| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE # 21 | |
| Edited by Paul O'Brian (obrian SP@G colorado.edu) | |
| June 15, 2000 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #21 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 ----------------------------------------------------- | |
| The Boggit | |
| Break-In | |
| Corruption | |
| Deephome | |
| Foggywood Hijinx | |
| The Frenetic Five vs. Mr. Redundancy Man | |
| The Jim MacBrayne games (Frustration, Golden Fleece, Holy Grail, Mission) | |
| LASH | |
| Perilous Magic | |
| Sangraal | |
| Toonesia | |
| Worlds Apart | |
| EDITORIAL------------------------------------------------------------------ | |
| Timing. I was all set to write this editorial about Bedouin, Inc. and | |
| their bid to make text adventures commercially viable again through a | |
| new distribution channel: cell phones, a.k.a. the "Wireless Web." Then, | |
| Stephen Granade posted a long, thoughtful article on that selfsame | |
| subject to his About.com IF website. [http://interactfiction.about.com] | |
| That article not only provides much more depth and detail than my | |
| editorial would have, the opinions it offers basically mirror my own. In | |
| short, it does everything I wanted to do and more -- I urge you to check | |
| it out at http://interactfiction.about.com/library/weekly/aa061200a.htm. | |
| So I won't be writing about Bedouin in this space. Instead, I'd like to | |
| offer a few words on something that means a great deal to me: community. | |
| Specifically, the IF community. The advent of Bedouin and the big-time | |
| commercial interests that may accompany it has gotten me thinking a lot | |
| aobut what defines the IF community, what its strengths are, and how it | |
| might respond to injections of money and popularity. | |
| First off, I think I should take a stab at defining what I mean by "the | |
| IF community." To my mind, a member of the IF community is someone who | |
| takes an active interest in the ongoing development of interactive | |
| fiction. If you read or contribute to SPAG, XYZZYNews, or the int- | |
| fiction newsgroups on Usenet, you're part of it. If you hang out on | |
| ifMUD, you're part of it. If you've written a game, voted for the XYZZY | |
| Awards, or been a judge in the annual IF competition, you're part of it. | |
| If you regularly download and play the games on the IF archive, you're | |
| part of it. Lots of people fall into most or all of these categories, | |
| but all it takes is one. I'm part of it, and if you're reading this, | |
| chances are you're a part of it too. | |
| We're a fairly loose agglomeration of people, and there are a lot of | |
| differences between us. We cover a wide range of geographical locations, | |
| including Canada, Sweden, the U.K., Germany, and all areas of the U.S.A. | |
| Our ages range from teenager to grandmother. We run the full gamut of | |
| religious beliefs (from PC to Mac to Unix :), and no doubt span the | |
| political spectrum as well. We are one of those highly touted "virtual | |
| communities" that the Internet is said to be creating everywhere, and | |
| because of our particular mode of communicating with each other, | |
| differences that might be an important factor in other communities | |
| (race, ethnicity, appearance, class, background) are mostly invisible | |
| and irrelelvant. We're a diverse group, but we're bound by one | |
| overriding factor: love of interactive fiction. | |
| That dedication has carried us to some rather amazing achievements. | |
| Community efforts have inspired and fed various IF development | |
| languages, including several that are more sophisticated and easier to | |
| use than anything Infocom had in its prime. In turn, these development | |
| tools have made possible some truly outstanding works of IF, most of | |
| which SPAG has reviewed in its six-year history. SPAG itself is an | |
| expression of that community spirit, and so are XYZZYNews, the XYZZY | |
| Awards, the annual IF competition, the IF Book Club, ifMUD, and all the | |
| other myriad undertakings that have advanced the cause of hobbyist IF | |
| since its demise from the commercial arena in the early '90s. In a | |
| sense, Bedouin's interest in modern IF is a tribute to the strength of | |
| the IF community, because the money wouldn't come sniffing if there | |
| weren't signs that something interesting is happening here. | |
| However, that interest could also pose a threat to the IF community. You | |
| may have seen it happen before with something obscure you've taken a deep | |
| interest in, perhaps a favorite musician or artist: the mainstream | |
| notices, popularity rushes in, and suddenly you're having to share your | |
| private passion with a bunch of trendies who don't care so much about | |
| the art as about doing what's hip and hyped at the moment, not to | |
| mention that skyrocketing economics can take your object of interest way | |
| out of your price range and put you in competition for resources which | |
| are suddenly scarce in relation to the demand for them. Let me hasten to | |
| add that with Bedouin, the signs look positive. They've shown every sign | |
| of being good guys, from their consultation with various community | |
| members to their scrupulous respect of authors' intellectual property. | |
| In addition, they're not interested in blocking the traditional channels | |
| of IF distribution, just in adding a new channel and attempting to | |
| profit (alongside the game authors) from those new users. Moreover, the | |
| average cell-phone IF player isn't about to seek out the int-fiction | |
| groups or start crowding into ifMUD. Nonetheless, if IF becomes popular | |
| and lucrative again, you can be sure that the IF community won't feel | |
| like a little club anymore. That's not necessarily a bad thing -- just a | |
| change. And like most changes, it won't last forever. As long as you | |
| still take an active interest in the ongoing development of IF, you'll | |
| still be a member of the IF community. And if we, collectively, remember | |
| that passion and keep it as our foremost priority, we won't go far wrong. | |
| LETTERS TO THE EDITOR------------------------------------------------------ | |
| From: Neil Bowers <neilb SP@G cre.canon.co.uk> | |
| [Neil sent this letter just after SPAG #20 was released, and the quoted | |
| text is from Nick Montfort's Christminster review.] | |
| I'll probably not be the only person to point this out ... | |
| > 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. | |
| Unfortunately that's not the right Gareth Rees. | |
| The Christminster Gareth did go to Cambridge, but is no longer there. | |
| [Editor's note: D'OH! Correspondence with the IF author Gareth reveals | |
| that the web page referenced above is for Dr. William Gareth Rees of | |
| Christ's College, Cambridge. According to Gareth, "When I was an | |
| undergraduate at Christ's, we used to get each others' mail fairly | |
| often! So it's not really a surprise to be confused with him again!" | |
| Apologies to both Messrs. Rees for the error. Unfortunately, the email | |
| address provided in Nick's Christminster review was also incorrect. The | |
| raif Gareth Rees' email address is <gareth.rees SP@G pobox.com>. The error | |
| has been noted in the versions of SPAG 20 stored on the web page and at | |
| the IF Archive. --PO] | |
| NEWS ---------------------------------------------------------------------- | |
| THE BERLYN FALL | |
| As one IF moneymaking venture takes the stage, another gracefully exits. | |
| Cascade Mountain Publishing, the business venture run by former Infocom | |
| Implementor Michael Berlyn, has closed its doors. According to Berlyn, a | |
| big part of the reason for CMP's downfall is that it was a "Hydra: print | |
| books, eBooks, and IF." Encouragingly, he also assures us that "Next | |
| time, it'll be just IF. And there will be a next time." | |
| NEW GAMES | |
| Some fairly large games came out this Spring, along with some fun | |
| experiments and parodies. | |
| * Z-Snake by Zach Matley (yet another z-abuse) | |
| * LASH by Paul O'Brian | |
| * Life On Gue Street by Chris Charla | |
| * Augmented Fourth by Brian Uri | |
| * Chico And I Ran by J.D. Berry | |
| * Dangerous Curves by Irene Callaci | |
| * Above and Beyond by Mike Sousa | |
| * DragonLord by Mark Silcox and Okey Ikeako | |
| NOT-EXACTLY-NEW GAMES | |
| The Spring also saw a number of familiar games clothed in a different | |
| guise. | |
| * Ditch Day Drifter was ported to Inform by Neil Cerutti. The | |
| original (TADS) game by Mike Roberts was reviewed in SPAG #2. | |
| * John Kean released Downtown Tokyo. Present Day.: The Director's | |
| Cut, which apparently is an expanded version of his 1998 competition | |
| entry. The original version was reviewed in SPAG #17. | |
| * Polyadv by David Picton is the 350-, 550-, and 551-point versions of | |
| Adventure [a.k.a. Colossal Cave] all rolled into one | |
| * Mike and Muffy Berlyn's game Dr. Dumont's Wild P.A.R.T.I., formerly | |
| a commercial product of Cascade Mountain Publishing, has been | |
| released to the IF Archive as freeware since that company's demise. | |
| * Countdown to Doom, Return to Doom, and Last Days of Doom, were all | |
| released by Topologika games in the 80's. Now they've all been ported | |
| to Inform and uploaded to the IF Archive by their author, Peter | |
| Killworth. | |
| ALL THE NEWS NOW FIXED IN PRINT | |
| For those of us who wax nostalgic about Infocom, Gunther Schmidl has | |
| finally assembled a complete set of all the newsletters they ever | |
| published. The title of this newsletter was originally The New Zork | |
| Times, but the threat of a lawsuit from a major metropolitan newspaper | |
| forced them to shift the title to The Status Line. There were 24 issues | |
| in all, and they're now all available in .pdf format on the IF Archive. | |
| According to Schmidl, text versions are due in the Very Near Future. | |
| LITTLE GAMES ARE EVERYWHERE | |
| Ah Spring, the time of year when a young newsgroup's fancy turns to | |
| thoughts of mini-comps! There were two notable mini-comps since the last | |
| issue of SPAG, and for some reason they both involved big lizards. Adam | |
| Cadre sponsored the Dino-comp, for games featuring dinosaurs, in honor | |
| of Matthew Amster-Burton's long-ago musing about how cool such a game | |
| would be. David Cornelson ran the Dragon-comp, in his words, "to dispel | |
| the notion that a cool or funny game cannot be written with dragons." | |
| Both comps attracted an impresive number of entrants. Also enjoying | |
| success was Marnie Parker's IF Art Show, the winning entry of which | |
| spurred lots of excited conversation on the IF newsgroups. For unknown | |
| reasons, the most recent Art Show entries have not been uploaded to the | |
| IF Archive, but they're available in a zipped file from | |
| http://members.aol.com/iffyart/gallery.htm. The results of the Art Show | |
| were as follows: | |
| * Best of Show - Galatea by Emily Short | |
| * Best of Landscape - The Cove by Kathleen M. Fischer | |
| * Best of Still Life - Statuette by Ian Ball | |
| * Honorable Mention - Guitar of the Immortal Bard by Jason Burns | |
| DESPERATELY SEEKING REVIEWS | |
| It had to happen sometime: Duncan Stevens has graduated and gotten a | |
| full-time job. Consequently, his always-prodigious review output is | |
| bound to dip a bit, and I'm counting on the rest of you to pick up the | |
| slack! SPAG contributions have been a little down this spring, as you | |
| can see from the fact that this issue shows fewer reviews and fewer | |
| contributions to the scoreboard. Another example: the SPAG Specifics | |
| section, which I ballyhooed as hard as I could last issue, received no | |
| submissions. Reviewers, where are you? In case you're wondering what to | |
| review, here for your benefit is this issue's 10 Most Wanted list, all | |
| games that have never been reviewed in SPAG, but really should be: | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. Above and Beyond | |
| 2. Augmented Fourth | |
| 3. Chico And I Ran | |
| 4. Countdown to Doom | |
| 5. Dangerous Curves | |
| 6. Dr. Dumont's Wild P.A.R.T.I. | |
| 7. DragonLord | |
| 8. Guilty Bastards | |
| 9. The IF Art Show entries (any, some or all!) | |
| 10. Westfront PC | |
| 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: Christian Baker <lankro SP@G hotmail.com> | |
| TITLE: The Boggit | |
| AUTHOR: Fergus McNeill and Judith Child (Delta 4) | |
| E-MAIL: ? | |
| DATE: 1986 | |
| PARSER: Quill (a bit dodgy) | |
| SUPPORTS: Commodore 64, Spectrum, Amstrad CPC. | |
| AVAILABILITY: Freeware | |
| URL: http://www.c64.com/search.php3?sok=boggit&kind=realname | |
| The Boggit is a parody of the original Melbourne House adventure "The | |
| Hobbit". It starts off in "your round tunnel like hall", although the | |
| only difference seems to be that there's a toilet at the end of it. Then | |
| things really start to change. Grandalf (or rather "Gandalf") crashes | |
| through your window to give you a card and some exploding chocolates, | |
| you find out the only reason the dwarves bring you with them is to be | |
| fed to Maug (Smaug), and that Thorny's (Thorin) father is in a mental | |
| home and thinks Grandalf is his son. | |
| The whole game is written in the past tense, and it's also written in a | |
| third person perspective. The games writers were about 17 when they | |
| wrote this. The room descriptions are fairly dull and below standard, | |
| but the rest of the writing is really funny, and will make you want to | |
| laugh out loud (Watch out for when Thorny or the dwarves start to sing. | |
| It's fantastic!). The game is littered with IF references (one of the | |
| puzzles involve the cleaning robots from Hitchhikers Guide), although | |
| some objects seem out of place (a credit card on a mountain?). The game | |
| has an 80's "home-made" style, which I say just adds to its charm. | |
| The characters are very basic, although they do say something funny if | |
| you're lucky, but nearly all the characters are just cardboard cut-outs | |
| put in there to fit in with the game's Tolkien roots. They may be very | |
| funny at times, but most of the time they don't want to talk at all. The | |
| best characters in the game have to be the three trolls: Andre, Bernard | |
| and Matthew (scary!). Bernard has the occasional slip of grammar (which | |
| Matthew promptly corrects), and Andre just grunts. Great fun. | |
| The parser is very simple, and if you say something like THROW ROPE at a | |
| time when that's not part of the puzzle, the game will give you the | |
| impression that you have a made an unfair suggestion. Some of the | |
| puzzles just require common sense (the exploding chocolate one, and the | |
| Gameshow one), some require knowledge of a subject (a big no-no for | |
| IF), and some are just plain weird. Overall, the game is simple, but | |
| highly entertaining. Oh, and just for you, here's the whole of the | |
| Dwarvish song: | |
| Being a merry sort of bunch, the dwarves began to sing: | |
| We're dwarves, we're dwarves, all doomed to die | |
| We'll probably finish in the dragon's pie | |
| So we'll take ol' Bimbo Faggins, a real cement head | |
| Hopefully ol' Daug will eat him instead. | |
| Sing: Hog the gold! | |
| Pass the buck! | |
| Split Bimbo's share between us! | |
| Across the Wiffy mountains, all through dark Berkwood | |
| We'll drag ol' lardball with us, he'll do as dragon food | |
| And afterwards we'll celebrate, in Thornys treasure hold. | |
| With ale and nosh and diamond rings and imitation gold | |
| Sing: Hog the gold! | |
| Pass the buck! | |
| Split Bimbo's share between us! | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: Break-In | |
| AUTHOR: Jon Ingold | |
| E-MAIL: ji207 SP@G cam.ac.uk | |
| DATE: 1999 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/break-in.z5 | |
| VERSION: Release 7 | |
| The line between entertainingly silly and annoyingly silly is a fine | |
| one, and Jon Ingold's Break-In doesn't always stay on the right side of | |
| it: the game strives so relentlessly to be goofy that the whimsy feels a | |
| bit forced, and some serious game design flaws don't help. Still, there | |
| are some funny moments and a few genuinely clever puzzles amid all the | |
| weirdness. | |
| It's not unknown for IF to pull a sort of bait-and-switch with its | |
| genre--i.e., giving the player an initial premise that fits into one | |
| genre, which suddenly gives way to an unexpected development that throws | |
| the story into a different genre entirely. Trinity did it, to some | |
| extent (well, tourism isn't really a genre, but stumbling into a surreal | |
| fantasyesque dimension was a shift), and Once and Future did something | |
| similar (with somewhat peculiar results due to the divergence between | |
| the feelies--which studiously avoided any implication that the game | |
| wasn't all about war--and the manual, which referred, among other | |
| things, to a sword suitable for summoning spirits). Break-In takes those | |
| precedents and runs with them: there are several genres all going on at | |
| once, with no Big Transitional Event to indicate that the initial | |
| premise has yielded to something else. (The end of the game returns to | |
| the original plotline, with no acknowledgment of the wacky stuff that's | |
| gone on.) As in, the game conflates your ostensible mission--as a | |
| freelance burglary artist, to break into a home and retrieve some | |
| plans--with silly surreal stuff--chicken-dragons and such--and also with | |
| conventional fantasy, casually mixing all three together. There are some | |
| explanations provided, but they're not particularly convincing, and | |
| they're largely provided after the fact--i.e., there are no warnings | |
| that the game is about to take a sharp turn. There's nothing inherently | |
| wrong with all this, I suppose, but it does sort of destroy the | |
| immersive aspect of the story--the player constantly saying "okay, | |
| what's going on NOW?" generally is not particularly immersed. Similarly, | |
| while pieces of the setting are well rendered, it's so | |
| incoherent--things are juxtaposed that can't really be logically | |
| juxtaposed--that the player tends to give up trying to picture the | |
| scene. | |
| The fluidity of the genre boundaries isn't the main problem here, | |
| though--it's the game design. It's not all that difficult to render the | |
| game unfinishable in unexpected ways--e.g., by failing to properly | |
| manage inventory before a change of scene, or by failing to pick up a | |
| hidden object before leaving an area that, it turns out, you won't be | |
| able to revisit. There's lots more of that than there needs to be, and | |
| it makes it difficult to enjoy the silliness of the game--inventory | |
| management is about a prosaic a task as IF offers. The hint system, | |
| which is helpful in some areas but completely neglects others, doesn't | |
| help much. Worse, there are quite a few bugs-- some fatal, others merely | |
| irritating. Break-In is not especially polished--there are writing | |
| errors here and there along with the bugs--and the rough-edges feel | |
| often distracts from the game. There are some clever puzzles-- oddly, | |
| the one nominated for an XYZZY is far from the game's best; there are | |
| others that are much more creative--but some rely on rather large | |
| logical leaps, and one in particular is hampered by a lack of | |
| alternative solutions. | |
| It's a shame because, taken the right way, the game is actually very | |
| funny--the implicit premise is that spies after the end of the Cold War | |
| are reduced to concocting ridiculous projects to keep themselves busy, | |
| and the notion of espionage artists dealing with things like giant | |
| chickens is, at bottom, pretty amusing. The game may not be particularly | |
| immersive, but it's got a fair measure of wit, as in the following: | |
| By the doormat lies a brown-paper parcel, tied up with a length of | |
| string. It's probably just one of the Prof's favourite things. | |
| Or this: | |
| >get shoot | |
| The shoot is attached to some kind of model or pendant, which appears | |
| to be of an orange alien in a green dress dancing wildly. What a | |
| weird thing to have buried in your garden! It has several 'arms' of | |
| different lengths all pointing upwards, and each with the same cone | |
| shape as the main 'body'. There's nothing in the way of a head, the | |
| cone just rounds to a blunt point. Maybe something fell off in the | |
| hole. | |
| >examine alien | |
| No, on second thoughts, its actually just a knobbly carrot. You were | |
| holding it upside down. | |
| Here, the burglar/spy persona of the PC comes across well--you ascribe | |
| suspicious or fantastic properties to everything--and it would benefit | |
| the game if that persona were more often in evidence. After all, the | |
| beginning of the story sees the PC pondering the course of his career in | |
| rather weighty terms--"Still, its not petty thieving. It's for national | |
| security, which is different"--and it seems like there's plenty of humor | |
| to be mined from the PC's reaction to all the silliness. E.g. (not from | |
| the game--just my suggestion): "You reflect sourly that none of your | |
| training at M5 prepared you for giant chickens. An oversight, clearly." | |
| As it is, if you don't find the chickens funny, you won't find the game | |
| funny (and those chickens do get tiresome pretty quickly). | |
| Break-In is a game with considerable potential but not entirely | |
| successful implementation, in other words. Had the author chosen to make | |
| more of the story and PC, and less of the goofiness, the result might | |
| have been both funny and intriguing; as it is, there are some nicely | |
| done bits (intelligent puzzles, well-described settings) and a lot of | |
| mistakes. Try it only if you're in a very peculiar mood. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Walter Sandsquish <Sandsquish SP@G aol.com> | |
| NAME: Corruption | |
| AUTHOR: Robert Steggles and Hugh Steers | |
| DATE: 1988 | |
| PARSER: Magnetic Scrolls | |
| SUPPORT: Magnetic | |
| AVAILABILITY: Secondhand Retail/Auction (Out of Print) | |
| URL: Possibly | |
| VERSION: Version 1.12 | |
| Two schools of thought define adventure games. One school says, "an | |
| adventure game is a story whose conflicts have been translated into | |
| puzzles," while the second believes, "an adventure game is a puzzle | |
| described in terms of a story." | |
| The difference is significant. | |
| If you look at "Corruption" through the eyes of the first school, you | |
| will see a vastly unfair and agonizingly difficult work of interactive | |
| fiction. The game cannot be finished, or even understood, without | |
| experience gained through player-character "death." What's more, I can | |
| predict, a little smugly, that everyone will discover, just before he | |
| thinks he is about reach "Corruption's" climax, that he neglected to do | |
| something at the start of the story, and must replay the entire game. | |
| For instance, I found out that I should have thoroughly searched the | |
| toilet sometime before the 15th move. | |
| If that sounds absurd, this may not be a game for you. Much of the | |
| behavior required of the player character, like breaking into his | |
| partner's office, would seem unmotivated -- even paranoid -- in any | |
| other storytelling medium. | |
| On the other hand, members of the second school of thought will find a | |
| mesmerizing, Chinese-puzzle-box of a game. "Corruption" is a giant | |
| riddle, and to decipher its meaning, you must play, and replay, each of | |
| its parts. Once the player has mapped out the movements of the | |
| non-player characters, he will recognize a web of deceit and betrayal, | |
| and be able guide his character to paths that lead to a satisfying | |
| ending. | |
| In this way, "Corruption" is similar to Infocom's murder mysteries, but | |
| "Corruption" is an English game, published by Magnetic Scrolls, and it | |
| puts the same sort of twist on text-adventure mysteries that the English | |
| director Alfred Hitchcock put on filmed mysteries. Instead of a | |
| professional detective or reporter, the player character is a naive | |
| everyman who becomes caught up in a criminal conspiracy. | |
| Unfortunately, conspiracies are difficult to uncover, and while a | |
| reporter or detective has an assignment, the everyman in "Corruption" | |
| has no immediate goal and will, most likely, wander around aimlessly | |
| until the player figures out where and when to look for clues. | |
| Fortunately, Steers and Steggles' prose doesn't ramble. It efficiently | |
| paints effective portraits of characters, events and locations, making | |
| the illustrations redundant. I turned the graphics off when I played. | |
| It's not that there was anything wrong with the illustrations, it's just | |
| that characters like the brusque secretary, who really tries to be | |
| friendly, and the indifferent lawyer, who, nevertheless, offers | |
| comforting platitudes to the law's victims, are vivid and honest enough | |
| to trigger mental images on their own. | |
| In short, "Corruption" is a well-written, bug-free puzzle fest, and the | |
| puzzles are strongly related to an interesting suspense story. Remember | |
| to save early and save often. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: Deephome | |
| AUTHOR: Joshua Wise | |
| DATE: 1999 | |
| E-MAIL: yesuslave SP@G yahoo.com | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/deephome.z5 | |
| VERSION: Release 1 | |
| Joshua Wise's Deephome is a rather uneven effort: it's a well-built | |
| world with plenty of attention to detail, and the setting is nicely | |
| done. As a game, however, it doesn't work so well--there are far too | |
| many mimesis-breaking moments and unfair puzzles--and the result, sadly, | |
| is rather unsatisfying. | |
| The objective, as conveniently laid out in a handy letter, is relatively | |
| simple--reopen and bring back to life the lost city of Deephome, which | |
| involves practical things like restoring the power and water as well as | |
| getting rid of some spirits that seem to be hanging around. Herein lies | |
| the first problem, however: you're told that these spirits are terribly | |
| dangerous, but they stand where they are for the entirety of the game | |
| and don't act threatening in any way--or, even, impede you from doing | |
| anything. They seem about as dangerous as paperweights, and it's hard to | |
| get all worked up about getting rid of them. There's an obvious purpose | |
| to restoring the power and water--accomplishing those tasks serves your | |
| purpose in the game, in fact, apart from giving you points--but not the | |
| spirit-banishing stuff. Moreover, in that you get a vital part of the | |
| formula for getting rid of them from the spirits themselves, these don't | |
| seem like particularly savvy spirits. | |
| The puzzles range from humdrum to rather irritating. Notable is the | |
| adversary you're told is allergic to "certain plants." The one plant | |
| that's prominent in the game isn't effective, however (and the syntax | |
| problems make it far from immediately clear that you need a different | |
| plant rather than different syntax), and the right one is buried in | |
| scenery. It has a lot of company in that respect, in fact--plenty of | |
| vital objects are buried in room descriptions with no hint that they're | |
| takeable. Other problematic puzzles include a bizarre combat sequence in | |
| which the first several attacks elicit both a "cries out in pain" | |
| message and a "your enemy notices you" message. There's also a puzzle | |
| that turns on a property of your body that you don't know about, and has | |
| almost no motivation other than the fact that certain suggestive objects | |
| are in close proximity. Another is made more difficult than it needs to | |
| be by confusion between "on" and "in," and another requires that you go | |
| through a series of steps with no way of fathoming the final result | |
| (i.e., the motivation). The best puzzles are the most straightforward, | |
| the ones that rely entirely on common-sense judgments--the ones that try | |
| to be cleverer than that end up being painfully nonintuitive. (One | |
| strange touch is that you get a point for visiting every location, so | |
| you can finish with less than the optimal number of points merely | |
| because you don't get around to visiting all the nonessential rooms.) | |
| As suggested, part of the reason the puzzles don't work particularly | |
| well is that there are plenty of technical problems, enough that it | |
| usually isn't clear whether a given attempt at solving a puzzle is wrong | |
| or simply not worded properly. Among the problems are objects mentioned | |
| in both the room description and in a separate line, objects so | |
| inadequately described that some of their salient features need to be | |
| inferred, and objects that can be examined but not taken before a search | |
| of another object turns them up. The writing likewise doesn't do the | |
| game many favors: there are lots of misspellings and misused words, and | |
| while certain moments are described well, others are rather underdone. | |
| The following exemplifies the unevenness of the writing: | |
| The main hall is quite large, and is lit by magical torches that line | |
| the walls all around, in a pattern that spirals up the grandiose | |
| room. Elevators hang in mid air, no longer powered. To the northeast | |
| is a small opening that is usually covered over by a tapestry that | |
| has long since been removed, to the northwest is a staircase leading | |
| up to one of the villages where your people lived; to the west you | |
| see the railway station. A main street runs to the south. | |
| "Grandiose" room? How does this character know that the opening was | |
| usually covered by a tapestry that has long since removed, or that his | |
| people lived in one of the villages? On the other hand, though, there | |
| are well-done bits in this description--"elevators hang in mid-air, no | |
| longer powered" is vivid and concisely described, and the "pattern" of | |
| torches that "spirals up" the room is nicely conveyed. The writing is | |
| mostly good enough to set the scene, in other words, but shot through | |
| with enough mistakes to make the reading less than fully pleasurable. | |
| The above problems are particularly frustrating because the story is | |
| actually pretty good. For one thing, the plot is refreshingly | |
| small-scale for fantasy--you're not saving the world or acquiring vast | |
| stores of wealth, you're simply exploring one city and performing | |
| certain tasks. That, in itself, suggests restraint, and it helps the | |
| story feel more immediate and less implausible than it might be. | |
| Moreover, much more detail than was strictly necessary went into the | |
| game--there's an encyclopedia lying around that has information on all | |
| sorts of topics, for instance, and there are certain elements of the | |
| game that get developed seemingly just to round out the story, in | |
| particular your religion. There are even some red herrings that point | |
| toward a sequel, and while that's not usually a great design choice | |
| (insofar as it encourages the player to spend time on apparent puzzles | |
| that can't be solved) it does convey the sense that there's more to the | |
| setting than the bare bones required for the puzzles. Likewise, there | |
| are quite a few locations that are there only to make the city feel more | |
| complete--and while some of them feel a little gratuitous, most are well | |
| chosen. The main fly in the ointment is a maze that isn't especially | |
| creative or well-rendered--the game would be better if the maze had been | |
| left out--but on the whole the setting is competently done and serves | |
| the purposes of the story. | |
| Deephome, in short, is a mixed bag. Enough thought clearly went into its | |
| crafting that the setting feels real, and the story is well thought out. | |
| The game aspect, unfortunately, has serious problems, significant enough | |
| that getting through the puzzles can be a major hassle. If some of the | |
| writing and technical problems get resolved, a sequel or a revised | |
| release of Deephome would be worth checking out. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: Foggywood Hijinx | |
| AUTHOR: Ivan Cockrum | |
| E-MAIL: ivan SP@G cockrumville.com | |
| DATE: 1998 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/mini-comps/mini-comp/foggy.gam | |
| VERSION: Release 2 | |
| If the recently released Break-In is any indication, the effects of the | |
| 1998 chicken comp may be with us for years to come, as games inspired by | |
| the chicken theme but not finished on time appear one by one, covering | |
| the landscape with feathers and...well, best not get into that. At any | |
| rate, Ivan Cockrum's Foggywood Hijinx was one of the first | |
| chicken-themed post-chicken-comp efforts (we also saw Downtown Tokyo, | |
| Present Day not long afterwards), and it's an amusing effort that's | |
| somewhere between a spoof of the inherit-your-uncle's-fortune genre and | |
| a Penn & Teller homage. | |
| Your uncle was fond of practical jokes, it seems, and his last and | |
| greatest joke, now that he's dead, is to turn the whole family into | |
| chickens when they show up to squabble over his estate. The challenge is | |
| to overcome your newfound limitations and find a way out of the problem, | |
| using your uncle's various wacky inventions that litter his study. The | |
| inventions themselves are at least as amusing as the premise, since they | |
| include things like the Hedge Helpers (a pair of hands to extend one's | |
| reach) or the Buffalo-on-a-Spring. There's really only one puzzle, but | |
| it's quite a puzzle--it involves all sorts of clever mechanical | |
| finagling, and the various peculiar devices are described well enough to | |
| make the puzzle solvable. (Well, mostly--there are a few slightly | |
| misleading responses.) | |
| The point of Foggywood Hijinx is the humor, obviously, and there's | |
| enough of it to keep the game going for a while. Notably, a TV features | |
| Julia Child raving dementedly about the joys of killing chickens, e.g.: | |
| "I once killed a chicken just to watch it die." Your various bickering | |
| relatives continue to bicker in chicken form, but in more amusing ways: | |
| "Uncle Orpington pulls a long strand of fiber from the carpet. Cousin | |
| Red jealously tries to snatch it away, and a tug-of-war ensues." This | |
| wouldn't be enough to sustain anything other than a very short game, of | |
| course--and it might not be enough, depending on how long it takes you | |
| to figure out the puzzle, to get through this one without the jokes | |
| getting stale. Still, there are a few chuckles here and there, which is | |
| all that can be asked of a chicken-comp game. | |
| In sum, it's funny enough to be worth the 10-15 minutes, and if you | |
| haven't already seen too much IF involving chickens, it's worth a shot. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: The Frenetic Five vs. Mr. Redundancy Man | |
| AUTHOR: Neil deMause | |
| E-MAIL: neil SP@G demause.net | |
| DATE: 1999 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/tads/fren5-2.zip | |
| VERSION: Release 1.2 | |
| The first edition of Neil deMause's Frenetic Five, a 1997 competition | |
| entry, had its problems--the game didn't really have a good sense of | |
| what to do with all your fellow superheroes--but it was also quite | |
| funny; this episode works out the kinks inherent in giving the PC | |
| multiple sidekicks, and it's even funnier than the original. The result, | |
| while not a wildly ambitious effort, is well worth playing. | |
| You are Improv, a MacGyveresque hero with a talent for making tools out | |
| of common objects, and your team consists of Newsboy, who can instantly | |
| provide a news update on any topic, Lexicon, who always knows the right | |
| word, Clapper, who can find any missing object, and Pastiche, who has | |
| assorted random powers (among them the power to sing lines from Top 40 | |
| songs relevant to almost any occasion). You can ask your sidekicks for | |
| help at any time; you won't always get a hint from each of them, but | |
| you'll usually get help in some form somewhere. Truth to tell, not | |
| getting anywhere is at least as rewarding as making progress, since your | |
| fellow superheroes have a wide range of amusing sarcastic responses. | |
| Moreover, the ending encounter with the Mr. Redundancy Man of the title | |
| is absolutely hilarious, mainly for the villain's dialogue: "Welcome to | |
| my hideaway lair, my dear friends of mine! Your arrival has come | |
| fortuitously just in time for you to witness the sight of my greatest | |
| and most triumphal achievement!" The way you deal with him is clever, | |
| but it's the premise itself that makes this worth playing--he has such a | |
| wealth of amusingly repetitive dialogue that it's more entertaining to | |
| find all the ways to interact with him than to set to work at solving | |
| the puzzle. | |
| Both the first and second Frenetic Five games draw much of their humor | |
| from humdrum settings and tasks--i.e., you have superheroes riding the | |
| bus and trying to operate a copy machine--and while it's amusing here, | |
| as in the first one, the frustration aspect of wrestling with boring | |
| objectives comes perilously close to being simply irritating. | |
| Contributing to that problem is an unfortunate fellow named the | |
| Validator, who comments on everything you do, as follows: | |
| >examine validator | |
| Some superheroes are blessed with a magnificent physique, like | |
| Backhoe Woman and The Human Hydraulic Press. Some have powers that | |
| are only dreamt of by regular humans, such as The Defenestrator and | |
| Microwave-Popcorn Boy. Some have neither, but are at least fun to be | |
| around and get invited to lots of parties. Then there's the | |
| Validator. | |
| The Validator says, "Outstanding! It never would have occurred to me | |
| to inspect the Validator!" | |
| >kick validator | |
| It's not clear how to kick the Validator. | |
| The Validator says, "Oh, kick the Validator, huh? Great idea!" | |
| You get the idea. It's not a bad joke, but it's not especially funny for | |
| more than a few turns, and the typical player will end up spending more | |
| than a few turns around this particular irritant. At any rate, the | |
| Validator brings out the basic mundanity of the setting--there's nothing | |
| that makes a setting seem quite so mundane as an irritating person | |
| commenting on everything you do--as well as the ho-hum nature of your | |
| powers, and those of your sidekicks. It's not every writer who could | |
| make mundanity funny, but this one does. E.g.: "The clerk looks | |
| thoughtful, in a manner that makes it clear that thought is not a usual | |
| requirement of the job." | |
| The puzzles, by and large, are nothing special, with the exception of | |
| the endgame puzzle, whose solution is a real "aha" moment. There's one | |
| earlier puzzle that takes either a major logical leap or better | |
| visualization skills than I have, but it's a relatively minor flaw, | |
| particularly in a game this small. The second episode of this series | |
| corrects the main flaw of the first one, namely that there was no | |
| particular rhyme or reason to when your fellow superheroes would be able | |
| to help you, and no standard way to ask them to intervene; here, "ask x | |
| for help" elicits either action (solving a problem you couldn't solve on | |
| your own) or some sort of response. It's not a perfect solution-- it's | |
| still rarely obvious when you should be addressing a problem with your | |
| own wits, in the manner of standard IF, and when you should be relying | |
| on your team--but at least Episode Two doesn't require you to guess what | |
| the other members of the team would do, which was the major flaw of the | |
| first Frenetic Five. Having a standardized way to kick a puzzle out to | |
| the rest of the gang makes things much easier. | |
| There's not a lot to the second edition of Frenetic Five; it's solvable | |
| in half an hour or so, and it doesn't do anything all that surprising. | |
| But it has several laugh-out-loud moments, and fans of superheroes will | |
| no doubt grin knowingly at the absurdity of it all. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLES: The Mission; Holy Grail; Frustration; Golden Fleece | |
| AUTHOR: Jim MacBrayne | |
| E-MAIL: jmacb SP@G medusa.u-net.com | |
| DATES: 1996 | |
| PARSER: TADS 1.0 | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URLS: ftp://ftp.gmd.de/if-archive/games/tads/mission.zip | |
| ftp://ftp.gmd.de/if-archive/games/tads/hgrail.zip | |
| ftp://ftp.gmd.de/if-archive/games/tads/frust.zip | |
| ftp://ftp.gmd.de/if-archive/games/tads/gfleece.zip | |
| VERSIONS: The Mission: Release 1.02 | |
| Holy Grail: Release 1.01 | |
| Frustration: Release 1.02 | |
| Golden Fleece: Release 1.00 | |
| Among the most obscure denizens of the IF Archive are four games by one | |
| Jim MacBrayne--all written in 1989 and 1990 (possibly in AGT--I'm not | |
| sure), and ported to TADS and uploaded sometime in 1996. And while there | |
| are technically four games--Holy Grail, The Mission, Golden Fleece, and | |
| Frustration--they're so similar that they're practically | |
| indistinguishable. For that matter, their merits and faults are all | |
| pretty much the same as well: they're quite well put together but not | |
| especially engaging. | |
| The genre is vaguely fantasy, though the settings go back and forth | |
| between modern-day and otherwise (within the same game-- medieval | |
| castles and mysterious machinery sit virtually side by side). The | |
| premise of Holy Grail involves medieval stuff, as you might imagine, but | |
| it hardly matters, since the plot is all but irrelevant to these games; | |
| the objective amounts to object- collecting. (True, in Frustration, the | |
| idea is to pull together items on your shopping list--but it doesn't | |
| really change the game significantly, since you don't find the relevant | |
| items in places you're looking for them, unless you look for honey by | |
| climbing trees in deserts.) All four games are out-and-out puzzlefests | |
| in the tradition of classic IF--the objective provides a vague excuse | |
| for your being there, and a nice ending message, but doesn't really | |
| affect what comes in between. | |
| The puzzles themselves are at once varied and oddly monotonous. Keys for | |
| doors play a very big part--all four games are simply littered with | |
| keys--and magic potions with various unforeseeable effects are also a | |
| recurring theme. All four of the games feature at least one math problem | |
| and at least one maze, and all of them revolve around singularly bizarre | |
| magical transportation systems which make it annoyingly easy to strand | |
| yourself somewhere and make the game unfinishable. Not many of the | |
| puzzles break out of the apply-object-X-to-obstacle-Y feel, and many of | |
| those that do rely on trial and error and weird intuitive leaps. One | |
| puzzle in Golden Fleece, for example, involves what amounts to a giant | |
| see- saw, and requires lots of tedious object-moving to balance the | |
| seesaw properly; another at the beginning of Holy Grail involves, in | |
| essence, a timing device to open and close a door. Creative puzzles | |
| both, but highly obscure--and the relevant descriptions don't help much. | |
| There are other, stranger similarities. All four games have at least a | |
| few "Broom Cupboard" locations--Jim has a fondness for the things, | |
| whether or not there are brooms around--and three of the four have at | |
| least one long hall that you traipse along, opening doors. All of them | |
| are inordinately fond of buttons or switches that trigger something else | |
| somewhere in the game, no longer a favored approach to IF design; | |
| likewise, all of them have lots and lots of useless rooms. In fact, the | |
| author sometimes gives the impression that someone's requiring him to | |
| have a certain minimum number of locations (perhaps he worked for | |
| Sycamora Tree), because he often seems to make fun of himself for | |
| throwing in useless rooms: | |
| Small Chamber | |
| The small chamber you have entered has but two features. One of | |
| these is the small doorway inset into the wall to your north, whilst | |
| the other is its total lack of interest. | |
| Or, even stranger: | |
| Almost-featureless Chamber | |
| An involuntary gasp of recognition issues from your throat as you | |
| pass into this dead-end chamber. Wonderingly your gaze travels over | |
| the walls, floor and ceiling, remarking on the total absence of mossy | |
| growths, damp patches, stalactites or any other remarkable features. | |
| You are about to come to the the apparently-inescapable conclusion | |
| that this is a featureless chamber, when your eye comes to rest on a | |
| knobbly little bit of rock with a texture and colour marginally but | |
| sufficiently different from that of the surrounding rocks as to make | |
| the chamber almost-featureless. | |
| Calm down, Jim. There's a balance to be struck, of course, in crafting a | |
| setting--not every location needs to be absolutely crucial--but when a | |
| room has so little purpose that the description consists of a comment | |
| about how useless the room is, it's time to rethink. It's especially odd | |
| because many of the settings are effectively described--granted, some of | |
| them throw too many diverse milieus into too little space, but most of | |
| the subsections and smaller areas within the game are well done. Those | |
| areas include numerous locations that are just there for the atmosphere, | |
| and they work very well. Unfortunately, as shown above, there are other | |
| locations that don't even play a role in providing atmosphere, unless | |
| the desired effect is dullness. Moreover, the volume of useless | |
| locations leads to a lot more traipsing around than seems strictly | |
| necessary. | |
| As games, all of MacBrayne's works are only somewhat successful. | |
| Certainly, if you're looking for an involving story, these don't have | |
| much to offer--but even on their terms, as collections of puzzles, these | |
| games have some problems. Too many of the puzzles rely on guesswork and | |
| on experimentation rather than on logic as such; it's hard to imagine | |
| that most players actually like pushing a button and then poking around | |
| the landscape to see what, if anything, happened. Much of the | |
| transportation involves going through one-way doors of sorts--and if you | |
| failed to bring something with you, or press a certain button that will | |
| end up opening a certain door, you're stuck. In other words, there's a | |
| lot of unfairness and player-unfriendliness going on. There's one puzzle | |
| in Frustration that turns on a rather silly pun, and another in the same | |
| game that amounts to a stubborn-parser trick, and another in Holy Grail | |
| that's the ultimate in knowledge- obtained-by-screwing-up. There are | |
| moments of creativity, but they're outnumbered by rather mindless | |
| give-object-to-obstacle puzzles. | |
| The shame of it is that Jim MacBrayne's games clearly reflect some real | |
| effort--there are lots and lots of objects in each one, for instance, | |
| and the objects all interact in more or less sensible ways. The writing | |
| is thorough, and though it's a bit overdone in places, it's usually good | |
| enough to convey the scene efficiently. There's some entertaining whimsy | |
| scattered here and there as well--there's a cut scene in Frustration | |
| involving a giant teddy bear (really), and there are numerous jokes of | |
| varying degrees of cleverness scattered through all four games. There's | |
| even a sense of dramatic progression at times-- particularly in The | |
| Mission, where your quest for the toothpick of Quetzlcoatl (really) is | |
| periodically interrupted by scenes out of some old boys' club, where the | |
| potentates who commissioned you with the quest speculate on the chances | |
| of your completing it. It's a cinematic device that I'd never seen in | |
| IF, and it's used to great effect here. The problem is that standards | |
| have changed since MacBrayne wrote these games, and even well-written | |
| puzzle- fests don't elicit much more than a yawn anymore--even when they | |
| don't have the game design flaws that these have. The year when these | |
| were released--1996--saw thoughtful efforts like So Far, Delusions and | |
| Tapestry that integrated story with puzzles in a way that little, if | |
| any, IF had done before; obsolescence, for old-style fantasy/puzzle IF | |
| like MacBrayne's games and Path to Fortune came suddenly. Works on the | |
| wrong side of that divide are treated more like museum pieces than works | |
| of actual interest now--and while the development is a healthy one is | |
| many respects, it left some games that were clearly the product of | |
| considerable labor out in the cold. | |
| It can't fairly be said that these are terrific examples of their kind; | |
| they're flawed in several respects on the design front. But they're | |
| solidly put together, and nostalgic old-style IF buffs just might enjoy | |
| one of them; Holy Grail is probably the best of the lot, but there's not | |
| much to distinguish them. For most of us, though, the main function of | |
| Jim MacBrayne's games is to offer some perspective on where IF has come. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: LASH | |
| AUTHOR: Paul O'Brian | |
| E-MAIL: obrian SP@G colorado.edu | |
| DATE: 2000 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/LASH.z8 | |
| VERSION: Release 10 | |
| Paul O'Brian's LASH is a puzzler (and not in the sense that it's full of | |
| puzzles). It's an intriguing story, well told, and technically it all | |
| hangs together well. The writing is strong, and the exploration options | |
| wildly diverse--there are lots and lots of endings and different options | |
| to explore, and any given player is unlikely to see all the text the | |
| game has to offer without the aid of TXD. But for LASH to really work as | |
| interactive fiction, it has to resonate emotionally with the player, and | |
| unfortunately the nature of the story makes significant emotional impact | |
| somewhat unlikely. | |
| The backstory is complicated and intricately done, and the game sets it | |
| up nicely. The Second American Civil War has come and gone, and you're | |
| picking through the rubble, looking for valuables, via satellite link to | |
| your handy robot. The documentation leaves some ambiguity about whether | |
| your ostensible aim is historical knowledge rather than simple lucre, | |
| but the trajectory of the game tends to shape your character into a | |
| looter rather than a historian. (The SCORE function, for instance, | |
| tracks your earnings.) At any rate, you're searching through a mansion | |
| that dates to before the First American Civil War, and your robot acts | |
| as your eyes and ears, to some extent at least. The premise, therefore, | |
| is terrific--at least, I thought so. I love reconstructing stories from | |
| clues and bits of information, and LASH seemed initially to be taking | |
| that path. | |
| It turns out that it doesn't, really; you end up exploring the past, but | |
| not in the way I'd expected, and what does happen, for lack of a better | |
| way to put it, isn't quite as subtle as pure historical reconstruction | |
| might have been. To be sure, the other way might have been unsubtle too, | |
| but my main reaction to the way LASH told its story was, okay, I get it, | |
| don't yell at me. It's certainly not a bad story, nor is it badly told, | |
| and the subject has hardly even been touched on in IF; there's nothing | |
| inherently wrong with any of it. But the game throws you so suddenly | |
| into the scenes that should affect you that it's easy to become detached | |
| from it all--you don't have enough time to get to know the central | |
| character before the relevant events begin. It's also clear that the | |
| distancing is, to some extent, deliberate; it matches a similar | |
| distancing that is going on in the game (arguably, in fact, two of | |
| them)--but as well as it works from a theoretical standpoint, it | |
| undermines the game's effect on the player. Likewise, there's a sequence | |
| toward the end of the game that's cleverly done--subtly, even--and yet, | |
| even when the player recognizes what's going on, it's unlikely to pack | |
| much of an emotional punch. Appreciation of the author's craft, perhaps, | |
| but that's not quite the same. | |
| As noted, LASH offers the player lots to do; some of the puzzles and | |
| problems have a significant effect on the outcome, and some don't, | |
| though there's not really a single way to "win" as such. Solving certain | |
| problems gives your character more money, of course, but it's not really | |
| clear that that's an unequivocal good, or sufficiently so that you | |
| should be striving for it at the expense of other goals. There's an odd | |
| division going on, however, between items and events that are there | |
| purely for historical perspective and those that merely represent more | |
| money, and it isn't even always clear whether solving the few puzzles | |
| there are (most of which are optional) will lead to insight or to | |
| riches. The player who's interested in one more than the others may be | |
| disappointed, in other words, to find that solving a given puzzle won't | |
| advance his chosen goal. To the extent the bifurcation represents a | |
| split between the player and the character, it's an interesting | |
| division, but it also makes for some awkwardness. | |
| And yet LASH also has a lot going for it. It's thoroughly researched, | |
| for one thing; there isn't much IF that could be called historical, but | |
| if other authors put as much thought and effort into historical IF as | |
| this one did, there's plenty that can be done with the genre. The | |
| quality of the research is manifested not so much in the story or | |
| characters, which are a mite on the generic side, as in the details of | |
| the setting--objects, customs, map layout. When, as here, the reality of | |
| the historical scenes depicted is part of the point, it seems all the | |
| more important to get things right, and LASH cannot be faulted in that | |
| regard. It's also possible to screw up in a variety of interesting ways | |
| that shed light on the story; step outside the realistic constraints of | |
| your role and you're in trouble. (It's tempting at several moments to do | |
| rather unwise things, in other words, things that might seem perfectly | |
| appropriate to the generic IF adventurer, and the game reminds you quite | |
| forcefully that you're not the generic IF adventurer.) The writing is | |
| strong throughout, enough so that the historical setting comes across | |
| vividly and the Wishbringer doubled-landscape trick is believable (and | |
| highly atmospheric). | |
| LASH is a well-thought-out, polished work of IF that I wanted to like | |
| more than I did, sadly; I recognized its good intentions, but I didn't | |
| respond as viscerally as I suspect the game wanted me to, and ultimately | |
| my experience became more detached appreciation for the author's skill | |
| in crafting the technical aspects of the game (which is considerable) | |
| than real involvement in what the game was trying to do. In that it's | |
| difficult to say categorically that others will share my reactions, I | |
| recommend that all fans of good IF give it a shot, but I consider it | |
| only a partial success. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: Perilous Magic | |
| AUTHOR: David Fillmore | |
| E-MAIL: Noslwop SP@G hotmail.com | |
| DATE: 1999 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/permagic.z5 | |
| VERSION: Release 4 | |
| How great an influence do the games of Infocom still have on today's IF? | |
| Hard to say, but there must be some presence there if an offhand remark | |
| in one of Infocom's manuals can turn into a game in its own right, as is | |
| the case with David Fillmore's Perilous Magic. The joke in question was | |
| a reference to a great fire--which, the manual said, was caused by some | |
| bureaucrat meaning to cast the ZEMDOR spell ("turn original into | |
| triplicate") but slipping up and casting the ZIMBOR spell ("turn one | |
| really big city into lots of tiny, little ashes"). It's a cute joke, and | |
| as long as you know the source, Perilous Magic is a cute game. | |
| There isn't a lot more to it than that: you end up causing the spell | |
| switch, and the whole thing's over in 15 moves. It's not flawless--it's | |
| possible to render the main puzzle unsolvable by doing things in the | |
| wrong order-- but there's not much wrong with it, either. The main | |
| appeal of the game is in the humor: there are Infocom references | |
| sprinkled here and there, and the wonder-what-happens-if-I-try-this | |
| results are suitably amusing. There isn't really enough here to call | |
| this a full-blown homage, but it's enough to capture the feel. | |
| Perilous Magic is a short but reasonably entertaining effort that | |
| suggests that IF authors and players have ridiculously good memories for | |
| throwaway jokes in manuals published in 1984. As a game, it's nothing | |
| special, but it's not a bad way to spend five minutes. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: Sangraal | |
| AUTHOR: Jonathan Partington, ported to Inform by Adam Atkinson and Graham | |
| Nelson | |
| E-MAIL: (Adam's) ghira SP@G mistral.co.uk | |
| DATE: 1987 (ported 1999) | |
| PARSER: Two-word | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/phoenix/games/zcode/Sangraal.z5 | |
| VERSION: Release 1.18 of the original, release 1 of the port | |
| Sangraal is one of the three Topologika games recently ported to | |
| Inform--the others are Fyleet and Crobe--and it's an odd experience in | |
| several respects for present-day IFers. While it doesn't meet the | |
| fairness and friendliness standards that latter- day IF has developed, | |
| the overall level of literacy and wit is high enough to make it worth a | |
| look. | |
| The parser represents the biggest adjustment. It's a two-word parser | |
| that simply ignores anything after the first two words, so GIVE X TO Y | |
| will generally work, but PUT X IN Y will not. This requires some fairly | |
| tortured inferences at times--DROP is sometimes taken as the equivalent | |
| of PUT, improbably--and on the whole it's not a major highlight. EXAMINE | |
| is disabled--the "initial" description of each object has everything | |
| that's relevant--and other standbys like ENTER and WEAR aren't on the | |
| scene either, and nor are meta-commands like UNDO and OOPS. (On the | |
| other hand, lots of highly unusual verbs are recognized, and there's no | |
| way of guessing what the game does and doesn't allow as a verb.) There | |
| are other, smaller differences--abbrevations like I and L aren't | |
| provided for--but the parser is the biggest adjustment, and whether it | |
| drives the modern player completely insane depends in large part on | |
| whether the player grew up on Infocom (whose parser was never limited to | |
| two words) or discovered IF only recently (and therefore never | |
| encountered the earlier, cruder days of IF parsing). | |
| As you might guess from the above, the puzzles don't, by and large, | |
| involve particularly subtle object manipulation--i.e., discovering | |
| subtle hidden properties of objects generally isn't key to solving the | |
| puzzles. They do, however, involve some baffling logical leaps, and it's | |
| possible to solve some of them without figuring out the key, so to | |
| speak. Moreover, a few are simply infuriating--there's a maze that ranks | |
| with the most annoying in the history of IF, which is saying quite a | |
| bit, and an extended one-of-these-three-doors-is-telling-the-truth | |
| sequence. Some are more creative, admittedly--there's a "seven deadly | |
| sins" puzzle that would feel quite original if the idea hadn't been done | |
| several times in recent years (i.e., long after Sangraal was | |
| released)--but few are real highlights. Supposedly, Sangraal is the | |
| easiest of the three ported Topologika games; if so, that should give | |
| IFers pause, because in no sense are the puzzles in Sangraal easy, nor | |
| is the game design particularly forgiving. It's not at all hard to close | |
| off the game without realizing it, and some of the puzzles don't allow | |
| for trial and error. The game itself is fairly wide--lots of puzzles are | |
| available for most of the game--but many of the available puzzles aren't | |
| initially solvable, and solving them in the wrong order can render the | |
| thing unfinishable. | |
| Sangraal's saving grace is its literacy and cultural acumen. The game is | |
| littered with references to various authors--Keats, Poe, Shelley, Homer, | |
| the Bible several times over, and many, many more. Some of the digs are | |
| rather subtle--there's a Wailing Wall that, initially, you get driven | |
| away from because you don't belong there, and you (minor spoiler) evade | |
| getting driven away by changing your appearance so that you look the | |
| part, a barbed reference to the ongoing controversy in Jerusalem over | |
| Orthodox Jews refusing to allow Reform and Conservative Jews to pray at | |
| the Wailing Wall. Equally subtle is the following: | |
| There is a five-foot high pillar of salt here, which looks a bit like | |
| a running woman. But not a lot. | |
| Sangraal abounds with humor along these lines, and while not all the | |
| jokes work--one sequence involving the "Eleventh Commandment" and a | |
| bunch of computer programmers feels rather forced--most of them are | |
| funny enough to make the game consistently amusing. The drawback, | |
| however, is that much of the humor requires that the player think in the | |
| same bizarre and subversive way as the author does, and Sangraal is | |
| hence best played with the aid of a walkthrough or a helpful friend | |
| who's already finished it. Particularly difficult in this respect are | |
| the puzzles that draw on certain poems by Keats and Shelley--the logical | |
| progression is highly obscure. | |
| Sangraal occupies such an odd niche that it's hard to liken it to any | |
| recent work of IF. There's no plot, really--the initial premise | |
| (retrieving the Holy Grail) is entirely irrelevant, as with most fantasy | |
| quests--and neither is there anything binding the game's world together. | |
| (I.e., the world depicted feels less like a setting than an excuse for a | |
| lot of silly puzzles.) The puzzles have a way of disappearing once | |
| they're solved, and most of them either give the player a treasure-type | |
| object or simply award points; none, as far as I can recall, changed the | |
| game's landscape, and not many even opened up new territory to explore. | |
| No doubt this is a function of the memory limitations of the day, which | |
| made it difficult to code for both a solved and unsolved state of a | |
| puzzle, but the effect is to magnify the random-collection-of-puzzles | |
| feel. | |
| While it's an uneven work in several respects, there's plenty of wit in | |
| Sangraal, enough to overcome the clumsier bits, and if you enjoy rather | |
| obscure satire, you may well enjoy this. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Walter Sandsquish <Sandsquish SP@G aol.com> | |
| NAME: Toonesia | |
| AUTHOR: Jacob Weinstein | |
| DATE: 1995 | |
| PARSER: TADS Standard | |
| SUPPORT: TADS | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.gmd.de/if-archive/games/tads/toonesia.gam | |
| VERSION: Version 1.1 | |
| Each storytelling medium has its own strengths and weaknesses. Animated | |
| films, for instance, are wonderful at presenting frantic, surreal | |
| absurdities. And text-adventure games are, unfortunately, poor at | |
| creating and maintaining the pace of action in a story. | |
| Now, why, exactly, would I choose to point out that particular strength | |
| of animation in the same paragraph as that particular weakness of IF? | |
| Because "Toonesia" is a light, pleasant hodgepodge of Warner Bros. | |
| cartoons. And, while it effectively recreates the environment of a toon, | |
| solving its puzzles will wreck the rabid tempo of the cartoons it's | |
| paying homage to. | |
| Not that the puzzles are difficult. On the contrary, once you catch on | |
| to their theme, which should be obvious from the game's title, the | |
| conflicts in "Toonesia" are fairly simple, and entertaining, to resolve. | |
| Unfortunately, "Toonesia's" other major flaw is not inherent in the | |
| medium the author chose. While Weinstein did capture the essence of the | |
| Warner Bros. characters, he failed to make any of them very interactive. | |
| In the Warner Bros. world of hyperactive, clever, sarcastic characters, | |
| this just doesn't work. The most interactive one, Dizzy Duck, is also | |
| the most frustrating one. Oddly, Dizzy will react to Elmo's actions, but | |
| to nothing that Elmo, the player character, says to him! | |
| "Toonesia" is too short to have as many settings as it has. Weinstein | |
| shoveled the desert of Wylie Coyote and the Roadrunner, the woodlands of | |
| Bugs Bunny, and an abandoned jewel mine into this game. | |
| One of the settings, the mine, complete with a greedy Dizzy Duck, isn't | |
| even directly related to Elmo's goal, which is to kill the rabbit! And | |
| the ending, lifted directly from the Bugs Bunny short with a Wagner | |
| theme, jars the player. While the Wagner episode worked for the toon, | |
| because it was an unusual setting and an odd story-telling method for a | |
| series of shorts that are a little too similar to each other, it only | |
| emphasizes the mismatched environment of this game. | |
| Although the programming is fairly transparent, you should beware of one | |
| nasty bug. The description of the cliff walls from the Mesa will kill | |
| your player character if you pay attention to it. The east-west | |
| directions are reversed. | |
| Despite these weaknesses, "Toonesia" is still an agreeable game. The | |
| writing is solid, and, although the author's voice rarely comes out, | |
| when it does, it's funny. Try referring to the characters by their | |
| Warner Bros. counterparts' names and you'll discover a mildly, and | |
| amusingly, paranoid author denying any involvement in copyright | |
| infringement. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: Worlds Apart | |
| AUTHOR: Suzanne Britton | |
| E-MAIL: tril SP@G igs.net | |
| DATE: 1999 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/tads/worlds.zip | |
| VERSION: Release 2 | |
| A variety of adjectives could well be applied to Suzanne Britton's | |
| Worlds Apart, but the main one that comes to mind is "rich." Rich in | |
| story, rich in characterization, rich in description, and generally rich | |
| in details of every kind--there's nothing thin or underdone about Worlds | |
| Apart. Whether any given player enjoys the story depends on the player, | |
| of course, perhaps even more so than in most IF: the plot depends on | |
| abstractions to an unusual extent, and keeping up with it requires a | |
| certain openness to unusual ways of information processing. Still, this | |
| is one story that rewards persistence on the player's part, and those | |
| who don't make the effort are missing something special. | |
| What's going on is--well, figuring out what's going on is one of the | |
| game's few real puzzles, so it won't be revealed here, but suffice it to | |
| say that almost no information is given to you initially. The process of | |
| discovering who and where you are and what you're doing there is rather | |
| deliberate; there's a lot of information to glean over the course of the | |
| story, but very little of it is available initially, which makes the | |
| game somewhat less immediately accessible than it might be. Contributing | |
| to this problem is the world you inhabit, which may fairly be described | |
| as alien; there are plenty of unfamiliar names and terms scattered here | |
| and there, and while they all eventually either get explained or become | |
| obvious, a player could be forgiven for finding the learning curve a bit | |
| steep at first. | |
| There's an upside to all the strangeness, however, that comes as the | |
| story develops: the player's imagination is freed to an extent it might | |
| not be if all the quantities were initially known. The flora and fauna | |
| you discover, for example, are given primary characteristics, but mostly | |
| the details are left for the player's mind to fill in. Dan Schmidt's | |
| "For a Change" did something similar (though to a much greater extent, | |
| of course, since the level of abstraction there was much higher), and in | |
| many ways it's a liberating experience to be encouraged to fill in | |
| relevant sensory details for yourself. Paralleling this are the verbs | |
| that you use to interact with other characters and with the environment, | |
| verbs which either aren't standard-IF at all or are used in highly | |
| unusual ways; the player is forced to put together his or her own images | |
| of how those verbs work. | |
| The plot, for its own part, has its own logic, which, like everything | |
| else, may not be initially apparent; themes that seem quite sensible | |
| after they're encountered a few times may simply be baffling the first | |
| time or two they appear. There's an adaptive hint system that fills in | |
| most of the gaps (though not all), and while Worlds Apart is far from | |
| puzzle-oriented, it's likely that most players will end up using the | |
| hints at least once or twice. It's not so much that the puzzles are hard | |
| as that they require being on the author's wavelength. One that | |
| initially stumped me involved applying recently learned knowledge, and | |
| while I recognized immediately what to do, I didn't manage to supply the | |
| proper verb for quite a while. (It wasn't a verb that I, or anyone else, | |
| had ever encountered before, and while the game gave me an obvious clue, | |
| I tried to convey the action through more conventional verbs.) This | |
| isn't, I hasten to add, a bad thing. The world of Worlds Apart is all | |
| the more immersive for its strangeness. But it's not impossible that | |
| some might find it frustrating. | |
| One of the greatest strengths of Worlds Apart is its cast of characters. | |
| True, you don't interact with them in especially complex ways; many of | |
| the interactions amount to cut-scenes, and much of the rest of it is | |
| ASK/TELL--but these are impressively complex characters. There isn't a | |
| thoroughgoing hero or villain among them; all have their faults and | |
| virtues, and while some are more likeable than others, none are there | |
| merely to be loved or loathed. Better still, their various personalities | |
| aren't merely identifying features ("here comes X, and he's going to | |
| display his character trait so that we don't confuse him with Y")--the | |
| plot depends on those personalities, and understanding the characters | |
| mean understanding why the plot unfolds the way it does. They also have | |
| some fairly complex relationships with each other, and much of what you | |
| learn about them you pick up secondhand, adding to the complexity. | |
| Better still, there's one character whose motivations and true nature | |
| are almost entirely open to interpretation (or so it seemed to me), and | |
| how the player chooses to perceive that character's actions may, or may | |
| not, shape how he or she views the rest of the story. There's no special | |
| technical wizardry that I could discern behind the character | |
| development--just good writing and lots and lots of ASK/TELL topics--but | |
| they come alive, arguably more so than in any work of IF in memory. And | |
| if some remain a bit opaque at the end of the story, well, it adds to | |
| the aura of mystery. | |
| The writing is uniformly excellent: it's full of details, as noted, but | |
| generally the descriptions aren't so long that they become ponderous. | |
| Typical of this economical approach is this passage: | |
| You have come to a secluded glade, half-sheltered from the elements | |
| by the many trees extending their branches out over the clearing. One | |
| of these in particular catches your eye, a gentle giant of a ch'nuka | |
| whose boughs stretch wide in every direction. Once, it might have | |
| shaded this place on its own, but now it shows signs of failing | |
| health--some of the branches are almost bare, and decaying leaves | |
| surround the trunk in piles and litter the clearing, although it | |
| feels like summer, and the other vegetation here is thriving. | |
| All the details necessary to set the scene are here--tree, leaves, | |
| vegetation--but the author also manages to convey the feel of the | |
| setting, and the tree that dominates the glade also dominates your | |
| impression of the place. The decay of the ch'nuka is more important than | |
| the continued vitality of the surrounding vegetation, and so it | |
| dominates the description; had the author chosen to give the other | |
| vegetation more attention, the extent to which this particular tree | |
| affects your perception of the scene would be lost. Moreover, the | |
| contrast between the dying tree and the thriving vegetation wouldn't | |
| work as well if it were explicitly pointed out; leaving the reader to | |
| draw the contrast and wonder about it works much better. Here, and | |
| elsewhere, the author eschews a camcorder approach for a more | |
| subjective, intuitive account--the aspect of the scene that draws your | |
| attention not only is described in more detail, but also colors your | |
| overall view of the setting. The author's writing skills are | |
| particularly apparent late in the game, when there's a Wishbringeresque | |
| transformation of your surroundings; not only are the changed features | |
| of the landscape vividly rendered, but every scene is emotionally | |
| charged in ways similar to the above. | |
| Worlds Apart is not a flawless effort (as opposed, of course, to all | |
| those flawless works of IF out there). There are some questionable game | |
| design choices--at one point, for instance, you happen across a book | |
| with a great deal of information that becomes pertinent to a certain | |
| task, or series of tasks. Unfortunately, you can't take the book with | |
| you when you're carrying out the tasks (logically, given the nature of | |
| the assignment), and you may end up having to retrace your steps to | |
| consult the book that you couldn't take with you. The worldbuilding that | |
| the inclusion of the book accomplishes is outstanding--thorough and | |
| plausible--but the frustration aspect threatens to yank the player out | |
| of an otherwise immersive scene. The progress of the story sometimes | |
| depends too much on wandering around and eventually noticing that | |
| something has changed in an unforeseeable way, and while that encourages | |
| frequent re-exploration, it may prove frustrating to the player who | |
| wants the story to keep moving. The hint system fills in the gaps most | |
| of the time, but there are a few gaps. And the end is a bit abrupt; | |
| there's a reference to a possible sequel, but it's disappointing to | |
| leave the game's world with so much unresolved. | |
| There is much to like about Worlds Apart, in the end--in quantity and | |
| quality, the detail that went into the worldbuilding is unmatched in any | |
| work of IF in recent memory, and it's unlikely that any player will | |
| catch all, or even most, of the story on the first try. If it's a little | |
| inaccessible at first, that comes with the territory--i.e., introducing | |
| the player into a highly complex and well-developed world--and it's | |
| hardly a fatal flaw. In its interactivity and in the quality of its | |
| storytelling, Worlds Apart is a remarkable accomplishment. | |
| 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: | |
| ==== ====== === === ==== ===== ====== | |
| 9:05 4.9 0.4 0.6 2 20 F_INF_GMD | |
| 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 6.2 0.6 1.0 10 8 F_INF_TAD_ETC_GMD | |
| Adventureland 3.9 0.5 1.4 3 F_INF_GMD | |
| Adventures of Helpful 9.1 1.6 1.0 1 F_TAD_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 6.9 1.5 1.3 4 9 C_AP_I_64 | |
| Anchorhead 8.6 1.7 1.5 18 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 | |
| Augmented Fourth 7.6 1.2 1.4 1 F_INF_GMD | |
| 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 7 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 7.1 1.2 1.3 5 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 7.0 1.5 1.4 10 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 14 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 16 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 8.1 1.5 1.8 7 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 1.4 9 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 7.0 1.2 1.2 3 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 6.2 1.0 1.1 7 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 7.6 1.5 1.3 12 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 1.6 14 8,9 F_INF_GMD | |
| Jinxter 6.1 0.9 1.3 3 C_MAG | |
| John's Fire Witch 6.5 1.0 1.5 9 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 8.2 1.4 1.5 8 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 | |
| Mindwheel 8.5 1.6 1.5 1 C_I | |
| 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 | |
| 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 6.4 1.4 1.1 7 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 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 0.7 15 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 5.6 1.0 1.3 3 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 1.3 6 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 8.3 1.5 0.5 2 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 8.0 1.2 1.5 11 12 F_INF_GMD | |
| Sorcerer 7.2 0.6 1.6 7 2,15 C_INF | |
| Sound of... Clapping 7.0 1.2 1.3 7 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 8.7 1.6 1.7 13 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 7.0 1.1 1.4 11 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 1.4 1.7 16 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 7.4 1.3 1.3 13 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'm sad to say I've only received a measly 34 votes in the three | |
| months that have passed since the last issue of SPAG. Thus, predictably, | |
| the Top Ten hasn't changed much. The only significant movement is that | |
| Worlds Apart has finally broken into the top 10 after hovering just | |
| below it for months. Suzanne Britton's speculative epic bumps Little | |
| Blue Men out of the number 9 spot. | |
| 1. Sunset over Savannah 8.7 6 votes | |
| 2. Trinity 8.7 16 votes | |
| 3. Spider and Web 8.7 13 votes | |
| 4. Anchorhead 8.6 18 votes | |
| 5. Varicella 8.5 8 votes | |
| 6. Babel 8.5 7 votes | |
| 6. Losing Your Grip 8.5 6 votes | |
| 8. Spellbreaker 8.5 8 votes | |
| 9. Worlds Apart 8.3 6 votes | |
| 10. Christminster 8.3 14 votes | |
| As always, please remember that the scoreboard is only as good as the | |
| contributions it receives. I'm not sure why voting has taken such a dive | |
| in recent months, but it's a trend I'm really hoping to reverse. I | |
| strongly encourage all SPAG readers to submit votes for all the IF games | |
| they play... and I know that the group of you has played more than 34 | |
| games in the last three months! 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! | |
| 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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