| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE # 22 | |
| Edited by Paul O'Brian (obrian SP@G colorado.edu) | |
| September 15, 2000 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #22 is copyright (c) 2000 by Paul O'Brian. | |
| Authors of reviews and articles retain the rights to their contributions. | |
| All email addresses are spamblocked -- replace the name of our magazine | |
| with the traditional 'at' sign. | |
| ARTICLES IN THIS ISSUE ---------------------------------------------------- | |
| * Dennis Jerz looks at PICK UP AX, an IF-oriented play by Anthony Clarvoe | |
| * Joe Barlow interviews Scott Adams | |
| REVIEWS IN THIS ISSUE ----------------------------------------------------- | |
| Adventure | |
| All Alone | |
| Arthur: The Quest For Excalibur | |
| At the Bottom of the Garden | |
| Augmented Fourth | |
| The Cove | |
| Curses | |
| Dark Mage | |
| Dragon Resources Stories | |
| Dragonlord | |
| For A Change | |
| The Frenetic Five vs. Mr. Redundancy Man | |
| Galatea | |
| Guilty Bastards | |
| Rans | |
| Rematch | |
| Return to Pirate's Island II | |
| The Spatent Obstruction | |
| Spiritwrak | |
| The Town Dragon | |
| Winchester's Nightmare | |
| SPECIFICS | |
| ========= | |
| Spider & Web | |
| EDITORIAL------------------------------------------------------------------ | |
| Along about August 15, I was starting to feel mighty nervous. Two months | |
| had passed since the last issue of SPAG was published, and in that time | |
| I had received only two submissions for the next issue: Adrian Chung's | |
| critical analysis of "Spider and Web" for SPAG Specifics, and Nick | |
| Patavalis' take on "For A Change". This paucity of reviews was a new and | |
| worrying trend -- in all previous publishing cycles, I had received | |
| several reviews per month, on a fairly regular basis. Oh sure, | |
| submissions tended to pick up after I made the formal request for them | |
| on the newsgroups, and the week before the deadline was often | |
| submission-heavy, but I never felt before that I needed to *rely* on | |
| those things in order to have a publishable issue of SPAG on my hands. | |
| This time, though, was different. In response, I posted a rather | |
| desperate-sounding plea on the IF newsgroups, begging shamelessly for | |
| reviews and stopping just short of wondering aloud if I was witnessing | |
| the death of SPAG. | |
| I needn't have worried. | |
| The response to my message was truly remarkable. Greatly heartening | |
| numbers of people emailed me with reviews, commitments to review, and | |
| questions about what needs to be reviewed. Francesco Bova took on the | |
| entertaining project of reviewing as many games about dragons as he | |
| possibly could, catching in his sweep Dragonlord, The Town Dragon, and a | |
| couple of entries in the recent Dragon-Comp. Nick Montfort sent me an | |
| interesting review of Dark Mage, an 8K piece of IF written for the Atari | |
| 2600 and allowing no more than 12(!) characters per line. Mark Musante | |
| offered up what may be the most thorough, funny, and complete analysis | |
| of an AGT game ("The Spatent Obstruction") ever to appear in SPAG. And | |
| of course, Duncan Stevens came through, as he always seems to, with | |
| lucid and articulate opinions on a wide range of recent IF. | |
| But there was even more! I received reviews from first-time reviewers, | |
| more reviews from veterans, encouragement from subscribers, and, perhaps | |
| most amazing, actual *articles*, completely unsolicited by me but | |
| offered by ambitious writers. SPAG has never been much of a home for IF | |
| articles, not least because for many years XYZZYNews covered that | |
| territory so completely and so well. XYZZYNews has been dormant for a | |
| little while now, but I haven't talked with Eileen about its future, so | |
| it may well be ready to race into action once again. Either way, I'm | |
| open to seeing a few more articles in SPAG, although I'd still like the | |
| zine to remain primarily dedicated to reviews. Certainly this issue's | |
| articles, Dennis Jerz's response to an IF-oriented play and Joe Barlow's | |
| interview with Scott Adams, were wonderful treats to receive, and I'm | |
| proud to include them in SPAG. If you'd like to submit an article, | |
| please query me first before you write it, so that I can tell you | |
| whether there's a place for it in the upcoming issue. | |
| Anyway, far from seeing SPAG wither and die, I feel like I've been | |
| awarded the exceptional privilege of shepherding it through an amazing | |
| period of strength and vitality, and that wouldn't be happening without | |
| the time, energy, and skill of all the writers who continue to submit | |
| their work to SPAG. I'm continually amazed at how much high-quality work | |
| is done by members of the IF community for no compensation whatsoever, | |
| and SPAG reviews are certainly no exception. The most wonderful thing | |
| about it is that everybody benefits from work freely given, and once a | |
| critical mass of such work is achieved, it generates its own positive | |
| feedback loop, encouraging others to volunteer their efforts, and | |
| spurring them to give those efforts a higher and higher level of | |
| quality. | |
| The purpose of this editorial, then, is twofold: First, I want to offer | |
| a heartfelt *THANK YOU* to everyone who has contributed to SPAG. This | |
| magazine owes its existence to you, and I personally appreciate your | |
| time and effort very deeply. Second, I'd like to offer some guidance for | |
| those who are interested in contributing to SPAG. One of the biggest | |
| questions I get is which games I want and don't want to see reviewed. | |
| The answer's more complicated than you might think. There *are* certain | |
| things I'll hesitate to accept. Naturally, games that aren't text-based | |
| are "out of scope" for this zine. In addition, I'd rather not have any | |
| more reviews of things that have been reviewed at least three times | |
| already in SPAG. (Luckily, this is only a handful of games -- see the | |
| "Issue" section of the scoreboard for which ones.) And finally, I'd like | |
| to see SPAG retain its healthy mix of attention to the past and the | |
| present. I wouldn't mind having an issue that focused on all current | |
| games (indeed, the annual competition issue fulfills this criterion by | |
| definition), but I'd be wary of putting out an issue that focused solely | |
| on games that were more than 10 years old. However, don't let that stop | |
| you from sending in a review of such a game. Even if for some reason the | |
| entire pile of submissions lurches towards nostalgia, I'll probably just | |
| put them all out in a "special issue" format and call it "SPAG Classic" | |
| or some such. | |
| Lest I appear too negative, let me hasten to add that outside those two- | |
| and-a-half caveats lies a universe of games. If you're still at sea as | |
| to which game to review, I'll always feature ten games that I'd really | |
| like to see reviewed in the SPAG 10 Most Wanted list. Beyond that, any | |
| and all works of IF are eligible for review, and I'll be delighted to | |
| get well-written, intelligent reviews of even the most forgettable | |
| games. SPAG 23 will be the annual competition issue, so I'll be looking | |
| eagerly for good, thorough reviews of Comp games, and will still happily | |
| accept reviews of non-comp games for SPAG 24. Oh, and reviewers, one | |
| more piece of advice: you don't have to wait until I announce a plea for | |
| reviews on the newsgroups. I'll accept them any old time. | |
| LETTERS TO THE EDITOR------------------------------------------------------ | |
| From: James V. Anderson <mydentist SP@G hotmail.com> | |
| I'm glad to see that the text adventure movement is alive and thriving! | |
| I was an avid fan of both Scott Adams' text adventures and Infocom's in | |
| the 80's--played on my trusty Atari 800xl... I appreciate the service | |
| your community provides. | |
| I have a question: I would like to write my own interactive fiction | |
| titles. What is the best program used to do this? Please send me any | |
| Url's or programs to get me started. | |
| [James, the first place I'd suggest you look is the raif (rec.arts.int- | |
| fiction) FAQ. It's at http://www.davidglasser.net/raiffaq/. That FAQ | |
| will tell you not only about IF creation systems (in Part 4, | |
| "Programming IF"), but also about lots of other nifty things available | |
| on Usenet and the web. --Paul] | |
| NEWS ---------------------------------------------------------------------- | |
| YOHO, YOHO, IT'S BACK TO PIRATE'S ISLAND WE GO | |
| Scott Adams, one of the forefathers of text adventuring, has returned to | |
| the form at long last with a new game, "Return to Pirate's Island 2". | |
| Daringly, he's selling it commercially for $19.95. Check his website at | |
| http://www.msadams.com for information on the game, blurbs from users, | |
| and lots of other fun Adamsy stuff. Speaking of fun Adamsy stuff, we not | |
| only have a review of RTPI2 in this issue, but Joe Barlow has also | |
| contributed an interview with the man himself! | |
| NEW GAMES | |
| Scott Adams wasn't the only one putting out original IF over the past | |
| few months. New game releases have been a little less than usual, no | |
| doubt because many authors are working diligently on writing and testing | |
| (I hope) their competition games, but we still saw some noteworthy | |
| announcements: | |
| * All Alone by Ian Finley | |
| * Rematch by Andrew Pontious | |
| SOMETHING ABOUT LEVEL 9 | |
| Many players, especially those who lived in the UK and Europe during the | |
| 80's, wax nostalgic about the classic works of IF produced by Level 9, | |
| games like Knight Orc, Silicon Dreams, and Gnome Ranger. One of the | |
| unique features of Level 9's games was that they often included a | |
| novella-length piece of static fiction to set the mood for the game, | |
| introduce the setting and characters, and add a handy bit of copy | |
| protection. Now Jeremy Alan Smith has gathered all those novellas into | |
| one place, along with several other pieces of game-related static | |
| fiction -- it's the Retro Reading web site at | |
| http://members.netscapeonline.co.uk/jeremyalansmith/level9/. In | |
| addition, the level 9 novellas have been uploaded to GMD and are | |
| available in the directory if-archive/level9/novellas. | |
| A TOAST... TO MELBA! ER, MARK! | |
| Why is it that the sillier the premise of a mini-comp, the more | |
| successful that mini-comp tends to be? Hmmmm... Well, who cares? Let's | |
| play games about toasters! Yes, Mark Musante (who incidentally makes his | |
| debut as a SPAG reviewer in this issue) took it into his head one day to | |
| organize a mini-competition whose central theme was the humble toaster. | |
| The only rule was that the game had to feature a toaster, and that the | |
| toaster "should have a lever on it (to push down the bread) and a slide | |
| or dial to set the toastedness to." From this simple concept arose a | |
| dizzying array of games, all of which are available on the | |
| toaster-comp's home page at | |
| http://www.ministryofpeace.com/if/toaster-comp/, or on GMD at | |
| if-archive/games/mini-comps/toaster. | |
| BEHIND THE PROMPTS: DITCH DAY DRIFTER | |
| For those of you who played Mike Roberts' seminal game "Ditch Day | |
| Drifter" and wondered about things like the history of Ditch Day and how | |
| the term "stack" came about, now you can read an essay by Roberts | |
| himself, expounding on that very topic. Neil Cerutti has obligingly made | |
| this essay available to the world at | |
| http://homepages.together.net/~cerutti/ditchday/history.html. Why not | |
| cut classes one day and read it? | |
| WE NEED MORE REVIEWS... THE MORE, THE BETTER. YOU DIG? | |
| As always, I'm providing this helpful list for those who really want to | |
| review something, but don't know where to start. Also as always, this | |
| list is arranged alphabetically, not by priority! | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. Above and Beyond | |
| 2. The Adventures of Helpfulman | |
| 3. Bad Machine | |
| 4. Crobe | |
| 5. Dangerous Curves | |
| 6. Dr. Dumont's Wild P.A.R.T.I | |
| 7. Gateway 2: Homeworld | |
| 8. The Mulldoon Legacy | |
| 9. Toaster-Comp games (any, some, or all!) | |
| 10. Westfront PC | |
| ARTICLES------------------------------------------------------------------- | |
| It's quite rare that SPAG features articles, but this time around, two | |
| opportunities presented themselves, and they were simply too good to | |
| pass up. The first article is by Dennis Jerz, an Assistant Professor of | |
| English at the University of Wisconsin at Eau Claire who has an abiding | |
| interest in IF. Dennis sent me this review after reading the script for | |
| PICK UP AX, a play by Anthony Clarvoe that mines the metaphorical | |
| potential of IF as a medium and as a cultural artifact. | |
| From: Dennis G. Jerz <JerzDG SP@G uwec.edu> | |
| PICK UP AX (1990), by Anthony Clarvoe (Broadway Play Publishing, 1991; | |
| 70pg; about $8). | |
| PICK UP AX is not interactive fiction at all; it is a three-character | |
| stage play, set in Silicon Valley around 1980, in which the characters | |
| play an "Adventure" clone. Much as Shakespeare might allude to mythology | |
| or appeal to floral symbolism in order to make a point about human | |
| nature, playwright Anthony Clarvoe uses IF as a vehicle to show the | |
| audience who his characters are and what they want out of life. | |
| Those who are familiar with Brenda Laurel or the Oz Project will already | |
| know that theatre and IF share some common ground: both are about what | |
| happens to YOU as you sit in the theatre or type at the keyboard, rather | |
| than what has happened to somebody else (as is the case with narrative | |
| prose). According to Clarvoe, "The action is driven by struggles for | |
| power fought out through language" (ix). | |
| The play was first produced in San Francisco in 1990, and (according a | |
| blurb on the book) was anthologized in "Burns Mantle Best Plays | |
| 1989-90," which suggests that the American Theatre Critics Association | |
| thought highly of it. Shortly afterwards, Clarvoe was | |
| playwright-in-residence at the Kennedy Center for the Performing Arts in | |
| Washington, D.C. I learned of this play a few years ago, when my wife | |
| mentioned that she had seen it at a Dallas-area community theatre around | |
| 1990. An Internet search shows that it is still being performed here and | |
| there; go see it if you get the chance. In the best tradition of Harold | |
| Pinter, the dialogue is rich with shifting allegiances, language and | |
| power games, and (pause) tense moments. | |
| To recreate the feel of 1980, the script calls for a box of 5-1/4" disks | |
| and sound clips from the likes of The Rolling Stones and Led Zepplin. | |
| Fans of such pop-culture treasure chests as MST3K, Pop-up Video, and the | |
| Shatner-as-Shatner comedy Free Enterprise will enjoy the casual | |
| references to Star Trek, Star Wars, Lost in Space, How the Grinch Stole | |
| Christmas, et al. [Not to mention the fact that all three characters are | |
| named after members of the Stones. --Paul] The script calls for only | |
| three characters, but plenty of lighting and sound effects; these | |
| factors would make it an excellent choice for a black-box drama student | |
| project. Overall, PICK UP AX is worth reading (or attending, or | |
| producing) not merely for its IF references, but because it is a | |
| well-written, funny, and thought-provoking treatment of this vanished | |
| era of Silicon Valley history. In the hands of a skilled director and | |
| accomplished actors, a production could be very satisfying. | |
| Explicating the play's two IF scenes will necessitate a few spoilers, | |
| but I shall give away neither the ending nor the major plot twists that | |
| precede it. Keith is a 27-year-old computer nerd who tries to think as | |
| little as possible about the real world. The play opens with Brian, the | |
| same age, but more business-minded, realizing that a critical business | |
| deal is collapsing. Keith, meanwhile, describes a booby-trap that he | |
| sprang on a reckless player during a recent D & D session. Even though | |
| Brian has more serious matters on his mind, he is nonetheless impressed: | |
| "You run a mean dungeon, Keith." Keith's response to the crisis is to | |
| boot up the computer, presumably to work, but in actuality, to immerse | |
| himself in IF: | |
| (KEITH taps a few keys and waits for a program to boot up.) | |
| BRIAN: That's my boy. (BRIAN comes around to read over KEITH's | |
| shoulder.) "You are standing in a forest clearing near a small | |
| stone cottage...." Keith, you're playing Adventure? | |
| KEITH: Different game, same idea. It's where I used to get away to | |
| think. | |
| BRIAN: Exploring an imaginary maze? | |
| KEITH: Some people pace. | |
| BRIAN: Okay, whatever breaks you out of the slump. (9) | |
| Brian immediately recognizes what Brian is doing on the screen. He has | |
| obviously had some exposure to "Adventure," since he mentions it by | |
| name. Some quibbles: 1) considering how close these two men are, I find | |
| it a little surprising that Brian doesn't already know the title of his | |
| friend's favorite game -- unless, of course, this is a part of Keith's | |
| life that he has not shared until now; 2) Brian shouldn't have had to | |
| guess what the game was called, since the title would almost certainly | |
| have been printed along with the opening text (although it is certainly | |
| plausible for an IF game to lack the usual title page). From a | |
| theatrical perspective, however, having Keith explain the game to Brian | |
| is a convenient (and necessary) plot device; the playwright wants to | |
| make sure that the audience will understand the nature and purpose of an | |
| IF game. | |
| Brian describes IF as "[e]xploring an imaginary maze," an assessment to | |
| which Keith (and playwright Clarvoe) seems to assent, although plenty of | |
| RAIF netizens will have a problem with that definition. Since Keith is | |
| both a dungeon master and a software genius, it is sensible to wonder | |
| whether he is actually building his own IF game. He might, of course be | |
| exploring his own maze, but the dialogue suggests that he is merely a | |
| player. | |
| The scene continues, with Brian resisting Keith's invitation to try the | |
| game. | |
| BRIAN: I've hated this past-time since high school. | |
| KEITH: You'll get it one of these days. Every time they kill you, you | |
| get right up again. Come on, it's highly educational. | |
| BRIAN: Educational, if we did business with swords, I'd learn all | |
| kinds of useful stuff. | |
| KEITH: Help me, Obi-wan Kenobi, you're my only hope. Help me, Obi-wan | |
| Kenobi, you're my only hope. Help me, Obi-wan-- | |
| BRIAN: Keith! I'm in a crisis here! Okay. Maybe I haven't made it | |
| clear. This company, legally, is a person. Right? A character, like | |
| in Dungeons and Dragons? Out there, other people are fighting our | |
| character. Hack and slash. They're trying to kill it, and if they do, | |
| it'll never get up again. . . . If the company dies, you and I and | |
| your bright ideas go on down to scrapheap town. Now do you see where | |
| we are? | |
| KEITH: We are standing in a forest clearing near a small stone | |
| cottage. (9-10) | |
| The play presents Brian as Keith's protector and father figure, somewhat | |
| like Obi-Wan; yet in the world of games, the situation is reversed: | |
| without Keith's guidance, Brian is powerless -- as we shall see in a | |
| moment. But first, another quibble: PICK UP AX is "an historical play | |
| set in 1980, give or take a year or two" (ix). If Brian is 27 in the | |
| year 1980, he would have been around 20 when Willie Crowther created | |
| Adventure. It is therefore unlikely that Brian could have "hated this | |
| pasttime since high school" -- unless he was in high school at 20, or | |
| unless he is not referring to interactive fiction when he says "this | |
| past-time." He may mean that he dislikes computer games in general, but | |
| elsewhere he describes meeting Keith in an arcade; further, he is a | |
| regular D & D player. In light of these details, Brian's dislike of | |
| interactive fiction seems contrived, although it does give Keith and | |
| Brian a reason to talk about IF. | |
| (Pause. BRIAN looks at the screen.) | |
| BRIAN: "You are standing in a forest clearing near a small stone | |
| cottage. Suddenly a dwarf carrying a stone ax runs out of the woods. | |
| He drops the stone ax, opens the cottage door, runs through, and | |
| slams the door." Okay. Go through door? | |
| KEITH: You sure you want to do that? | |
| BRIAN: I hate it when you say that! Leave forest clearing, go to Taco | |
| Bell? I don't know. | |
| KEITH: What do you have? | |
| BRIAN: A clearing, a cottage, a door, a disappeared dwarf. | |
| KEITH: A stone ax. | |
| BRIAN: Aha. Pick up stone ax. | |
| KEITH: It doesn't know "pick up." Try "get." | |
| BRIAN: You see? Complex, exotic, pathetically limited. "Get stone ax. | |
| Enter." Okay. "The stone ax says, >Command me, O Master.'" Now we're | |
| happening. | |
| (Blackout) | |
| Brian may simply be one of those people who doesn't "get" IF; but more | |
| specifically, the scene quoted above shows Brian's frustration with the | |
| parser. We have already seen that Brian is a talker, not a doer -- he | |
| makes telephone calls, stages a press conference, and delivers boardroom | |
| speeches. Recall that Clarvoe described the events depicted in this play | |
| as "struggles for power fought out through language." Brian's dislike of | |
| the computer game suggests that, rather than adapting his methods to fit | |
| the requirements of the system, he resents the system for not responding | |
| to his preferred methods. After Keith manages to direct his attention to | |
| the magic weapon, he seems more enthusiastic; but without the advice of | |
| a human guide, Brian would rather "Leave forest clearing, go to Taco | |
| Bell." (Note: The title of the play, "PICK UP AX" would not be | |
| understood by the parser running Keith's game -- Brian must rephrase his | |
| command because "It doesn't know 'pick up.'") | |
| Keith says that he turns to his adventure game in order to "get away" | |
| from his problems; thus, his suggestion that Brian play the game too may | |
| seem like an effort to cheer up or relax his friend. Nevertheless, the | |
| virtual lesson of the ax in the forest clearing teaches an important | |
| real-world lesson: don't venture into unknown territory unless you are | |
| well armed. Since Brian has already likened the world of corporate | |
| politics to a different kind of game (D & D), the symbolism is clear and | |
| effective. | |
| The lights go out immediately after the magical ax offers its services; | |
| when the lights come up again, Mick enters. He knows nothing about | |
| computers, yet he recognizes that executives at all the other companies | |
| -- including those founded by former members of Keith and Brian's D & D | |
| group -- are making under-the-table deals. While Brian sees Mick as | |
| another kind of magical ax, Keith seems to recognize that Mick -- a | |
| survivor and a problem-solver who is skilled at reading and manipulating | |
| his surroundings -- also has all the attributes of a successful | |
| role-playing character. He puts his suspicions to the test: | |
| KEITH: Well, as long as it's booted up.... Do you know this? | |
| MICK: (Reading the screen) "You are standing in a forest clearing." | |
| What is this? | |
| KEITH: Sort of a game. What would you do? | |
| MICK. Get the ax, go through the door. So? | |
| (KEITH looks at MICK) | |
| (Cue up: Wild Thing) | |
| (Blackout) | |
| Whereas Brian uses language to postpone or work around problems, and | |
| thus distracts himself from self-preserving actions (such as getting the | |
| ax in the first place), Mick thinks in precisely the same blunt, | |
| pragmatic, problem-solving terms that the game demands. | |
| While the second act does not return to IF again, Keith does find two | |
| additional ways to apply to the real world the mastery he has achieved | |
| over the gaming world. One method is the "mood room" -- a corner of | |
| Brian's office, consisting of sensors that measure a person's vital | |
| signs, a computer that translates the vital signs into emotional data, | |
| and a multimedia system that produces an assortment of theatrical | |
| effects (light, sound, fog, etc.) based on the sensory data. In an | |
| earlier scene, Keith had imagined using this system for a high-tech | |
| theme park: "a building full of offices like this, or a labyrinth of | |
| cubicles, all in motion, each with a different character, it would be | |
| like -- think about it -- it could be like Dungeons and Dragons. It could | |
| be this paradise" (13). While Keith desires yet another escapist | |
| fantasy, Brian sees its potential as a consensus builder that could aid | |
| corporate negotiations. Mick is skeptical, since he says he already | |
| knows how to read people's body language and get them to do what he | |
| wants; further, he has a trick of pretending to be enraged in order to | |
| gain power in business negotiations ' a "mood room" would actually cause | |
| him to lose power. Once again, the playwright uses a technological | |
| artifact to illustrate and comment upon power relationships acted out on | |
| the stage. | |
| The second method by which Keith applies the lessons of the gaming world | |
| involves melding his own software genius with Mick's tactics. I won't | |
| say anything further on this subject, because that would give away the | |
| ending. I'll just say that, after reading this play, I now look very | |
| differently at one of the icons on my desktop. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| Our second article in this issue is an interview with Scott Adams, | |
| author of games like "Adventureland", "The Count", and the Questprobe | |
| series. Adams is one of the early pioneers of interactive fiction, and | |
| has recently come back to the genre with "Return to Pirate's Island II," | |
| reviewed in this issue. And in case you're wondering, no, he doesn't | |
| draw "Dilbert." | |
| From: Joe Barlow <seagull2525 SP@G yahoo.com> | |
| "YOHO" Strikes Again! -- The Second Coming of Scott Adams | |
| [Few interactive fiction authors are as well-known as Scott Adams, the | |
| creator of "Adventureland" and more than a dozen other classic two-word | |
| parser games. During the late-seventies and mid-eighties, the software | |
| charts were dominated by the works of Adams and the company he founded, | |
| Adventure International; unfortunately, the game-buying public's gradual | |
| shift toward action games forced the company to close its doors in 1985. | |
| August 20th marked the release of Adams' "Return to Pirate's Island II," | |
| his first text adventure in over fifteen years, and Mr. Adams was kind | |
| enough to talk to SPAG about his new game, his many fans, his current | |
| whereabouts, and his thoughts on I.F. in general.] | |
| Q: Hi, Scott. So tell us, what have you been doing since Adventure | |
| International closed up shop? | |
| A: Well, for three years I worked at a company called SDG (Software | |
| Design Group) in Orlando, where I designed a 4gl language for use in the | |
| insurance industry. For the last twelve years I have been working at | |
| Avista, Inc. in Wisconsin as a senior programmer. I mostly create | |
| Windows C++ applications for Fortune 500 firms, but I've also done work | |
| in embedded systems for avionics. | |
| Q: "Return to Pirate's Island II" is the first Scott Adams adventure to | |
| hit the market in over fifteen years, and it's already earning high | |
| praise from many players. What prompted you to create the game, and why | |
| did we have to wait so long for it? | |
| A: The combination of closing a business after eight years, going back | |
| to work as a full-time programmer, and my divorce all helped to abort | |
| any interest I had in being creative. Then I remarried, moved and | |
| settled down, and life didn't look so bad any more! It was time to see | |
| if the creative juices still flowed. | |
| Q: How long did it take you to write the game? | |
| A: I started working on "RTPI2" around 1995 or so. [There were] a couple | |
| of false starts while I tried to decide whether to build on previous | |
| BASIC source code or do all new work in C++. After starting in C++, and | |
| realizing that it would be a long time before I could actually start | |
| writing the game, I switched to an old code base and started updating | |
| that instead. | |
| Q: Intriguing! Does this mean that "Pirate's II" is actually an aborted | |
| adventure that was recently completed? I was under the impression that | |
| it was a completely new project. | |
| A: I actually meant the engine itself. "RTPI2" is an evolution from a | |
| previous two-word parser game that was released only for the TI-994/A. | |
| Q: Tell us more about the development of the game. | |
| A: "RTPI2" was a part-time project over the years. Finally in 1998 I | |
| took some vacation time and made a major advancement on the game. Then | |
| work and life intervened and the game sat again. In the fall of 1999 I | |
| started putting some serious time in on it. I also started a beta test | |
| group from fans who have written me over the years (many hundreds and | |
| hundreds of emails!). I actually hoped to finish by winter of 1999, but | |
| one of the beta testers, Andrew, opened my eyes to the less than stellar | |
| quality of the text and interface, and, facing the music, I decided to | |
| do it right. This took another 8 months but at least I had something | |
| worthwhile. | |
| Q: How did it feel when you were done? Were you wary of releasing a new | |
| game after such a long absence from the adventure scene? | |
| A: I was very nervous. I felt sure it would be bad-mouthed for being an | |
| old out-of-date text adventure game. Then the emails started coming in, | |
| and I felt a great weight lift. People were playing it and enjoying it! | |
| What a wonderful feeling. | |
| Q: Is "RTPI2" a one-shot deal, or will there be additional Scott Adams | |
| text games in the future? | |
| A: If enough fans bug me, I'll do another. Otherwise I'm not sure yet. | |
| :) | |
| Q: You mentioned that you've received "hundreds" of pieces of fan mail | |
| over the years, and that you assembled your beta-testing team from this | |
| pool of correspondents. What has your in-box been like in recent years? | |
| A: I've received an average of 4-5 pieces of fan mail per week since | |
| 1995 or so. That's another reason I wrote a new game. So many people | |
| were asking when I was going to do something! Another interesting side | |
| note is the high number of emails I have gotten in the last five years | |
| from people who say they are in the computer field one way or another | |
| because of my games. There are a number of present day (some very well | |
| known!) game designers who have thanked me for my influence on their | |
| career choice! | |
| Q: Do you still get a lot of requests for hints now that you've | |
| generously released your "classic" adventures as freeware? | |
| A: Most of the hint requests I get now are from people who have not | |
| downloaded the classic games hints. "RTPI2" has a built-in hint system, | |
| and so far only one person has written for a hint. | |
| Q: I don't recognize the "RTPI2" software interface. What's it called, | |
| and why did you choose to program the game with this system, rather than | |
| an established platform like Inform, Tads or Hugo? | |
| A: The engine I am using is the SAGA [Scott Adams Grand Adventure] | |
| system, which I developed. There's more info about it on my website | |
| (www.msadams.com), in the FAQ section. I used SAGA because I knew it, | |
| and developed it long before TADS and INFORM. I can easily expand/update | |
| it as I need to, which I did in "RTPI2." | |
| Q: You mention on your website that you are considering the possibility | |
| of releasing the SAGA game compiler as shareware. With so many game | |
| systems (Tads, Hugo, Inform, Alan, etc.) already available as freeware, | |
| do you think there is a market for a purchasable game creation engine? | |
| Does SAGA offer programming features that aren't available anywhere | |
| else? | |
| A: It's a totally different style. It's more compact than the 'C' style | |
| languages like Inform. I also think the Scott Adams name does add value | |
| to the product. I do not know whether SAGA will be well received as a | |
| game creation system, and I am not totally sure yet if I'll release it | |
| or not. | |
| Q: There's been much debate on the interactive fiction newsgroups about | |
| whether text adventures will ever be commercially viable again; indeed, | |
| the only modern publisher of commercial interactive fiction, Mike | |
| Berlyn's Cascade Mountain, closed its doors after shipping only two | |
| games. Yet here you are, selling a new adventure on your website. How | |
| are sales? Are they meeting your expectations? | |
| A: The game has only been out for one week at the time of this writing, | |
| and actually they are. But perhaps I simply have low expectations! | |
| <grin> One nice aspect of web publishing is that my overhead and | |
| production costs are cetainly low! Of course, so is my exposure, since I | |
| have no retail shelf space. It is amazing that for a long time the best | |
| selling game in the country was "Deer Hunter" and then later, "Who Wants | |
| to be a Millionaire?" Neither of these really got the average gamer very | |
| excited at all! | |
| Q: Speaking of gamers and excitement, I understand that one of the | |
| projects you were working on at the time of Adventure International's | |
| demise was an "X-Men" game. How far into the development process did you | |
| make it before the plug was pulled? | |
| A: Preliminary design of the game and some playability. It was to be a | |
| very special maze and, once done, the shape of the maze would be part of | |
| the game's final puzzle. | |
| Q: With the recent "X-Men" film (and the nation's subsequent "X-Mania"), | |
| have you considered releasing the unfinished game to the Interactive | |
| Fiction archive, as a historical interest piece? | |
| A: Since I no longer have the license with Marvel, I unfortunately can't | |
| do this. | |
| Q: "X-Men" would have been the fourth installment of your Questprobe | |
| series, a collection of games based on Marvel Comic superheroes like | |
| Spiderman and The Incredible Hulk. How successful were these games in | |
| relation to your other adventures? | |
| A: They were popular. The comic tie-in was good for sales. In general, | |
| though, my other adventures sold more. But this may due to Commodore | |
| taking on the publishing rights of the games and then not following | |
| through at all. They had to pay both Adventure International and Marvel | |
| a large fee because of their failures. | |
| Q: How did the Questprobe series come about in the first place? Was | |
| Marvel's head-honcho Stan Lee a fan of your work? Were you a fan of his? | |
| A: I met Stan only once, though I always enjoyed both Marvel and DC | |
| comics. I thought it really neat to be able to write adventures for | |
| Spidey and the rest. At one point I was receiving every comic Marvel | |
| published, and I read them all. Most of my dealings with Marvel were | |
| with a marvelous fellow by the name of Joe Calamari, who was actually | |
| running things. He was always looking for good tie-ins for Marvel | |
| products. He had a big closet full of tie-in samples that he liked | |
| giving out to people. | |
| Q: Forgive me for bringing this up, but I simply have to know: an | |
| oft-repeated rumor has it that you were something of a workaholic back | |
| in the Adventure International days -- so much so that your wife once | |
| baked all your floppy discs in the oven to force you to slow down! Clear | |
| it up once and for all: is there any truth to this so-called "oven" | |
| story? | |
| A: Alexis, my wife at the time, did hide my disks in an oven and | |
| threatened to burn them unless I stopped programming so much. Like many | |
| programmers, I tend to tackle a problem and not want to let go of it | |
| until it is solved! One idea was to let her try and write a game with | |
| me. The result was "Voodoo Castle." Many of the elements in that game | |
| came from her, though I actually wrote it. | |
| Q: What's your procedure for designing a game? Do you have everything | |
| mapped out in advance, or do you make it up as you go along? | |
| A: I first pick a theme. I then put in locations and items that fit the | |
| theme. I then start making puzzles with the items or locations I have. I | |
| also like to let others play-test my game and see how they react in the | |
| environments I create, and whether the game can handle things that they | |
| may want to do. I include a few "signature" type things, too. One | |
| example is that you can almost always dig somewhere in my game and find | |
| something. I also want my games to always be G-rated, with no violence | |
| or profanity. I have had many parents tell me they appreciate a game the | |
| whole family can play together. I try really hard to make my puzzles | |
| logical and self consistent. | |
| Q: Do you enjoy playing text adventures now? Are there any contemporary | |
| I-F games or writers you particularly like? | |
| A: I actually haven't played any text adventures since Zork. I am always | |
| afraid of accidentally copying puzzles or ideas. | |
| Q: One final question: you're widely considered to be one of the | |
| founding fathers -- or at least a "popularizer" -- of text adventures, | |
| as yours were some of the first on the market; indeed, Adventure | |
| International was, according to some reports, the industry's first major | |
| computer game publisher. Does it surprise you to learn that these games | |
| are still so popular today? | |
| A: People haven't changed much in that time. Readers still enjoy the | |
| works of Mark Twain, and he wrote over 100 years ago. No, I'm not really | |
| surprised that people can still enjoy my games. | |
| 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: Alex Freeman <freemanry SP@G aol.com> | |
| Name: Adventure | |
| Author: Willie Crowther | |
| E-Mail: I don't know | |
| Date: Mid 1970s | |
| Parser: Two-word | |
| Supports: A lot | |
| Availability: Free | |
| Version: Original 350 pts | |
| Adventure is the first adventure game ever. This was played on | |
| mainframes actually. I remember how my uncle would tell how he used to | |
| work on a mainframe with other people, and the only game available to | |
| them was Adventure. Its output was printed on paper rather than on a | |
| screen. They were never able to beat it, though. | |
| I got this game from a friend, and I was really excited about it because | |
| of what my uncle had told me. I got hooked quickly. I would keep on | |
| playing this game and making rapid progress. The only two reasons why I | |
| didn't get to the last puzzle in one sitting are probably because I was | |
| forced off the game by mother a few times and because of the two mazes | |
| in the game. Back then, I wasn't as good at finding my way around mazes | |
| with twisty passages as I am now. | |
| Not surprisingly, the game is pretty simple in some ways. For instance, | |
| the two-word parser. Another is that the characters are really simple | |
| and have basically no personality. Howver, this is not really a | |
| complaint. These two things don't need to be any more complicated than | |
| they are for the game. | |
| As you can probably tell, I really enjoyed this game. The nice thing | |
| about it is that most of the puzzles are logical and not too easy or too | |
| difficult. One of my favorite ones is the one where you have to figure | |
| out how to bring into this dark room. I thought was a really clever | |
| puzzle because you have to use cleverness to do it. | |
| However, there were about two exceptions to this rule. Figuring out how | |
| to get in the cave was pretty easy, and the very last puzzle was | |
| definitely too difficult. [Further comments removed due to spoilers. | |
| --Paul] | |
| Another complaint I have about this game is the random fighting that you | |
| do with the dwarfs. After one of them throws an axe at you and misses, | |
| you're supposed to pick it up and throw at dwarfs when they appear and | |
| start throwing knives at you. Whether you hit them and whether they hit | |
| you is just chance. This simply gets in the way of the game. I think it | |
| would have been better if you had to get rid of those particular dwarfs | |
| by solving puzzles. Of course, the very last puzzle gets rid of all of | |
| them but still. | |
| Another one is that when you die, you don't just die; you can get | |
| reincarnated into a different body and get another. I think it would | |
| have been better to have taken this feature out so as to make the game a | |
| little more realistic and to make players more cautious by saving their | |
| games. | |
| Overall, this is a great game. I recommend it to everyone who is | |
| interested in adventure games. It is interesting to compare this game to | |
| more recent adventure games to see how much things have changed since | |
| then. For instance, in Adventure, you can only look at rooms; you can't | |
| look at objects. In most adventure games written since then, you can do | |
| both. | |
| My points for the game are this: | |
| Atmosphere: 1.7 | |
| Gameplay: 1 | |
| Writing: 1.2 | |
| Plot: 1.1 | |
| Fantasy: 1.5 | |
| Total: 6.5 | |
| Characters: 0 | |
| Puzzles: 1.8 | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: All Alone | |
| AUTHOR: Ian Finley | |
| E-MAIL: domokov SP@G aol.com | |
| DATE: 2000 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/tads/alone1.gam | |
| VERSION: First release | |
| Ian Finley's IF output has been varied thus far: Babel, his 1997 | |
| competition entry, was science fiction of a distinctly dark shade, and | |
| Exhibition, from the 1999 competition, was a puzzleless exploration of | |
| an artist's works through the eyes of four different viewers. All Alone, | |
| his latest effort, has echoes of both: like Babel, it's highly | |
| atmospheric (and dark), and like Exhibition, there are no real puzzles | |
| as such. But this one is from the realm of horror/suspense--the author | |
| calls it "play-in-the-dark-ware" and says that "it MUST be played at | |
| night, in a quiet room, with the lights off"--and to the extent it works | |
| (which, for the most part, it does), it works on a different level. | |
| The plot, by initial appearances, is conventional stalker horror: you're | |
| waiting for your husband to come home, listening to the TV announcer | |
| talk about the serial killer who's on the loose, but then, of course, | |
| the power goes out, and you start hearing noises. The tension builds | |
| nicely, with all the requisite horror touches--a storm raging outside, a | |
| strange phone call, etc.; in fact, the only problem with the plot is | |
| that it doesn't do much that could be considered surprising (with the | |
| possible exception of a cockroach crawling over your foot at a key | |
| moment). The point, it seems safe to say, is to create an atmospheric | |
| game, not to experiment with the genre, but it's also true that the | |
| trajectory is familiar. | |
| On the other hand, All Alone does do one thing that's interesting: it | |
| leaves several details of the plot so murky that you probably won't | |
| catch on the first time through, and you may not even pick up on them | |
| after that. Of course, horror/suspense plots require some degree of | |
| murkiness about what precisely is going on, but usually there's a moment | |
| where Everything Becomes Clear; here, there's no such moment. As such, | |
| the ending of the game may leave you a bit flatfooted, especially since | |
| the game sort of skips directly from the climax to the ending: the | |
| tension builds, the moment arrives, and suddenly it's over, with the | |
| details almost as obscure as they were during the buildup. It's an odd | |
| strategic choice, really--perhaps the author means to encourage replay | |
| to figure out the fuzzier bits, but horror loses a lot on the replay. | |
| Whatever the rationale, it moves the game out of the realm of familiar | |
| stalker horror into something more unusual. | |
| There are no puzzles in All Alone, as noted. You experience the story | |
| differently if you react to the various stimuli in different ways, but | |
| only marginally so, and you can't actually change the course of the | |
| story (at least, as far as I can tell). The author calls it a "mood | |
| piece," and that's how it works: your inability to affect what goes on | |
| actually enhances the mood, since it enhances the feeling of being the | |
| prey. In that respect, it's a good illustration of how interactivity and | |
| player involvement can be achieved without the aid of puzzles: true, | |
| this sort of story doesn't have to be very interactive to keep the | |
| player's interest, but the author does tell it well. | |
| All Alone is a short but well put together effort that adapts the horror | |
| genre to IF nicely, with some unusual elements. Give it a try if you | |
| have a spare 10 minutes late at night. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Walter Sandsquish <Sandsquish SP@G aol.com> | |
| NAME: Arthur: The Quest for Excalibur | |
| AUTHOR: Bob Bates | |
| DATE: 1989 | |
| PARSER: Infocom Advanced | |
| SUPPORT: Z-Machine | |
| AVAILABILITY: Secondhand Retail/Auction (Out of Print) | |
| URL: Possibly | |
| VERSION: Release 74 | |
| Remember Floyd from "Planetfall?" Remember his wonderfully naive | |
| personality? Remember his charmingly childish antics? Wasn't he sooo | |
| cute? | |
| Yeah. | |
| Remember ... uh, remember ... | |
| Okay, so text-adventure games aren't usually populated with memorable | |
| characters. Actually, they usually aren't populated with characters at | |
| all. Sure, a typical Infocom mystery would have a half-dozen people | |
| sitting around, staring at the walls, waiting for you, the hero, to come | |
| show them something or other. But generally, interactive fiction doesn't | |
| have much in the way of interactive characters. | |
| That's what makes "Arthur" so special. Despite the fact that it's set in | |
| the wilderness, it is teeming with characters. No. It's teeming with | |
| people. Yes, the people are stereotypes, but this is "Arthur," and | |
| what's a legend without stereo-- I mean, archetypes? Bob Bates quickly | |
| and cleverly etches the kind, but stern, Merlin with just a shade of | |
| menace; each of the variously-colored knights that stand in Arthur's way | |
| has a distinctive personality (my favorite is the Blue Knight, who must | |
| have just wandered over the hill from the filming of Monty Python's | |
| "Holy Grail"); and the evil King Lot is, well... evil. The protagonist | |
| is, as usual, missing, but "Arthur" sports another dozen delightful | |
| personalities that I won't spoil for you. I will, however, tell you that | |
| Mr. Bates found room to pay homage to that first memorable IF character, | |
| Floyd! | |
| "Arthur" is a clever synthesis of a few of the earlier, usually | |
| neglected, legends surrounding Arthur's youth. Arthur must prove to | |
| Merlin that he is ready to accept the responsibilities of a monarch. | |
| Empowered by Merlin's ability to transform himself into different | |
| animals, he slithers, burrows and flies through the wilderness | |
| surrounding Glastonbury. The amount of research that went into this game | |
| is remarkable. You probably won't find a more thorough, yet concise, | |
| Arthurian bibliography than the one found in the "notes" section of the | |
| hints. | |
| If the characters and setting are distinctively Arthurian, the puzzles | |
| definitely belong to Infocom. There is nothing mind-breaking here, but | |
| the whole range of Infocom's stumpers was shoveled into this game. | |
| There's a maze (it's mappable), a cryptogram, a riddle, some pattern | |
| recognition, cartoon-logic (read those descriptions carefully) and a lot | |
| of commonsense puzzles. Bob Bates gives us a refreshing change of pace | |
| by forcing the player to think in terms of several animals to resolve | |
| more than a few conflicts. Of course, you'll have to read the | |
| documentation to figure out a couple of the puzzles, but, as usual, | |
| Infocom makes that a pleasure. | |
| "Arthur's" biggest weakness lies in its structure. After following | |
| Merlin's lead, the player could find himself wandering aimlessly through | |
| more than half of this sizable game. It's a problem that could have been | |
| easily fixed, and, as a matter of fact, I'll take care of it right now. | |
| After you deal with the injustice Merlin mentions, walk as far southeast | |
| as you can. Listen to what the nice man in red says, and try to be | |
| agreeable. | |
| If structure was "Arthur's" weakest point, then one of its stronger | |
| points was parsing. I kept having to remind myself that I could, and | |
| sometimes had to, use phrasing that most text games would choke on. | |
| No one, however, should choke on Bob Bates' prose. At times, it reflects | |
| Infocom's tendency to pepper language with a distracting number of | |
| adjectives, but, for the most part, "Arthur" is clear, direct, and | |
| charming. It's a shame that Bates couldn't finish his last couple of | |
| projects for Infocom before he had to move on. | |
| "Arthur," written in 1989, strongly refutes the argument that Infocom | |
| had lost its way the last couple of years before it was reorganized. | |
| This game definitely belongs in the top quarter of Infocom's graduating | |
| class. It is a "graphic" adventure, but here, graphic means illustrated, | |
| and text-only diehards will be happy to know that they won't need the | |
| illustrations to finish the game and can turn them off if they want. | |
| But everyone should take a look at the dragon. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Francesco Bova <fbova SP@G pangea.ca> | |
| NAME: At The Bottom of The Garden | |
| AUTHOR: Adam Biltcliffe | |
| EMAIL: abiltcliffe SP@G bigfoot.com | |
| DATE: 2000 | |
| PARSER: Inform | |
| SUPPORTS: Z-code (Inform) interpreters | |
| AVAILABILITY: Freeware | |
| URL: included in the zipped archive at | |
| ftp://ftp.gmd.de/if-archive/games/mini-comps/dragon/DragonComp.zip | |
| VERSION: Release 1 | |
| With a fairly solid structure, a simple premise, and some nice | |
| atmosphere, At The Bottom Of The Garden was probably the 2000 Dragoncomp | |
| game with the most substance. | |
| You retire to your garden to find 8 pint-sized dragons descending on | |
| your wife's prized rosebush, with a group of people called "the | |
| ancients" (an inside, dragon-related reference I'm not aware of, | |
| perhaps?) set to arrive in 15 minutes to look at your wife's | |
| horticultural marvels. You have to get rid of the dragons before "the | |
| ancients" arrive, as the drakes seem to have a passion for sitting on | |
| your wife's lovely rosebush and their combined weight will eventually | |
| destroy it. | |
| The time limit is pretty tight (maybe 30 moves or so), so winning the | |
| first time around is quite difficult. In fact, after playing through it | |
| once I was concerned that the game wouldn't give me enough time to | |
| eliminate all 8 dragons. Only after winning did I realize that you had | |
| to kill a number less than 8 to effectively win the game. This ended up | |
| being a little frustrating as I technically would have won a few times | |
| but ended up restoring previous saved games just before my time limit | |
| expired, thinking that I hadn't done enough to accomplish my goals. | |
| The game's few puzzles are nothing special although solid and logical. | |
| Experimenting with scenery and objects is a must and the only real | |
| drawback is finding that there are no alternate solutions to the few | |
| puzzles that there are. I think a few alternates could have been | |
| implemented with little difficulty as there are some parts of the garden | |
| that are richly described but have no apparent effect on the outcome of | |
| the game. That's not to say that every item that's described has to be | |
| relevant to the game somehow, but I found myself pursuing a more | |
| abstract logic when it came to puzzling out the answers because of that | |
| richness. You can't dispose of a dragon the same way twice (something | |
| about the dragons not falling for it again), even though the dragons | |
| appear progressively throughout the game, and therefore technically, | |
| some of them never fell for it in the first place (I know, I know, I'm | |
| being anal). | |
| The writing is good with little historical descriptions about the | |
| garden's contents, such as this one: | |
| >examine tree | |
| Goodness only knows how old this tree is. Suffice it to say that the | |
| passing of time has transformed it into a broad dark knot of twisted | |
| wood, topped by a huge crown of leaves high above. One particularly | |
| noticeable twisted branch sticks out from it about five feet from the | |
| ground. | |
| and although all the dragons' descriptions are the same with the | |
| exception of their color, their respective colors (i.e., blue, red, | |
| white) are given adjectives that describe the breath weapon their | |
| Dungeons & Dragons equivalents would employ (i.e., electric blue, fiery | |
| red, cold white), and I thought that was kind of neat. | |
| The only other quibble I guess is that you have to kill the dragons to | |
| get rid of them, and considering they're all described as "wearing an | |
| expression of endearing stupidity", and considering they have the damage | |
| potential of an 8-inch Zippo lighter, obliterating the little guys seems | |
| like... well... overkill. This is especially true, as the ending | |
| suggests some sort of harmony between human- and dragonkind. | |
| I've always got low expectations when it comes time to play these | |
| mini-comps and this game at least exceeded those moderate expectations. | |
| If you have 10 minutes to kill you may want to give this one a try | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: Augmented Fourth | |
| AUTHOR: Brian Uri | |
| E-MAIL: llamaboy SP@G vt.edu | |
| DATE: 2000 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-machine interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/Aug4.z8 | |
| VERSION: Release 1 | |
| The IF archive is full of first-time efforts at authorship, many of them | |
| rather inglorious, so prospective players might not necessarily seize on | |
| Augmented Fourth, written by newcomer Brian Uri. Those who pass it by | |
| are missing out, though: this is one of the most imaginative and most | |
| polished games produced in quite some time, and it's a first effort in | |
| name only: the technical aspect is nearly flawless, and the story is | |
| remarkably well put together. | |
| It seems you're a below-average trumpeter who has been unfortunate | |
| enough to incur the wrath of your obnoxious (and astonishingly stupid) | |
| king, and the game opens with you being tossed into a pit. As with | |
| everything else in Augmented Fourth, however, even this unusual premise | |
| is crafted in ways you might not expect: you spend five moves simply | |
| falling into the pit, trying to grab onto things as you fall (and | |
| failing), and listening to the banter of a couple of nasty guards whose | |
| stupidity rivals the king's. Lest you think that all this heralds a | |
| conventional hero-struggles-against-injustice story, the author plays | |
| virtually everything in this scene for laughs, such as the guard's | |
| reading of your sentence: "This I hereby put to paper as my word is the | |
| law when the law is my word, when it is heard. Indeed. Thus I spake. Er, | |
| spoke. Alright, scribe, stop your dictating now." You eventually find an | |
| abandoned underground settlement of sorts, and meet one of its denizens, | |
| and the story that follows is consistently and entertainingly whimsical. | |
| Humor in IF is difficult to do well, since the author has so little | |
| control over how the player approaches the story, and the lack of | |
| control over the course of the story often means that the timing of your | |
| otherwise hilarious jokes may be ruined by no fault of your own. (And | |
| things like funny room descriptions aren't enough, since few | |
| descriptions are funny on the hundredth reading.) Accordingly, the best | |
| humorous IF relies on absurdity and fourth-wall humor rather than jokes | |
| as such, and Augmented Fourth fits that category: the funniest bits rely | |
| on the reliable trope of the Ridiculously Stupid Adversary, and the | |
| world you end up discovering is replete with cartoonish humor. The | |
| humor, in other words, has technically been done before, and yet it | |
| works: this author has an unerring ear for comic style, whether in the | |
| form of simple absurdity or barbed IF reference. (From the opening | |
| scene, when you're in the pit: one of the guards shouts, "It must get | |
| pretty tedious explorin' a room with no exits in any of the four | |
| cardinal directions but it wouldn't be much of a prison otherwise, eh?") | |
| The development of the plot, while competent, isn't quite as good as the | |
| writing; once you get past the intro and reach the main body of the | |
| game, you're essentially given a lot of puzzles to solve and an eventual | |
| goal to attain, and while it's a safe bet for experienced IF players | |
| that solving the puzzles will lead to reaching the goal, there's nothing | |
| to make the connection as such. To be sure, Augmented Fourth has a lot | |
| of company in that respect--not many games really integrate plot and | |
| puzzles more thoroughly than giving you an overall objective and perhaps | |
| an initial nudge--but it's still worth noting for those who crave a real | |
| melding of the narrative and the crossword. On the other hand, there's | |
| plenty of story that underlies the puzzles--i.e., the solutions to most | |
| of the puzzles rely at least in part on information specific to the | |
| game, so you won't get far without taking the time to read and | |
| understand the backstory. That reduces the sense that the game was an | |
| excuse for the puzzles, since the puzzles are specific to that game and | |
| wouldn't make sense in any other context. In short, while the progress | |
| of the plot isn't really related to the puzzles, the details of the | |
| story are, which certainly beats total independence of the two elements. | |
| Augmented Fourth does incorporate a device to reduce the sense that | |
| you've left the domain of plot and entered the realm of puzzles: | |
| periodically (in fact, at key points after you solve certain puzzles), | |
| you're shown cut scenes featuring the obnoxious king. The scenes are | |
| significant in several respects: they explain the premise of the game | |
| and give a basis for several important aspects of the setting, they | |
| develop the king's character (always worth a laugh), and they give your | |
| quest some context. To explain in detail would spoil the game, but | |
| suffice it to say that the cut-scenes turn your overall objective from | |
| saving your own skin to something more generally beneficial. It doesn't | |
| affect the puzzle-solving, but it does make the game feel more fleshed | |
| out. It's worth noting because, as most IFers know, giving a PC a set of | |
| motivations that explain every puzzle isn't easy; the cut-scene | |
| approach, which gives the PC's actions a temporal context (i.e., | |
| "meanwhile.") and, to some extent, an apparent link to other things that | |
| are going on. Technically, I suppose, it's not a perfect substitute, but | |
| it does create the illusion of involvement in the plot (as opposed to | |
| solving unrelated puzzles). At any rate, even if you don't buy the | |
| illusion, the cut-scenes are hilarious, which is a more than adequate | |
| justification for their presence. | |
| The puzzles themselves are creative, on the whole, and they revive | |
| something akin to Infocom's spellcasting system, with a few inventive | |
| (and amusing) twists. Chief among the benefits of this is the | |
| possibility of trying out your spells on various objects in various | |
| contexts, with accompanying potential for humor, and I'm pleased to | |
| report that the author left very few stones unturned in that respect. | |
| Moreover, not all the puzzles depend on the spells (nor do they apply | |
| the spells in straightforward ways), so solving puzzles isn't simply a | |
| matter of leafing through the spells to figure out which one applies, | |
| which sometimes happened in the Enchanter series. Some of the puzzles | |
| involve rather obscure intuitive leaps, and one relies on information | |
| that an NPC provides only randomly (meaning that you may not hear the | |
| relevant bit unless you wait around for a while), but on the whole | |
| they're both challenging and reasonably fair (and the author has | |
| uploaded a walkthrough to GMD). It's also nearly impossible to make the | |
| game unwinnable (though there are plenty of deaths)--the game goes out | |
| of its way to replenish finite resources and provide multiple | |
| opportunities to solve puzzles. | |
| Augmented Fourth doesn't transcend the limitations of the form or | |
| subvert the player's expectations in any fundamental way. Still, it's | |
| one of the best-written and best-programmed efforts to be released this | |
| year, and it's a good example of what you get when an author really goes | |
| overboard in providing funny responses for obscure actions and filling | |
| out the backstory. It's a polished, intelligent work that deserves your | |
| attention. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: The Cove | |
| AUTHOR: Kathleen M. Fischer | |
| E-MAIL: mfischer5 SP@G aol.com | |
| DATE: 2000 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-machine interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/Cove.z5 | |
| VERSION: Release 3 | |
| The growing trend away from puzzle-based IF toward--well, toward | |
| non-puzzle-based IF, which has taken a variety of forms--has meant that | |
| an author's ability to convey a scene has become more important. IF fans | |
| have always put a premium on good writing, of course, but in the era of | |
| puzzle IF the point was generally to set the scene and get out of the | |
| way; the writing in many canonical IF games--Zork I and Planetfall, for | |
| instance--was distinctly on the terse side. Now, when simulation is more | |
| prized, writing that does more than convey the basic relevant | |
| information is needed, and Kathleen Fischer's The Cove, an example of IF | |
| whose setting is the raison d'etre rather than an excuse for some | |
| puzzles, nicely illustrates the importance of effective writing. | |
| The Cove won Best Landscape in Marnie Parker's Art Show in the spring of | |
| 2000, and the landscape really does take center stage: there are only a | |
| few locations, but all of them are packed with things to experience. In | |
| fact, your score increases not with problems solved, but with things | |
| seen (or heard, or smelled, or felt), though exactly which ones give you | |
| a point and which don't feels rather arbitrary. Interestingly, much of | |
| the interaction is purely sensory--there aren't many objects to | |
| manipulate, and you can't really affect your surroundings much, though | |
| you can certainly be affected by them. The scene itself--a seaside | |
| cliff, a beach, a cave--is familiar, but there are enough unexpected | |
| elements--a sea lion, an otter, tidal pools--to make it feel fresh, and | |
| the game oozes attention to detail. An example: | |
| Long ribbons of seaweed strewn across the shore mark the leading edge | |
| of the surf at a quarter of the way up the beach. Additional clumps, | |
| dried and full of sand, lie tangled amongst the rocks at the base of | |
| the cliffs -- a warning of the sea's intentions. | |
| >examine clumps | |
| Ripped from their holdfasts during heavy seas, the long strands of | |
| seaweed are pushed along by wind and tides until they are at last | |
| flung up upon the shore. There they form tangled mophead heaps, a | |
| haven for the small flies, crabs, and the like who feed upon the | |
| decaying fronds. | |
| Seaweed you might expect in a beach scene, but not every game would | |
| think to point out what sorts of things eat the seaweed. (Okay, flies | |
| don't really eat the seaweed as such, but that's a minor detail.) | |
| Likewise, the note that the placement of the seaweed indicates the | |
| high-water mark is an effective detail, even if the "warning" is a touch | |
| more obvious than it needs to be. Again, it's not the sort of thing that | |
| rewards extensive poking and prodding--there's nothing you can actually | |
| do with the seaweed. The point is to appreciate the details and recreate | |
| the scene in your imagination, and the game does a good job of giving | |
| your imagination plenty to work with. | |
| The writing, likewise, is quite good. There are some misspellings and | |
| mechanical errors that prove a little distracting--arguably more so than | |
| in your average game, because the descriptions aren't here to be | |
| skimmed, as they sometimes are. But there are also lots of effective and | |
| well-placed images--the "tangled mophead heaps" of seaweed above are one | |
| example, as is this: "A long legged plover chases after the waves, | |
| pecking at the sand as it goes." The scene is littered with small but | |
| vivid details--the cliffs are described as "fractured granite," for | |
| instance--and the author takes care to use verbs rather than adjectives | |
| whenever possible, usually a sign of better-than-average writing. | |
| (Example: "The leading edge of the storm clouds reaches the cove, | |
| blotting out the sun.") The verbs are often passive, muting their | |
| effectiveness somewhat, but it's a minor sin. | |
| Unfortunately, the landscape isn't the only thing here; there's a plot | |
| of sorts involving a dead lover and a pressured marriage and such that | |
| owes much to clich� and adds very little to the game. One of the verbs | |
| that you're encouraged to use is REMEMBER, which tells you the emotional | |
| significance of this location or that sensation in rather, well, | |
| heavy-handed ways. It's not a great choice, on the whole, simply because | |
| it's not easy to identify with someone else and take on her memories | |
| when you've only been in that character's shoes for a few minutes--and | |
| the game is short enough that you can't really put in any more time than | |
| that. It's not impossible, of course, that the landscape element of the | |
| game would be enriched by a story that goes with it, but the nature of | |
| this particular story, and the clich�s underlying it, make it difficult | |
| for it to work as planned. Part of the problem is that the author's | |
| skills appear to lie more in sensory description than in conveying your | |
| emotions--at least, the former is more effective; perhaps, had the | |
| author given us an actual flashback that would permit us to experience | |
| the relevant past events for ourselves, we would feel them a little more | |
| keenly. As it is, when the focus turns from the present to the past, the | |
| player tends to feel a bit shut out. It's for this reason that the | |
| ending of The Cove--which has more to do with the plot than with the | |
| landscape-isn't quite as involving as what's come before. It says | |
| something about the current state of IF, I suppose, that the author felt | |
| compelled to add the plot elements rather than merely providing a | |
| landscape to explore-there's not really much precedent for IF that's | |
| both plotless and puzzleless. But there's no inherent reason, to my | |
| mind, why such a thing can't work. | |
| At any rate, The Cove does demonstrate the potential of "art show" | |
| IF--the landscape aspect makes for an absorbing IF experience, well | |
| worth the download. That the story doesn't add much illustrates, in a | |
| backhanded way, the potential of the form. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Nick Patavalis <npat SP@G kmp.forthnet.gr> | |
| NAME: Curses | |
| AUTHOR: Graham Nelson | |
| EMAIL: graham SP@G gnelson.demon.co.uk | |
| DATE: 1993 | |
| PARSER: Inform | |
| SUPPORTS: Z-code v5 (Infocom/Inform) interpreters | |
| AVAILABILITY: Free | |
| URL: http://www.gnelson.demon.co.uk/ | |
| A couple of days ago I solved Graham Nelson's Curses. Before this, my | |
| recent Interactive Fiction experiences were with small and mostly | |
| "experimental" games like "For a Change", "Shrapnel", "Hunter, in | |
| Darkness", "9:05", etc. I was worried that next to these games Curses | |
| would seem somewhat archaic and dusty or even superficial. (Something | |
| like jumping directly from reading Joyce to reading Homer) | |
| Early in the game my worries seemed to materialize: I am asked to play | |
| the role of an English gentleman (an aristocrat, as will shortly become | |
| evident) looking for a map in my mansion's attics. Not a special map, | |
| not a secret map, not a treasure map; just an ordinary tourist map of | |
| Paris. Why am I, the player/character hybrid, then going through all | |
| this trouble? Aren't there any traveler's bookstores open nearby? It's a | |
| Thursday in June 1993 after all! OK, exploring the attics, browsing | |
| through all these forgotten objects of the past brings back memories, | |
| but does this justify plotting against my aunt Jemima just to steal her | |
| gardening gloves? Where is my sense of proportion? Why am I putting | |
| myself in danger going up and down the cellars in rusty old elevators? | |
| Why is it so big a problem to find a fresh battery? Why, after all, am I | |
| playing this game? | |
| But I did keep playing the game. | |
| And before I realized it I was seriously hooked: I started drawing maps, | |
| taking detailed notes, reading carefully, line by line, word by word, | |
| the biographies of the members of the Meldrew family. I even restarted | |
| the game several times, not because I got stuck in a puzzle, but because | |
| I wanted to reread the text to make sure that there was no detail I had | |
| missed the first times through. Slowly and masterfully, Nelson starts | |
| unwinding a strange story, taking you back and forth in time and | |
| speaking about supernatural phenomena, about magic, about ancient | |
| curses, about greek mythology and decay. It does so in such a beautiful | |
| way, always keeping the game open and making the player the center of | |
| the game-world, so that it is the player who writes the story; it is he | |
| who synchronizes the unbelievable chain of events. The writer has | |
| created a beautiful universe, has defined its rules, has filled it with | |
| treasures and miracles and invited you to come and explore it. He | |
| doesn't drag you by the nose with a linear plot. He doesn't even confine | |
| you in the bodycast of a strongly characterized alter-ego. This is not a | |
| novel. This is not a movie, nor a painting: it is an Adventure Game! | |
| Nelson shows this clearly from the very first moment by making the early | |
| puzzles so obviously distanced from the story: There's no doubt about | |
| it, you've turned on your computer to play and Adventure Game. Either | |
| enjoy it or switch it off and do something else. | |
| As the game evolves, the puzzles get more and more woven into the story, | |
| up to the point where they actually become part of it. Solving the | |
| puzzle becomes part of the plot. Overcoming the obstacle carefully | |
| planted by the ingenious author becomes integral part of the | |
| exploration. It is one of the few games where the puzzles and riddles | |
| actually enhance the atmosphere and enrich the dramatic content of the | |
| narative than threaten it. Even the hint-system is nicely embedded in | |
| the game-world. Ocasionally, though, one will find the author devilishly | |
| smiling between the lines as he playfully puts the most impossible | |
| object (like, for instance, a beach-ball) in the most improbable place! | |
| There are some difficult puzzles here, puzzles that will trouble even | |
| the most experienced adventurer. Almost all of them, though, are logical | |
| and staged in such a way that the player will receive enough hinting. | |
| Curses is not a game to be solved in a couple of hours. It is a game to | |
| be enjoyed for weeks. It is a game to create obsessions. If you are of | |
| the type of player that has a walkthrough by your side as you play, then | |
| perhaps Curses is not for you. Running through the scenes of the story, | |
| instead of slowly and carefully exploring, will I fear ruin the effect. | |
| In this game you must stumble, you must retreat, you must visit every | |
| place several times, read the text carefully, read it again, look for | |
| hints everywhere, become suspicious. This intricate little world is for | |
| the explorer, not the tourist! | |
| To cut a long story... long, the more I played the game the more I | |
| enjoyed it. It had "become a matter of pride now not to give up", to | |
| solve it without resorting to hints or walkthroughs. It wouldn't be | |
| untrue to say that the month I spent with Curses included maybe the most | |
| exciting adventuring moments I had since I first played Zork back in | |
| 1988. | |
| Curses is a classic, and it must be treated as such. Nelson has studied | |
| the great Interactive Fiction tradition from as far back as "ADVENT" and | |
| collected the elements that define the medium. He then blended and used | |
| them in a skillful way to create a masterpiece. Curses is not | |
| experimental. Curses is conclusional. It does not try to explore the | |
| vague borders of the medium; it stays well behind the trenches, ploughs | |
| the rich soil and collects the harvest that feeds the experimentalists' | |
| armies. Experimentation without games like Curses is sterile. If works | |
| like "Shrapnel" and "So Far" expand Interactive Fiction (and they do), | |
| then games like Curses prove it. | |
| I would like to close this review using a quote that appears on the | |
| first page of Nelson's essay on if-authoring: | |
| Skill without imagination is craftsmanship and gives us many useful | |
| objects such as wickerwork picnic baskets. Imagination without skill | |
| gives us modern art. | |
| -- Tom Stoppard, Artist Descending A Staircase | |
| If there is something you cannot blame Nelson about, it is lack of | |
| skill. If there is something you cannot blame Curses about, it is lack | |
| of importance. The rest is ALSO a matter of personal taste! | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Nick Montfort <nickm SP@G media.mit.edu> | |
| NAME: Dark Mage | |
| AUTHOR: Greg Troutman | |
| EMAIL: unknown | |
| DATE: 1997 | |
| PARSER: N/A - written in assembly | |
| SUPPORTS: Atari 2600 | |
| AVAILABILITY: Software is freeware. Cartridge for sale for $25. | |
| URL: ftp://ftp.gmd.de/if-archive/games/atari-8bit/dm.bin | |
| Dark Mage is a unique work. Using bank-switching to achieve the needed | |
| resolution, it is a complete implementation of an original text | |
| adventure within an 8k Atari 2600 program. The creator has gone on to | |
| release a graphical Atari 2600 game, This Planet Sucks. When I tried | |
| Dark Mage a few years ago using an emulator, the emulated display was | |
| the thing that sucked. It was so nauseatingly flickering that even those | |
| with a strong stomach for fuzzy, flickering text would have trouble. | |
| For those who wish to play Dark Mage, I strongly recommend using an | |
| actual Atari 2600. It can be played using the Starpath Supercharger, a | |
| device which fits in the cartridge slot and can be loaded with new games | |
| via a 1/8" audio jack. (The Supercharger originally was used to load | |
| games from cassette tapes.) Sound files in .wav format are available | |
| from non-IF-Archive sources online, ready for use with the Supercharger. | |
| Also online are the .bin ROM image and (again, at other sites) the | |
| source code for an early 4k version of the game. The other way to play | |
| Dark Mage on the 2600 itself is to purchase a cartridge for , from | |
| Hozer Video Games. [http://www.netway.com/~hozervideo --Paul] | |
| Any screen of text displayed in Dark Mage, either responding to actions | |
| or to describing an area, can have at most nine lines. Each line can be | |
| at most twelve characters wide. Before the first room description | |
| appears, there is a four-screen introductory sequence: | |
| AS JESTER | |
| TO KING | |
| ROLAND THE | |
| INSANE, | |
| YOU'VE KNOWN | |
| BETTER DAYS | |
| - | |
| BANISHED! | |
| - | |
| JUST BECAUSE | |
| YOU HAD TOO | |
| MUCH TO | |
| DRINK | |
| - | |
| AND LOST THE | |
| BLACK ROSE | |
| OF THE REALM | |
| IN A CARD | |
| GAME AGAINST | |
| NEONORE,THE | |
| DARK MAGE... | |
| Then the player is greeted with: | |
| YOU ARE ON A | |
| HILLTOP | |
| There are few possibilities at this point. The rubber-coated black | |
| joystick can be manipulated to indicate a direction or (if left in the | |
| center) "LOOK" for a longer description. After LOOKing, there are an | |
| additional few actions possible: GO (returning to the directional | |
| options), TAKE, GIVE, USE, TALK, INVENTORY. TALK is not transitive, and | |
| neither is TAKE. GIVE and USE allow the player to choose objects from | |
| inventory. Often the actions are not productive or fun, and when they | |
| succeed it is often in an unexpected way. This unexpected success of | |
| commands can sometimes frustrate, but it works to the advantage of Dark | |
| Mage at times. In one memorable case, a very funny Hitchhiker's Guide to | |
| the Galaxy reference unexpectedly appears. | |
| The final solution to the game is a good one, appropriate to the jester | |
| protagonist. Even with screens smaller than a haiku, Dark Mage shows | |
| that it is possible to create puzzles that work with the accompanying | |
| story elements and reinforce the overall tone of the work. | |
| Having contemplated doing IF works for the GameBoy, a powerful platform | |
| by comparison, Dark Mage was of special interest. The game did reveal | |
| that (aside from the technological strong-man freak-show value of an | |
| endeavor like this) there are at least a few pleasures to be had in an | |
| extremely spare form. These stemmed mostly from the unusual replies, | |
| with less thrill provided by puzzle-solving. In many places, the | |
| quickest path through solution space may be the exhaustive search | |
| approach: simply doing everything in every location to try to advance. | |
| The occasionally witty subversion of my action into something wacky | |
| provided a good moment here and there, but it was not enough to make | |
| Dark Mage a really fun experience overall. It remains of interest as a | |
| retrocomputing curiosity -- and, to some extent, as a way to learn about | |
| the essence of IF by looking to the least ornamented, most simple | |
| examples. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Francesco Bova <fbova SP@G pangea.ca> | |
| NAME: Dragon Resources Stories | |
| AUTHOR: Peter Berman | |
| EMAIL: pbmath SP@G hotmail.com | |
| DATE: 2000 | |
| PARSER: TADS | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware | |
| URL: http://www.iflibrary.org/mcp_dragon.gam | |
| or included in the zipped archive at | |
| ftp://ftp.gmd.de/if-archive/games/mini-comps/dragon/DragonComp.zip | |
| VERSION: 1.2 | |
| Did you know that an interviewer makes something like ten judgments | |
| about you in the first five seconds of an interview? It's probably not | |
| surprising to find that interviewers make judgments on lots of | |
| potentially obvious things like your age, cultural background and | |
| gender. What is surprising, is that they also make judgments on things | |
| like your morals and the income that you made in your previous job. | |
| These assumptions can often lead to one of two things happening (unless | |
| you find an extraordinarily objective interviewer): a halo effect or a | |
| halo error. A halo effect happens when you've made a favorable | |
| impression on an interviewer and he grades your answers in a more | |
| positive light. A halo error is just the opposite and occurs when a poor | |
| impression is made and those same answers are graded on a harsher scale. | |
| Suffice it to say that impressing an employer during an interview has | |
| far less to do with your knowledge than it does with your personal | |
| presentation style, charisma, and luck (no one wants to be interviewed, | |
| let's say, by a person who's wife left him that morning). | |
| As a result, interviews are one of the worst indicators of future job | |
| performance. Interestingly enough, interviews don't make for | |
| particularly riveting interactive fiction either. | |
| Dragon Resources Stories (DRS) is a spoof on the last place finisher of | |
| the 1998 comp Human Resources Stories (HRS), which was essentially a | |
| multiple choice style interview that gave you a grading and salary scale | |
| based on the answers you chose. As interactive fiction, HRS rated | |
| poorly, and that's to be expected. As a simulation of an interview | |
| however, it also rated poorly, because we never get to see any of the | |
| reactions from the interviewer. Interviews are all about two-way | |
| communication and it's just as important for an interviewee to be | |
| knowledgeable and well prepared as it is for her to be astute enough to | |
| read the interviewer's verbal and non-verbal signals, and adjust her own | |
| communication style accordingly. | |
| DRS takes HRS one step further with a very active interviewer that gives | |
| you some verbal and non-verbal feedback after each of your answers, | |
| thereby letting you know if you're on the right track or not. To make | |
| the premise even more interesting, you're an aging dragon looking for | |
| work. The interview contains some direct competency based questions such | |
| as: | |
| "So, as a dragon, do you use GOTO?" | |
| Some behavioral questions: | |
| "You're about to eat a virgin when it begs for mercy, promising aid | |
| from a powerful family member. What do you do?" | |
| And some nonsensical ones: | |
| "Do you think this feather in my helmet makes me look less | |
| threatening?" | |
| The interviewer's responses to your answers, although often exaggerated | |
| to implausible extremes, illustrate just how important it is to create | |
| that halo effect. There's everything, from some subtle non-verbal | |
| feedback like the interviewer perking up "slightly but perceptibly", to | |
| full blown rambles about how your answers remind him of how much he | |
| loves his daughter, to the interviewer criticizing you for contradicting | |
| something in your resume. The astute interviewee will pick up quickly on | |
| the interviewer's preferences after playing once or twice and should be | |
| able to achieve an optimal score (an A-rating on both the leadership and | |
| technical scale). | |
| DRS doesn't finish with the interview, however. It smartly takes the job | |
| screening process one step further for those interviewees lucky enough | |
| to make that good first impression. | |
| Your final challenge is a practical test of sorts (incidentally, | |
| practical tests are very good indicators of future job performance), | |
| where you have a finite amount of time to save yourself and the mountain | |
| you stand on from destruction. It's a puzzle that makes you follow | |
| through on one of your answers from the interview and screams out, | |
| "Leave your glossy smile, cheap bravado, and inflated ego at the door. | |
| Let's see what you can do, when it really counts!" | |
| The game at this point breaks away from the multiple choice, decision | |
| tree-style nature of the game and let's the player try a whole host of | |
| dragon-related things to save himself. There are a few possible endings | |
| depending on your actions and each one is implemented well. | |
| Another little bonus in the game is a homage of sorts to the brilliance | |
| behind HRS and the whole decision-tree style of communicating in IF. | |
| It's funny, maybe a little too congratulatory, but in the end correctly | |
| states that, "HRS is no Photopia". | |
| Other than that, the dialogue is witty and entertaining and particularly | |
| funny for anyone who's been on an interview or ever given one. This game | |
| is a fun 5-minute romp for most of us, and a must play for any career | |
| strategists out there. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Francesco Bova <fbova SP@G pangea.ca> | |
| NAME: Dragonlord | |
| AUTHOR: Mark Silcox, et al. | |
| EMAIL: marksilcox SP@G sprynet.com | |
| DATE: 2000 | |
| PARSER: Home-brewed, Windows-based | |
| SUPPORTS: Win 95/98/NT | |
| AVAILABILITY: Freeware | |
| URL: http://www.users.uswest.net/~gainaz/ | |
| Version: 3.8 | |
| Dragonlord is a new point-and-click type game from the creators of a | |
| company called 4830 Games that uses their Win 95/98/NT executable | |
| homegrown text adventure engine as an interface. | |
| Let me just start off by saying that I think it's very commendable when | |
| an author (or in this case a team of programmers) tries to not only | |
| write a story on his/her own, but also create their own text-adventure | |
| interface. It's one thing to be able to say something interesting when | |
| you already know how to speak the language, but it's another thing | |
| entirely when you have to create the language first before you can | |
| speak. Unfortunately, as with most home-brewed-parser-type games, the | |
| results are mixed, and understandably so; it's very difficult to produce | |
| a gaming language as polished as Inform or Tads (considering both game | |
| engines have been in development for years) on your first try, and that | |
| will always reflect on the overall quality of the game, regardless of | |
| how good or bad the writing, puzzles, storyline, etc. are. | |
| Dragonlord, with its structured style, reminded me a lot of the Fighting | |
| Fantasy choose-your-own-adventure-style books by Steve Jackson and Ian | |
| Livingston in that you have a description of your situation followed by | |
| one or two alternative paths you can follow. So, not surprisingly, it | |
| rates very high in terms of its story but very low on interactivity. In | |
| most cases there are only one or two options you can pursue, and on many | |
| occasions there are the dreaded <<Click here to continue>> transitional | |
| options which the author uses to break up longer paragraphs. Here is a | |
| typical example of the game's structured style: | |
| Some militaristic interior decorator really went nuts in this area. | |
| Endless numbers of weapons, indecipherable coats of arms and a great | |
| big suit of armor standing over in the far corner. The suit of armor | |
| seems to be clutching a pretty huge, sharp-looking battleaxe. You've | |
| never used one of these babies before, but you can't help but feel | |
| that it might come in handy. | |
| CLICKABLE OPTIONS: | |
| Get axe? | |
| Head back outside? | |
| I can think of a few other things I might like to do in this situation | |
| including examining the axe, putting on the armor, and trying to | |
| decipher the coat of arms, but such is the nature of a point-and-click | |
| interface. You just don't have much in the way of player freedom. | |
| Although it's fairly obvious that Dragonlord is very structured in its | |
| layout, it was interesting to find that it wasn't as linear as I had | |
| initially thought. The author allows the player to revisit certain | |
| sections of the game so that missing a special item or important piece | |
| of information the first time around doesn't mean you've rendered the | |
| game unwinnable. It was also surprising to see that there were alternate | |
| solutions to different puzzles that were put together quite creatively. | |
| The game features a role playing, hit point-style system where you lose | |
| hit points every time you're injured (although damage is based on the | |
| paths you choose and not random injuries that occur throughout the | |
| course of battle), and a button you can press that lists your inventory | |
| items (although you have no ability to manipulate those items once you | |
| get to the screen). There is also a quit button you can press that | |
| brings you to an intro screen, which allows you to restart, load, and | |
| save games. | |
| OK. I've talked enough about the game's engine and interface so let's | |
| move onto Dragonlord as a literary and playing experience. Well to start | |
| off, the plot is pretty much standard adventure fare. You're the chosen | |
| champion who has to defeat the fearsome dragon and while on your way to | |
| the dragon's cave, you must also conquer some obligatory, | |
| unrelated-to-the-ultimate-goal-type hurdles. Unfortunately, this | |
| particular storyline isn't very novel. We all know that the dragon genre | |
| has been beaten to death around here so trying to do something different | |
| with it is much more difficult than it would be with other storylines | |
| that haven't had as much exposure. The "surprise" ending is well | |
| telegraphed in advance so the ending isn't really the shocker that the | |
| author may have intended it to be. The writing isn't world class | |
| (although some of the characters like the contemporary dragon and the | |
| troll have their comical moments), but a plus was that there were few | |
| grammatical and spelling mistakes when I played through it. | |
| There are also a few little rough spots here and there with game logic | |
| and ideas that could have been implemented better. For example, the PC | |
| isn't able to read, but plaques, signs, etc. are written in almost plain | |
| English (almost plain, meaning an extra vowel added here, or a missing | |
| consonant there) so what ends up happening is that the player can | |
| understand the message and act on it, even though the protagonist | |
| technically shouldn't be able to. There are a few instances where there | |
| is death or injury without warning (i.e., entering a relative's home -- | |
| which I as a player would have assumed was a safe haven -- resulting in | |
| your relative throwing you out and a loss of hit points because of a | |
| previous argument that the player has no idea about), and furthermore a | |
| few instances that were completely counterintuitive (i.e., approaching | |
| characters you assume are friendly and then getting attacked or moving | |
| in directions that sound dangerous and finding out differently). In | |
| fact, it almost got to the point that when I felt something was | |
| counterintuitive it probably was the correct thing to do, and I was | |
| usually right. | |
| Although Dragonlord's plot isn't necessarily novel (as I've mentioned, | |
| it doesn't really broaden the scope of the fantasy/dragon genre), I | |
| still think it's an excellent piece to get beginners started on. | |
| Whenever I've tried to introduce friends to interactive fiction, they | |
| always seem to get hung up on the parser and its limited vocabulary. So, | |
| lately I've been trying to find good story driven games to start people | |
| off on like Photopia and A Moment of Hope. These games require very | |
| little guess-the-verb and fairly simple commands to achieve a result. | |
| Although maybe not as good as the two aforementioned games, I would | |
| definitely include Dragonlord as a game I would recommend for beginners | |
| (especially younger ones, as Dragonlord's theme and storyline aren't | |
| especially deep) as a way to get them used to playing something | |
| text-based. | |
| Overall, Dragonlord is a pretty good first attempt and like I mentioned | |
| earlier, I'm always impressed when someone creates a text adventure game | |
| with their own text game engine. There is an upcoming sequel that has | |
| been promised and I'm looking forward to seeing what game design and | |
| game engine improvements Mr. Silcox and his team have in store. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Nick Patavalis <npat SP@G kmp.forthnet.gr> | |
| NAME: For a Change | |
| AUTHOR: Dan Schmidt | |
| EMAIL: dfan SP@G dfan.org | |
| DATE: Sept 1999 | |
| PARSER: Inform | |
| SUPPORTS: Z-code v5 (Infocom/Inform) interpreters | |
| AVAILABILITY: Free, Competition 99 entry. | |
| URL: http://www.dfan.org/ | |
| Imagine a certain use of the English language that, while ostensibly | |
| precise, and having perfect internal coherence, is such that the reader | |
| cannot immediately make sense out of it; he has to make (conscious or | |
| reflexive) assumptions as to what every phrase might mean. Combine this | |
| use of the language with an equally bizarre vocabulary that (though | |
| English) the reader has to pick up on the fly. Facing this prose, not | |
| all readers have to (and will not) construct the same mental imagery, | |
| but the internal coherence keeps the various interpretations more or | |
| less "aligned", in such a way that all (or most at least) readers can | |
| sensibly interact with the objects communicated. | |
| The outcome is something deeply bizarre, resulting in a rather dreamlike | |
| quality: everything has some sort of internal logic, even if you don't | |
| know what it is. And in fact, as the author has said in an interview | |
| (published in SPAG #19), some of the most peculiar articulations derive | |
| from fragments of his dreams, or from thoughts captured when his mind | |
| was otherwise empty. | |
| In a sense, this game itself presents a very interesting argument about | |
| the way understanding natural language works: Language is understood | |
| through context. (This is a known fact at least since W. v. O. Quine | |
| showed that "statements about the external world face the tribunal of | |
| experience not individually but only as a corporate body.") When context | |
| is missing, understanding is based on familiarity; we internally | |
| contextualize the language based on our previous experiences. The | |
| description of the Zork house's kitchen is more understandable than the | |
| description of Schmidt's "toolman", because we all have been in a | |
| kitchen. When the bonds to familiarity are weakened significantly (like | |
| in this game), the only remaining shelter for reason is the language's | |
| internal structure (coherence); this is what guides the reader's mind in | |
| its random attempt to establish plausible and familiar metaphors. Think | |
| about it for a while. | |
| This short piece of interactive fiction (together with a few others like | |
| Cadre's "Shrapnel") supports in a very powerful way Adam Cadre's | |
| statement that: | |
| ...freed from commercial concerns, "text adventure games" have | |
| morphed into "interactive fiction" -- an increasingly experimental | |
| medium with every bit as much potential as straight prose... | |
| Schmidt has backed away a bit from the experimental approach outlined | |
| above by making sure that while the reader receives this "odd" language, | |
| he will not have to produce any. Thus any form of interaction will be | |
| done using "normal" verbs and normal phrasing (although sometimes | |
| involving objects which are not "perfectly normal"). I think it would be | |
| interesting to see a game that would require its readers to actively | |
| test their understanding of such a strange universe by verbally | |
| re-creating its inner logic, but I also share the doubts of the author | |
| as to whether the outcome would be playable. | |
| In the Author's Notes (included in the game, but available only after it | |
| is solved), Schmidt mentions the book "Wire and String" by Dan Marcus, | |
| and "The Book of the New Sun" by Gene Wolfe as works that influenced the | |
| writing of this game. I was not aware of these books but after I played | |
| the game I looked for them and read them. I deeply enjoyed reading them, | |
| especially Marcus's book. Apart from being interesting works by | |
| themselves they help clarify the underlying intentions of Schmidt's | |
| work. | |
| Closing with a negative remark: The game and the game-world are very | |
| short. I know it is supposed to be so, since it is a competition entry, | |
| but I would really like to see these ideas worked on a much larger | |
| scale. | |
| Conclusion: It is a must-play. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Francesco Bova <fbova SP@G pangea.ca> | |
| 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 | |
| Hah! | |
| That was my repeated response as I played through Neil DeMause's second | |
| installment in a series I hope he continues. The Frenetic Five vs. Mr. | |
| Redundancy Man continues on in the humorous tradition that Mr. DeMause | |
| started with his initial episode (The Frenetic Five vs. Strum & Drang), | |
| and makes many improvements on that well-intentioned first episode to | |
| boot. | |
| The Frenetic Five's world is covered with superheroes. As long as you | |
| can do something mildly interesting (like, let's say, be forever | |
| encouraging of someone else's actions), you've passed the minimum | |
| requirements needed to play the part. In this respect, the Frenetic Five | |
| pay more homage to the cartoon show The Tick (and its colorful cast of | |
| superheroes like the cowardly Deflatomouse and the rain-man-like Urchin) | |
| than it does to any team coming from the Marvel or DC universe. In fact, | |
| you as the protagonist have no super power per se, just a love for the | |
| TV show MacGyver and an ability to create things out of household | |
| implements. Still, this makes you the perfect leader for your group of | |
| misfits. | |
| Although the writing and storyline are impressively well put together, | |
| the best part about FF II are the NPCs. Considering the game is | |
| approximately 4 rooms in size, the room-to-well-fleshed-out-NPC ratio is | |
| pretty high. You've got the superhero named the Validator, the clerks, | |
| and the villain from the title Mr. Redundancy Man. You've also got your | |
| teammates, who form your moral support network, and who are hilarious | |
| with their witty banter and comments when it comes time to use their | |
| "super powers". My personal favorite team member is Lexicon, who's | |
| essentially a walking, talking version of Microsoft Bookshelf. That is | |
| to say, he's got the right word for what's troubling you. | |
| [Reviewer's Note: Lexicon actually got me all teary-eyed and nostalgic | |
| for one of the oddest little superheroes to ever come out of the Marvel | |
| comic book universe. His name was Cypher, and he was a member of a group | |
| called the New Mutants (a sort of Junior X-Men squad). His superpower: | |
| the ability to translate any language! As you can well imagine he was | |
| used sparingly. I can just picture it now. The New Mutants are getting | |
| ready to attack Magneto's secret hideout and the call to action goes | |
| something like this... | |
| << OK Magik, you attack the flank with your magic bolts. Cannonball, you | |
| soar in from the clouds and weaken his defenses. Sunspot, we'll send you | |
| in through the front door because after all, you're super-strong. And | |
| Cypher, you stay behind and make sure no one unplugs the fridge. Those | |
| beers have GOT to be cold when we get back! >>] | |
| Like all the NPCs, Lexicon's "help" in solving puzzles was well | |
| implemented and his super weakness (the equivalent to Superman's | |
| kryptonite), left me laughing for a long time after it was revealed. | |
| The NPCs not only add to the comic flavor of the game, but also provide | |
| you with clues if you need them, thereby providing a built-in hint | |
| system that doesn't break mimesis. In fact, if you're feeling | |
| particularly unimaginative when it comes time for you to solve some | |
| puzzles, the team can act as your "walkthrough" provided you ask the | |
| right team member the right questions. (However, this is obviously not | |
| recommended as it decreases the overall enjoyment of the game). | |
| There are essentially two types of puzzles in the game. The first type | |
| includes puzzles where you have to employ your MacGyver-like abilities, | |
| and the second revolve around correctly using your team's "talents" to | |
| get out of situations. As I'd mentioned previously, every team member | |
| has a hand in solving one puzzle or another, but figuring out which one | |
| you need isn't always apparent without a little thought. (This was | |
| especially true of Pastiche, as I had forgotten her special abilities | |
| from the first game in the series). The fact that the puzzles tend to be | |
| a bit tougher (or maybe more correctly, not necessarily intuitive right | |
| off the bat), is actually a positive as it helps out with the pacing of | |
| the game. | |
| Pacing, you say? What does pacing have to do with anything? Well, let me | |
| explain. When smaller games have really simple puzzles, it's almost too | |
| easy to progress through them without paying much attention to the | |
| "buzz" in the background (i.e., funny non-default responses, snarky | |
| comebacks, etc.). I know a lot of authors who have gone to great lengths | |
| to "flesh out" their game environment only to realize that players end | |
| up missing most of the extra goodies because there was no motivation to | |
| experience them. One game in particular that comes to mind is Suzanne | |
| Britton's Worlds Apart. | |
| I can remember playing Worlds Apart and thoroughly enjoying it the first | |
| time. What I hadn't realized was how many subtleties there were in the | |
| game until Suzanne posted something on r.g.i-f regarding the richness of | |
| the world she had created. With her post in hand, I played Worlds Apart | |
| a second time and enjoyed it even more than I had the first. The point | |
| is, that if Worlds Apart had one tiny little flaw, it was that Suzanne | |
| didn't slow us down enough to smell the roses if we didn't really want | |
| to, and I know that I for one ended up missing some of the best parts of | |
| the game as a result. | |
| In FF II, the obstacles DeMause puts in front of you should slow you | |
| down enough to hear the "buzz" (specifically the witty banter from the | |
| game's NPCs, and some hilarious object descriptions), and get a real | |
| feel for the warped world your character lives in. This should add | |
| immensely to the game and the player's gaming experience as a whole. | |
| The ending is too funny for words, and will leave the player feeling | |
| satisfied even if he had to use the built-in walkthrough to achieve it. | |
| There is no way for the PC to die, and with the exception of one nasty | |
| little bug (which should be avoidable for most players) there's no way | |
| to get the game into an unwinnable situation. Even if you're not a big | |
| comic book fan, I would still highly recommend this one as a nice | |
| diversion on a day when you need a good laugh. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: Galatea | |
| AUTHOR: Emily Short | |
| E-MAIL: emshort SP@G mindspring.com | |
| DATE: 2000 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-machine interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/Galatea.z8 | |
| VERSION: Release 2 | |
| The history of NPC interaction in IF is not overly glorious; it says | |
| something about the development of this area that the XYZZY Award for | |
| Best NPC a few years ago went to a character with whom the PC could only | |
| interact by saying "yes" and "no." (The character was richly developed | |
| in other respects, of course, but the award highlighted the extent to | |
| which authors have chosen to develop NPCs by means other than direct | |
| interaction with the PC.) It's that history that makes Emily Short's | |
| Galatea, the Best of Show winner in Marnie Parker's Spring 2000 Art | |
| Show, all the more startling: it's not only a remarkably detailed and | |
| intimate portrait of an unusual NPC, but it's one without any parallel | |
| in the annals of IF. | |
| Granted, no other work of IF in memory has been structured like this | |
| one. Essentially, it's a reworking of the myth of Pygmalion--which | |
| involved a sculptor who fell in love with his statue, which then came to | |
| life--but done from the statue's perspective; moreover, the time frame is | |
| translated out of ancient Greece right past our own time, to a time | |
| where fully animate and intelligent creations aren't considered | |
| revolutionary. You're viewing the former statue, which is on display in | |
| an exhibition. That's the premise, but the heart of the game is the | |
| statue herself--her views on being put on a pedestal, on the artist, on | |
| the show, on you--and the underlying mythology is important only insofar | |
| as it bears on her psychology. In other words, the NPC is the story, and | |
| there's virtually nothing in the game that isn't interaction with the | |
| NPC. Not surprisingly, then, there isn't a way to win as such--there's a | |
| wide variety of endings, some of which the player is likely to consider | |
| better than others, but the game studiously avoids making any ***you | |
| have won*** sort of judgments. | |
| Interacting with Galatea--or, at least, understanding your interactions | |
| with her--involves gauging some highly subtle psychological reactions, | |
| many of which couldn't easily be guessed in advance. This, in itself, is | |
| fairly novel, considering that the preexisting state of the art | |
| generally limited NPC psychology to the crudest of reactions: gratitude | |
| if given something, anger if provoked, etc. Here, the player must | |
| calculate (or, again, understand) how Galatea will feel when touched in | |
| certain ways and in certain places, when asked about her relationship | |
| with the sculptor before and after certain other questions, when told | |
| about the nature of the exhibit, and in many other situations. To be | |
| sure, the average player probably won't get all the connections, and is | |
| likely to elicit some reactions without realizing what buttons he or she | |
| pushed, so to speak--but that also means that there's always more room | |
| for understanding. In one sense, then, this is puzzleless IF--it's | |
| certainly not puzzle-solving in the usual sense--but in another sense, | |
| there are multiple puzzles, and it's impossible to encounter all, or | |
| even most, of them in a single session. (On a side note, this game also | |
| vindicates those who advocate ASK/TELL as the best conversation system | |
| for IF, since that's the way you speak with Galatea--and the game | |
| translates your ASK ABOUT and TELL ABOUT into natural sentences, so that | |
| you don't sound like a caveman. It's difficult to imagine any other way | |
| to implement such a complex system of interactions that allows so much | |
| freedom.) | |
| Okay, a novel premise; is it done well? Yes, in my book. Admittedly, the | |
| nature of the beast makes it difficult to say that the author has done | |
| it wrong--who are you to say that a given response shouldn't have | |
| followed a certain stimulus (within reason, of course)? That aside, | |
| though, the personality that emerges from the playing of Galatea is both | |
| complex and realistic, and it never feels like the author is being | |
| deliberately obscure. If it's initially difficult to get her to open up, | |
| realism demands as much--since you're trying to win her trust--and your | |
| options for interacting with her are varied enough that you're unlikely | |
| to hit a roadblock as such. (Though she comments on the disconnect if | |
| you run out of things to say about one topic and jump to an unrelated | |
| one.) It's sometimes hard to keep track of where the conversation has | |
| been, though (especially if you've restarted multiple times), and though | |
| the latest release implements THINK (which reminds you about the state | |
| of conversation) and THINK ABOUT (which reminds you of roughly what | |
| she's said about a given topic), they're partial solutions at best. (She | |
| also turns toward and away from you at certain points, though the motion | |
| doesn't really function as a gauge of how she's feeling, as such; | |
| mostly, it opens up different possibilities.) The best approach to | |
| making sense of her reactions to different combinations of inputs is | |
| probably making a transcript and poring over it, admittedly rather | |
| tedious--but, on the other hand, this is one NPC that rewards such | |
| careful study. | |
| Moreover, even if it's frustrating, the ability to close off paths by | |
| doing certain things or asking certain questions is part of what makes | |
| the character realistic. After all, one of the main defects in an | |
| unrestricted ASK/TELL system is that you can move freely from harmless | |
| banter to intrusive probing without the character noticing, seemingly, | |
| and while not every conversational leap is policed here, the game | |
| certainly tries to restrict wildly erratic questioning. Certain topics | |
| yield responses at some times but not at others, for instance, and | |
| sometimes the game just gives you some variant on "Better not ask about | |
| that right now" when a given topic would be inappropriate. | |
| While Galatea is an admirably thorough job of NPC creation, the built-in | |
| biases of IFers make it difficult to see it as a complete work in | |
| itself. One of the hardest things to shake for IF players is | |
| goal-orientation--finding that treasure, etc.--and when faced with as | |
| hard a nut to crack as Galatea, it's easy to become obsessed with | |
| finding every last reaction, reading every last bit of text. (At least, | |
| so it seems from the newsgroup traffic: several people have posted to | |
| ask for lists of solutions and such.) Moreover, it's hard to ask for | |
| help as such if you're not getting anywhere, since you don't really know | |
| where you're going, and a result-oriented approach ("I found ending X, | |
| and here's how you can do it too") is at odds with the feel of the game. | |
| Probing to see how the character reacts is one thing, but probing | |
| because you want a specific reaction is another. The author has put up a | |
| (partial) list of endings and how to get to them on her page, but | |
| perusing that is a spoiler in itself. The best way to go about it, I | |
| think, is to keep experimenting until you've found some endings that | |
| make the interaction feel complete, and then to look at what you missed. | |
| (That, or find someone to give you some nudges, if you really can't get | |
| anywhere.) Starting from a list of endings makes the character a little | |
| too much like a gumball machine. | |
| Is Galatea a model for future NPC creation? Maybe--her already immense | |
| complexity is limited by her relative immobility (at least, she's | |
| confined to one room) and by not having to interact with other NPCs. A | |
| 300K-plus Z-machine file that essentially consists entirely of one | |
| character should give any designer pause, if that's the standard for | |
| realistic NPC design. It 's unquestionable, though, that this character | |
| represents a quantum leap--in intelligence and in vividness of | |
| personality--and that the author did it with essentially the tools that | |
| every author has. Designers, consider the goalposts moved. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Jason Compton <jcompton SP@G xnet.com> | |
| NAME: Guilty Bastards | |
| AUTHOR: Kent Tessman | |
| EMAIL: general SP@G generalcoffee.com | |
| DATE: August 1998 | |
| PARSER: Hugo (graphics/sound enabled Hugo parsers highly recommended) | |
| SUPPORTS: All modern Hugo interpreters (graphics/sound capability | |
| recommended) | |
| AVAILABILITY: Freeware | |
| URL: http://www.interlog.com/~tessman/guilty.html | |
| VERSION: Release 2.09 | |
| Good detective games are hard to write, because the author not only has | |
| to create a tightly wound mystery, but has to leave enough logical loose | |
| ends, and enough reasonably plausible ways to pull them, to allow a | |
| player to experience the story. Kent Tessman's entry, Guilty Bastards, | |
| although certainly written in an affable tone, is not the parody or | |
| joke-laden romp it might appear to be from the trailer: "One of these | |
| four idiots is a killer." Although all of the subjects are indeed people | |
| you might consider dorks in real life, it's not a Keystone Kops-level | |
| story. | |
| You're a down-on-your-luck private investigator in the City of Angels | |
| who has just come off the latest in what seems to be a string of rotten | |
| cases with welching clients. But today may be your lucky day. It | |
| certainly wasn't someone else's--a Hollywood starlet has been offed, and | |
| the studio boss wants you to find out whodunnit fast. It's your job to | |
| discover who the "four idiots" are, each of whom has some reason for | |
| wanting the deceased to stay that way. (Why isn't the studio boss, who | |
| after all has the key to her apartment in his pocket, considered a | |
| suspect? Presumably because the customer is always right!) | |
| Perhaps I'm biased by the crime magazine and smattering of period | |
| dialogue from Witness, but I like to feel the role of the detective, and | |
| apart from a brief introduction that establishes that I, the player | |
| character, am a down-on-his-luck PI with a gambling problem, I just | |
| didn't feel very much a part of the story. Suspects in general seemed | |
| far too accessible and easy to interrogate. It didn't help matters much | |
| when trying to live my character by asking my client what he was going | |
| to pay me turned out to be extremely unsatisfying, as the game doesn't | |
| understand the words "money", "pay", "payment", etc... | |
| There are relatively few puzzles, as Guilty Bastards is mostly a game of | |
| exploration, and figuring out which clue will evoke the necessary | |
| response from which suspect, or provide the next clue to show to the | |
| next suspect. Although there is some freedom of movement, the plot | |
| advances in an essentially linear manner. The puzzles all have pretty | |
| straightforward solutions, and some of the sub-optimal outcomes contain | |
| a clue as to how to better solve the problem the next time around. | |
| Tessman's built-in hints are satisfying and adequate, written very much | |
| in the Infocom Invisiclue style, red herrings and nasty "caught you | |
| peeking!" messages included. Watch for a couple of Infocom tributes in | |
| the story as well. | |
| Guilty Bastards is remarkably light on text for an investigative | |
| story--it was a rare occasion indeed when the [MORE] prompt appeared. | |
| This makes a multimedia Hugo interpreter very important, as Tessman has | |
| included pictures of all of the major locations, characters, and some of | |
| the important objects, along with a soundtrack of sorts. The pictures | |
| appear to be scanned photos that have been run through a watercolor | |
| effect filter-which probably keeps the file sizes down, although after a | |
| while you wonder if your eyes are going blurry. The soundtrack sets the | |
| mood initially but turns out as gimmick, although the disco theme is | |
| good for a chuckle. | |
| In addition to the sparse text, there are a lot of objects that don't | |
| have any sort of description. I don't mind that, but my problem with | |
| such selective description is that, inevitably, the player is lulled | |
| into a false sense of security. After being told "you don't need to | |
| refer to that" time after time about scenery objects that would seem to | |
| be important to a murder investigation (like the sidewalk and balcony | |
| outside the victim's apartment), you start to think that perhaps you | |
| won't need to examine each and every noun in the game, and should focus | |
| in only on obvious objects instead. Then you reach a stage of the game | |
| in which practically every scenery object can and must be manipulated to | |
| move the story along. Frustrating. | |
| From a technical standpoint, I was surprised at the amount of curious | |
| parser misfires I encountered... when the author of the gaming language | |
| writes a game, he is held to a higher standard. In a trash dumpster, for | |
| example, "search bags" doesn't work, while "search bag" moves you | |
| along... but when presented with many bags, it seems reasonable to start | |
| looking in the aggregate. The omission of the "where?" question seems | |
| rather unfortunate for a detective game--especially because there's a | |
| suspect that never seems to show up to be investigated! | |
| I was not very pleased with the way Tessman mixed the use of compass | |
| directions and the "go location" command. In my opinion, authors need to | |
| pick one and use the other in extremely limited circumstances, not | |
| create numerous situations in which seemingly normal locations (like | |
| trying to get to an alley behind a building) cannot be done with compass | |
| directions. Another smirk-inducing design flaw includes the game asking | |
| "didn't you read the sign?" when the command "read sign" doesn't work | |
| there. | |
| Guilty Bastards is a pleasant ride in which the goal is to solve the | |
| game, not connect on a personal level with the situations and | |
| characters. No special insight or puzzle-solving skills are needed to | |
| reach the solution, and some of the hints hold back just enough to at | |
| least let you make the final logical connection. The murder plot and the | |
| ending of the game are extremely Hollywood, but hey, that's what you | |
| signed on for. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: Rans | |
| AUTHOR: Bob Reeves | |
| E-MAIL: rreeves SP@G unm.edu | |
| DATE: 1999 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-machine interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/rans.zip | |
| VERSION: Release 2 | |
| The combination of good writing and good programming that IF requires | |
| doesn't simply mean that authors need to both be able to put sentences | |
| together and write and debug code; an author needs to be able to both | |
| tell a good story and design the game so that the story comes across to | |
| the player effectively. Rans, by Bob Reeves, illustrates how important | |
| both elements are: it's an interesting story that, suitably designed, | |
| might have been highly involving, but it's told in such a confusing way | |
| that the player has a hard time getting as involved as he or she might. | |
| It seems you're an author trying to complete a novel, and as the writing | |
| progresses, you're repeatedly transported into the world of the novel | |
| for inspiration. That is, when you're in the novel, you act to propel | |
| events forward, and you later record the way those events happened. It's | |
| an interesting spin on the fantasy-coexists-with reality genre, and the | |
| novel itself, while conventional fantasy, is reasonably | |
| interesting-there's certainly enough to it that it doesn't feel generic. | |
| The problem is that there are so many characters that are never, how | |
| shall I say, formally introduced that it's awfully hard to follow what's | |
| going on in the novel's world, and readers are likely to end up | |
| consulting the hints a lot. Likewise, the game seems to assume that you | |
| understand the significance of various events and connections when you | |
| don't necessarily; at least, if there was some bit of text earlier on | |
| that would have explained them, it's all too possible to miss that bit | |
| of text. The problem, in other words, is not that it's a bad story--it's | |
| just not developed in a way that introduces the player to it at the | |
| proper pace. | |
| Exacerbating the confusion is the difficulty of the puzzles, which is | |
| extreme. Some of them simply involve major intuitive leaps, one calls | |
| for some highly tedious mapping and trial and error (along with more | |
| intuitive leaps), and a few are simply guess-the-verb puzzles. True, | |
| some of them are difficult simply because they require that you've been | |
| following along with the story, hardly a given, but many are just | |
| obscure or gratuitously annoying. (The first puzzle in the game--you're | |
| drunk, so you need to make coffee to sober yourself up--is particularly | |
| irritating and doesn't contribute much to the game.) They're not bad | |
| puzzles (with the exception of the guess-the-verb problems)--some of | |
| them are clever and use multiple objects in creative ways. There just | |
| isn't enough there to clue the player into what's going on. | |
| The way that fantasy and reality interact gives rise to another problem, | |
| namely that it's never really clear what you're supposed to be doing | |
| when you flip back to reality (besides adding to the story), so you're | |
| reduced to wandering around until you find whatever it is that will send | |
| you back to the novel, to which there's no apparent rhyme or reason. | |
| Whereas the plot in the novel segments sort of drives itself--at least, | |
| there are obvious challenges to face or problems to solve--the real-life | |
| portions just feel aimless, and the course of wandering hither and yon | |
| trying to figure out what to do next can be frustrating, to say the | |
| least. | |
| And yet Rans is still a very good story, assuming that you can find your | |
| way through it. The endgame ties together the loose ends in a | |
| surprisingly creative way (at least, it was more creative than I was | |
| expecting). The unfinished-novel conceit--often, when exploring the | |
| fantasy sequences, you're told that you haven't fully fleshed out some | |
| element of the book--is a brilliant device; in a sense, you see the | |
| story come together as you play the game, and you see what shaped the | |
| author's choices. There are some howlingly funny moments as well, this | |
| one in particular, when you encounter a lantern: "It's a battery-powered | |
| brass lantern. You can't conceive how it wound up in a fantasy story." | |
| In short, there are more than enough good ideas here to make a | |
| first-rate game-it's just that the game design details aren't all worked | |
| out as well as they should be. Were the game design at the same level as | |
| the writing and world-building, this would be a first-rate game. | |
| Rans is a little too uneven to be a truly successful game, sadly, though | |
| it certainly has its moments; if you can overlook the frustrating parts, | |
| it might be worth a try. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: Rematch | |
| AUTHOR: Andrew Pontious | |
| E-MAIL: [removed at author's request. See game for email address.] | |
| DATE: 2000 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/tads/Rematch.gam | |
| VERSION: Release 1.0.4 | |
| Attention, attention, seasoned IFers, we have a new genre on our hands. | |
| Sam Barlow's Aisle was taken as an only-works-once experiment when it | |
| first appeared (at least, by me), but now we have a second entry in that | |
| category that expands considerably on what Aisle did. The category, of | |
| course, is one-move games, games whose exploration consists of figuring | |
| out the many and varied things you can do with your one move, rather | |
| than building on your explorations through a series of moves. You might | |
| think that would be limiting, since generally it wouldn't allow for | |
| multi-step tasks, but Andrew Pontious's technical wizardry in Rematch | |
| overcomes those limitations, and the result is memorable indeed. | |
| The primary difference between Aisle and Rematch is that, while the | |
| former was purely about exploration of the main character, the latter is | |
| really a puzzle: something happens after your move, and it will happen | |
| again and again unless you manage to avert it. What you do is not at all | |
| simple, and you're likely to spend several hundred moves figuring out | |
| how to do it--but it's a rewarding several hundred moves, and well worth | |
| the time. Part of the reason it's difficult is that there are several | |
| things to set it in motion, as it were, and figuring out what and where | |
| they are and how they interact takes some exploring (one move at a time, | |
| of course). As such, in one sense, it's the ultimate | |
| learn-by-screwing-up game--like Aisle, of course, since in Aisle you drew | |
| on the knowledge you accumulated to explore your character further, but | |
| here the game depends much more on your ability to draw on past lives. | |
| The puzzle you solve is complicated, and as such the action that you | |
| perform to solve it is fairly complicated as well, and the author has | |
| accordingly hacked the TADS parser somewhat to accommodate more complex | |
| input lines than most IF can handle: by my count, the Rematch parser can | |
| handle five nouns in some syntaxes, whereas the Infocom parser (on which | |
| neither Inform nor TADS nor any other freely available authorship | |
| system--had improved, to my knowledge--at least, not in terms of | |
| complexity--until now) could generally only handle three (HIT THE DOG ON | |
| THE HEAD WITH THE HAMMER). The expanded parser isn't perfect, but it's | |
| generally good enough; the real challenge, for the experienced player, | |
| is realizing that the parser has abilities beyond the usual. Once that | |
| hurdle is overcome, however, it's a marvelously liberating feeling to | |
| enter highly complex commands and see them executed more or less | |
| faithfully (in much the same way, I suspect, as the first players of | |
| Zork felt when they realized that they were no longer living in a world | |
| of two-word parsers). It's an impressive technical feat, in short, and | |
| while such complicated inputs might not be necessary in most | |
| games--since games that last longer than one move generally allow the | |
| player to accomplish quite intricate things by spreading them over | |
| multiple inputs--a perfected parser of this scope might well push the IF | |
| experience ever closer to mimesis, always a worthy goal. Larger | |
| possibilities aside, that technical breakthrough greatly enhances the | |
| experience of playing Rematch; indeed, the one-move game as puzzle | |
| wouldn't work nearly as well without it. (At least, it would have to be | |
| a whole lot simpler.) | |
| The puzzle itself is well put together, though it's rendered more | |
| difficult by some enticing red herrings--i.e., there are some things | |
| that seem to be useful when they're not, and the game doesn't do much to | |
| suggest that they are, in fact, red herrings. Likewise, it's initially | |
| tempting to do directly what the game wants you to do indirectly, and | |
| there aren't many hints about the more indirect methods. There are a few | |
| in-game hints, but they're fairly general; if you spend a while trying | |
| to figure out the puzzle on your own, chances are you'll already have | |
| figured out what the hints have to say before you consult them. Not | |
| major sins, but they do increase the difficulty of the puzzle | |
| considerably, even if the solution ultimately proves logical; if you're | |
| not a puzzle maven, you may want to consult a friend or find a | |
| walkthrough. | |
| Rematch highlights the real strength of one-move games, in that they | |
| make it easy for the author to provide for absolutely everything the | |
| player could come up with (since the combinatorial factor--objects being | |
| combined in unexpected ways--is limited). In giving you multiple views | |
| and variations on the central event of the game (not revealed here, | |
| since the surprise of it is part of what gives Rematch its impact), the | |
| game enhances its mimetic qualities: you can try just about anything | |
| logical, and the parser will handle just about anything you type. The | |
| AMUSING section at the end is well populated, and in fact there are many | |
| things worth trying that don't, in fact, show up in that list. It may be | |
| objected that limiting the player's freedom to one move is a sort of | |
| backwards--looking way to achieve mimesis, but we take it where we find | |
| it, I guess, and Rematch is plenty immersive even in its one move. | |
| There's an odd disjunction in the playing experience, though. It can | |
| fairly be said without spoilers that the event at the heart of Rematch | |
| is rather grim--it's certainly not something to joke about, and indeed | |
| it's fairly shocking when read for the first time. Some of the various | |
| events that you harness to solve the puzzle, however, can only be | |
| considered absurd, and they would probably fit a little better in a more | |
| lighthearted game. The disjunction isn't as stark as it might be, I | |
| suppose, because the shock of the main event dissipates as it happens | |
| again and again and again, and after a while the player likely sees it | |
| as something to avert, not something grim or tragic. Still, there's a | |
| split personality there, and it's especially acute if the player happens | |
| upon the sillier aspects of the game early in the exploration process. | |
| That aside, though, Rematch is an absorbing experience that in some ways | |
| goes beyond what the seasoned IF veteran might be expecting. Though the | |
| PC's exploration of the the environment is limited to some extent, it's | |
| still a richly interactive game. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Joe Barlow <seagull2525 SP@G yahoo.com> | |
| NAME: Return to Pirate's Island II | |
| AUTHOR: Scott Adams | |
| EMAIL: msadams SP@G msadams.com | |
| DATE: August 2000 | |
| PARSER: S.A.G.A. (full sentence) | |
| SUPPORTS: Windows 95/98/NT/2000 (Mac/Unix ports being considered) | |
| AVAILABILITY: Commercial (US $19.95) | |
| URL: http://www.msadams.com | |
| Unlike many text adventure fanatics, I didn't grow up with the games of | |
| Scott Adams. By the time I discovered interactive fiction, Infocom had | |
| already established itself as the undisputed king of the genre, with | |
| detailed room descriptions and state-of-the-art parsers the norm rather | |
| than the exception. As such, the idea of playing "simpler" works did not | |
| appeal to me -- two-word inputs were far too limiting after years of | |
| using Infocom's elegant full-sentence engine, and I gave a wide berth to | |
| these (perceived) lesser offerings. | |
| I'd heard of Mr. Adams, of course: ads for his games lined the pages of | |
| every available computer magazine, and I knew that he had produced some | |
| of the genre's most commercially successful offerings, including | |
| "Adventureland" and "The Count." I acknowledged and respected him as a | |
| computer game pioneer, but to actually *play* a Scott Adams adventure | |
| was, for me, an exercise in frustration: the terse room descriptions and | |
| the minimalistic parser -- which at times verged on "sadistic" -- were | |
| not enough to overcome the admittedly brilliant puzzles and intriguing | |
| story lines ("Voodoo Castle" was the lone exception; to this day, it | |
| remains the only Scott Adams game I have ever solved). What a pity, I | |
| thought, that these clever games were mired in such a poor play system. | |
| Well, Mr. Adams seems to have read my mind: with his first new text | |
| adventure in over fifteen years, the just-released "Return to Pirate's | |
| Island II," he has gone to great lengths to correct many of these | |
| problems. "Pirate's II" contains a number of Scott Adams firsts, | |
| including digitized sound effects, lengthy (and occasionally quite | |
| eloquent) room descriptions, and, best of all, a full-sentence parser. | |
| Will long-time fans be delighted or dismayed at these changes? To a | |
| large extent this still remains to be seen, although the game has | |
| generated positive buzz from many of its early players. | |
| The story's enjoyment does not stem from the plot, which is so thin that | |
| it borders on non-existent: the player's mission is to collect treasures | |
| and deposit them in a safe place. It's a tried and true formula, having | |
| been used in the original Crowther/Woods "Adventure," Infocom's "Zork | |
| I," and many of Mr. Adams' own previous offerings. This game, like the | |
| ones just mentioned, is strictly a puzzle-fest: there are no NPCs to | |
| speak of, nor any character development... nothing but good old- | |
| fashioned treasure hunting. In that respect, "Pirate's II" feels like a | |
| homecoming: many interactive fiction fans have bemoaned the recent trend | |
| toward experimental "literary" games (like Adam Cadre's "Photopia"), and | |
| these players will no doubt welcome the nostalgic feeling which | |
| permeates this work. | |
| It's clear that a lot of time and effort has gone into "Pirate's II": | |
| Mr. Adams has injected his famous sense of humor into the story at every | |
| opportunity (the opening puzzle appears to be a sly jab at Infocom's | |
| "Hitchhiker's Guide to the Galaxy," for example), but the resulting game | |
| is nonetheless a mixed bag. While the puzzles are quite clever, and | |
| although the work contains the richest text descriptions ever to appear | |
| in a Scott Adams adventure, the negative traits are unfortunately strong | |
| enough to offset the positive. | |
| One significant drawback to "Pirate's II" is the text. For a game that | |
| had such a large group of beta testers (sixteen, according to the | |
| website!), the work contains a surprisingly large number of typos and | |
| grammatical errors (the use of "to" instead of "too," incorrect use of | |
| ellipsis, etc). It's not that big a deal, but considering the game's | |
| $19.95 purchase price -- and its creator's status as a text adventure | |
| brand name -- I expected a little more attention to detail. It's | |
| particularly frustrating since many of the room descriptions are | |
| otherwise quite lovely. | |
| Another major obstacle is the program's troublesome installation | |
| routine, which is just as difficult to "solve" as many of the game's | |
| puzzles. (I had to install "Pirate's II" three times before I was | |
| actually able to run it. The documentation admits that the user may | |
| encounter error messages, and that he or she should simply ignore these | |
| warnings if they appear). A little more attention to detail would really | |
| have helped the professionalism of this package, but I suppose I should | |
| be thankful that I can play the game at all: "Pirate's II" runs on Mr. | |
| Adams' own Windows-based engine, the S.A.G.A. (Scott Adams Grand | |
| Adventure) system, which leaves a lot of non-Windows users out in the | |
| cold. Mac and Unix ports of the S.A.G.A. interpreter are reportedly in | |
| the planning stages, however, so non-Microsoft adventurers may be able | |
| to play the game in the near future. | |
| My remaining quibble is more the fault of the S.A.G.A. engine than the | |
| game itself: boy, is it ever *slow!* On my 486dx/100, the machine I use | |
| for all my text adventure excursions, there is a pause of approximately | |
| three seconds after I hit the ENTER key before the game prints the | |
| results of my actions; I was reminded of my days playing "Zork I" on my | |
| trusty Commodore 64 back in the late '80s. I refuse to believe that | |
| *any* text adventure needs a Pentium processor to run optimally, and I | |
| hope that Mr. Adams will tweak/optimize the S.A.G.A. engine for slower | |
| systems when and if he releases another game which employs it. | |
| But I don't wish to sound overly harsh. "Return to Pirate's Island II" | |
| is not a bad puzzle game, and marks a welcome return from one of | |
| interactive fiction's founding fathers. The gameplay and interface will | |
| feel familiar to anyone who enjoyed earlier Scott Adams adventures, with | |
| many of the game's features (the lovely room descriptions, the | |
| full-sentence parser, the "Lurking Horror"-style sound effects, and the | |
| built-in hints system) being impressive achievements indeed. But such | |
| innovations should not come at the cost of performance -- the agonizing | |
| slowness of the S.A.G.A. engine, coupled with the alarming number of | |
| typos in the text, may ruin the fun for many questers. Die-hard puzzle | |
| fans will find much to like, but casual admirers of Mr. Adams' work will | |
| have to decide if the game is worth its $19.95 asking price. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Mark J. Musante <olorin SP@G world.std.com> | |
| NAME: The Spatent Obstruction | |
| AUTHOR: Chris Canavan | |
| EMAIL: ??? | |
| DATE: November 1992 | |
| PARSER: AGT | |
| SUPPORTS: AGT ports | |
| AVAILABILITY: GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/agt/spatent.zip | |
| VERSION: 2.55 | |
| Never volunteer. That's what they say in the army, or so I'm told, but | |
| I've failed to follow that particular pearl of wisdom on many occasions | |
| and, at least this time, I would have been better off for it. | |
| This particular volunteering on my part was brought about when Carl | |
| Muckenhoupt was looking for people to help him put together his "Baf's | |
| Guide to the IF archive". In the course of that assistance, I came | |
| across this game. The title intrigued me. What was a Spatent? What was | |
| obstructing it? | |
| It turns out the first obstruction was that the game was written in AGT. | |
| Now the problem with AGT is that, while it's easy to write a game using | |
| it, it's hard to write a GOOD game. Why? Because you have so much more | |
| work to do to get the parser to behave the way you want it to. | |
| Allow me to illustrate with an example. One of the first main puzzles in | |
| this game is trying to take a taxi to the airport. In order to tell the | |
| driver to take you there you have to give him your ticket so he can see | |
| where to go. You can't use | |
| > DRIVER, AIRPORT | |
| nor can you use | |
| > SAY "AIRPORT" | |
| Instead, you just give him the ticket. Unfortunately, if you haven't | |
| given him money first (and I'm willing to accept that I'm in a universe | |
| in which you pay the driver before he takes you anywhere), the game | |
| prints out the confusing | |
| Don't know how to give here... | |
| Of course the 'give' verb does work... it was expecting 'give money' | |
| first and THEN 'give ticket.' | |
| The fault of this lies in the fact that each eventuality must be | |
| carefully coded for in any AGT game. For TADS or Inform or any | |
| object-oriented development system, there's an easy way to put in a hook | |
| for 'player trying to get ride without having paid first'. In AGT, each | |
| additional combination causes a multiplicative increase in the number of | |
| 'commands' that must be written. As a result, AGT appears easy to write | |
| games for but is actually extremely difficult indeed. | |
| While I'm at it, I may as well flag another problem with this game: that | |
| of adjectivitis. Most, if not all, IF authoring systems have the ability | |
| to add adjectives to objects, but it's a peculiar habit of AGT authors | |
| to add adjectives to every object. The canonical example of this is the | |
| legendary Detective's "wooden wood." So we're stuck with gold doorknobs, | |
| and white mailboxes, and wrapped money, and signs tacked up everywhere | |
| of every color imaginable. | |
| One last thing I'll mention that seems to be a hallmark of an AGT game: | |
| room descriptions tend to be devoid of any mention of ways out. Instead, | |
| you must, as a player, remember to type 'show exits' at each location. | |
| When I sat down to play this game, I knew full well that these sorts of | |
| things would probably be present. I bring them to your attention in this | |
| review in case you've heard an undercurrent of disgruntledness about AGT | |
| games but no clear explanation as to why. Rest assured I'm leaving out | |
| many other problems. | |
| So let's ignore the difficulties and quirks of the AGT gaming system and | |
| concentrate on what makes adventures fun: writing, puzzles and story. | |
| THE WRITE STUFF | |
| One thing I clearly remember when playing early (pre-1985) Infocom games | |
| was that it would be really cool to create a game like this myself. I | |
| think many players would like to become authors, just like many actors | |
| would love to direct some day. | |
| Since it's so simple to slap together an AGT game, many people try it, | |
| regardless of writing ability. Canavan is able to get the point across, | |
| but his use of English could do with grammar- and spell-checking. | |
| However, even that wouldn't be enough. Here's a sample room description: | |
| Ahhh, the kitchen. Its beautiful plastic floors and wooden | |
| cabinets make it look so beautiful. You remember late night snacks | |
| and reading the paper on the kitchen table. It is a very beautiful | |
| place indeed! | |
| The best that can be said for it is the unintentionally amusing bits and | |
| pieces. When you get a sentence which starts, "He grabs you under your | |
| legs...", it can't help but bring a smile to your face. While these | |
| phrases are rare, they occur often enough to mitigate some of the | |
| deleterious effects of the rest of the writing. It's not in every game | |
| that you see a "forst of lush green ivory" or learn that a robot can | |
| shut himself down "for an infinite number of years with no damage." | |
| Expectedly, this game lacks implementation of detail. In the dining | |
| room, Canavan is very careful to point out that there's a vase on the | |
| table, and nothing on the desk. However, the game doesn't recognise | |
| 'vase', 'table' or 'desk' as objects. Early games, pre-mid-1990's did | |
| this because of lack of resources, so it's forgivable. Those more used | |
| to modern games in which you at least get a response along the lines of | |
| "that's not important" would find it to be just another source of | |
| frustration. | |
| FOR PUZZLES' SAKE | |
| Many beginning authors wonder how to put puzzles in a game. Where do | |
| people come up with their ideas? This question appears often enough in | |
| the rec.arts.int-fiction newsgroup and most of the time the response is | |
| along the lines of story-integration: make sure the puzzles make sense | |
| in the course of the story. In other words, don't put a 15-puzzle in the | |
| middle of the road and then prevent the player from walking any further | |
| until the puzzle is solved. | |
| In The Spatent Obstruction, Canavan decided to make the living room of | |
| your house dark. So naturally the player explores a bit looking for a | |
| light source of some kind. When I found my way to the backyard and saw | |
| one lying there, I was amused by the fact that Canavan provided an | |
| explanation: | |
| This is your back yard. You are totally surrounded by woods, which | |
| makes this an appealing sight. Green light plays through the | |
| leaves of the surrounding trees. A small deck and barn are the | |
| only real things that mark the otherwise perfect grass. The only | |
| exit to this area is back through the small, almost invisible, | |
| path you came from. | |
| There is an oil lamp here. | |
| > X LAMP | |
| This is an old, rusted, oil lamp. You doubt that it would even | |
| wortk except for the fact that there is still old oil sitting in | |
| the bottom. You remember leaving this here when you cleaned out | |
| your barn. | |
| However, the next time I started the game, I went to the backyard to get | |
| the lamp and found out that the lamp wasn't there. This caused me to be | |
| stuck for many minutes until I figured out that the lamp only appears | |
| there after you open your mailbox and read the airline ticket which lies | |
| therein. Moreover, you must be holding the airline ticket when you read | |
| it or you will remain lamp-free. | |
| This is a good example of how not to make a puzzle. | |
| This game seems to have been designed with these sorts of puzzles in | |
| mind. You must perform task A before object B will magically appear. | |
| Several puzzles are time-based in that you only have a few turns to | |
| complete a particular part of the game before the game whisks you off to | |
| a new location. If you haven't completed everything you need to (and | |
| there's no real way of telling, save experience), it's time to restore | |
| and try again. In the words of the game, "death is a very possible." | |
| Oh, the game has a maze, but an easy solution, so it's not bad at all. | |
| STORYTIME | |
| The game starts innocently enough. You were at a party last night and | |
| your friends helpfully brought you home and left you on your driveway to | |
| sleep off the effects of the alcohol. With friends like these, who needs | |
| Spatents? | |
| The good news is that you've won a free ticket to France. Now all you | |
| have to do is get past a homicidal taxi driver. After working your way | |
| to the airport and hitting on a flight attendant, you suddenly find the | |
| world has changed, and you've acquired a robot sidekick named Lexter. | |
| This is all quickly explained by an expository scientist who never stops | |
| running around. | |
| Apparently you've blorped through time and you need something called a | |
| Spatent Obstruction to hold open a time rip long enough for you to get | |
| back. But, and here's the spice which thickens the plot, they're | |
| illegal. And that's when things get confusing. | |
| The game takes you through a few twists and turns and, at one point, I | |
| was surprised to find myself in the enemy computer room. I was relieved | |
| to discover that it was "the room your supposed to run to if an enemy | |
| attacks." But relief turned to depression when I learned that the enemy | |
| (detection) computer was "about three inches bigger than you are". How | |
| immodest. | |
| The most disappointing part was when I learned that a bug caused me to | |
| get stuck about 80-90% of the way through the game. If someone is aware | |
| of a walkthrough that works around this bug, I'd be very interested in | |
| it. | |
| AND NOW LET'S GO OVER THE FILMS WE'VE SEEN ON TODAY'S SHOW | |
| I've been sitting here thinking about whether this game could have | |
| anything worth recommending. As you might have noticed, the "feature" I | |
| liked most about this game was the unintentionally funny writing. The | |
| puzzles weren't very clever, nor were they integrated into the game. | |
| They ranged from "read the author's mind" to "I'm supposed to do | |
| WHAT?!?". | |
| Once the game's bug stopped me from progressing any further, I used a | |
| program called 'agtout' to decompile the game's text. At least I got to | |
| read the ending if not actually participate in it. Canavan is nice | |
| enough to set up for a sequel which includes finding your robot sidekick | |
| again and, apparently, recruiting an alien crew to help you fly around | |
| outer space and blow stuff up. | |
| Much to my disappointment, France seems to have been left as a permanent | |
| unresolved plot thread. | |
| I have to come to the unfortunate conclusion that this game really isn't | |
| worth playing. There is nothing here that stands out as fun or | |
| enjoyable. The plot is too basic, the puzzles too obscure. The best that | |
| we can hope for is, if Canavan does write a sequel, he learns from his | |
| mistakes. | |
| Bottom line: thumbs down. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: Spiritwrak | |
| AUTHOR: Daniel Yu | |
| E-MAIL: dsyu SP@G holonet.net | |
| DATE: 1996 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-machine interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/spirit.z5 | |
| VERSION: Release 3 | |
| It's hard to discern what accounts for the enduring popularity of the | |
| games set in the Zork universe; that it was the first commercially | |
| available full-parser interactive fiction probably has something to do | |
| with it, but it's still remarkable that a game released in 1980 should | |
| still be inspiring sequels. For Daniel Yu's Spiritwrak is certainly a | |
| sequel--the magic system is suspiciously reminiscent of the Enchanter | |
| series, and the humor captures the Zork style. It's a well-crafted | |
| homage, sufficiently so that, if you liked the originals, you'll almost | |
| certainly enjoy this. | |
| The plot, in true Enchanter-series style, is save-the-world crossed with | |
| collect-the-objects: you have to retrieve the four pieces of an ancient | |
| rod to defeat an evil demon-type fellow. Just as typically, you don't | |
| set out into the world knowing where to look for the pieces; you just | |
| start solving puzzles and let things fall into place. The puzzles are | |
| unrelated to the plot, naturally; some of them are classic logic puzzles | |
| cribbed into the game (including a variant on the old | |
| some-statements-are-true-and-some-are-lies bit), and some are mechanical | |
| puzzles (the best of them is an elaborate seesaw), and others are just | |
| apply-the-clues or apply-the-magic. There's a twist in the plot toward | |
| the end, but it's not an especially remarkable one--partly because the | |
| plot has so little effect on what you do. Changes in the storyline | |
| barely affect how you tackle the game, after all, so the surprises don't | |
| impact gameplay. One nicely done touch, however, is the fragments of a | |
| manuscript that you find scattered through the game, some of which hint | |
| at the eventual direction of the plot, some of which just impart | |
| background information. The likely sequence of the fragments develops | |
| the story well, unfolding it bit by bit. For a largely irrelevant plot, | |
| in short, Spiritwrak develops it well. | |
| The game design doesn't fare so well. The layout is wide, in design | |
| parlance, meaning that, fairly early on, lots of puzzles open up, so | |
| there's lots to work on at any given moment--though not all the puzzles | |
| you're working on may be solvable at that time. Moreover, there's a | |
| transportation system that requires coins, and coins are a finite | |
| resource, so it's possible to simply run out if you spend a lot of time | |
| trekking around experimenting with puzzles. There are significantly more | |
| coins available than you need, of course, but they're not all available | |
| right away, and it's not at all unlikely that you'll have to go back to | |
| an earlier save position because of the coin problem. It's also just a | |
| nuisance to use the transportation system to travel between areas of the | |
| game. There are other problems as well--for instance, your inventory is | |
| limited, and while there's a rucksack-type object, you'll run out of | |
| inventory space long before you encounter that object. Several other | |
| puzzles involve mind-reading of one form or another, and one logic | |
| puzzle simply doesn't work (fortunately, there's a walkthrough on GMD). | |
| In most respects, the game is forgiving; it's difficult to render the | |
| game unwinnable without realizing it (other than wasting coins, of | |
| course). But it's also player-unfriendly in some ways that were somewhat | |
| more acceptable in 1996 than they are now. | |
| On the other hand, player-unfriendliness along those lines was fairly | |
| standard in the early '80s, and it's not only in that respect that | |
| Spiritwrak follows Infocom's example. Rather than a spell-casting | |
| system, you have a prayer book with prayers that you intone after first | |
| learning them--which almost precisely recalls the approach of the | |
| Enchanter trilogy, and the names of the prayers are suspiciously | |
| familiar. (Along with GNUSTO, FROTZ, and ESPNIS, lots of silly spells | |
| mentioned in the Enchanter trilogy--like FOBLUB (glue audience to seat) | |
| and TOSSIO (turn granite to pasta) are included.) The place names (Gurth | |
| City, Borphee, etc.) are taken from the Zork universe, and to some | |
| extent the same casual blending of fantasy-medieval and modern goes on | |
| (though the modern element has the upper hand here). Absurdist and | |
| fourth-wall humor abounds, occasionally in ways that recall Infocom--at | |
| one point, for example, you have to get past a guard by baking a | |
| cake--and there's even a self-referential Implementor appearance. Not | |
| all the jokes work, and the world-building is sometimes shaky--it's | |
| often obvious that a scene or character was patched in for the sake of a | |
| puzzle. But the whimsy and the gonzo humor are captured nicely, enough | |
| so that this works well as a nostalgia trip. | |
| Expect to spend plenty of time with Spiritwrak--it's long, many of the | |
| puzzles are difficult (and a few are just tedious), and the | |
| aforementioned game design problems may have you backtracking more than | |
| you'd like. If you didn't grow up enjoying the Zork and Enchanter | |
| universe, there's no reason to try Spiritwrak, really; it was a fair | |
| game in 1996, but the IF scene has changed considerably since then, and | |
| there are much better things out there. But the game does succeed more | |
| often than not in recreating the Infocom feel--usually, though not | |
| always, a good thing--and I'm confident it'll push the right buttons. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Francesco Bova <fbova SP@G pangea.ca> | |
| NAME: The Town Dragon | |
| AUTHOR: David Cornelson | |
| E-MAIL: dcornelson SP@G placet.com | |
| DATE: 1997 | |
| PARSER: Inform standard | |
| SUPPORTS: Inform interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition97/inform/tdragon/tdragon.z5 | |
| VERSION: Release 2 | |
| The Annual Interactive Fiction Competition has added some notable titles | |
| to the annals of the greatest works of IF ever. There are games like | |
| Sunset over Savannah, Photopia, and Babel, which are just as popular | |
| today as when they were first entered in the competition. These classic | |
| games notwithstanding, however, the annual competition is typically a | |
| place where new authors can experiment with new game ideas and | |
| programming languages on a small scale with a guarantee of roughly 20 | |
| reviews (at least that's been the norm of late). The Town Dragon by | |
| David Cornelson is a traditional fantasy game from way back in the 1997 | |
| IF Competition that features a veritable plethora of fantasy clich�s | |
| surrounding dragons, kidnapped daughters, and corruption. It is | |
| apparently a first time game for the author, one that unfortunately | |
| suffers from a few game design mistakes that undermine the | |
| well-intentioned plot and puzzles. | |
| The goal of the game at first glance seems fairly simple and | |
| straightforward: you must kill the town dragon and save the distressed | |
| damsel, in this case the mayor's daughter. And, as is typical, | |
| recovering the mayor's daughter is a bit more complex than walking in | |
| through the front cave entrance and demanding her return. The problem | |
| here is that even with a fairly small map, it's very difficult to get | |
| focused on where you should be heading. There isn't much linearity in | |
| the game, which is typically a good thing (in fact you can enter the | |
| dragon's lair without facing any obstacles if you really want to) but | |
| this lack of focus, and more specifically a lack of "markers" to guide | |
| you, is actually a detriment to this particular gaming experience. I | |
| found myself halfway through the game with a short inventory list of | |
| items and no idea what to do next. The puzzles are not easy or logical | |
| (although there was a nice bit with some mirrors) and there often is no | |
| incentive for doing certain things that are apparently fundamental in | |
| obtaining a successful outcome. Unfortunately, the game just doesn't | |
| proceed either intuitively or reasonably from one section to the next. | |
| You know you have to save the mayor's daughter, you just have no idea by | |
| what means you should save her. | |
| The game has a fairly small time limit that's set up in a novel enough | |
| way. You begin the game standing in a line of "volunteers" where one of | |
| you has to put your foot forward to rescue the girl. The unlucky | |
| volunteer who elects to save her will get killed by the dragon in | |
| roughly seventy-five moves or so, after which the mayor spirits you back | |
| from wherever you are to stand in the center of town with the rest of | |
| the volunteers so that another volunteer can be chosen. Being whisked | |
| away while you're in the middle of puzzling something out (like let's | |
| say the mapping of one of the game's 2 mazes) was especially | |
| frustrating, and broke up the flow of my thought process on many | |
| occasions. This happens about 3 times after which you are automatically | |
| chosen as the volunteer and you have roughly seventy moves or so before | |
| the dragon comes after you. There are a few ways to prolong the dragon's | |
| assault, but time really is of the essence here. You want to waste as | |
| little of it as possible. | |
| I got the impression while playing The Town Dragon that the author put | |
| this piece together in relatively little time (which is true of many | |
| pieces released during the annual competition). The writing is not the | |
| greatest I've seen in a piece of IF, with many grammatical and spelling | |
| errors (although, I believe these have been corrected in later versions | |
| of the game). There seems to also be a problem with the way the words | |
| flow, and the scenery descriptions seem disjointed in their structure. | |
| Here is an example of a typical room description: | |
| South Road | |
| This road enters the town to the north and leads to a cavern to the | |
| south. There are rising cliffs on either side of you. It is rumored | |
| that a dragon resides in the cavern. | |
| Not a big deal, but both pieces relating to the cavern could have been | |
| put together I think. | |
| The author does incorporate a good sense of humor in a few places | |
| however, and a typical mimesis-breaking technique that the author puts | |
| to good use occurs when the player tries to head in a direction where | |
| there is no possible exit. Here was a typical (albeit longer) example. | |
| >ne | |
| You found a secret passage!!! | |
| [Your score has just gone up by one hundred points.] | |
| >Full | |
| You have so far scored 120 out of a possible 140, in 48 turns | |
| A group of interactive fiction auditors appear and begin tallying up | |
| your adventures. | |
| "According to our records, you were to have found a secret passage at | |
| some point and time. Hmmm...", one of them peruses various documents | |
| and looks up at you, "Nope. It was a hoax performed by the author.", | |
| and they all look at each other shaking their heads. "You'll have to | |
| return the 100 points given to you under false pretenses." | |
| The auditors gather up their paperwork and walk away....with of | |
| course, your extra 100 points, earning you the rank of Dragon Snack. | |
| [Your score has just gone down by one hundred points.] | |
| This leads to a little brevity and also a little relief, as it's fairly | |
| obvious that the author never intended the game to be taken too | |
| seriously. Unfortunately, it also accentuates some of the problems with | |
| the game. There are a few secret directional pathways to be found, and | |
| the constant comments you receive about "not being able to read the | |
| description sceneries properly" when moving in an inappropriate | |
| direction provides the player with some negative reinforcement when it | |
| comes to trying alternate pathways. There are similar problems with | |
| alternative solutions to some of the easier puzzles. Why is it a certain | |
| NPC will accept payment in one type of currency, but not in a more | |
| expensive type of currency? Why is it physical deformities or important | |
| articles of clothing that should be immediately visible on certain | |
| characters take repeated searching attempts to discover? | |
| I had actually deemed the game unwinnable until I read another review of | |
| the game in SPAG and realized that there was a built-in walkthrough I | |
| could use if I wanted to. Having given up hope of ever solving the game | |
| on my own, I used the walkthrough and I'm glad I did. In my opinion, the | |
| game is unwinnable without it, and the intuitive leaps the author | |
| requires the player to make are very unreasonable. Here's an example of | |
| some of the "intuitive leaps" the game's puzzles depend on: The player | |
| realizing that people like to take naps after they eat; the player | |
| looking up something in a newspaper without knowing why, when the actual | |
| action of reading the newspaper gives no clue that there's something | |
| relevant inside it; non-standard Inform actions that have to be | |
| initiated without any idea why. It's a real pity too, because through | |
| all the jumble, there is a pretty good story in there somewhere and some | |
| of the puzzles could be rated top notch, provided they were clued a | |
| little better. | |
| Unfortunately, as it stands, the guess-what-the-author's thinking | |
| routine gets a little frustrating by about halfway through the game and | |
| if it wasn't for the built-in walkthrough, I don't know if I would have | |
| wanted to finish it. I'm sorry to say that as a result, The Town Dragon | |
| is not recommendable. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: Winchester's Nightmare | |
| AUTHOR: Nick Montfort | |
| E-MAIL: nickm SP@G media.mit.edu | |
| DATE: 1999 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-machine interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/winchest.z8 | |
| VERSION: Release 2 | |
| I confess I hadn't heard anyone argue that the various bits of shorthand | |
| that IFers have become accustomed to--one-letter compass directions, Z, | |
| X, G, and such--inhibit realism, but Winchester's Nightmare is a game | |
| built, among other things, on that thesis. Beyond that, the game | |
| emphasizes the exploratory aspect of its world to the point where you | |
| can go very far indeed without encountering any puzzles as such. The | |
| result isn't exactly a roaring success, though it has some interesting | |
| moments. | |
| You're Sarah Winchester, wife of the gun manufacturing mogul, and you're | |
| struggling, in terms more figurative than literal, with your conscience | |
| and your family's legacy: specifically, you're wandering two parallel | |
| landscapes, one of them relatively pristine and one, it seems, scarred | |
| by a more violent age. The wandering is the high point of the game, | |
| really, since the author avoids making judgments for you: to what extent | |
| the "after" landscape represents progress or decay, to what extent | |
| you're complicit, and to what extent you can do anything about them are | |
| all left fairly vague. The images are evocative, and the contrasts often | |
| done rather subtly--compare this: | |
| Sarah is at this island's edge. The wooden platform she stands upon | |
| runs out from eastern bank, into the Great River, at the brink of New | |
| City's cluster of buildings. | |
| with this: | |
| Sarah is at this island's edge. Concrete runs out from eastern bank, | |
| into the Great River, at the brink of New City's cluster of | |
| high-rises. A few rusted pieces of rebar jut out, dimly lit from | |
| nearby streetlamps. South along the water is the entrance to a | |
| warehouse. | |
| Here, things look like they've taken a turn for the worse, but not | |
| everywhere: some locations move from deserted and bleak to populated and | |
| thriving, suggesting that the game isn't interested in simplistic | |
| judgments. The game's world is full of locations freighted with symbolic | |
| significance--a church, a government complex, an oil field, an armory, a | |
| university--but, again, the game doesn't take it upon itself to connect | |
| the dots. In that respect, Winchester's Nightmare is almost akin to a | |
| painting that incorporates two scenes side by side: there's much to be | |
| observed in the contrasts, and hypothesizing about the significance for | |
| the central character of each aspect of the paintings. Cut-scenes of | |
| sorts, involving characters who appear, say something cryptic to you, | |
| and disappear again, heighten the disjointed feel, but the whole thing, | |
| given some thought, rewards analysis. | |
| As interactive fiction, however, Winchester's Nightmare isn't quite as | |
| successful. For one thing, the author has replaced the > prompt with | |
| "Sarah decides to," again presumably in the service of realism; it's not | |
| quite as confining as the disabled abbreviations, but it's still | |
| jarring, and, more importantly, it reduces the comfort level for the | |
| experienced IF player. It's true that, from a strictly literary sense, | |
| the > and the various abbreviations mutilate the flow of the narrative a | |
| bit; the transcript doesn't read nearly as well that way. But the flow | |
| of the story in the player's mind--the feeling of immersion that's | |
| produced when the player can do what comes naturally (and for veteran | |
| players, X and G do come naturally) without thinking about the mundane | |
| details of having to type in commands to prod the program to output | |
| text--is lost. Others may not feel this way, of course, but the danger | |
| of the approach adopted by Winchester's Nightmare is that it lets form | |
| get in the way of content, and risks dragging the player out of the | |
| story every time the game reminds him or her that one-letter commands | |
| aren't allowed. | |
| A separate but just as damaging problem with the painting aspect is that | |
| you don't have much more interaction with the game's world than someone | |
| viewing a painting; there are a few simple objects, and you can examine | |
| most things, but there's very little that you can manipulate in any real | |
| way. I suppose that's inherent in what the author is trying to do-this | |
| is supposed to be a dream landscape-but still, when you wander through | |
| room after room that doesn't permit any action more dynamic than | |
| EXAMINE, it's easy to feel more like a spectator than a participant. | |
| The real problem, though, is that the game has to go somewhere after | |
| you've been wandering around, and the author's way of making it go | |
| somewhere is pretty difficult to figure out; moreover, even once you've | |
| figured out the basic contours of what you're trying to do, actually | |
| doing it is much more difficult than it should be, and you're likely to | |
| be reduced to wandering through the game looking for random objects, | |
| exploratory mood utterly shot. (You do need to gather some objects, and | |
| there's not a lot of rhyme or reason to where you find them.) You may | |
| get lucky and hit on the puzzle solutions immediately, but if you don't, | |
| the game's strongest point--the complexity of its setting, and the | |
| number of rooms that are there simply to fill out the landscape--becomes | |
| a major nuisance, since you'll be wandering through dozens of rooms that | |
| aren't useful for puzzle-solving purposes. It would have been better, in | |
| other words, if this particular story had abandoned puzzles entirely, or | |
| at least minimized their difficulty; having to turn to object-hunting, | |
| after spending so much time just absorbing your surroundings, is a major | |
| wrench. In a way, the puzzles that you solve aren't otherwise | |
| inconsistent with the feel of the game: they're heavily steeped in | |
| symbolism and they involve somewhat nonlinear thinking. Moreover, it | |
| would arguably be a lesser game with no conflicts to overcome, and | |
| puzzles are probably the best (and only) of creating real conflict in | |
| IF. The trick, here, is to give the player a sense of conflict without | |
| impeding the flow of the story, and it doesn't really work here; | |
| perhaps, if you had a strong hint early on in the game about what you're | |
| supposed to be doing and how you 're to go about it, the player could | |
| combine his or her exploration with puzzle-solving in the first place. | |
| There are lots of good ideas floating around in Winchester's Nightmare, | |
| including some rather intriguing ones about ways to explore the | |
| psychology of the PC. (Even if the game doesn't supply much of the | |
| content outright--again, you have to fill in a lot of blanks--the | |
| character of Sarah is far from simple.) They're hampered, however, by | |
| some unfortunate game design choices, and the end result works better | |
| from a purely literary standpoint than as interactive fiction--an | |
| experiment worth trying, perhaps, but not all that satisfying for the | |
| player. | |
| 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 6.2 0.5 0.5 6 20 F_INF_GMD | |
| Aayela 7.4 1.2 1.5 5 10 F_TAD_GMD | |
| Above and Beyond 8.9 1.8 1.6 1 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 0.5 1.1 12 8,22 F_INF_TAD_ETC_GMD | |
| Adventureland 4.5 0.5 1.2 4 F_INF_GMD | |
| Adventures of Helpful 7.0 1.3 0.9 2 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 8.7 1.7 1.5 23 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 44,14,22 C_INF | |
| Augmented Fourth 7.1 1.3 1.4 3 22 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 8.7 1.8 1.3 8 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 5.5 1.2 1.1 4 19 F_INF_GMD | |
| Beyond the Tesseract 3.7 0.1 0.6 1 6 F_I_GMD | |
| Beyond Zork 8.0 1.5 1.8 9 5, 14 C_INF | |
| BJ Drifter 7.0 1.2 1.2 4 15 F_INF_GMD | |
| Bliss 6.3 1.1 0.8 4 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 21 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 5.2 1.1 0.7 9 19 F_INF_GMD | |
| Chico and I Ran 7.2 1.7 1.1 1 F_INF_GMD | |
| Christminster 8.2 1.6 1.6 16 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 7.2 1.6 0.4 2 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, 21 C_MAG | |
| Cosmoserve 7.8 1.4 1.4 5 5 F_AGT_GMD | |
| Cove 6.5 0.9 0.5 1 22 F_INF_GMD | |
| Crypt v2.0 5.0 1.0 1.5 1 3 S12_IBM_GMD | |
| Curses 8.0 1.2 1.7 18 2, 22 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 | |
| Danger! Adventurer... 3.2 0.3 0.7 1 F_INF_GMD | |
| Dangerous Curves 8.6 1.5 1.6 1 F_INF_GMD | |
| Day For Soft Food 6.8 1.0 1.3 5 19 F_INF_GMD | |
| Deadline 6.8 1.3 1.3 8 20 C_INF | |
| Death To My Enemies 4.4 0.9 0.7 4 F_INF_GMD | |
| Deep Space Drifter 5.6 0.4 1.1 3 3 S15_TAD_GMD | |
| Deephome 4.0 0.5 0.9 2 21 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 5.8 1.1 0.1 9 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 5 17 F_INF_GMD | |
| Dungeon 7.1 1.0 1.7 2 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 8.2 1.5 1.8 8 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 5.0 1.1 0.8 3 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 6.2 1.2 1.5 4 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 6.2 1.4 0.3 6 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 21 F_TAD_GMD | |
| Foom 6.6 1.0 1.0 1 F_TAD_GMD | |
| For A Change 7.7 0.9 1.4 5 19, 22 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 1.0 3 21, 22 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 21 F_TAD_GMD | |
| Galatea 7.0 1.9 0.5 2 22 F_INF_GMD | |
| Gateway 8.6 1.4 1.8 6 11 C_I | |
| Gateway 2: Homeworld 9.3 1.8 1.9 3 C_I | |
| Gerbil Riot of '67 6.3 0.7 1.1 1 F_TAD_GMD | |
| 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 21 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 22 F_HUG_GMD | |
| Guitar...Immortal Bard 3.0 0.0 0.0 1 F_INF_GMD | |
| Gumshoe 6.2 1.0 1.1 7 9 F_INF_GMD | |
| Halothane 6.6 1.3 1.2 4 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 7.4 1.4 1.5 14 5 C_INF | |
| Hollywood Hijinx 6.5 0.9 1.6 11 C_INF | |
| Holy Grail 6.2 0.9 1.2 1 21 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 7.6 0.9 1.5 5 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 7.7 1.5 1.2 16 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 5.0 0.3 1.0 3 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 7.1 1.3 1.2 3 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 8.1 1.5 1.6 17 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 5.9 0.9 1.0 4 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. 2.7 0.2 0.1 4 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 | |
| LASH 8.5 1.4 1.0 2 21 F_INF_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 10 17 F_INF_GMD | |
| Lomalow 4.6 1.0 0.6 3 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 5.1 0.7 1.2 3 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 7.8 1.4 1.5 7 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 21 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 7.9 1.5 1.2 4 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 5.3 0.8 0.9 3 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 0.6 4 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 21 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 7.5 1.5 0.6 19 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 12 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 | |
| Rematch 7.9 1.5 1.6 1 22 F_TAD_GMD | |
| Remembrance 2.7 0.8 0.2 3 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 5.6 1.0 1.3 5 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 6.8 1.3 0.5 5 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 6.0 1.2 1.2 2 6 F_AGT_GMD | |
| Six Stories 6.3 1.0 1.2 4 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 8.4 1.6 1.7 15 14F_INF_GMD | |
| SpiritWrak 6.7 1.2 1.3 6 22 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 | |
| Statuette 3.7 0.0 0.1 1 F_INF_GMD | |
| Stiffy 0.6 0.0 0.0 1 F_INF_GMD | |
| Stiffy - MiSTing 4.7 1.1 0.4 5 F_INF_GMD | |
| Stone Cell 6.0 1.1 1.0 3 19 F_TAD_GMD | |
| Strangers In The Nigh 3.2 0.7 0.6 2 F_TAD_GMD | |
| Sunset Over Savannah 8.7 1.7 1.4 6 13 F_TAD_GMD | |
| Suspect 6.0 1.2 1.1 7 4 C_INF | |
| Suspended 7.5 1.5 1.4 7 8 C_INF | |
| Sylenius Mysterium 4.7 1.2 1.1 1 13 F_INF_GMD | |
| Symetry 1.1 0.1 0.1 2 F_INF_GMD | |
| Tapestry 7.1 1.4 0.9 5 10, 14 F_INF_GMD | |
| Tempest 5.3 1.4 0.6 3 13 F_INF_GMD | |
| Temple of the Orc Mag 4.5 0.1 0.8 2 F_TAD_GMD | |
| Theatre 6.9 1.1 1.4 12 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 8.0 1.2 1.6 4 C_I | |
| TimeSquared 4.3 1.1 1.1 1 F_AGT_GMD | |
| Toonesia 5.8 1.1 1.1 6 7, 21 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, 22 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 8.2 1.6 1.5 9 18 F_INF_GMD | |
| Veritas 6.6 1.3 1.4 4 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 | |
| Water Bird 5.0 1.1 0.8 1 F_TAD_GMD | |
| Waystation 5.5 0.7 1.0 4 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 | |
| Winchester's Nightmar 6.9 1.5 0.5 1 22 F_INF_GMD | |
| Winter Wonderland 7.6 1.3 1.2 7 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 7.6 1.7 1.4 8 21 F_TAD_GMD | |
| Your Choice 5.5 0.0 1.1 1 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 1.0 1.5 10 14C_INF | |
| Zork 1 6.1 0.8 1.4 21 1, 12 C_INF | |
| Zork 2 6.5 1.0 1.5 12 1, 12 C_INF | |
| Zork 3 6.5 0.9 1.4 8 1, 12 C_INF | |
| Zork Undisc. Undergr. 6.0 0.9 1.1 2 14F_INF_GMD | |
| Zork: A Troll's Eye V 4.4 0.6 0.1 3 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, the SPAG scoreboard has received 120 more votes since last issue, | |
| and far and away the biggest surprise in this issue's top 10 list is the | |
| sudden and amazingly strong showing by a couple of early 90's games | |
| produced by Legend Entertainment: Gateway and Gateway 2: Homeworld. Both | |
| of these games are based on Frederik Pohl's classic Heechee Saga, a | |
| series of sf novels that began with a novel called "Gateway," about | |
| humanity's discovery of a station full of spaceships left by a | |
| mysterious race called the Heechee. Legend's Gateway games were one of | |
| the best adaptations of previously extant source material into IF form, | |
| and for some reason SPAG readers have spontaneously decided to recognize | |
| that achievement. Perhaps all members of the Pohl fan club recently | |
| subscribed en masse? | |
| 1. Gateway 2: Homeworld 9.3 3 votes | |
| 2. Sunset over Savannah 8.7 6 votes | |
| 3. Trinity 8.7 16 votes | |
| 4. Anchorhead 8.7 23 votes | |
| 5. Babel 8.7 8 votes | |
| 6. Gateway 8.6 6 votes | |
| 7. Losing Your Grip 8.5 6 votes | |
| 8. Spellbreaker 8.5 8 votes | |
| 9. Spider and Web 8.4 15 votes | |
| 10. Christminster 8.2 16 votes | |
| As always, please remember that the scoreboard is only as good as the | |
| contributions it receives. To make your mark on this vast morass of | |
| statistics, rate some games on our website | |
| (http://www.sparkynet.com/spag). You can also, if you like, send ratings | |
| directly to me at obrian SP@G colorado.edu. Instructions for how the rating | |
| system works are in the SPAG FAQ, available from GMD and our website. | |
| Please read the FAQ before submitting scores, so that you understand how | |
| the scoring system works. After that, submit away! | |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
| !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! | |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
| ___. .___ _ ___. ___. | |
| / _| | \ / \ / ._| / _| | |
| \ \ | o_/ | | | |_. \ \ | |
| .\ \ | | | o | | | | .\ \ | |
| |___/ |_| |_|_| \___| |___/ PECIFICS | |
| SPAG Specifics is a small section of SPAG dedicated to providing in- | |
| depth critical analysis of IF games, spoilers most emphatically | |
| included. | |
| WARNING! SPOILERS BELOW FOR THE FOLLOWING GAME: | |
| Spider & Web | |
| PROCEED NO FURTHER UNLESS YOU HAVE PLAYED THIS GAME! | |
| THIS IS NOT A TEST! GENUINE SPOILERS TO FOLLOW! | |
| LAST CHANCE TO AVOID SPOILAGE! | |
| From: Adrian Chung <ajchung SP@G yahoo.com> | |
| NAME: Spider and Web | |
| AUTHOR: Andrew Plotkin | |
| E-MAIL: erkyrath SP@G netcom.com | |
| DATE: 1997-8 | |
| PARSER: Inform standard | |
| SUPPORTS: Inform interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/infocom/Tangle.z5 | |
| VERSION: Release 4 | |
| This is not a review. I'm writing this for SPAG Specifics, a section | |
| inspired by IF authors' expressed need for IF *criticism*. There are | |
| already many excellent reviews of S&W (see SPAG 14 and XYZZYNews 16). | |
| Instead, I shall give a personalized critique of why this game worked | |
| for me, with the hope that by its deconstruction, the many talented IF | |
| authors out there may build upon its successes and avoid any of the | |
| potential pitfalls. | |
| I managed to complete S&W without the aid of a walk-through. This is | |
| quite an accomplishment when you consider that, prior to 1999, the last | |
| time I played an adventure game the Cold War was still on. Having a bad | |
| Net connection probably helped to motivate my perseverance. With | |
| broadband, downloading a walk-through would be all too tempting. In | |
| fact, I'm of the opinion that a walk-through, any walk-through, would | |
| ruin the experience entirely. So much so, that when recommending this | |
| game to a friend, I'd implore the player ask me for hints when stuck. | |
| Starting the story with a blatant locked door puzzle leads one to | |
| believe that S&W is a pretty standard get-X-to-open-Y adventure. How | |
| many games begin with a locked or boarded up door in the very first | |
| location? The premise of an ongoing interrogation is revealed to the | |
| player a few turns later, however. There is a recent trend in IF to mask | |
| the underlying game concept in more classic adventure game structures | |
| (treasure hunts, trollfests, amnesiac walking up, etc.); the true nature | |
| being revealed only after the PC has amassed much wealth and slashed | |
| several creatures along the way. The risk is that seasoned IF players | |
| will conclude that there is nothing original to be seen and retire | |
| early. S&W avoids this. | |
| The use of IF interaction to depict an interrogation is quite original. | |
| In absence of this plot device, one would have to implement the entire | |
| exchange via an ASK/TELL interface. In contrast, using a forced | |
| flashback sequence liberates the player and avoids the problems of the | |
| one-room adventure. The story does not go into details of the technology | |
| used, but it is assumed that most players would by now be familiar with | |
| the various virtual reality concepts that often feature in sci-fi. One | |
| fills in the blanks as necessary. This vagueness plays a role in how | |
| different players eventually solved the award-winning "escape from | |
| chair" puzzle. More on that later. | |
| The mechanics of the interrogation, as well as the motivations of the | |
| protagonist character(PC), are introduced in stages. One of my pet | |
| peeves in IF is the tediously uninteractive infodump. In S&W, the locked | |
| door puzzle is given a fresh face, while at the same time the player | |
| familiarizes oneself with the main premise in an incremental manner. One | |
| learns the PC is a spy, has been caught, is being interrogated by the | |
| enemy, originally possessed a lockpick and possibly other gadgets to aid | |
| in the mission, and that most if not all his equipment has been | |
| confiscated. All this over the period of several turns that involve a | |
| variety of actions from the player. This story is well paced. | |
| Since the VR-sim style is adopted for interrogation, the need for a | |
| complicated ASK/TELL interface is mitigated. Almost all dialogue by the | |
| main NPC is designed to accommodate this. Reduction of one's speech to | |
| single words is further reinforced by the voice activated equipment in | |
| one's inventory. This style risks conditioning players to believe that | |
| any and all dialogue with the interrogator is completely irrelevant. I | |
| often just waited through these "interludes". I later found that I was | |
| mistaken. | |
| Once in the building the inventory suddenly overflows with all manner of | |
| secret agent gadgetry. I was overwhelmed at this point because huge | |
| inventories imply a large combinatoric solution space. I also was under | |
| the mistaken impression that there was some sort of time pressure at | |
| this point. In the previous scenes the PC's captor grew impatient with | |
| my lack of progress all too easily, and I naturally assumed the same | |
| rules would apply throughout. In fact, the interrogation had now adopted | |
| "Groundhog Day" rules -- repeat the current scene until you carry out | |
| what is required, with hints courtesy the PC's captor. My initial panic | |
| had been subdued but only after playing around with the equipment. The | |
| sudden change of pace could have been softened more, I feel. | |
| There are many clues that litter the game, many revealed only through | |
| non-fatal mistakes. S&W encourages exploration and experimentation, | |
| which is good. Many relevant events occur at the "Corner At Doors". The | |
| treasure seeking players would surely try collecting every item found | |
| lying around. An inviting metal wrench satisfies this need, and helps | |
| drive home the point about the metal detectors not allowing weaponry | |
| deeper into the building. | |
| My personal game play was influenced by watching too many episodes of | |
| the original Mission: Impossible series (that classic 70's Cold War TV | |
| show that often had Greg Morris' character crawling around in | |
| ventilation ducts). The gap in the ceiling prompted me to attempt | |
| crawling around up there with the minilamp. Enough hanging around | |
| yielded: | |
| Your fingertips ache dully. And a nearby ventilator grille seems to | |
| be hissing directly into your ear. | |
| and later, in a different font: | |
| The ventilator grille isn't important. | |
| The font helped differentiate this message from the standard "That's | |
| just scenery." type library message. I'm sure that many other players | |
| might have missed these important clues. It is a pity that the M:I | |
| franchise has been corrupted by Hollywood. | |
| In the following scene the second key hint is easier to encounter: | |
| The metal door to the north isn't important. | |
| again in a different font. This reliance on font differentiation, to | |
| highlight a crucial piece of information, poses an interesting the | |
| question: how does one's choice of Z-interpreter client influence game | |
| play? If S&W were played on a client of very limited text formatting | |
| ability, would the player have dismissed these hints? Hard to say, but | |
| the author has made sure that none of the innocent library responses in | |
| any way resemble "The ... isn't important.". | |
| The scene with the lab door serves two roles: | |
| * to give the player more opportunities to play with the gadgets, | |
| especially the acid pack and blast tab. The player should now | |
| realize that the blast tab would have breached the door yet | |
| didn't. | |
| * to give the player further doubts as to what was really going on. | |
| The interrogator even helps out here, but I suspect that many | |
| players, including myself, did not explore the effect of answering | |
| the interrogator unwisely. | |
| The PC shows that his blast tab would blow open the lab door. The | |
| interrogator reveals and inquires why this sequence of events did not | |
| occur. Answering, "No. Yes.", tips off the enemy and leads to an instant | |
| death. The clue here is blatant but most players would have avoided it. | |
| (I am only encountering it on the second play through.) | |
| The "Security Annex" scene is a point about which the whole game pivots. | |
| The previous scenes all prepare the way for it in more ways than one. If | |
| the incident with the lab door fails to ignite one's curiosity, then | |
| experiences here will surely make up for it. I am not in the habit of | |
| keeping multiple saved games, yet sufficient subtle hints kept me, | |
| perhaps subconsciously, from overwriting my snapshots beyond this point. | |
| Among the clues: | |
| * Entering the "Interrogation Chamber" and confirming this fact with | |
| the captor. An instant death that is easily UNDOable. Denying | |
| the fact also reveals limitations of the interrogator and his | |
| technology, prompting the player to question his assumptions | |
| regarding the trustworthiness of the narrative. | |
| * Examining the pedestal in the "Interrogation Chamber" | |
| * Lots of metal around (locker, cabinets, and chair) for | |
| experimenting with the acid pack. | |
| * Multiple solutions for getting by the scan web, though the timer | |
| is difficult enough to master that most players would use the | |
| scrambler with the voice module. Familiarity with this important | |
| piece of equipment is thus ensured. | |
| * Multiple rooms to visit. One room apparently just a red herring, | |
| at the very least, and an interesting diversion, at the very | |
| most. Indeed the term "red herring" takes on a new meaning in this | |
| game. Which room was really the red herring and to whom? | |
| I consider this part of the game the most important area to explore | |
| properly. If a first time player keeps getting killed in the chair and | |
| asks me for the solution, I'd first inquire how this scene was played | |
| out. A walk-through would just spoil it. Had I resorted to a | |
| walk-through to get out of the chair, I would have skipped the "Security | |
| Annex" part and read only the solution relevant to the immediate | |
| problem, completely missing out on the whole point. | |
| Subsequent actions at the "Dead End" bring the ventilation grilles to | |
| the attention of all concerned, especially to the player who might have | |
| missed this detail during the first encounter at the "Corner At Doors". | |
| The final clue is the actual inventory of tools found in the vent. The | |
| passing of time is carefully implemented to allow careful examination of | |
| contents on the desk, but the PC has just one chance to speak. | |
| On first play, I managed to solve the chair puzzle with only a fraction | |
| of all the clues and hints mentioned in this article. The author has | |
| cleverly accounted for many different ways one might infer the solution. | |
| I did have to replay the "Security Annex" scene to pick up sufficient | |
| clues. The "Eureka!" feeling that swept over me was truly unparalleled. | |
| A common complaint made by players on raif is that the ventilation | |
| grilles should have been made more obvious. My enumeration of most of | |
| the in-game hints has convinced me that this is unnecessary. The grilles | |
| are revealed on examination of the walls though this is implied detail. | |
| The game rules change after effecting the escape. One must now | |
| reconstruct a new sequence of events using all the evidence at hand: | |
| * what the interrogator thought he knew of the PC's actions | |
| * "The ... isn't important." messages | |
| * the current state of the PC's tools | |
| The last point is further exploited to lend credibility to the story. | |
| Spy gadgetry that works perfectly as seen in Hollywood films is an | |
| ill-afforded luxury. The timer fails. The remote detonator malfunctions. | |
| All plausible occurrences that support the underlying plot twist. | |
| Another pet peeve I have with major non-linear plot twists is that they | |
| must not overextend credibility. I've seen this fail all too often in | |
| movies (e.g. "The Game"). In S&W the plot is completely plausible: | |
| The PC is aware that waltzing unarmed into a well guarded laboratory is | |
| certain to fail, but cannot get his gun past the metal detectors. He | |
| hides it in a vent by the hole in the ceiling, planning to retrieve it | |
| once he's disabled the scan webs via remotely detonated explosive. | |
| Things start to go wrong. He loses hold of his lockpick when planting | |
| the blast tab. The PC must hide inside the Wiring Closet when the guards | |
| retrieve the pick outside. Change of plan: heads for Security Annex to | |
| find something that might help to open the lab door. Uses the scrambler | |
| with timer to search the adjacent rooms, planting the acid tab as a | |
| precaution. The timer fails before entering the office, and the voice | |
| module lies irretrievable in the Interrogation Chamber. He attempts to | |
| cut the power but the transmitter fails also. Tries to make an escape | |
| and is caught at the Dead End. | |
| All very consistent. The post-escape text in S&W includes vestiges of | |
| events that aid in this reconstruction: | |
| You slide hastily through the closing door. This time, you are | |
| careful to keep a firm grip on your lockpick. | |
| The reward for being so clever? A tension-filled shoot out and access to | |
| the lab -- the end game. I have one minor quibble regarding the well | |
| thought out, superbly designed, tightly integrated chair-escape puzzle | |
| -- the end game seems an anticlimax in comparison. The lab puzzle is | |
| somewhat standard: fiddle with unfamiliar machinery and get it to work. | |
| Even the actions of the guards are dumbed down; some of the dialogue is | |
| more in line with the clownish antagonists in "Home Alone" movies -- at | |
| least that's the impression that I got. | |
| "I bet their equipment never fails just when it's needed," | |
| Confirmation at least that equipment malfunctions are unbiased. | |
| The original innovations in S&W open up several avenues of exploration | |
| by future works of IF: | |
| * The use of deceptive, misleading or ambiguous narratives to set up | |
| a non-linear turn of events. As mentioned previously, there is a | |
| recent trend in this area. (To mention examples here would yield | |
| spoilers beyond the scope of this article.) S&W is unique in that the | |
| reason for the deception is not contrived, but intertwined in the | |
| story. The narrative is, in effect, being eavesdropped with full | |
| knowledge of PC and player -- a tapped conversation, that lies. | |
| * The already ill defined relationship between PC and player is | |
| further muddied, defying all attempts of classification. The PC | |
| seems to know more than the player. | |
| * Use of IF interaction in place of ASK/TELL for long periods of | |
| questioning/interrogation. One possible avenue of experimentation is | |
| to use this gimmick in genres that are traditionally unfriendly to the | |
| IF format. Questioning witnesses in a court room drama, or prolonged | |
| inquiries in an Agatha Christie style mystery could, in theory, be | |
| tackled this way. | |
| The basic ingredients of adventure games should not be downplayed | |
| however: | |
| * inclusion of in-game hints tied to the story | |
| * allowing the player to explore and learn from mistakes (even fatal | |
| ones) | |
| * proper pacing of new information | |
| * ordering newly acquired information so that particularly hard | |
| puzzles are not forced upon the player prematurely. | |
| Even at this very basic level S&W excels. | |
| In the HELP message the author writes "In a certain sense, this is my | |
| first conventional game." "Conventional" is perhaps one of the last | |
| adjectives that came to my mind on completing S&W. An ingeniously | |
| designed masterpiece. A landmark game whose innovations raise the bar | |
| for all authors of IF. It will be difficult to equal, and a tough | |
| challenge to surpass. | |
| 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. Any and all text-based | |
| games are eligible for review, though if a game has been reviewed three | |
| times in SPAG, no further reviews of it will be accepted unless they are | |
| extraordinarily original and/or insightful. | |
| 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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