plus the roof, so I found my map sprawling over several | |
| pages. There are loads of shops and almost all of them have a unique | |
| puzzle attached to them, which in turn relates to another puzzle | |
| somewhere else. The difficulty level of the puzzles ranges from | |
| easy/medium to oblique/!**! impossible. Well not quite impossible, but | |
| some of the hardest I have come across in a very long while. A couple of | |
| them put me in mind of Steve Clay's Taxman series some years ago, but | |
| don't let that put you off. The game has an inbuilt gradual hint system | |
| so if you find you're really stuck you can use that. | |
| I have to say here that I am not sure I am in favour of the in-game hint | |
| system, as it makes it too easy to cheat if you are weak-willed. I | |
| managed to be very disciplined and only resorted to the hints three | |
| times, and given the difficulty of the game, I was quite pleased with | |
| myself. | |
| On your quest you will come across such things as a depressed elf, a | |
| homeless man, the security guard and a rather nasty, very large dog, | |
| plus one or two others. | |
| I have to say I haven't enjoyed a game as much in a very long time. It's | |
| one of those that keep pulling you back for just one more try. On more | |
| than one occasion I found myself looking at the clock to realise it was | |
| past two in the morning, and that doesn't happen very often. | |
| The writing is excellent, with very little in the way of errors. Of | |
| course, you have to allow for the difference in spelling (eg tire | |
| instead of tyre), but I have no quibble about that. The game runs | |
| smoothly, and solving one puzzle seems to lead right into another | |
| without any let up. I lost count of the number of objects to be found - | |
| 63 at the last count, and every one has at least one use. This will give | |
| you some idea of the size and complexity of the game. | |
| I haven't quite finished it yet. I have found Sugar Toes, but haven't | |
| yet managed to pay for it (I'm very honest you see). This last puzzle | |
| has me climbing the walls - I know what to do and I have the necessary | |
| items (I think), but will have to put a lot of time and effort into | |
| solving it. There appears to be no built in hints for this last one | |
| (deliberate?) so I may well email the author and ask for help..... | |
| To close I would say that this is an unmissable game, and you know me, I | |
| don't say that very often. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Duncan Stevens <dns361 SP@G merle.acns.nwu.edu> | |
| There are inherent mimesis problems in most puzzle-fest IF, since most | |
| of us do not live in a world where we need to solve logic problems or | |
| math riddles to open doors. One of the most significant mimesis problems | |
| is the objects-out-of-place syndrome--since most interesting puzzles | |
| involve objects with unusual or striking properties, the game author | |
| needs to come up with a good reason why the setting might include the | |
| objects that are vital to her chosen puzzles. Jim Aikin's Not Just an | |
| Ordinary Ballerina solves the problem in a rather creative way: the game | |
| is set in a shopping mall. Not just any shopping mall, of course; this | |
| one includes such things as a hair salon, a book bindery, and an antique | |
| store, the better to craft puzzles with, my dear. What results is about | |
| as unabashed a puzzle-fest as IF has ever seen--and while not all of the | |
| puzzles are highlights, the result is still thoroughly enjoyable. | |
| You're a parent (the game carefully avoids giving you a gender, though | |
| given the limited NPC interaction, this isn't all that remarkable a | |
| feat) searching for a doll on Christmas Eve, after the stores have | |
| closed; your 7-year- old daughter has her heart set on one Sugar Toes, | |
| and you're determined to find it. That's the premise, and it's a good | |
| one, but in truth it hardly matters whether you're after a ballerina | |
| doll or the Magic Hair Dryer of the Gods, since you can largely forget | |
| about your ostensible purpose until the very end. NJAOB is an old-style | |
| game: the puzzles are, I think it's safe to say, the raison d'etre, and | |
| your daughter and the doll provide a reasonably plausible framing device | |
| but not much more. (Perhaps that's not fair--some of the crueler | |
| obstacles you overcome could be taken as a wry comment on Christmas | |
| shopping and the primitive instincts it brings out in parents who are | |
| intent on keeping their kids up with the latest craze--but the game | |
| doesn't really do anything with that particular angle.) The result is | |
| distinctly reminiscent of Infocom's golden years in several respects; | |
| there's an initial premise, and the player is told to go forth and solve | |
| puzzles, most of which have no obvious connection to the ultimate goal, | |
| in hopes that things will work out in the end. On its terms, it works | |
| well--but as the trend in recent IF has been toward the integration of | |
| story and puzzles, NJAOB feels like something of a throwback. | |
| The puzzles--well, thereby hang quite a few tales. Most are quite | |
| clever; indeed, even those that are familiar in certain respects have | |
| original twists that help liven up the proceedings. There are some | |
| regrettable inclusions, in particular a fifteen puzzle--with a twist, to | |
| be sure, but it's still a fifteen puzzle in mechanics, and I dearly | |
| wished for a way to skip it--and several mazes, all of which have a | |
| twist of some sort, of course, but they're firmly within the maze | |
| category. Several are math-based, one (one of the first puzzles in the | |
| game) in a rather obscure way--and while some are straightforward, | |
| others come perilously close to read-the-author's-mind. On the other | |
| hand, most of the puzzles have a certain elegance--none, with the | |
| exception of a certain logic puzzle, are needlessly complicated--and a | |
| few require rather subtle lateral thinking. The layout of the game is | |
| distinctly "wide"--after the player solves the first few puzzles, dozens | |
| more are suddenly available all at once, so there are multiple | |
| puzzle-solving avenues to explore for most of the game. As with most | |
| "wide" games, however, there's an inherent frustration element--there | |
| may be many puzzles to solve, but it's distinctly possible (particularly | |
| toward the later stages of the game) that only one or two will be | |
| solvable at any particular moment, meaning that you may not have the | |
| tools to solve the problem you're currently struggling with. There's an | |
| in-game hint system that adapts nicely to your progress in the game, | |
| however, and which informs you if you're not yet ready to tackle a | |
| puzzle, so that's a saving grace. There's even one puzzle that depends | |
| on ASCII-art renderings for description-- and while the ASCII art is | |
| competently done, it feels like something of a betrayal to have largely | |
| textual IF give up on text at a key point. Moreover, as with many | |
| puzzle-fest games, the puzzles work only if you don't think about them | |
| too much--the technicians who set up the power and security systems for | |
| this shopping mall were either math Ph.D's or Games Magazine editors. | |
| Puzzle-fest IF has an inherent drawback that Ballerina addresses but | |
| doesn't entirely overcome. The problem is that the game can feel like a | |
| long slog, a series of Mensa-type puzzles without much in the way of | |
| reward along the way; if the story doesn't go anywhere when the player | |
| solves puzzles, and the only payoff is an object that's presumably | |
| useful for another puzzle somewhere, the whole exercise can turn | |
| wearisome after a while. Ballerina tries to overcome this in a rather | |
| unusual fashion: there's a subplot of sorts that periodically intrudes | |
| on the puzzle-solving in rather unexpected ways, so that now and again | |
| you're rewarded with some interesting and particularly well-described | |
| events that give your quest--well, not context as such, but something of | |
| a contrast. The subplot doesn't really withstand close scrutiny--the | |
| hows and whys are never resolved, or even touched, and some of the | |
| puzzle-solving associated with it owes more to whimsy than to sense--and | |
| yet it improves the game immeasurably, somehow; the incursion of the | |
| unexpected (and fantastic) leaves the player feeling like she's | |
| experienced something more than a doll-hunt. Suffice it to say that the | |
| story element lends the game a touch of wonder--and considering that the | |
| premise effectively requires breaking and entering on a grand scale, | |
| wonder is exactly what's needed here. | |
| The setting is vividly rendered, though the talents of a writer as | |
| gifted as this one aren't likely to be appreciated in this sort of game: | |
| there are few notable events with which to capture the player's | |
| imagination, and even the most skillful of room descriptions gets old | |
| after a hundred readings or so. The tone of the descriptions varies from | |
| sparing... | |
| The heavy structure of the shopping center stretches left and right | |
| from here. When you crane your neck the building seems almost to be | |
| leaning outward, as if it's in some danger of collapsing on top of | |
| you, or perhaps pouncing on you. Doubtless that's only a trick of the | |
| light. An arched entryway beckons to the south, above it the | |
| inscription | |
| FLOGG & GRABBY'S STUFFTOWN | |
| EST. 1974 | |
| carved in a pigeon-flecked substance that looks more like plaster | |
| than real stone. Running along the building above the arch is a | |
| covered-over exterior walkway. | |
| ...to faintly silly: | |
| You've never seen so many lamps in your life. Floor lamps, table | |
| lamps, gooseneck lamps, chandeliers, porch lights, track lighting -- | |
| when God said, "Let there be light," whoever owns this shop said, "I | |
| can make a buck on that." The only exit is the door to the lower | |
| concourse on the east. | |
| The feel of a slightly seedy shopping mall is well conveyed, for example | |
| in the "pigeon-flecked substance" in the first description quoted above, | |
| and to the extent that the game has an overall tone, the tawdriness fits | |
| it well. Less well developed or apt is the eerie aspect, brought out in | |
| the "pouncing" bit here and in various references to shadows and gloom | |
| elsewhere; the writing is more than good enough to set a creepy scene, | |
| of course, but the tawdry-glitzy aspect and frequent lapses into | |
| goofiness (the above is hardly the only silly bit) undermine the effort. | |
| Again, though, given that the puzzles rather than the setting and story | |
| are the focus of attention here, it's hardly a major drawback. The | |
| overall feel of playing Ballerina is hard to convey concisely; there's a | |
| temptation to simply ignore the setting and view the game as a set of | |
| puzzles, given the number and variety of those puzzles. Most players are | |
| likely to initially absorb the well-described setting, but increasingly | |
| disregard it as they start tackling the puzzles, and the extent to which | |
| the tone and style of the game stays with the player consequently | |
| varies. | |
| Technically, everything works well here--admirably well, considering the | |
| size (a 500K-plus Z8 file) of the game and the vast numbers of objects. | |
| The rucksack stand-in, appropriately enough a shopping bag, isn't | |
| flawless--I spent more time than I wanted to fiddling with it, and the | |
| game doesn't provide for things like automatically taking a key out of | |
| the bag in order to unlock a door. The same problem recurs elsewhere; | |
| several places where modern-day IF veterans might expect the game to | |
| supply inferences don't make such inferences, which can be frustrating. | |
| Still, it's good enough, and most of the glitches I noticed were minor | |
| details rather than game-stoppers. The hint system is quite well | |
| done--the adaptive aspect worked perfectly--and several puzzles have | |
| reasonably logical alternative solutions. | |
| If Ballerina suffers as a game-playing experience, then, it's less | |
| because it doesn't succeed in what it set out to do than because its | |
| genre isn't in critical vogue these days, if a field as sparse as IF | |
| criticism can be said to have a vogue. The PC is largely a cipher, the | |
| story intermittent and largely without momentum, the NPCs fairly | |
| cardboard--in short, the game exists largely for the sake of the | |
| puzzles, rather than trying to create an immersive experience through | |
| the story. It's far more difficult--virtually impossible, even--to make | |
| a puzzle-centered game immersive in the same way, and in that Ballerina | |
| occasionally requires that the player draw on outside knowledge of one | |
| form or another, it doesn't really try for immersion as such. The | |
| expectations of IF players in this day and age have been shaped by so | |
| many moral ambiguities, unreliable narrators, branching plots, and the | |
| like that the puzzle-oriented nature of Ballerina may prove | |
| unsatisfying. | |
| On the whole, then, Ballerina fits its genre admirably, and the player | |
| who doesn't ask it to be more than a puzzle-fest will not be | |
| disappointed. The puzzles are difficult, but largely fair, and they | |
| boast a wealth of originality. It has some minor flaws, but it's worth | |
| checking out. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Francesco Bova <fbova SP@G pangea.ca> | |
| NAME: Perilous Magic | |
| AUTHOR: David Fillmore | |
| EMAIL: Noslwop SP@G Hotmail.Com | |
| DATE: June, 1999 ???? | |
| PARSER: Inform | |
| SUPPORTS: Z-code (Inform) interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/permagic.z5 | |
| 3 rooms, 2 characters, 8 tangible objects, and 1 joke; that's all that | |
| there is to David Fillmore's 1999 offering Perilous Magic. Perilous | |
| Magic is one of a growing number of 'bite-sized' pieces of non-COMP IF | |
| that have become quite popular over the last year. 'Bite-sized' IF is | |
| interesting in that there's usually one convention that's being pushed | |
| or one joke that's being promoted and the games are typically finishable | |
| in a few minutes. Often, these smaller games are a nice break away from | |
| the bigger pieces out there that can seem more laborious than fun to | |
| finish. | |
| Perilous Magic takes place in the Zork/Enchanter universe and is | |
| entirely built around a historical reference from the accompanying | |
| material in the Infocom game Enchanter. The game actually reminded me a | |
| bit of the film Rosencrantz and Guildenstern are Dead, where the story | |
| of Hamlet is told from the confused perspective of the aforementioned | |
| bit players. With Perilous Magic, we look at a bit of Zorkian history -- | |
| specifically the misuse of a spell resulting in disaster -- through the | |
| eyes of the person who caused the disaster. The puzzles are straight | |
| forward and the goal easy to attain. The end result is amusing but alas, | |
| even for 'bite-sized' IF, the game is a little too sparse with many | |
| interesting options left untouched. | |
| Most of the problems revolve around not putting enough effort into | |
| coding objects. As I'd mentioned previously, there are roughly 8 | |
| tangible objects in this game. 2 of these objects are Enchanter-like | |
| spell scrolls that are implemented using Graham Nelson's source code for | |
| Balances. One of the spells is a stand-alone spell that can't be cast on | |
| anything while the other spell can be cast on objects and people with | |
| interesting effects. You can imagine my chagrin then, when I started | |
| getting the dreaded non-default response, 'The spell fades and fizzles' | |
| when I cast the spell on objects that were part of the game's scenery. | |
| Considering the scope of Perilous Magic, it left me wondering whether it | |
| would really have taken much more energy to implement a few creative | |
| results. | |
| There were similar problems with the game producing too many default | |
| messages for actions that should have had less than ordinary responses. | |
| This was especially true in areas where I felt a good snarky comeback | |
| would have been easy to come up with. I realize it's tough to come up | |
| with good non-default responses for everything, but we're not talking | |
| about a game the size of Jigsaw here. We're talking about 8 objects, and | |
| 1 NPC. Spells should never fade and fizzle in this universe and towering | |
| stacks of paper, precariously positioned on the corner of your desk | |
| should not be hardly movable when pushed. | |
| I know a few of you readers are probably asking why I'm being so tough | |
| on Perilous Magic for its poorly 'padded' objects when it was obviously | |
| intended to be nothing more than a small diversion and considering the | |
| fact that a lot of smaller games are conceived of, programmed, and | |
| released all in the span of an hour or two, and in those cases polish | |
| isn't particularly important (take Speed IF for example). Well consider | |
| this oddity: If you download the latest version of Perilous Magic, | |
| you'll find that you've download version 10 (yes, 10) of the game. How | |
| is it a game the size of Perilous Magic has been updated 10 times while | |
| larger games like The Mulldoon Legacy and Enemies only need 3 or 4 | |
| releases? The point is that after 10 updates of a 3-room game, I expect | |
| to see non-defaults for every action I can think of let alone the | |
| obvious ones. If I try to squeeze my desk, jump over my co-worker, or | |
| kiss my report something interesting had better happen in every | |
| instance! Hmmm... that's going a little overboard (well actually more | |
| than a little...), but I think you catch my drift. | |
| Non-default problems aside, Fillmore seems to have promise as an author | |
| because of his good sense of humor. In fact, Perilous Magic's INFO | |
| section (much like in his '99 IFCOMP release) is as memorable as the | |
| game because of it. Fillmore also seems to grasp the basics of | |
| programming Inform well enough and even pulls a few neat tricks straight | |
| out of the Inform manual including a little Microsoft Windows sound that | |
| goes off when you get points (at least I heard them using Winfrotz). | |
| Still, quirky sounds, a good INFO section, and flashy quotes can't | |
| disguise the fact that their isn't much flesh on this skeleton and it | |
| all left me wondering what might have been had Fillmore focused his | |
| attention more on the game and less on the bells and whistles. | |
| When you reference your IF heavily to the Zork/Enchanter series there | |
| will always be comparisons drawn. The question is then, does Perilous | |
| Magic successfully qualify as a new chapter in the wonderful | |
| Zork/Enchanter anthology (like perhaps Nate Cull's game Frobozz Magic | |
| Support)? Nah, it's more like an extension to an existing footnote, but | |
| probably still worth the download if you have five minutes to kill. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Christian Baker <lankro SP@G hotmail.com> | |
| TITLE: Shrapnel | |
| AUTHOR: Adam Cadre | |
| E-MAIL: ac SP@G adamcadre.ac | |
| DATE: 2000 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/shrapnel.z5 | |
| Shrapnel is weird. Really weird. I just want to get that out in the | |
| open. Shrapnel seems less like a game, more like an idea that Adam Cadre | |
| had been mulling around. The question on r-g-i-f is, is Adam Cadre a | |
| genius or a madman. I�m settling for genius, but as Andrew Plotkin said, | |
| "If he snaps and starts barbecuing the neighbors, of course, we'll have | |
| to pencil in some corrections." | |
| Shrapnel starts off outside the classic Zork White house, but it�s soon | |
| obvious that this is no Zork clone. Or any clone of anything ever made. | |
| You go north, you get eaten by vicious attack dogs. I try to quit, | |
| seeing that this is just another "One room death" game. I start typing | |
| QUIT, and find to my surprise that the game is forcing me to type | |
| RESTART. I go north from the original location, and find that another | |
| location has opened up. And so on. And so forth. I felt like the game | |
| was leading me round the (extremely strange) plot, and it seemed like it | |
| was just a matter of time before I completed it. | |
| But on the brighter side, the writing and room descriptions were | |
| excellent. A good example is: | |
| In the pines | |
| As you proceed along the path, the light trickling in through the | |
| treetops seems to grow brighter, as if it had been sunrise and not | |
| sunset when you began. And the trees... this isn't North Carolina | |
| anymore. This is, what? Maryland? Pennsylvania? You'd think a man | |
| would notice walking two hundred miles, but apparently not. | |
| You hear voices in the distance. | |
| "Hey, Green," says the first one. Even this is enough for you to | |
| pinpoint the accent: Carolina. So you're not caught behind enemy | |
| lines. Good to know. | |
| "Yeah?" says someone, presumably Green. There was a Green in your | |
| regiment, you recall. Common enough name to be coincidence, though. | |
| "Have you been helped?" | |
| The characters are a bit underdeveloped, but what do you expect from a | |
| game you can complete in under 10 minutes? What this game does best is | |
| unsettle you. The whole game has an extremely eerie atmosphere, and half | |
| of that is due to the strange plot (or lack of a plot, I�m not sure | |
| which.) The other half is due to some Adam Cadre writing, and the | |
| strange ignoring of player input. It really adds something to the game, | |
| and gives the feeling of a total lack of control. All in all, the game | |
| is short and pointless, but darn enjoyable for a short while. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Duncan Stevens <dns361 SP@G merle.acns.nwu.edu> | |
| It's science fiction! It's a split-identity story! It's a war story! | |
| It's a parody of Zork! It's a satire! It's Adam Cadre's Shrapnel, the | |
| weirdest bit of IF to come down the pike in quite some time, and there | |
| are enough things going on here to drive several full-length games (this | |
| one takes about 15-20 minutes, though). The ideas are interesting, but | |
| there's not much polish here--mostly, we only get the ideas. Still, | |
| Adam's ideas are better than most, and the game does has its intriguing | |
| moments. | |
| To try to describe the plot of Shrapnel would be a thoroughly futile | |
| endeavor, because the point is that the story doesn't travel in any | |
| discernible path: rather, you come across fragments of story here and | |
| there, and what exactly is going on isn't apparent until the end, when a | |
| character appears and infodumps all over you. Even then, it may not be | |
| fully clear how everything fits together--there are still plenty of hows | |
| and whys left unresolved for those who care about such things. Moreover, | |
| there are quite a few memorable images and surprising moments, meaning | |
| that you might remember and be affected by certain bits of Shrapnel even | |
| if you never tried to put the various story pieces together. | |
| Shrapnel might in fact be remembered more for its meta-IF elements than | |
| its actual story. For one thing, this is the first work of IF to | |
| actually ignore keystrokes--not disregard a command, but actually ignore | |
| that the player is typing something and show something else as the | |
| input. What's shown is 'restart,' no matter what the player types, at | |
| the restore/restart/quit prompt, though restart generally continues the | |
| story from where it left off rather than starting from scratch. | |
| Moreover, pauses are an essential part of the presentation of the text, | |
| again a meta-IF function that may catch the IF veteran off guard. | |
| Similarly innovative is "talk" as a conversation system: you direct your | |
| conversation toward whoever you're paying attention to, usually the | |
| person you last interacted with, and you're given a choice between | |
| accepting or rejecting a proposed rhetorical sally; if you refuse, your | |
| character says something else, something you have no way of predicting. | |
| The fragmentary aspect, the variety of apparently unrelated plotlines, | |
| is reflected in the text itself, which now and again spits out | |
| disjointed words and phrases that have already appeared elsewhere. | |
| All these are intriguing, even subversive takes on IF as we've known it | |
| up to now, but--I know, I know, this is a hangup of mine--they also | |
| reduce the interactivity aspect down to just about zero. In something as | |
| short and disjointed as Shrapnel, the immersion factor is minimal | |
| anyway--by the time the player has figured out what's going on in the | |
| story, the story's over--and when the game commandeers the keyboard, the | |
| player is justified in thinking, well, why do you need me here, tapping | |
| on the keyboard? Why don't you just let everything scroll by me at once? | |
| Certainly, there's interaction of a sort here, even if it's forced: | |
| being powerless to stop the course of the story is an integral part of | |
| the experience, of course (though it's still possible to quit at prompts | |
| other than restart/restore/quit), but, again if you can't figure out | |
| what story is being told, it's hard to get all worked up about not being | |
| able to stop it. The limited control over the conversation system is | |
| similar: if the player's only control over what's said is a veto on one | |
| conversational option, the character may as well just start talking. | |
| (Admittedly, there are several people the player can talk to, but the | |
| choices aren't exclusive--were this rewritten as static fiction and the | |
| conversations simply written out, one character after another, the | |
| effect wouldn't be dramatically different. There are a few effects that | |
| couldn't be reproduced in static fiction: notably, you die repeatedly | |
| over the course of the story, and the place is littered with your own | |
| corpses by the end--but it's questionable how much impact that has on | |
| the story when the player's likely reaction to the deaths is something | |
| on the order of "huh?" It's not that there are no choices to be made in | |
| Shrapnel, but the choices there are affect the outcome so minimally that | |
| the result is closer to F than IF. | |
| Still, in its own way, this is pretty good F; the effect may be that of | |
| an early draft of a novel, with ideas, themes, and character development | |
| all fighting for space, but it looks like it would be a fascinating | |
| novel. Notably, the protagonist is split between two separate | |
| identities, and piecing together the way those identities is an | |
| intriguing challenge. (Of course, given the rampant confusion, the | |
| player isn't likely to make much headway in separating out those | |
| identities by the end of the story, but there's definite replay | |
| potential.) On the figurative level, the numerous violent deaths you | |
| experience are a precursor to the pain that your character inflicts, and | |
| you could even say that you're desensitized to the violence sufficiently | |
| that it doesn't have much effect on you, the player, after a while. (A | |
| similar process seems to have gone on with the character himself.) The | |
| Zork parody element--Shrapnel is set in and around a white house, and | |
| the living room has a rug with a trap door under it--brings out the | |
| ho-hum-more-violent-deaths aspect, since one hallmark of traditional | |
| fantasy IF is dying violently so many times that *You have died* has | |
| zero emotional impact. The core of the story, involving a dysfunctional | |
| family and abuse, is vividly and disturbingly rendered: the abuse is | |
| sufficiently distanced from you (you hear accounts of it rather than | |
| actually seeing it--that your sense of culpability is minimized, which | |
| is exactly the effect that the character himself has achieved. The way | |
| you seem to find horrific violence around every corner is a direct | |
| reflection of the nature of the story: the events that have already | |
| transpired have left unsightly secrets everywhere. The science-fiction | |
| aspect that appears at the end of the story, in an apparent attempt to | |
| make a bit of sense of the demented structure of the story, feels a bit | |
| tacked on, but it doesn't diminish the impact of what's come before. | |
| In its own way, then, Shrapnel is quite a story, and that it's less | |
| interactive fiction than a forced march isn't a major drawback, in the | |
| end. It's certainly not easy to make sense of what goes on, nor is it | |
| particularly pleasant, but it's still an impres precursor to the | |
| paindown to just about zerooff guardfragmentary aspectdemented | |
| structureseems to have gone onho-humrhetorical sallytacked onrampantbits | |
| of Shrapneldisregard a commandscratchdiscernible pathculpability*you | |
| have died* [Hit any key to exit.] | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dns361 SP@G merle.acns.nwu.edu> | |
| TITLE: A Simple Theft | |
| AUTHOR: Mark Musante | |
| E-MAIL: olorin SP@G world.std.com | |
| DATE: 2000 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/tads/quick.zip | |
| VERSION: Release 1 | |
| Mark Musante's A Simple Theft is indeed simple: you're apprenticed to a | |
| fellow who wants to retrieve a jewel from a castle, and you're sent in | |
| to do the deed--but it's a nice small game nonetheless, with just a few | |
| puzzles and a fairly thoroughly done backstory. The setting is fantasy, | |
| but magic at this point is not under control--your master is hoping to | |
| find something that would help in control it--and the incursion of magic | |
| at an entirely unexpected point in the story, and your discovery that a | |
| certain object has magical properties, therefore fit the plot nicely: | |
| you have no special insight into or control over magic, so you're not | |
| expecting it when it appears. | |
| The technical aspect, while mostly good, isn't flawless: one puzzle is | |
| marred by what I consider a major design flaw (it turns on using an | |
| object that you're told you can't pick up), and a key object is rather | |
| confusingly described. Still, in a game this small, there's only so much | |
| that can go radically wrong, and on the whole the coding is fairly | |
| solid. Likewise, the writing is more than good enough to tell the story, | |
| and it's pretty funny in spots as well. | |
| A Simple Theft feels like an introduction to a longer game--in | |
| particular, your boss, who's barely a character in this one, is an | |
| intriguing character who deserves more development in a longer, more | |
| in-depth game. Indeed, the ending text suggests that there's more to | |
| come: the story doesn't feel at all complete. For one thing, most of the | |
| names dropped in the introduction remain dropped--they're not explained | |
| anywhere--suggesting that the author intends to make something more of | |
| the world introduced here. The PC is worth fleshing out as well--it's | |
| intimated that you're a thief, but you don't learn anything about how | |
| you learned your trade or how you came to be apprenticed to your boss. | |
| In short, A Simple Theft is a nice preview of what could be an | |
| intriguing full-length game. Should there be a followup, it'll certainly | |
| be worth a look. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Robb Sherwin <Robb.Sherwin SP@G ia.nsc.com> | |
| NAME: Skyranch | |
| AUTHOR: Jack Driscoll | |
| E-MAIL: slackerbox SP@G snet.net | |
| DATE: 1999 | |
| PARSER: DOS, custom | |
| SUPPORTS: | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition99/skyranch/skyranch.exe | |
| VERSION: 1 | |
| Professionalism. | |
| With over a hundred new text adventures being written every year and | |
| excellent libraries, documentation, and newsgroup help available, it's | |
| perfectly reasonable to have expectations of the games we choose to | |
| play. The thing is, it doesn't always work out that way. Skyranch is | |
| completely lacking in professionalism. Many have stated that it did not | |
| appear as if the author was a native speaker of English. Valid, perhaps, | |
| but there has always been a percentage of the population that simply | |
| does not come across as fast, competent and skilled when it comes to the | |
| electronic word. We have all seen "the first e-mail" from our otherwise | |
| intelligent computer-newbie friends that looks like it was typed by a | |
| mentally handicapped, three-fingered snow ape. This is the type of voice | |
| Skyranch speaks with. We're actually somewhat lucky that the game is not | |
| written all in caps. | |
| The game definitely has potential. It's about an experiment in the sky. | |
| As a survivalist type, you have signed yourself up to take part in the | |
| skyranch project. The real challenge isn't dealing with the lack of | |
| oxygen and air pressure as so much as being unable to concentrate on | |
| anything other than the dreadful sounds of heavy machinery. | |
| One verb will usually do it for Skyranch. If Driscoll was made aware of | |
| the concept of synonym he no doubt thought, "bah! Who needs 'em?" | |
| Unfortunately, this does not bode well for the player. You absolutely | |
| have to go into the game with the understanding that the game's | |
| vocabulary is slightly better than Mystery House, second-level verbs | |
| are not going to be referenced and guessing the verb won't help you as | |
| much as getting a thesaurus and typing in alternate ways to express | |
| "exit" one by one. | |
| The thing is, it's often extremely amusing to place yourself in a | |
| literary world where the author is not a superb writer of English. (The | |
| Walter Miller Home Page, or Fat Chicks In Party Hats website, for | |
| instance.) Driscoll's game offers this style of appeal. His description | |
| for the robot that follows you around ("Lloyd 2.0") ends with the robot | |
| telling you, "I will love you always." This apparently sincere | |
| expression of emotion in a sea of poor spelling and incorrectly used | |
| homonyms is *funny*. No one, short of the author of Annoyotron, really | |
| goes out and attempts to make a bad game. The unexpectedness of Lloyd | |
| 2.0 can at least produce a chuckle. Realizing that the author does care | |
| about the game can shock you into seeing it differently. More, the | |
| game's concept, at least, is not completely without merit. Sure, it's no | |
| Trinity -- hell, it's not even Punkirita Quest, but Skyranch contains a | |
| small bit of style to keep it from otherwise being a *complete* waste of | |
| time. | |
| Unfortunately, the lack of a decent parser really does damn the game. | |
| Exiting the ferry is not accomplished by "exit" or "out" or "get out of | |
| ferry" -- it is done by typing "leave." Although making those sort of | |
| breakthroughs allow you to continue to play the game, you can't | |
| effectively experience it in one sitting unless you are blessed with the | |
| gift of telepathy (and, er, have Mr. Driscoll sitting next to you within | |
| your effective mental range). Skyranch would be most effective -- and | |
| most entertaining -- if Driscoll collaborated with an experienced TADS | |
| or Inform programmer. Any sort of spell checking would absolutely ruin | |
| the game's charm, but being able to navigate the game's world is a must. | |
| Until that time, Skyranch's appeal is limited to the sort of player that | |
| enjoyed Space Aliens Laughed At My Cardigan, Symetry, and Human | |
| Resources Stories. | |
| READERS' SCOREBOARD ------------------------------------------------------- | |
| The Readers' Scoreboard is an ongoing feature of SPAG. It charts the | |
| scores that SPAG readers and reviewers have given to various IF games | |
| since SPAG started up. The codes in the Notes column give information as | |
| to a game's availability and the platforms on which it runs. For a | |
| translation of these codes and for more detailed information on the | |
| scoreboard's format, see the SPAG FAQ. This FAQ is available at the | |
| ftp.gmd.de IF-archive or on the SPAG web page at | |
| http://www.sparkynet.com/spag. | |
| Name Avg Sc Chr Puz # Sc Issue Notes: | |
| ==== ====== === === ==== ===== ====== | |
| Aayela 7.4 1.2 1.5 5 10 F_TAD_GMD | |
| Acid Whiplash 5.3 0.6 0.2 3 17 F_INF_GMD | |
| Acorn Court 6.1 0.5 1.5 2 12 F_INF_GMD | |
| Adv. of Elizabeth Hig 3.1 0.5 0.3 2 5 F_AGT_GMD | |
| Adventure (all varian 6.3 0.6 1.0 9 8 F_INF_TAD_ETC_GMD | |
| Adventureland 3.9 0.5 1.4 3 F_INF_GMD | |
| Afternoon Visit 4.1 1.0 0.8 1 F_AGT | |
| Aisle 6.6 1.4 0.2 7 18 F_INF_GMD | |
| Alien Abduction? 7.5 1.3 1.4 5 10 F_TAD_GMD | |
| All Quiet...Library 5.0 0.9 0.9 6 7 F_INF_GMD | |
| Amnesia 7.4 1.5 1.4 3 9 C_AP_I_64 | |
| Anchorhead 8.6 1.7 1.5 16 18 F_INF_GMD | |
| Another...No Beer 2.4 0.2 0.8 2 4 S10_I_GMD | |
| Arrival 8.1 1.3 1.5 4 17 F_TAD_GMD | |
| Arthur: Excalibur 8.0 1.3 1.6 4 4, 14 C_INF | |
| Aunt Nancy's House 1.3 0.1 0.0 2 F_INF_GMD | |
| Awakened 7.7 1.7 1.6 1 | |
| Awakening 5.6 0.9 1.1 2 15, 18 F_INF_GMD | |
| Awe-Chasm 3.0 0.7 0.7 2 8 S_I_ST_GMD | |
| Babel 8.5 1.8 1.3 6 13 F_INF_GMD | |
| Balances 6.6 0.7 1.2 8 6 F_INF_GMD | |
| Ballyhoo 7.3 1.5 1.5 6 4 C_INF | |
| Bear's Night Out 7.6 1.4 1.3 3 13 F_INF_GMD | |
| Beat The Devil 6.0 1.2 1.1 3 19 F_INF_GMD | |
| Beyond the Tesseract 3.7 0.1 0.6 1 6 F_I_GMD | |
| Beyond Zork 8.1 1.5 1.8 7 5, 14 C_INF | |
| BJ Drifter 7.3 1.3 1.2 3 15 F_INF_GMD | |
| Bliss 5.7 1.2 0.6 3 20 F_TAD_GMD | |
| Bloodline 7.2 1.7 1.2 1 15 F_INF_GMD | |
| Border Zone 7.2 1.4 1.4 7 4 C_INF | |
| Break-In 6.1 1.1 1.4 3 F_INF_GMD | |
| Broken String 3.9 0.7 0.4 4 F_TADS_GMD | |
| BSE 5.7 0.9 1.0 3 F_INF_GMD | |
| Bureaucracy 6.9 1.5 1.3 9 5 C_INF | |
| Busted 5.2 1.0 1.1 1 F_INF_GMD | |
| Calliope 4.7 0.9 0.8 3 F_INF_GMD | |
| Cask 1.5 0.0 0.5 2 F_INF_GMD | |
| Castaway 1.1 0.0 0.4 1 5 F_I_GMD | |
| Castle Elsinore 4.3 0.7 1.0 2 I_GMD | |
| CC 4.2 0.4 1.0 1 F_ALAN_GMD | |
| Change in the Weather 7.6 1.0 1.4 11 7,8,14 F_INF_GMD | |
| Chaos 5.6 1.3 1.1 2 F_TAD_GMD | |
| Chicken under Window 6.9 0.6 0.0 3 F_INF_GMD | |
| Chicks Dig Jerks 5.6 1.2 0.6 6 19 F_INF_GMD | |
| Christminster 8.3 1.7 1.6 13 20 F_INF_GMD | |
| City 6.1 0.6 1.3 2 17 F_INF_GMD | |
| Coke Is It! 6.2 1.0 1.0 2 F_INF_GMD | |
| Coming Home 0.6 0.1 0.1 1 F_INF_GMD | |
| Common Ground 7.4 1.8 0.8 1 20 F_TAD_GMD | |
| Commute 1.3 0.2 0.1 1 F_I_GMD | |
| Congratulations! 2.6 0.7 0.3 1 F_INF_GMD | |
| Corruption 7.2 1.6 1.0 4 14 C_MAG | |
| Cosmoserve 7.8 1.4 1.4 5 5 F_AGT_GMD | |
| Crypt v2.0 5.0 1.0 1.5 1 3 S12_IBM_GMD | |
| Curses 8.2 1.2 1.7 15 2 F_INF_GMD | |
| Cutthroats 5.7 1.3 1.1 9 1 C_INF | |
| Dampcamp 5.0 0.8 1.1 3 F_TAD_GMD | |
| Day For Soft Food 7.1 1.0 1.4 4 19 F_INF_GMD | |
| Deadline 6.8 1.3 1.3 8 20 C_INF | |
| Death To My Enemies 4.7 1.1 0.7 3 F_INF_GMD | |
| Deep Space Drifter 5.6 0.4 1.1 3 3 S15_TAD_GMD | |
| Deephome 5.9 0.7 0.9 1 F_INF_GMD | |
| Delusions 7.9 1.5 1.5 5 14F_INF_GMD | |
| Demon's Tomb 7.4 1.2 1.1 2 9 C_I | |
| Detective 1.0 0.0 0.0 9 4,5,18 F_AGT_INF_GMD | |
| Detective-MST3K 5.7 1.0 0.1 8 7,8,18 F_INF_GMD | |
| Ditch Day Drifter 6.7 0.9 1.7 4 2 F_TAD_GMD | |
| Down 6.0 1.0 1.2 1 14 F_HUG_GMD | |
| Downtown Tokyo 5.7 0.8 0.9 4 17 F_INF_GMD | |
| Dungeon 7.4 1.5 1.6 1 F_GMD | |
| Dungeon Adventure 6.8 1.3 1.6 1 4 F_ETC | |
| Dungeon of Dunjin 6.0 0.7 1.5 5 3, 14 S20_IBM_MAC_GMD | |
| Edifice 8.3 1.6 1.8 6 13 F_INF_GMD | |
| Electrabot 0.7 0.0 0.0 1 5 F_AGT_GMD | |
| E-Mailbox 3.1 0.1 0.2 2 F_AGT_GMD | |
| Emy Discovers Life 4.6 1.1 0.7 2 F_AGT | |
| Enchanter 7.3 1.0 1.5 8 2,15 C_INF | |
| Enhanced 5.0 1.0 1.3 2 2 S10_TAD_GMD | |
| Enlightenment 7.1 1.3 1.6 2 17 F_INF_GMD | |
| Erehwon 6.1 1.1 1.4 3 19 F_TAD_GMD | |
| Eric the Unready 7.8 1.5 1.6 4 C_I | |
| Everybody Loves a Par 7.7 1.3 1.2 2 12 F_TAD_GMD | |
| Exhibition 5.6 1.1 0.4 3 19 F_TAD_GMD | |
| Fable 2.0 0.1 0.1 3 6 F_AGT_GMD | |
| Fable-MST3K 4.1 0.7 0.1 2 F_AGT_INF_GMD | |
| Fear 6.3 1.2 1.3 3 10 F_INF_GMD | |
| Fifteen 1.5 0.5 0.4 1 17 F_INF_GMD | |
| Firebird 7.2 1.6 1.2 3 15 F_TAD_GMD | |
| Fish 7.5 1.3 1.7 4 12, 14 C_MAG | |
| Foggywood Hijinx 6.2 1.2 1.3 3 F_TAD_GMD | |
| Foom 6.6 1.0 1.0 1 F_TAD_GMD | |
| For A Change 7.8 1.0 1.5 4 19 F_INF_GMD | |
| Forbidden Castle 4.8 0.6 0.5 1 C_AP | |
| Four In One 4.4 1.2 0.5 2 F_TAD_GMD | |
| Four Seconds 6.0 1.2 1.1 2 F_TAD_GMD | |
| Frenetic Five 5.3 1.4 0.5 3 13 F_TAD_GMD | |
| Frenetic Five 2 6.6 1.5 1.1 2 F_TAD_GMD | |
| Friday Afternoon 6.3 1.4 1.2 1 13 F_INF_GMD | |
| Frobozz Magic Support 7.2 1.2 1.5 3 F_TAD_GMD | |
| Frozen 5.5 0.7 1.3 1 F_INF_GMD | |
| Frustration 5.7 1.1 0.9 1 F_TAD_GMD | |
| Gateway 8.3 1.3 1.7 5 11 C_I | |
| Gateway 2: Homeworld 9.0 1.7 1.9 2 C_I | |
| Glowgrass 6.9 1.4 1.4 4 13 F_INF_GMD | |
| Gnome Ranger 5.8 1.2 1.6 1 C_I | |
| Golden Fleece 6.0 1.0 1.1 1 F_TAD_GMD | |
| Golden Wombat of Dest 6.3 0.7 1.1 1 18 F_I_GMD | |
| Good Breakfast 4.9 0.9 1.2 2 14 F_INF_GMD | |
| Great Archeolog. Race 6.5 1.0 1.5 1 3 S20_TAD_GMD | |
| Guardians of Infinity 8.5 1.3 1 9 C_I | |
| Guild of Thieves 6.9 1.2 1.5 4 14 C_MAG | |
| Guilty Bastards 6.9 1.4 1.2 5 F_HUG_GMD | |
| Gumshoe 6.3 1.0 1.1 6 9 F_INF_GMD | |
| Halothane 6.9 1.3 1.3 3 19 F_INF_GMD | |
| HeBGB Horror 5.7 0.9 1.1 2 F_ALAN_GMD | |
| Heist 6.7 1.4 1.5 2 F_INF_GMD | |
| Hero, Inc. 6.8 1.0 1.5 2 F_TAD_GMD | |
| Hitchhiker's Guide 7.2 1.3 1.5 13 5 C_INF | |
| Hollywood Hijinx 6.5 0.9 1.6 11 C_INF | |
| Holy Grail 6.2 0.9 1.2 1 F_TAD_GMD | |
| Horror of Rylvania 7.2 1.4 1.4 5 1 F_TAD_GMD | |
| Horror30.zip 3.7 0.3 0.7 2 3 S20_I_GMD | |
| Human Resources Stori 0.9 0.0 0.1 2 17 F_INF_GMD | |
| Humbug 6.9 1.6 1.4 3 11 F_I_GMD | |
| Hunter, In Darkness 8.1 1.0 1.5 4 19 F_INF_GMD | |
| I didn't know...yodel 4.0 0.7 1.0 5 17 F_I_GMD | |
| I-0: Jailbait on Inte 7.5 1.5 1.3 11 20 F_INF_GMD | |
| Ice Princess 7.5 1.4 1.6 2 A_INF_GMD | |
| In The End 4.9 0.6 0.0 2 10 F_INF_GMD | |
| In The Spotlight 3.2 0.2 1.0 2 17 F_INF_GMD | |
| Infidel 6.9 0.2 1.4 13 1 C_INF | |
| Informatory 5.5 0.5 1.3 1 17 F_INF_GMD | |
| Ingrid's Back 5.6 1.6 1.2 1 C_I | |
| Inheritance 5.2 0.5 1.0 2 20 F_TAD_GMD | |
| Inhumane 4.4 0.4 1.0 3 9, 20 F_INF_GMD | |
| Intruder 6.7 1.3 1.1 4 20 F_INF_GMD | |
| Jacaranda Jim 7.9 0.9 1.0 2 F_GMD | |
| Jacks...Aces To Win 7.6 1.6 1.3 2 19 F_INF_GMD | |
| Jewel of Knowledge 6.3 1.2 1.1 3 18 F_INF_GMD | |
| Jeweled Arena 7.0 1.4 1.3 2 AGT_GMD | |
| Jigsaw 8.2 1.5 1.5 13 8,9 F_INF_GMD | |
| Jinxter 6.1 0.9 1.3 3 C_MAG | |
| John's Fire Witch 6.8 1.1 1.6 8 4, 12 S6_TADS_GMD | |
| Jouney Into Xanth 5.0 1.3 1.2 1 8 F_AGT_GMD | |
| Journey 7.2 1.5 1.3 5 5 C_INF | |
| King Arthur's Night O 5.6 1.0 0.9 3 19 F_ALAN_GMD | |
| Kissing the Buddha's 8.0 1.8 1.4 5 10 F_TAD_GMD | |
| Klaustrophobia 6.4 1.1 1.3 6 1 S15_AGT_GMD | |
| Knight Orc 7.2 1.4 1.1 2 15 C_I | |
| L.U.D.I.T.E. 1.9 0.2 0.0 3 F_INF_GMD | |
| Lancelot 6.9 1.4 1.2 1 C_I | |
| Land Beyond Picket Fe 4.8 1.2 1.2 1 10 F_I_GMD | |
| Leather Goddesses 6.9 1.3 1.5 10 4 C_INF | |
| Leaves 3.4 0.2 0.8 1 14 F_ALAN_GMD | |
| Legend Lives! 8.2 1.2 1.4 4 5 F_TAD_GMD | |
| Lesson of the Tortois 7.1 1.4 1.4 4 14 F_TAD_GMD | |
| Lethe Flow Phoenix 6.9 1.4 1.5 5 9 F_TAD_GMD | |
| Life on Beal Street 4.7 1.2 0.0 2 F_TAD_GMD | |
| Light: Shelby's Adden 7.5 1.5 1.3 6 9 S_TAD_GMD | |
| Lightiania 1.9 0.2 0.4 1 F_INF_GMD | |
| Lists and Lists 6.3 1.3 1.1 3 10 F_INF_GMD | |
| Little Blue Men 8.4 1.4 1.5 7 17 F_INF_GMD | |
| Lomalow 4.8 1.2 0.5 2 19 F_INF_GMD | |
| Losing Your Grip 8.5 1.4 1.4 6 14S20_TAD_GMD | |
| Lost New York 7.9 1.4 1.4 4 20 S12_TAD_GMD | |
| Lost Spellmaker 6.9 1.5 1.3 3 13 F_INF_GMD | |
| Lunatix: Insanity Cir 5.6 1.2 1.0 3 F_I_GMD | |
| Lurking Horror 7.2 1.3 1.3 15 1,3 C_INF | |
| MacWesleyan / PC Univ 4.9 0.6 1.2 2 F_TAD_GMD | |
| Madame L'Estrange... 5.1 1.2 0.7 1 13 F_INF_GMD | |
| Magic Toyshop 5.2 1.1 1.1 5 7 F_INF_GMD | |
| Magic.zip 4.5 0.5 0.5 1 3 S20_IBM_GMD | |
| Maiden of the Moonlig 6.4 1.3 1.5 2 10 F_TAD_GMD | |
| Matter of Time 1.4 0.3 1.4 1 14F_ALAN_GMD | |
| Mercy 7.3 1.4 1.2 6 12 F_INF_GMD | |
| Meteor...Sherbet 7.9 1.5 1.6 5 10, 12 F_INF_GMD | |
| Mind Electric 5.2 0.6 0.9 4 7,8 F_INF_GMD | |
| Mind Forever Voyaging 8.2 1.3 0.9 12 5,15 C_INF | |
| Mission 6.0 1.2 1.4 1 F_TAD_GMD | |
| Moist 6.8 1.4 1.2 4 F_TAD_GMD | |
| Moment of Hope 5.0 1.3 0.3 3 19 F_TAD_GMD | |
| Moonmist 5.9 1.2 1.0 14 1 C_INF | |
| Mop & Murder 5.0 0.9 1.0 2 5 F_AGT_GMD | |
| Mother Loose 7.0 1.5 1.3 2 17 F_INF_GMD | |
| Mulldoon Legacy 7.4 1.2 1.8 1 F_INF_GMD | |
| Multidimen. Thief 5.6 0.5 1.3 6 2,9 S15_AGT_GMD | |
| Muse 7.5 1.5 1.1 3 17 F_INF_GMD | |
| Music Education 3.7 1.0 0.7 3 F_INF_GMD | |
| Myopia 6.1 1.3 0.6 2 F_AGT_GMD | |
| Mystery House 4.1 0.3 0.7 1 F_AP_GMD | |
| New Day 6.6 1.4 1.1 4 13 F_INF_GMD | |
| Night At Computer Cen 5.2 1.0 1.0 2 F_INF_GMD | |
| Night at Museum Forev 4.2 0.3 1.0 4 7,8 F_TAD_GMD | |
| Night of... Bunnies 6.6 1.0 1.4 1 I_INF_GMD | |
| 9:05 4.9 0.4 0.6 2 20 F_INF_GMD | |
| Nord and Bert 5.9 0.6 1.1 8 4 C_INF | |
| Not Just A Game 6.9 1.0 1.3 1 20 F_INF_GMD | |
| Not Just... Ballerina 6.3 1.0 1.1 2 20 F_INF_GMD | |
| Obscene...Aardvarkbar 3.2 0.6 0.6 1 F_TAD_GMD | |
| Odieus...Flingshot 3.3 0.4 0.7 2 5 F_INF_GMD | |
| Of Forms Unknown 4.5 0.7 0.5 1 10 F_INF_GMD | |
| Offensive Probing 4.2 0.6 0.9 1 F_INF_GMD | |
| On The Farm 6.5 1.6 1.2 2 19 F_TAD_GMD | |
| Once and Future 6.9 1.6 1.5 2 16 C30_TAD_CMP | |
| One That Got Away 6.5 1.4 1.0 6 7,8 F_TAD_GMD | |
| Only After Dark 4.6 0.8 0.7 3 F_INF_GMD | |
| Oo-Topos 5.7 0.2 1.0 1 9 C_AP_I_64 | |
| Outsided 2.5 0.7 0.2 2 F_INF_GMD | |
| Pass the Banana 2.9 0.8 0.5 3 19 F_INF_GMD | |
| Path to Fortune 6.6 1.5 0.9 3 9 S_INF_GMD | |
| Pawn 6.3 1.1 1.3 2 12 C_MAG | |
| Perilous Magic 4.9 0.9 1.1 1 20 F_INF_GMD | |
| Perseus & Andromeda 3.4 0.3 1.0 1 64_INF_GMD | |
| Persistence of Memory 6.2 1.2 1.1 1 17 F_HUG_GMD | |
| Phlegm 5.2 1.2 1.0 2 10 F_INF_GMD | |
| Photopia 7.3 1.5 0.8 13 17 F_INF_GMD | |
| Phred Phontious...Piz 5.2 0.9 1.3 2 13 F_INF_GMD | |
| Piece of Mind 6.3 1.3 1.4 1 10 F_INF_GMD | |
| Pintown 1.3 0.3 0.2 1 F_INF_GMD | |
| Planetfall 7.2 1.6 1.4 11 4 C_INF | |
| Plant 7.3 1.2 1.5 4 17 F_TAD_GMD | |
| Plundered Hearts 7.3 1.4 1.2 8 4 C_INF | |
| Poor Zefron's Almanac 5.8 1.2 1.3 2 13 F_TAD_GMD | |
| Portal 7.0 1.8 0.0 2 C_I_A_AP_64 | |
| Purple 5.6 0.9 1.0 1 17 F_INF_GMD | |
| Pyramids of Mars 6.0 1.2 1.2 1 AGT_GMD | |
| Quarterstaff 6.1 1.3 0.6 1 9 C_M | |
| Ralph 7.1 1.6 1.2 3 10 F_INF_GMD | |
| Remembrance 2.8 1.0 0.1 2 F_GMD | |
| Reruns 5.2 1.2 1.2 1 AGT_GMD | |
| Research Dig 4.8 1.1 0.8 2 17 F_INF_GMD | |
| Reverberations 5.6 1.3 1.1 1 10 F_INF_GMD | |
| Ritual of Purificatio 7.0 1.6 1.1 4 17 F_GMD | |
| Sanity Claus 7.5 0.3 0.6 2 1 S10_AGT_GMD | |
| Save Princeton 5.8 1.1 1.3 4 8 S10_TAD_GMD | |
| Scapeghost 8.1 1.7 1.5 1 6 C_I | |
| Sea Of Night 5.7 1.3 1.1 2 F_TAD_GMD | |
| Seastalker 5.1 1.1 0.8 10 4 C_INF | |
| Shades of Grey 7.8 1.3 1.4 5 2, 8 F_AGT_GMD | |
| Sherlock 7.0 1.3 1.4 5 4 C_INF | |
| She's Got a Thing...S 7.0 1.7 1.6 3 13 F_INF_GMD | |
| Shogun 7.0 1.2 0.6 2 4 C_INF | |
| Shrapnel 7.3 1.5 1.0 1 20 F_INF_GMD | |
| Simple Theft 5.8 1.3 0.8 1 20 F_TAD_GMD | |
| Sins against Mimesis 5.5 1.0 1.2 3 13 F_INF_GMD | |
| Sir Ramic... Gorilla 5.0 1.0 1.5 1 6 F_AGT_GMD | |
| Six Stories 6.2 0.9 1.1 2 19 F_TAD_GMD | |
| Skyranch 2.8 0.5 0.7 1 20 F_I_GMD | |
| Small World 6.2 1.3 1.1 3 10 F_TAD_GMD | |
| So Far 7.9 1.1 1.5 10 12 F_INF_GMD | |
| Sorcerer 7.2 0.6 1.6 7 2,15 C_INF | |
| Sound of... Clapping 7.2 1.3 1.3 6 5 F_ADVSYS_GMD | |
| South American Trek 0.9 0.2 0.5 1 5 F_IBM_GMD | |
| Space Aliens...Cardig 1.5 0.4 0.3 6 3, 4 S60_AGT_GMD | |
| Space under Window 7.2 0.8 0.4 5 12 F_INF_GMD | |
| Spacestation 5.6 0.7 1.1 1 F_INF_GMD | |
| Spellbreaker 8.5 1.2 1.8 8 2,15 C_INF | |
| Spellcasting 101 6.7 1.0 1.3 2 C_I | |
| Spellcasting 201 7.8 1.6 1.7 2 C_I | |
| Spellcasting 301 6.0 1.2 1.2 2 C_I | |
| Spider and Web 8.6 1.6 1.7 11 14F_INF_GMD | |
| SpiritWrak 7.1 1.3 1.3 5 F_INF_GMD | |
| Spodgeville...Wossnam 4.3 0.7 1.2 2 F_INF_GMD | |
| Spur 7.1 1.3 1.1 2 9 F_HUG_GMD | |
| Spyder and Jeb 6.2 1.1 1.4 1 F_TAD_GMD | |
| Starcross 6.6 1.0 1.2 7 1 C_INF | |
| Stargazer 5.4 1.1 1.1 1 F_INF_GMD | |
| Stationfall 7.7 1.7 1.6 6 5 C_INF | |
| Stiffy 0.6 0.0 0.0 1 F_INF_GMD | |
| Stiffy - MiSTing 4.5 1.0 0.4 4 F_INF_GMD | |
| Stone Cell 6.7 1.3 1.4 2 19 F_TAD_GMD | |
| Strangers In The Nigh 3.2 0.7 0.6 2 F_TAD_GMD | |
| Sunset Over Savannah 8.7 1.7 1.4 6 13 F_TAD_GMD | |
| Suspect 6.0 1.2 1.1 7 4 C_INF | |
| Suspended 7.5 1.5 1.4 7 8 C_INF | |
| Sylenius Mysterium 4.7 1.2 1.1 1 13 F_INF_GMD | |
| Symetry 1.1 0.1 0.1 2 F_INF_GMD | |
| Tapestry 7.1 1.4 0.9 5 10, 14 F_INF_GMD | |
| Tempest 5.3 1.4 0.6 3 13 F_INF_GMD | |
| Temple of the Orc Mag 4.5 0.1 0.8 2 F_TAD_GMD | |
| Theatre 6.9 1.1 1.4 10 6 F_INF_GMD | |
| Thorfinn's Realm 3.5 0.5 0.7 2 F_INF_GMD | |
| Time: All Things... 3.9 1.2 0.9 2 11, 12 F_INF_GMD | |
| TimeQuest 8.1 1.2 1.7 3 C_I | |
| TimeSquared 4.3 1.1 1.1 1 F_AGT_GMD | |
| Toonesia 5.8 1.1 1.1 6 7 F_TAD_GMD | |
| Tossed into Space 3.9 0.2 0.6 1 4 F_AGT_GMD | |
| Town Dragon 3.9 0.8 0.3 2 14 F_INF_GMD | |
| Trapped...Dilly 5.1 0.1 1.1 2 17 F_INF_GMD | |
| Travels in Land of Er 6.1 1.2 1.5 2 14 F_INF_GMD | |
| Trinity 8.7 1.3 1.7 15 1,2 C_INF | |
| Tryst of Fate 7.1 1.4 1.3 1 11 F_INF_GMD | |
| Tube Trouble 4.2 0.8 0.7 2 8 F_INF_GMD | |
| Tyler's Great Cube Ga 5.8 0.0 1.7 1 S_TAD_GMD | |
| Uncle Zebulon's Will 7.3 1.0 1.5 12 8 F_TAD_GMD | |
| Underoos That Ate NY 4.5 0.6 0.8 2 F_TAD_INF_GMD | |
| Undertow 5.4 1.3 0.9 3 8 F_TAD_GMD | |
| Undo 2.9 0.5 0.7 4 7 F_TAD_GMD | |
| Unholy Grail 6.0 1.2 1.2 1 13 F_I_GMD | |
| Unnkulian One-Half 6.7 1.2 1.5 9 1 F_TAD_GMD | |
| Unnkulian Unventure 1 6.9 1.2 1.5 8 1,2 F_TAD_GMD | |
| Unnkulian Unventure 2 7.2 1.2 1.5 5 1 F_TAD_GMD | |
| Unnkulian Zero 8.4 0.7 0.8 21,12,14 F_TAD_GMD | |
| Varicella 8.5 1.6 1.5 8 18 F_INF_GMD | |
| Veritas 6.9 1.3 1.4 3 S10_TAD_GMD | |
| Vindaloo 2.9 0.0 0.4 1 F_INF_GMD | |
| VirtuaTech 6.1 0.0 1.2 1 F_INF_GMD | |
| Waystation 5.6 0.6 1.0 3 9 F_TAD_GMD | |
| Wearing the Claw 6.6 1.2 1.2 5 10, 18 F_INF_GMD | |
| Wedding 7.4 1.6 1.3 3 12 F_INF_GMD | |
| Where Evil Dwells 5.1 0.8 1.1 1 F_INF_GMD | |
| Winter Wonderland 7.9 1.3 1.2 5 19 F_INF_GMD | |
| Wishbringer 7.5 1.3 1.3 12 5,6 C_INF | |
| Witness 6.5 1.5 1.1 9 1,3,9 C_INF | |
| Wonderland 5.4 1.3 0.9 2 C_MAG | |
| World 6.5 0.6 1.3 2 4 F_I_ETC_GMD | |
| Worlds Apart 8.3 1.6 1.4 6 F_TAD_GMD | |
| Zanfar 2.6 0.2 0.4 1 8 F_AGT_GMD | |
| Zero Sum Game 7.2 1.5 1.5 3 13 F_INF_GMD | |
| Zombie! 5.2 1.2 1.1 2 13 F_TAD_GMD | |
| Zork 0 6.3 1.1 1.4 9 14C_INF | |
| Zork 1 6.1 0.8 1.5 19 1, 12 C_INF | |
| Zork 2 6.5 1.0 1.5 11 1, 12 C_INF | |
| Zork 3 6.5 0.9 1.4 8 1, 12 C_INF | |
| Zork Undisc. Undergr. 6.5 1.0 1.2 1 14F_INF_GMD | |
| Zork: A Troll's Eye V 4.6 0.9 0.1 2 14 F_INF_GMD | |
| Zuni Doll 4.0 0.6 0.9 2 14 F_INF_GMD | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| The Top Ten: | |
| A game is not eligible for the Top Ten 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. | |
| Well, I've received over 250 ratings for the scoreboard since the last | |
| issue of SPAG, which sounds great until I tell you that 220 of them were | |
| from the same person! Still, that great big passel o'ratings is nothing | |
| to sneeze at, and the ratings I've received have been enough to cause a | |
| bit of movement in the top ten. Our new champion is Sunset Over | |
| Savannah, replacing Varicella in the top slot. The Legend Lives! and | |
| Hunter, In Darkness have dropped out of the top ten, with Christminster | |
| and Spellbreaker (both longtime top ten residents) rushing in to fill | |
| the empty spaces. The fact that both the absent games feature | |
| punctuation in their names is purest coincidence, I'm sure. | |
| 1. Sunset over Savannah 8.7 6 votes | |
| 2. Trinity 8.7 15 votes | |
| 3. Spider and Web 8.6 11 votes | |
| 4. Anchorhead 8.6 16 votes | |
| 5. Varicella 8.5 8 votes | |
| 6. Losing Your Grip 8.5 6 votes | |
| 7. Babel 8.5 6 votes | |
| 8. Spellbreaker 8.5 8 votes | |
| 9. Little Blue Men 8.4 7 votes | |
| 10. Christminster 8.3 13 votes | |
| As always, please remember that the scoreboard is only as good as the | |
| contributions it receives. To make your mark on this vast morass of | |
| statistics, rate some games on our website | |
| (http://www.sparkynet.com/spag). You can also, if you like, send ratings | |
| directly to me at obrian SP@G colorado.edu. Instructions for how the rating | |
| system works are in the SPAG FAQ, available from GMD and our website. | |
| Please read the FAQ before submitting scores, so that you understand how | |
| the scoring system works. After that, submit away! | |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
| !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! | |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
| ___. .___ _ ___. ___. | |
| / _| | \ / \ / ._| / _| | |
| \ \ | o_/ | | | |_. \ \ | |
| .\ \ | | | o | | | | .\ \ | |
| |___/ |_| |_|_| \___| |___/ PECIFICS | |
| WARNING! SPOILERS BELOW FOR THE FOLLOWING GAMES: | |
| Bliss | |
| 9:05 | |
| PROCEED NO FURTHER UNLESS YOU HAVE PLAYED THESE GAMES! | |
| THIS IS NOT A TEST! GENUINE SPOILERS TO FOLLOW! | |
| LAST CHANCE TO AVOID SPOILAGE! | |
| From: Duncan Stevens <dns361 SP@G merle.acns.nwu.edu> | |
| TITLE: Bliss | |
| AUTHOR: Cameron Wilkin | |
| E-MAIL: bwilkin SP@G ix.netcom.com | |
| DATE: 1999 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition99/tads/bliss/bliss.gam | |
| VERSION: Release 1.1 | |
| Cameron Wilkin's Bliss is well-nigh impossible to review effectively in | |
| no-spoiler format, because the most interesting aspect of the game | |
| happens in the final few moves; accordingly, the following is more a | |
| discussion than a review as such, and it does include spoilers. You have | |
| been warned. | |
| The initial direction of Bliss is stock fantasy--indeed, with orcs, evil | |
| wizards, dragons, and dungeons involved right at the outset, the game | |
| fairly screams "stock fantasy." But the real story in Bliss is not at | |
| all stock fantasy-- the initial premise and the way it's developed | |
| doesn't so much tell a story as it takes a measure of the player. Does | |
| the player object to simplistically violent solutions to problems | |
| because they're in a fantasy setting? Or does the player gleefully hurt | |
| others whenever it serves his own ends, as long as the setting is | |
| fantasy? Bliss poses these questions and more. | |
| The author's notes indicate that the point of the game is to "ask which is | |
| better: the real world or the fantasy world?" With all due respect, I'm | |
| not sure that's really what the game asks; no one would contend that the | |
| PC's fantasy world is "better," though it's certainly more comfortable for | |
| the PC. That is, even the most sympathetic would be hard pressed to see | |
| the PC's retreat into his fantasy world as good, or "better" than his | |
| maintaining a grip on reality, given what ensues because of it. The player | |
| can understand why the PC does it, but hardly condone it. (I hope so, | |
| anyway.) To my mind, the more interesting questions are about fantasy | |
| itself, as suggested above--does fantasy violence desensitize those who | |
| view it, read about it, experience it through IF to real violence? It's | |
| much debated these days in the wake of Littleton and such, and generally | |
| the arguments produce considerably more heat than light; few can even | |
| agree on whether fantasy violence produces violent behavior in any given | |
| individual, as opposed to society as a whole. Bliss doesn't purport to | |
| address these questions as such, but in giving us a PC whose fantasy life | |
| enables him to commit violent acts that, it seems, he would not have been | |
| able to commit otherwise (his horror when he discovers what he has done | |
| suggests as much, anyway), the author raises some problematic issues. | |
| The nature of the masterfully done bait-and-switch in Bliss suggests one | |
| answer. Most players, somewhere in the course through the game, probably | |
| begin wondering about what's going on--perhaps it's the discontinuities, | |
| the brief flashes into the real world, but for me it was the bizarre | |
| monotony of the killing. It struck me as strange and disturbing that | |
| every single problem the PC has is resolved by killing someone; the | |
| ethics of fantasy, so to speak, don't generally allow for randomized | |
| killing. Disposing of the guards was one thing, but killing the imp and | |
| the bear because they happened to be in the way--that rang false to me; | |
| likewise, killing a dragon while it's asleep made me wonder. That, in | |
| turn, suggests to me that fantasy does have rules, and indiscriminate | |
| killing definitely breaks those rules, meaning that the deadening moral | |
| effect of imaginary violence might not be quite so clearcut (and the | |
| enabling aspect of this particular PC's fantasy might be the product of | |
| a warped fantasy life, one that doesn't abide by the normal rules). | |
| Equally intriguing is the problem of complicity posed by Bliss: the | |
| marriage of the player's and PC's goals (the player is perfectly willing | |
| to help the PC escape from the prison and kill the evil wizard) suddenly | |
| breaks apart when the fantasy veil falls away. When the player surveys | |
| the wreckage, there should be a sense of participation in the evil--a | |
| sense that the player's participation made the carnage possible, and | |
| that a more responsible player would have averted the tragedy. In this | |
| particular case, of course, the complicity analysis doesn't stand up to | |
| scrutiny very well, since there were no alternate paths; the choices | |
| were enabling wholesale murder or simply stopping the story. Still, | |
| pulling the player up short in this way offers a wealth of | |
| possibilities--we may one day see IF in which that discovery of | |
| complicity permits and encourages the player to try again, find a better | |
| path. | |
| The "unreliable narrator" aspect of Bliss is worth exploring as well. | |
| Does it make a difference if the narrator is unreliable to himself as | |
| well as to the reader? No, except that the complicity aspect diminishes | |
| if the narrator is deliberately deceiving the reader, and complicity can | |
| be a valuable feeling (particularly in settings like this, where | |
| desensitization is a real issue). To be sure, I may be responsible for | |
| violent acts even if I'm told they're all right, and it's still possible | |
| for the IF player to feel complicit on the same basis. But Bliss, and | |
| perhaps variants thereof that give the player a bit more freedom. pose a | |
| starker moral problem, in that the PC had no idea what he was doing and | |
| the player failed to intervene to set things right. The technique of | |
| setting up an "unreliable narrator", and the fun of experiencing it, | |
| endures whether the narrator is deliberately or unwittingly deceiving | |
| the reader/player, but the moral shock value is different--and if Bliss | |
| doesn't have moral shock value, it's not worth the download time. | |
| The ending of Bliss allows for a variety of interpretations--is the | |
| house episode a fantasy? A memory? Clearly, it helps explain how the PC | |
| got to be where he is, but its placement in the story raises some | |
| questions about whether the story itself is reliable. (Being locked in | |
| one's room by one's father is just as credible a fantasized version of | |
| the asylum as the orcs-dragons-wizards fantasy, after all.) If we're not | |
| meant to think that (and the ending explanation about how the child | |
| fantasy life led to commitment in the asylum suggests as much), the | |
| alternative is rather disturbing: the story as it stands seems to | |
| suggest that a fantasy life as a means of escape from an unpleasant or | |
| painful childhood can lead directly to, well, the PC in Bliss. (The | |
| movie Heavenly Creatures tells a similar, though somewhat more | |
| complicated, story.) That seems extreme, on its face--but fantasy life | |
| takes such a beating in this game that it's hard to see what else to | |
| conclude. | |
| Though it may not do what the author set out to do, there's much that is | |
| thought-provoking in Bliss, and it deserves a spot somewhere in the | |
| hallowed halls of IF theory. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dns361 SP@G merle.acns.nwu.edu> | |
| TITLE: 9:05 | |
| AUTHOR: Adam Cadre | |
| E-MAIL: ac SP@G adamcadre.ac | |
| DATE: 2000 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/905.z5 | |
| VERSION: Release 1.00 | |
| It's more a joke than a game, really, but Adam Cadre's 9:05 is a pretty | |
| good joke--all the more so because the joke's mostly on you, the | |
| archetypal IF player, and on your assumptions. | |
| The principal joke going on involves the problem of PC identity. | |
| Conventional modern-day IF has developed a variety of ways for the | |
| player to "discover" who he or she is--someone calls you by your name, | |
| you find your name written in some obvious place--that make the | |
| identity-assumption process less clunky than would a simple "You're Joe | |
| Blow." Old-style IF, by contrast, generally never gave the PC a name or | |
| any other indicia of identity at all; there was just a task to do. In | |
| 9:05, in most significant ways, you're the latter--you don't have an | |
| identity of your own other than "burglar"--but everything the game does | |
| is set up to make you think you're happening upon your own identity as | |
| you wander around. The game does this rather artfully--you see "a | |
| wallet" and "a driver's license" rather than "your" possessions, which | |
| is unobtrusive enough that most players don't notice it in the ho-hum | |
| house setting. You solve the "puzzle" of figuring out where you work by | |
| looking at your ID, so the game doesn't need to actually mislead you by | |
| calling the office your workplace. And at the end, there you are, | |
| suckered into assuming someone else's identity because you found some | |
| objects and assumed they were yours. ("I didn't mean it, officer. I've | |
| been playing too much IF.") | |
| Similarly, what your character does, or rather has done--commit theft | |
| and murder--is quite in tune with classic old-style IF, except that the | |
| setting is wrong: you're not in a fantasy or sci-fi setting, where it's | |
| "okay" to rob and kill indiscriminately, you're in the suburbs. The | |
| mundane apparent premise--get dressed, get to work--also helps set this | |
| up, since the expectation engendered by such a promise is that you'll | |
| discover a plot somewhere along the way (i.e., something will happen to | |
| you to make the story less mundane), and the surprise is that non- | |
| mundane things are already going on. (In fact, owing to the knowledge | |
| gap between the player and the PC, the player mistakenly directs the PC | |
| to assume that mundane rather than highly bizarre and dangerous events | |
| are going on.) | |
| One amusing parallel to this is that one persistent illogicality in | |
| house-setting IF--i.e., the game has to tell the PC all about the | |
| details of the house he lives in as if he's seeing them for the first | |
| time--is remedied: the surroundings actually are new (well, | |
| relatively--you saw them the previous night) to both PC and player. The | |
| game doesn't really force you to figure out much about the home or | |
| anything else, so it doesn't do as much with this angle as it might | |
| have--but it's still an interesting sidelight. (It does take away | |
| virtually every intuitive shortcut, however--you have to open doors | |
| before going through them--which does convey that you're not used to | |
| your environment to some extent.) Likewise, the appraising eye of the | |
| PC--you evaluate everything, including the comfort of the living room | |
| (limited with no stereo, DVD player, or TV, which are in your trunk, of | |
| course) and the neighborhood (too much crime, you say) makes little | |
| sense in most IF--who bothers to appraise his everyday surroundings on | |
| every viewing?--but plenty of sense here. | |
| Beyond all that, though, 9:05 says something interesting about the way | |
| most players approach IF: give us a task rather than simply a setting to | |
| explore, make the task seem urgent, and we'll spend very little time | |
| actually poking around. (When "undo" is available, there's no real | |
| reason for not at least looking at what's given.) There are a variety of | |
| commands other than LOOK UNDER BED that hint that not all is as it | |
| appears: SMELL, for instance, and EXAMINE CLOTHING, and EXAMINE ME | |
| certainly indicates that something is up. A more-than-cursory look at | |
| the setting in 9:05 should suggest to the player that something's wrong, | |
| in other words, and yet it appears that most people, goal-oriented by | |
| the initial phone call, didn't catch on until the end. | |
| At any rate, in the end, it's a good joke. | |
| 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. | |
| ----------------------------------------------------------------------------- | |
| Thank you for helping to keep text adventures alive! | |
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