| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE # 24 | |
| Edited by Paul O'Brian (obrian SP@G colorado.edu) | |
| March 24, 2001 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #24 is copyright (c) 2001 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. | |
| REVIEWS IN THIS ISSUE ----------------------------------------------------- | |
| The Abbey | |
| Above and Beyond! | |
| Dangerous Curves | |
| FailSafe | |
| Fear | |
| Gateway 2: Homeworld | |
| Humbug | |
| Inform School | |
| Jacaranda Jim | |
| The Mulldoon Legacy | |
| The Pyramids of Mars | |
| Small World | |
| T-Zero | |
| SPECIFICS | |
| ========= | |
| Heroine's Mantle | |
| The Tempest | |
| EDITORIAL------------------------------------------------------------------ | |
| I'm a movie fan, even though I never seem to see as many films as I mean | |
| to. (Come to think of it, I never play as many IF games as I want to | |
| either. Clearly, I need to acquire more leisure time, preferably by | |
| becoming independently wealthy. But I digress.) One movie event I always | |
| try *not* to miss is the Academy Awards -- even though the show is | |
| always long, and sometimes marred by painfully awful production numbers, | |
| I'm a sucker for the suspense and drama of the award presentations, and | |
| I love seeing dedicated artists honored by their peers. So I'll be | |
| tuning in this Sunday, and this time I'll identify with the nervous | |
| honorees just a little bit more, because I recently took part in IF's | |
| own version of the Oscars: the XYZZY awards. My 2000 game LASH was | |
| nominated in four categories, and although it won none, the experience | |
| was a fantastic one nonetheless. In fact, even though there is a | |
| competitive part of me that is disappointed at the losses (and | |
| determined to do better next time!), I treasure the experience of *not* | |
| winning, because it set me thinking about a few important points. | |
| First of all, cliche though it may be, it really *is* an honor just to | |
| be nominated. The company LASH kept in each of its categories was both | |
| awesome and humbling. For the XYZZY voters to assert that it deserved a | |
| place with those games was terrifically gratifying. What's more, some of | |
| my favorite games of 2000, games like Kaged and Dangerous Curves, | |
| somehow received no XYZZY nominations at all. In light of that, I'm | |
| thankful that LASH was recognized as much as it was. | |
| Secondly, there's the fact that each winner was absolutely deserving. | |
| It'd be one thing if LASH lost to something on the level of Detective, | |
| or Space Aliens Laughed At My Cardigan. But it's hard to complain about | |
| the winners when among those winners were such amazing pieces of work as | |
| Shade, Rameses, My Angel, and Being Andrew Plotkin. In fact, it was such | |
| a strong year for IF that with just one exception, each category was won | |
| by a different game. What a great time to be an IF fan. | |
| And that brings me to the third, and most important point: I don't write | |
| IF to win prizes. I write IF because I love it, and I feel pretty safe | |
| in saying that's true for most other authors as well. It's easy to get | |
| caught up in competitiveness, especially when our community gives so | |
| much focus to competitions and awards, but in the end, IF is a labor | |
| of love for all of us. It's as true for me in my role of game author as | |
| it is for my role of SPAG editor, and it's certainly true for all the | |
| SPAG contributors, who won't see any money *or* prizes for their | |
| efforts. After all, there's no XYZZY award for Best Reviewer. But maybe | |
| there should be... nah. | |
| NEWS ---------------------------------------------------------------------- | |
| AND THE XYZZY GOES TO... | |
| Last year I mentioned that there was a bit of a ping-pong match going | |
| between Adam Cadre and Andrew Plotkin for the Best Game XYZZY, Cadre | |
| having won in 1999 and 1997 while Plotkin won in 1996 and 1998. This | |
| year, the alternation was finally broken... sort of. J. Robinson Wheeler | |
| took home the Best Game award, but with a game whose title just happens | |
| to mention a very familiar name. Clearly, it's time for someone to start | |
| work on "I Shot Adam Cadre" -- just be sure to release it in 2001! Full | |
| results of the 2000 XYZZY awards follow: | |
| * Best game: Being Andrew Plotkin, by J. Robinson Wheeler | |
| * Best writing: Metamorphoses, by Emily Short | |
| * Best story: My Angel, Jon Ingold | |
| * Best setting: Shade, by Andrew Plotkin | |
| * Best puzzles: Ad Verbum, by Nick Montfort | |
| * Best NPCs: Being Andrew Plotkin, by J. Robinson Wheeler | |
| * Best individual puzzle: Rematch (the whole game), by Andrew Pontious | |
| * Best individual NPC: Galatea, in Galatea, by Emily Short | |
| * Best individual PC: Rameses, by Stephen Bond | |
| * Best use of medium: Shrapnel, by Adam Cadre | |
| NEW GAMES | |
| We seem to be in a bit of a drought at the moment, though it gives me | |
| pause to think that I now consider a period in which over 20 games are | |
| released (tiny though some may be) a drought. Still, aside from the | |
| entries in the IF Arcade and SmoochieComp, the only major new release | |
| has been Textfire Golf, by one "J.T. Adams." The real author has never | |
| made any official announcement (that I've seen) stepping out from behind | |
| this pseudonym, but he's been loose enough about the secret, unlike | |
| some of the Arcade and SmoochieComp authors, that I feel comfortable | |
| naming him here. | |
| * IF Arcade by various authors | |
| * Textfire Golf by J.T. Adams, aka Adam Cadre | |
| * SmoochieComp games by various authors | |
| * Late SmoochieComp games, including: | |
| -- Nothing More, Nothing Less by Giles Duchesne | |
| -- Tale of the Kissing Bandit by Cary Valentino, aka J. Robinson | |
| Wheeler | |
| -- Voices by Aris Katsaris | |
| TELNET TO MY HEART | |
| Some mad fiend in New Mexico has been slowly working toward the goal of | |
| making all the IF the world has ever known available on his BBS via | |
| telnet. The address is chungkuo.org, and going there can give you a | |
| taste of Level 9, Magnetic Scrolls, or Infocom games you might otherwise | |
| never be able to try, not to mention the copious amounts of freeware IF | |
| available in its archives. One word of warning: ChungKuo uses a lot of | |
| fancy-schmancy colors and stuff in its communications, so you'll | |
| probably need to find a good Telnet client, or try using their Java | |
| client at http://chungkuo.org. If you're using a client, try a black | |
| background for everything -- otherwise, you may be surprised at what | |
| you're not seeing! | |
| SMALL TIME TERPS | |
| If you own a PsionS5, Revo, Mako, or some other palmtop computer using | |
| the EPOC operating system, prepare to enter palmtop IF heaven. In | |
| addition to the Frotz interpreter that's been available for that | |
| platform for some time, there have just emerged Hugo, Level 9, TADS, and | |
| Magnetic Scrolls interpreters for EPOC. To find them, surf on over to | |
| http://www.shoresystems.net/palmtime. | |
| LAST TRAIN TO ZORKSVILLE | |
| For those of you who haven't yet obtained a Masterpieces of Infocom CD, | |
| currently the only legal way to own most Infocom games, you have one | |
| more chance. The folks at http://www.lacegem.com/ have stockpiled a | |
| bunch of them, and are selling them off for between 25 and 28 English | |
| pounds apiece. Sure, it's more than Masterpieces originally sold for, | |
| but considering how many games you get and how much *they* each | |
| originally sold for, it's still a bargain. According to the emails the | |
| lacegem.com folks have sent me, they still have "several hundred in | |
| stock." Then again, I just checked the Activision website, and they | |
| appear to be selling physical versions of Masterpieces again for 15 | |
| dollars American. So take your pick, but don't miss these classic games. | |
| (Man, I sound like a used car salesman. They really are good games, | |
| though.) | |
| O REVIEWERS, WHERE ART THOU? | |
| Several of you are in this issue, but many more are not! A healthy SPAG | |
| means a SPAG with reviews from a broad range of people. Why not write | |
| just one and see how you like it? If you're wondering just what games | |
| need reviewing, consult the handy list below, which as always is listed | |
| alphabetically, not in terms of preference: | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. Acheton | |
| 2. Busted! | |
| 3. Dr. Dumont's Wild P.A.R.T.I. | |
| 4. Heroine's Mantle (a non-spoilery review, that is, unlike the SPAG | |
| Specifics review that appears in this issue.) | |
| 5. Hollywood Hijinx | |
| 6. IF Arcade games (any, some, or all!) | |
| 7. Letters From Home | |
| 8. SmoochieComp games (any, some, or all!) | |
| 9. Textfire Golf | |
| 10. Westfront PC | |
| KEY TO SCORES AND REVIEWS-------------------------------------------------- | |
| Consider the following review header: | |
| NAME: Cutthroats | |
| AUTHOR: Infocom | |
| EMAIL: ??? | |
| DATE: September 1984 | |
| PARSER: Infocom Standard | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: LTOI 2 | |
| URL: Not available. | |
| When submitting reviews: Try to fill in as much of this info as you can. | |
| If you choose, you may also provide scores for the games you review, as | |
| explained in the SPAG FAQ. The scores will be used in the ratings | |
| section. Authors may not rate or review their own games. | |
| More elaborate descriptions of the rating and scoring systems may be found | |
| in the FAQ and in issue #9 of SPAG, which should be available at: | |
| ftp://ftp.gmd.de:/if-archive/magazines/SPAG/ | |
| and at http://www.sparkynet.com/spag | |
| REVIEWS ------------------------------------------------------------------- | |
| From: Cedric Knight <ADDRESS REMOVED> | |
| TITLE: The Abbey | |
| AUTHOR: Art LaFrana | |
| EMAIL: lafrana SP@G genesis.mcs.com ? | |
| DATE: 1993 | |
| PARSER: Not bad | |
| SUPPORTS/PLATFORM: MS-DOS | |
| AVAILABILITY: Shareware, | |
| URL: ftp://ftp.gmd.de/if-archive/games/pc/abbey.zip | |
| VERSION: 1.0 | |
| You are a 14th century scholar sent, by no less a personage than the | |
| Pope himself, to recover ten treasures after a fire at the Abbey of | |
| Montglane. This old-time DOS adventures deserves a SPAG review for its | |
| attempts to bring the medieval thriller genre to IF, and for its good | |
| puzzles, plot, and imagery. This imagery is achieved despite | |
| descriptions which are not surprisingly economic considering that parser | |
| and world are condensed into a 51K executable. There�s a sense of | |
| incredulity at certain points as the plot develops, but the denouement | |
| is satisfying, providing revelation and resolution of what has gone | |
| before. Some pieces recur from LaFrana�s earlier and rougher "Hampton | |
| Manor", but these are merely in-jokes, and not distracting. | |
| Your score proceeds through a series of ranks, which also neatly split | |
| the game into seven sections, which although set in the same environment | |
| involve different puzzles of increasing complexity. One logical but | |
| complex puzzle (perhaps the most complex) eventually results in apparent | |
| bloodshed when you dispatch the only NPC of any significance, but since | |
| the first time you encounter him he�s likely to kill you, it might | |
| reasonably be considered self-defence. | |
| The parser is claimed to be better than that in "Hampton Manor", and is | |
| certainly adequate, but there are still verb problems. As in the | |
| previous game, "move" is more effective than "search", contrary to | |
| widespread IF convention, and one puzzle early in the game is | |
| effectively impossible for non-US English speakers. I do not consider | |
| revealing unintentional difficulties to be spoilers, and as this is not | |
| the only game with this problem it is worth mentioning. The verb in | |
| question is "pry" which as far as I know isn�t used in the intended | |
| sense outside North America. So here is an appeal to library designers | |
| to include "pry" as a standard verb synonymous with "prise", "jemmy", | |
| "prize", "jimmy", "jimmi", "lever" and "force". | |
| The game�s later stages are genuinely demanding, including one puzzle | |
| involving not just a bit of arithmetic but also close observation of | |
| scenery. One problem with this is that by the time you get to this stage | |
| you may well have forgotten a clue. Worth trying, and, if the author is | |
| still collecting it, also worth the registration fee. | |
| PLOT: Fantastical (1.4) ATMOSPHERE: Suitably creepy (1.4) | |
| WRITING: Evocative (1.3) GAMEPLAY: Guess the verb (1) | |
| VARIETY: Unique structure (1.7) | |
| OVERALL: 6.8 | |
| CHARACTERS: Sparse (0.6) PUZZLES: Tricky (1.4) | |
| DIFFICULTY: Hard | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Robin Adams <robinadams SP@G ukonline.co.uk> | |
| NAME: Above and Beyond! | |
| AUTHOR: Michael J. Sousa | |
| EMAIL: msousa SP@G efortress.com | |
| DATE: January 2000 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/tads/above.gam | |
| VERSION: 1.2 | |
| Michael says that this game is the first he has written with TADS, but | |
| he doesn't make it clear whether it is his first IF game ever, or not. | |
| If it is, it is extremely good for a first game; and even if it is not, | |
| it's not a bad little game by any means. | |
| You play Alex, a programmer newly hired for a software company whose | |
| name is never revealed. As you pull into the parking lot for your first | |
| day, you realise you've left your ID card at home. Just in case you | |
| think the company will be understanding, as you approach the main doors, | |
| you witness a man named Bill being fired for losing his ID. And so your | |
| first problem is neatly set: how to get inside. | |
| As you snoop around outside the building trying to work this out, you | |
| overhear a conversation between two FBI agents who are investigating a | |
| series of abductions among the employees of the company. Once inside the | |
| building, investigating these disappearances forms the main plot of the | |
| game. | |
| This is not a Deadline-style detective game, though; while there are one | |
| or two clues to find or conversations to overhear, most of the problems | |
| are of the traditional kind: obtaining objects, getting through locked | |
| doors, and all the other activities we IF-ers love so much. | |
| These puzzles aren't very many - it's a relatively short game - but most | |
| of them are very well polished. As it should be, it is often easy to see | |
| what you are supposed to do, but difficult to see how you should do it. | |
| They are all perfectly logical and very satisfying to solve, with one | |
| exception. (The exception is how to open the prison cell door. I had to | |
| resort to the walkthrough for that, and even now, I'm not sure how it | |
| was supposed to work.) | |
| One problem - how to get past Greg and Ed the guards - reminded me very | |
| much of the Babel fish problem in Hitchhiker's (and, despite some | |
| people's opinions, that is a good thing). You find the first part of the | |
| solution, and a second obstacle is revealed. Beat that, and a third is | |
| found; and so on, until you get all parts in place and watch it unfold | |
| like clockwork. Great fun. | |
| Throughout the game, Michael shows a good instinct for how much of a | |
| clue to give the player when you get the answer to a problem `almost | |
| right'. If you are wearing an incomplete disguise, for example, you will | |
| be told which part you are missing - but not where or how to get it, of | |
| course. | |
| There is also a very sparse HINT function. It hardly ever gives the | |
| complete solution to a problem; most of the time it simply tells you | |
| which problem you should be tackling next, sometimes it gives the broad | |
| outline of the solution. | |
| This is also the first game I have played with a WINNABLE command, which | |
| shows whether or not the game has been put into an unwinnable state. | |
| This is, in my opinion, a great thing, and I'm glad to hear it's | |
| becoming quite common. | |
| I should mention that the game is extremely linear. There is never a | |
| choice as to which problem to solve next - even on occasions when it | |
| would have been easy to do so. There is always something that means you | |
| can't get into a necessary area until you've solved the previous | |
| problem. This didn't bother me too much, as it fit into the general | |
| spirit of the game. You'll know whether it will bother you or not. | |
| My main complaint is that the descriptions are so dull. Except for a few | |
| pieces of humour (which stick out like sore thumbs), we are told the | |
| absolute bare minimum about each room or object. Here are a few samples: | |
| Front of Building | |
| You're standing in front of the building of your new company. It's | |
| a two story building that is shaped like an inverted V. The entrance | |
| is marked by two large glass doors. To the east is the parking lot. | |
| Paths also lead north and south. | |
| Parking Lot | |
| You're in the middle of a fairly large parking lot, standing | |
| beside your car. To the west is the front of the building. | |
| Copy Room | |
| You've made your way into a small room used to store day-to-day | |
| office equipment. Various pieces of equipment line the wall. | |
| >X SHREDDER | |
| The shredder is sitting on a small table at the far end of the room. | |
| It is currently turned on. | |
| >X PEN | |
| It's an ordinary pen. | |
| And so forth. There's nothing wrong with a few descriptions like this - | |
| after all, Zork's "South of House" was hardly the most interesting | |
| location ever. But I could have chosen any room or object in this game | |
| at all; I honestly can't think of a single exception. Each one is a | |
| basic description, then a list of the things you need to know to solve | |
| the game. Taken all together, it makes the world seem very, well, grey. | |
| This is particularly true once you get inside your office. According to | |
| the comments in the credits, the game had a maze at some point in its | |
| history which was later taken out. I'm willing to bet that the maze was | |
| the office, which consists of about 30 cubicles and offices, and the | |
| hallways between. Michael has straightened it out, making it much easier | |
| to navigate, but has kept the hallways' and cubicles' descriptions | |
| identical except for the name of the occupant. | |
| Michael claims the game is based very closely around the office where he | |
| actually works. If this is true, he must be one of the most bored people | |
| on Earth. Not only are the rooms so monotone, but his colleagues are all | |
| clones. Meet one of them for the first time, and he or she will rise, | |
| read your name tag, shake hands, and introduce themselves. Examine them, | |
| and you will either see: | |
| He's your average looking male. | |
| or: | |
| She's your average looking female. | |
| They spend their day alternating between `trying to get some work done', | |
| and talking on the phone. They refuse to talk about each other. It would | |
| have been wonderful if the kidnappings turned out to be some sinister | |
| force replacing people with these soulless androids, but sadly this | |
| turns out not to be the case. | |
| This especially hits you because you are set tasks where the only point | |
| seems to be `See if you can find your way from here to this cubicle' - | |
| another remnant of the maze, I imagine. Mazes are dull, but at least | |
| there would have been a bit of challenge. As it is, these treks are | |
| simply tedious. | |
| I think I've concentrated too much on the bad points of this game - | |
| mainly because the good points are the puzzles, and I can't describe | |
| them too much without giving things away. Don't come to this game for | |
| good writing, characterisation, or a good story - the plot is quite | |
| simplistic. Do come for some very well designed puzzles, and a | |
| satisfying little game that will keep you occupied for two or three | |
| days. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Cedric Knight <ADDRESS REMOVED> | |
| Intrigued by the sole 8.7 score given to this game and a request for | |
| reviews, I downloaded the TADS file and started playing. This was | |
| immediately after finishing "Little Blue Men", to which this new game | |
| has some similarities, such as being set in a dull and frustrating | |
| office. However, whereas "Little Blue Men" was tightly constructed, this | |
| new game seems to sprawl a little, and consequently you find yourself | |
| wandering through many locations that are essentially the same; it�s | |
| good to keep a map because many have the same brief description. | |
| The premise seems straightforward. You are Alex (a nicely genderless | |
| name, but why are all the managers men?), a programmer starting the | |
| first day of work at a new company. The first problem of the game is | |
| that you have no ID card to gain entry to the building. The first | |
| problem *with* the game is that that shouldn�t be a problem: for | |
| example, why can�t you simply talk to the receptionist? This kind of | |
| contrivance sticks out a little, and the game continues in this manner | |
| for a while, with linear but frequently unlikely puzzle solutions. Of | |
| course, all adventures have necessary objects just lying around to some | |
| degree, but in Above and Beyond! this arbitrariness is quite | |
| conspicuous. I also had to resort to using HINT occasionally to | |
| double-check I was doing the right thing. (Despite what the author says | |
| about being sparse, these HINTS are about right, subject to the two | |
| criticisms here. The game also provides a useful WINNABLE command to | |
| check the current position is worthy of saving and that you haven�t left | |
| any important items behind.) | |
| The story develops mostly by eavesdropping, which lends the game an | |
| atmosphere reminiscent of a David Mamet thriller, as well as giving a | |
| good opportunity for humour. You can also tell some of the author�s | |
| interests by references to Page and Plant plus a few IT-based jokes. The | |
| plot can be neatly divided into three. The introductory section concerns | |
| getting access to the building, and is fairly obvious; I was lucky to | |
| find a slightly concealed object first time off, and only had slight | |
| problems with wanting to use "drop" instead of "put". The second section | |
| involved a light satire of office work, and seemed reasonably intuitive | |
| until some shenanigans with "Bob", where the player has to do a lot of | |
| waiting and it doesn�t seem the puzzle solution is going to get you | |
| anywhere. Ideally in IF, I would say that the complexity of the problem | |
| should be proportionate to the importance the player is likely to give | |
| it. At this one point, I admit to looking up someone�s else solution, | |
| but after that it was plain sailing. The final section begins with a | |
| nice puzzle which involves dying several times to deduce the complete | |
| solution, and then again seemed to me to go off at a tangent, with the | |
| solution just out of reach because one useful object has a second, more | |
| obscure role. From then on, the game decides you don�t need any more | |
| hints, and a rapid climax was for me let down by a final confrontation | |
| with the villain of the piece which lacked credibility. | |
| The game makes up for the formulaic and functional plot in the | |
| non-player characters, of whom there are around 30. The office workers | |
| are, the author claims, based on real people, but seem to be cut from | |
| the same cloth (or class), with superficial details differing in the way | |
| the author satirise their frequently bovine mannerisms. My favourite | |
| among these is Brian the Guardian of the Library: "Brian is having an | |
| in-depth conversation on the pro's and con's of formulating a policy of | |
| systematically assigning street names to all city streets using the GPS | |
| as a guide. This could, and probably will, take a while." The NPCs� | |
| activities may noticeably depend on quite unrelated actions by you, but | |
| this does not seriously detract from the game. | |
| The writing is literate, but Varicella it is not, unfortunately. | |
| "Walking the plank" makes you "giggle to yourself thinking you're on a | |
| pirate ship" which I only criticise of because it�s the kind of thing I | |
| might write. I only found one or two typos ("compliment" where it should | |
| be "complement") or minor programming errors. | |
| In conclusion, the good puzzles and characters are let down slightly by | |
| the plot, and while not worthy of the high score previously given, is a | |
| commendable first effort. | |
| PLOT: Disappointing (0.9) ATMOSPHERE: Good, filmic (1.3) | |
| WRITING: Serviceable (1.1) GAMEPLAY: Repetitious (1.1) | |
| VARIETY: Nice set pieces (1.3) | |
| OVERALL: 5.7 | |
| CHARACTERS: Entertaining (1.3) PUZZLES: Mostly good (1.2) | |
| DIFFICULTY: Mostly middling-to-easy | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: David Myers <dmyers SP@G ic.sunysb.edu> | |
| NAME: Dangerous Curves | |
| AUTHOR: Irene Callaci | |
| EMAIL: icallaci SP@G csupomona.edu | |
| DATE: June 2000 | |
| PARSER: Inform | |
| SUPPORTS: Z-machine interpreters | |
| AVAILABILITY: GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/curves.z8 | |
| VERSION: Release 8 | |
| This game's been on my mind a while. I just can't shake it. She's | |
| like a five-martini hangover that just won't go away. | |
| For just about any subgenre of IF, in general, if you wait long enough | |
| you will eventually see a game that "nails" the subgenre. For those of | |
| you groaning, I assure you that (1) this review is not entirely ranting | |
| if-crit, and (2) not a total slobber-fest proclamation that Dangerous | |
| Curves is the best detective IF ever made. But let's face it, sometimes | |
| a game comes along which makes it really hard for others to stake a | |
| claim in the same subgenre for years afterward. And so, when I started | |
| playing D.C., a significant question in my mind was "Has the private | |
| detective storyline (as IF) been beaten to death (long) before Dangerous | |
| Curves came along?" The short transcript to this question (in a more | |
| polite form, perhaps) might be: | |
| > Is this the game that "nails shut" mystery IF for at least | |
| > the next few years? | |
| Not quite. | |
| > Well, does this game add anything to that subgenre that | |
| > feels really fresh? | |
| Here and there, yes. | |
| > Does D.C. at least provide a satisfying reward as a | |
| > competent, mainstream stab at a subgenre that some | |
| > might say is already fairly well populated? | |
| Absolutely! I can't say so loudly enough. A perfect example to typify my | |
| case is the description for one of the prime female characters and | |
| suspects: | |
| >x jessica | |
| Tall, blonde, and cool as a martini at five o'clock. Legs that begin | |
| somewhere down around Cape Horn and don't quit till they reach the | |
| Northwest Territories. The type of woman other women despise. The | |
| type every man falls for. Once. | |
| Ok, look, it's not grand innovation on the detective strain, but can you | |
| argue that it fails to ante up on the promise of what Chandler, Sam | |
| Spade, and Easy Rawlins might deliver? | |
| What I believe makes IF so well suited for mystery is that the most | |
| tried and true prologues are of the amnesiac genre (e.g. "You wake up in | |
| a small white room, noticing that your skull has sustained a sharp blow. | |
| Ears ringing, you hobble to the door to find it locked before noticing | |
| the small trace of blood on your hospital gown."). This game plays into | |
| that theme nicely, with the private eye appropriately grasping at straws | |
| early on, and building up his case slowly and naturally. | |
| Which brings us to the question of plot. Does it live up? My answer is, | |
| "Almost." As far as it goes, I can't criticize the plotting itself, per | |
| se. The game grinds out as a pretty decent clue-finding exercise for a | |
| while, followed by figuring out just how to corner the culprit. The | |
| trouble isn't that the plot doesn't hold together, nor that there are | |
| non-intuitive moments, big gaps, or ridiculous leaps that the player | |
| must make. The problem, if there is one, is that the storyline winds up | |
| more linear and compact than the player will imagine it should be. Based | |
| on the first scene, I would have expected more deceptive twists and | |
| turns as I sifted my way through the clues. In literary terms, this | |
| basically fleshes out a novella, after the opening moments seem to have | |
| promised a full-length novel. Imagine seeing the first hour of the movie | |
| "Chinatown", and not the full version. A great half of a movie. Really | |
| great. Abbreviated in form, minus much of the intrigue of the real deal. | |
| But ask yourself, when it comes to IF, how many other works have | |
| successfully addressed this? | |
| Besides the plot, there are a pile of little features and touches that | |
| make this game more enjoyable, and which should be emulated by others: | |
| - Use of keys is handled automatically (no fumbling for the right one | |
| outside a locked door.) | |
| - There is an in-game notepad. This can be used to avoid mapping the | |
| whole world, or for any other data you want to store there. | |
| - The GO TO <LOCATION> command further obviates the need for | |
| extensive mapping, and smoothly handles operation of your car. | |
| - The in-game hint system is particularly clever, amusing, adaptive | |
| to your progress, and seamless with the plot. All at once. | |
| Those are just gimmicks, though. You may be wondering what it IS that | |
| makes this game take up the maximal 512K storage of an overstuffed z8 | |
| game file. The answer is that the author decided to implement a boodle's | |
| worth of stuff that other authors would have considered mere | |
| distraction. In short, Irene went a-world-buildin', and did a mostly | |
| fine job of it, with a medium-to-large number of locations which each | |
| have their fair share of fully implemented items. And, for the most | |
| part, all of this mess interacts with all the other mess pretty well. | |
| Honestly, how many other IF-towns have you been to recently that had | |
| functioning offices, police stations, newsrooms, libraries, service | |
| stations, hospitals, bars, pawnshops, apartments, cars, restaurants, | |
| banks, etc. Of course, it's all under the illusion of | |
| man-behind-the-curtain "functioning", but that's the point. There's even | |
| good IF-style humor lurking behind many of the stock answers that grease | |
| the wheels behind each the scenes of the functioning world-spaces | |
| (example here from the pawnshop): | |
| >kiss earl | |
| Earl works out at the local gym a couple times a week. You don't. | |
| >hit earl | |
| Earl works out at the local gym a couple times a week. You don't. | |
| >break display case | |
| Rumor has it Earl once killed a man for less. | |
| You get the picture. | |
| Naturally, there are exceptions. Like many games with mandatory sleeping | |
| and eating, there are annoyances when you haven't really played along | |
| correctly. I tend to explore the locations of a large game pretty | |
| randomly at first, without solving puzzles (when I can actually get away | |
| with it), and that's hard with sleeping/eating games. And, of course, | |
| there is the money handling algorithm, which attempts to help you out by | |
| avoiding the need for counting your change too precisely. Some players | |
| will agree, and some won't. This shakes out as pretty minor, | |
| fortunately. | |
| In all, Irene should be lauded for her example of solid top-to-bottom | |
| game design. Even better, the spit and polish make the player feel like | |
| they are inside a game with has a complete, all-around feel to it. Like | |
| a good DVD that has plenty of extras and good packaging, Dangerous | |
| Curves has all the right finishing touches (short of hard-copy feelies) | |
| that give it a near-professional quality. | |
| Returning to the point at which this review began, let's just take a | |
| second to survey the scope of private eye IF that has come before, to | |
| better put in context how this game should now be judged. Previous IF | |
| mysteries include Infocom's Witness and Deadline, Gumshoe, and most | |
| recently Guilty Bastards. Given its recentness and degree of similarity, | |
| I assert that Guilty Bastards is a key reference point. From my view, | |
| G.B. is a competent and engaging mystery. It set a mark for all-around | |
| quality as the flagship game of the Hugo system, but didn't quite impose | |
| a moratorium on detective IF. If you will allow me a little license: We | |
| might say that while the movie {game} Usual Suspects {Guilty Bastards} | |
| rejuvenated the atrophying subgenre of suspense {mystery} movies {IF}, | |
| and raised the bar, there was and is still room for artistic success by | |
| others. Take a look at L.A. Confidential or Talented Mr. Ripley | |
| {Dangerous Curves}. | |
| Given the thirst for larger, longer, non-comp games Irene has to be | |
| greatly praised for producing an enjoyable, well-integrated game of this | |
| size. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Adam Myrow <myrow SP@G eskimo.com> | |
| NAME: FailSafe | |
| AUTHOR: Jon Ingold | |
| EMAIL: ji207 SP@G cam.ac.uk | |
| DATE: December, 2000 | |
| PARSER: Inform | |
| SUPPORTS: Z-machine interpreters | |
| AVAILABILITY: GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/FailSafe.z5 | |
| VERSION: 1? (no version info shown and version command ignored) | |
| This is possibly the strangest piece of IF I've ever encountered. It's | |
| fairly short -- in fact, I think even the slowest person could complete | |
| it in 30 minutes. The story is confusing. So far as I can tell, you are | |
| at a base or something. You get a distress call on an emergency | |
| frequency and you have to respond. It seems that a small space pod has | |
| been attacked and there is only one survivor who is trying to fix the | |
| engines before the ship crashes. To make matters worse, there is a war | |
| going on and the enemy is massing for an attack. That's really all I can | |
| tell without giving the end away, although really, that's all I'm sure | |
| of. The ending is sure to be a surprise, and there are at least three | |
| different endings that I am aware of. It's hard to tell if you've won or | |
| lost, you just completed the story. The other odd thing is that all of | |
| the standard meta commands (score, save, script, version, etc.) are | |
| disabled. I think the author is trying to provide tension by making you | |
| feel that you don't have much time and you can't save in real life. | |
| However, he could have at least left scripting enabled so that it would | |
| be easy to provide a transcript of something. The only way you could do | |
| this now is to copy and paste. | |
| As for the writing itself, it is intentionally choppy. The idea is that | |
| the signal is really poor, almost inaudible in fact. If you type an | |
| invalid command, the response is to the effect that the other person | |
| can't hear you due to the static. Here is a sample to give a taste of | |
| this game. This is actually what you get after the opening credits. | |
| Bzzt. Crackle. *Static* | |
| "...hello? Hello? Can... me? .. Anyone! Hel.... Need.. hello?" | |
| Bleep - PLEASE WAIT - Locating/Tuning signal... | |
| .. | |
| ".. help. Repeat, can anybody hear me? Can you hear me? Hello.." | |
| >>yes | |
| "Hello? Hello! The .. <crackle> pretty bad. Are you receiving this? | |
| Over." | |
| >>yes | |
| "Oh, thank God. Thank God.. ..emergency frequency.. We need help. | |
| This is the space pod 'Serpentine'. We've been attacked, a small | |
| cruiser. They.. they came out of nowhere.. tried to board us.. | |
| ...stly dead.. systems are all messed up, we're drifting.. I need | |
| help to fix this.." | |
| "I'm by the console, there's wires everywhere. The computer flashing | |
| something. What do I do? Hello?" | |
| Note the double prompt. This makes it obvious from the start that | |
| this isn't your traditional game. A poster on rec.games.int-fiction | |
| called this game "Suspended for dummies," but I don't see it that | |
| way. The only similarity to Suspended that I could see is the fact | |
| that you are dropped into the middle of a disaster without much | |
| warning. I really don't think there's anything like this in | |
| existence. It's certainly a unique way to tell a story, but I am not | |
| sure if I like it or not. Perhaps if the multiple endings were a bit | |
| more descriptive, but they continue the choppy nature of the | |
| beginning with multiple signals being received in some cases. The | |
| bottom line is that people who like to fill in stories from bits and | |
| pieces will probably like this particular game more than those who, | |
| like me, enjoy a rich, detailed world. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: Fear | |
| AUTHOR: Chuan-Tze Teo | |
| EMAIL: ctt20 SP@G hermes.cam.ac.uk | |
| DATE: 1996 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition96/fear/fear.z5 | |
| VERSION: Release 1.0 | |
| One of the forgotten treasures of the 1996 competition, Chuan-Tze Teo's | |
| Fear, is subtitled "An Interactive Nightmare"--but though the setting | |
| (alone in your house) and apparent initial premise (beginning of opening | |
| text: "You are running for your life down dark, labyrinthine corridors, | |
| your heart pounding almost as loudly as the heavy boots of your | |
| relentless pursuer") evokes horror/slasher IF, this is actually | |
| something quite different. The drama is more psychological than literal, | |
| and the object is more akin to therapy than to saving your skin as | |
| such--and while it's not a perfect effort, it's notable in a few | |
| respects. | |
| You're irrationally afraid of spiders, heights, sounds, and the dark, | |
| and you wake up in the middle of the night, completely unable to move | |
| around your house normally because of your fears. You end up conquering | |
| your fears in a series of episodes--one of them seemingly a flashback, | |
| two others apparently dreams--triggered by various objects you encounter | |
| in your house. The way in which the flashbacks are triggered is a bit | |
| tortured, but it's a minor sin--the episodes themselves are | |
| imaginatively done, with reasonably logical connections to your various | |
| phobias. | |
| The atmosphere is nicely done: the game doesn't so much portray a scary | |
| setting as portray an ordinary setting, with details magnified out of | |
| proportion. E.g., "You feel suddenly claustrophobic as you hear a | |
| rustling nearby. What lurks in the shadows, waiting to pounce?" | |
| Sometimes, the events that set off your alarms are entirely internal: | |
| "As you try to compose your mind, dark memories wash over you: | |
| explosions, death, the tolling of funeral bells, gloom, isolation." | |
| Arguably, this is one of the few works of IF where the PC's mind is as | |
| well rendered as the physical setting. If there's a flaw, it's that you | |
| don't get much about *how* you became so mentally crippled--there are | |
| vague allusions to memories, but nothing concrete. It seems like | |
| confronting whatever caused the fear in the first place would be both | |
| more effective and more interesting, in terms of characterization. | |
| Most of the puzzles take place in the phobia episodes, and they aren't | |
| easy; a few of them, in fact, verge on the unfair. The worst case | |
| involves an object that you have to destroy in order to use--and it's an | |
| object that seems like it would be useful in its original states for | |
| solving the puzzle at hand. The solutions are logical, but in a few | |
| cases in particular, there isn't much in the game to signal that you're | |
| on the right track, so things are harder than they should be. Adding to | |
| the difficulty is a guess-the-syntax problem in one episode that may | |
| prevent you from realizing that you're on the right track even when you | |
| are. The last puzzle suddenly introduces a time limit, and it's a pretty | |
| tight time limit at that--you're likely to miss it a few times while | |
| you're figuring out what the game wants of you. There's a comprehensive | |
| hint system, so the problems aren't intractable, but it'd be nice if the | |
| game's execution were as good as its concept; puzzles as hard as these | |
| risk requiring so much mental energy of the player that he/she loses | |
| sight of the plot, which is the best thing the game has going for it. | |
| The concept is good enough to overcome the game design problems, though, | |
| and it's not simply an excuse for outlandish puzzle settings. The PC's | |
| neuroses are sufficiently real that failing to do certain things to keep | |
| them at bay actually kills you; saying "snap out of it" to the PC isn't | |
| an option, of course. In that sense, you're forced to be the character | |
| in a way that's still uncommon in IF (and was even more so in 1996, | |
| before experimental IF was in vogue). The vividness of the setting lies | |
| not in what you see but in how you experience it--i.e., through the eyes | |
| of the phobic PC. It may not sound revolutionary, but getting the player | |
| to focus not on the PC's external goals but on the internal barriers he | |
| has to clear represents a real shift in goal-orientation--and even if | |
| the puzzle-solving gets projected into external tasks, it's still worth | |
| pondering. (That is, you don't actually delve into your own head, a la | |
| Losing Your Grip--though one scene comes close. But what's in your head | |
| is sufficiently close to the surface throughout the game that your | |
| puzzle-solving is almost the same thing.) | |
| As a set of challenging puzzles or as an exercise in atmosphere, Fear | |
| works, on the whole--well enough to be worth rediscovering five years | |
| later. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| [Note: Stas' English, by his own admission, is not so hot. Consequently, | |
| this review has been heavily edited -- everything lost in the | |
| translation is entirely my fault. --PO] | |
| From: Stas Starkov <stas_ SP@G mail.rb.ru> | |
| NAME: Gateway 2: Homeworld | |
| AUTHOR: Legend Entertainment | |
| EMAIL: unknown | |
| DATE: 1993 | |
| PARSER: Legend standard | |
| SUPPORTS: MS-DOS | |
| AVAILABILITY: Game is commercial, but I don't know where to get it now. | |
| URL: http://www.legendent.com | |
| First of all, I must say that "Gateway 2: Homeworld", like many Legend | |
| games, has several differences from almost all IF (interactive fiction) | |
| games, especially from games available at the IF Archive -- | |
| ftp.gmd.de/if-archive. These differences are obvious from the moment the | |
| game is loaded, but let's look at them point by point: | |
| 1. This game is commercial. | |
| I warn you - the following is my opinion, but it is supported by many. | |
| I think that people don't value something that they get for free. When | |
| you get something without paying for it (with money or with your sweat | |
| and blood), you don't expect too much; you don't have the urge to milk | |
| as much benefit as possible from the thing. That's life. And life is | |
| sometimes very cruel to kind people. (But that's another story, which, | |
| by the way, you can read about in "Stranger in a Strange Land" by Robert | |
| Heinlein, or in the works of a writer named Jubal Hershow [I'm not | |
| completely sure about that name - I have only a Russian translation of | |
| the book] who said many such wise but cynical things.) I don't know | |
| exactly how to express it in English, but in Russian there is a saying: | |
| "We value something only after losing it". Again, that's life, man. | |
| I really _hope_ that you get the idea. Do you? | |
| 2. This game is a professional piece of work. | |
| "Gateway 2" was created by Legend Entertainment. The people that work | |
| there are paid for their jobs. In the credits you can see about twenty | |
| people, including some important figures in IF history. In case you | |
| didn't know, Bob Bates -- author of the great games "Sherlock: The Riddle | |
| of the Crown Jewels" and "Arthur: The Quest for Excalibur" when he | |
| worked for Infocom Inc. -- now works at Legend and took part in the | |
| creation of this game. The staff at Legend is composed of professionals | |
| who have proven that they _can_ do good games. | |
| This game is indeed very solid work. All events tied tightly, no holes | |
| in the plot, good development of characters (NPC and PC), writing | |
| without spelling errors. "Gateway 2" has millions of small pieces that | |
| help you enjoy the game. Most (thank God, not all) games on GMD have | |
| from zero (sometimes less) to only a portion of those pieces -- maybe | |
| half a million small hints of talent that ensure the player's pleasure. | |
| That's life -- no one is perfect. Dealing with these games is a bit like | |
| listening to the Vogon Captain's poetry from "Hitchhiker's Guide to the | |
| Galaxy" -- "Enjoy!" | |
| And this game got enough beta-testing. I think you know what I mean. | |
| 3. This game has graphics. | |
| Yes, this game has graphics. Some hate this unnecessary _feature_, some | |
| love it and can't live without it. If you're one of the haters, your | |
| problem is easily solved -- you can just turn off the _nasty, annoying_ | |
| graphics and play in text only mode. The 3D graphics in this game are | |
| hardly top notch, but you can ignore them (by pressing ESC). I don't | |
| want to explain the interface (see the game's manual) but I must mention | |
| that this game _allows_ use of the mouse, and that there are scrolling | |
| menus where you can choose verbs and nouns. And don't forget: you can | |
| turn off the graphics. | |
| Next, I must point out a phrase from the game manual: | |
| As you play Gateway II: HOMEWORLD you will encounter several screen | |
| interfaces that are different from the standard Legend interface | |
| described earlier. These alternate interfaces include cut scenes, | |
| dialogue trees, various futuristic computer systems, an alien genetic | |
| manipulator, a starship control panel, a robot interface, and other | |
| interesting devices and interfaces. | |
| And at least one puzzle _requires_ examining and remembering graphic cut | |
| scenes. | |
| 4. This game has music, but there are no sound effects. | |
| "Gateway 1" had sound effects, but they were mediocre and low quality. | |
| So Legend threw away the sound effects for the sequel, "Gateway 2". As | |
| for music - you can turn it off, if you want, also. But before that, | |
| maybe you should give the really good MIDI music an opportunity to touch | |
| your heart (or stomach if you're a text-only purist). Music | |
| (unfortunately mono) for this game was written by Glen Dahlgren, Doug | |
| Brandon, and Eric Heberling, and it really helps to evoke the mood of | |
| various scenes of the game -- tragedy, triumph, danger, curiosity, | |
| suspense. In my opinion, "Gateway 2" has one of the best _MIDI_ music | |
| soundtracks of all the games that I've ever played. | |
| Well, on to the game! | |
| Humanity began to dream of the day when it was not human at all. And | |
| that dream (some think that it was laziness) impelled people to want | |
| more, to think about a way how to get it and, at last, to do it. All | |
| history is based on that dream, in my opinion. Then, through the various | |
| forms of fiction, bare dream transforms into science fiction (SF), where | |
| wild dreams merge with technical progress, trying to foretell the | |
| future. The future is unknown and humans fear uncertainty, but they try | |
| to imagine problems hard enough to deal with. That's why SF is full of | |
| troubles. ;-) | |
| First of all, "Gateway 2" is based on the Gateway novels by Frederick | |
| Pohl. "Gateway 2" is an SF adventure of the near (well, almost near) | |
| future -- 2112 AD. And I'm happy to say (after playing IF games like | |
| "Kaged"), that the future in this game almost corresponds with my | |
| visions of the future. It is quite realistic, capitalism with | |
| mega-corporations and so on. There are no strange technical things that | |
| you're not familiar with from other SF stories. The setting for this | |
| game was taken from the Gateway Universe, so a professional SF writer | |
| did all the work, and it feels true. | |
| By the way, if you're interested in reading all the Pohl novels set in | |
| this universe, here is, I think, a full list: | |
| Gateway | |
| Beyond the Blue Event Horizon | |
| Heechee Rendezvous | |
| Annals of the Heechee | |
| The Gateway Trip | |
| Story... well, you're a rich ex-prospector of Gateway (an artifact left | |
| by the alien Heechee -- it's a big space station that contains thousands | |
| of faster-then-light spaceships). You rest peacefully without troubles, | |
| but then... I don't want to tell you more for fear of ruining your | |
| interest in discovering the story on your own. I can only promise you | |
| that the story is in the best traditions of SF. I can also tell you that | |
| you will be traveling in space. | |
| Puzzles. All the puzzles are story based (!) and logical! The game gives | |
| you enough hints to ensure your attention to detail, and I like it this | |
| way. The first part of the game is easy, but then sometimes you need to | |
| scratch your head before doing the next turn. You can get in an | |
| unwinnable situation, but these (errr...) alternative endings are richly | |
| described and even worth playing. So save often and keep old save files. | |
| On the other hand, if you want to get a long story, "Gateway 2" turns to | |
| be very linear, but it is well done and you don't notice its linearity | |
| as long as you don't want Zork-like cave exploring. | |
| I must note the conversation system in "Gateway 2". It is menu-based. It | |
| is possible to have a good menu-based conversation system -- I really | |
| think so, despite the many opinions to the contrary on R*IF. For | |
| example, there is another, in my opinion, good implementation -- | |
| Legend's "Companions of Xanth". But what's wrong with the conversation | |
| system in "Gateway 2"? First, your previous phrases are not removed from | |
| the menu at all. Second, I think that the dialogues, as literature, are | |
| the worst part of the game. I strongly suggest you pay as little | |
| attention as possible to the conversations, but sometimes you need to | |
| talk to someone to get useful or necessary information. So just run | |
| through all points of the menu, barely reading it, and forget it. This | |
| method will make the game more challenging and remove overly | |
| straightforward hints. ;-) | |
| The game has a huge amount of rooms, but fortunately you only have | |
| access to less then ten rooms simultaneously. This is a good way to | |
| implement text games. Doing so, the player doesn't need to wander in all | |
| hundred rooms and examine every object closely (like in "Anchorhead" by | |
| Michael Gentry). And there is an auto-mapping feature -- it makes life | |
| (um... the game, I mean) easier. | |
| The literature aspect of the game is at least good. I can't say | |
| excellent, because I'm Russian and don't understand all nuances. I'll | |
| just give you an example from the game. | |
| Corridor | |
| The corridor is about ten meters long. One end connects to the | |
| hull door of your probeship. The other end terminates in a | |
| heavy bulkhead. The walls of the corridor and the bulkhead seem | |
| to have an underlying structure of rectangular metal plates | |
| covered by clumps and veins of lumpy, melted looking metal. The | |
| metal glows with a soft blue radiance that is bright enough to | |
| illuminate the corridor. A metal door is set into the bulkhead | |
| to the north. It is closed. | |
| >examine door | |
| A closed metal door is set into a bulkhead that blocks further | |
| progress down the corridor. The heavy door is a powered | |
| mechanical unit, a huge slab of glowing blue metal covered with | |
| elaborate patterns. To the left of the door, on the bulkhead | |
| itself, is a blue hemispherical protrusion, a round bump that | |
| might be a button. | |
| >open door | |
| Ancient machinery grinds to life and the door slides open. | |
| To my mind, everyone has forgotten what a manual is for an IF game. | |
| "Gateway 2" has a manual. I own only the electronic version of it, but I | |
| can say that this manual will really help you if you're new to IF. There | |
| is an installation procedure, explanation of game commands, the story of | |
| "Gateway 1" -- all you need to start playing the game. It is clearly | |
| written and covers most essential subjects (but bear in mind that this | |
| game was written in 1993). | |
| The game itself usually doesn't need configuration, but if your sound | |
| card doesn't work -- consult the manual. This game goes fine in a DOS | |
| box under Windows 9x (not tested under NT and 2000), but I recommend you | |
| play in plain DOS. | |
| I'm almost finished. One last thing that I can suggest you read -- the | |
| copyright notice in the game manual! ;-) You will be pleased. | |
| Play this game if you're looking for good solid IF, especially if you | |
| enjoy SF. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Alex Freeman <Freemanry SP@G aol.com> | |
| NAME: Humbug | |
| AUTHOR: Graham Cluley | |
| EMAIL: hamrag SP@G cix.co.uk | |
| DATE: Aug 1991 | |
| PARSER: Quite good | |
| SUPPORTS: DOS | |
| AVAILABILITY: Public Domain | |
| URL: http://members.aol.com/gcluley | |
| In this game, you are Sidney Widdershins and have been sent to | |
| Granddad's for the winter holidays. When you arrive there after being | |
| deposited by a taxi and get in, you find that Granddad is asleep and is | |
| holding a document. When you read it, you find that Granddad's neighbor, | |
| Jasper, has offered to buy Granddad's home, Attervist Manor, since | |
| Granddad is so deeply in debt. Granddad claims that there is hidden | |
| treasure in the grounds of the manor, but Jasper apparently thinks he is | |
| nuts. Granddad thinks lowly of Jasper and has written a rude word on the | |
| document (not shown in the game). However, if Granddad is not nuts and | |
| if there really is hidden treasure, you could help him get out of debt. | |
| The atmosphere is unique and quite odd. For instance, there is a Viking | |
| called Sven whose boat has been caught in the frozen lake nearby the | |
| manor. There are also a bar, a hacker, and an octopus underneath the | |
| manor. The game also does not always make sense. For instance, what is | |
| giant slug doing in the manor? But, eh, who cares? It makes the game | |
| interesting. | |
| There are other interesting places you can explore, such as the forest | |
| maze and the manor back in the Victorian times (via time machine). | |
| The NPCs are fairly well developed. You can get to know them better by | |
| asking them questions in the format "ask character about subject". | |
| Obviously, the characters can't have a special response for everything, | |
| so when you ask a character about something or someone he doesn't know | |
| (e.g. asking someone who lives in the Victorian times about someone who | |
| lives in modern times) the character has a special response to indicate | |
| that he doesn't know anything about what you've asked. One of my | |
| favorite responses is the one you get when you ask Horace the gardener | |
| about something he doesn't know: | |
| Horace looks suspiciously at me, but remains silent. I am not sure it | |
| is in his terms of employment to actually communicate with sentient | |
| life forms. Herbs and vegetables he can cope with, but people give | |
| him problems. | |
| Another interesting NPC is Kevin the clockwork shark, who is one of | |
| Granddad's many inventions and was made by him during WWII. You get this | |
| description of him upon entering the pantry for the first time: | |
| I am in the pantry. It is a small, dark room - the only source of | |
| light being a barred oval window built close to the ceiling in the | |
| west wall. A definite niff of seaweed wafts around the shelves. Small | |
| mountains of marzipan and icing sugar are liberally scattered across | |
| the damp stone floor. There is a movement from behind one of the | |
| taller mounds of marzipan and a shark totters around on his hind | |
| fins. The shark smiles benignly at me, "Hello my little sugar-plum." | |
| The shark paternally pats me on the head with a damp flipper, | |
| flamboyantly places a small caddy on one of the pantry shelves. The | |
| shark smiles at me again, and waggles his eyebrows in anticipation of | |
| my response. | |
| There are many other NPCs, such as a Victorian grave digger, Alex the | |
| hacker, Jasper, and, of course, Granddad. | |
| As you've probably noticed, the writing is quite descriptive. It's also | |
| quite humorous. In fact, my wildcard points are for the humour in the | |
| game. You also get funny responses if you try do silly actions. For | |
| instance, typing DRINK PETROL gives you the response "Heh, heh. I think | |
| not." You even get 10 points for it! My only complaint about it is that | |
| it contains a few minor punctuation errors (as you might have noticed). | |
| The parser is very good. It can understand fairly sophisticated | |
| sentences and is easy to use, but it doesn't do some fancy stuff like | |
| recognizing multiple sentences (not that I would type multiple sentences | |
| if I could but still). | |
| However, this game has one serious flaw. Most of the puzzles are either | |
| too easy or too hard. For instance, I find a banana and later I find a | |
| chimp. Gee, I wonder what to do next. That one is, of course, an example | |
| of a puzzle that's too easy. A puzzle that is too hard is how you're | |
| supposed to put out the fire underneath the manor. I don't know how | |
| anyone is supposed to figure that puzzle out! It is quite illogical. The | |
| hint system partially solves this problem, and it is quite good, but it | |
| is no substitute for good puzzles. The only problem with it is if you | |
| can't solve a puzzle because you haven't solved another puzzle, it won't | |
| tell you that. Instead it gives a hint or the solution (it depends on | |
| which you choose) of the puzzle whose solution you have requested. I | |
| ended up getting solutions to puzzles I probably could have solved on my | |
| own in this way because I didn't realize that it wasn't the puzzle I was | |
| currently trying to solve that was the problem but some other one. | |
| However, don't get me wrong. Not all the puzzles are bad. In fact, | |
| almost half are quite good. It's just that there should have been more | |
| good ones. | |
| I also managed to find one bug in the game. In Humbug, you can EXAMINE | |
| objects, or you can LOOK at them in order to get descriptions. You can | |
| abbreviate EXAMINE with x and LOOK with l. I am more used to LOOKing at | |
| objects than I am to EXAMINing them, so I used the abbreviation l. This | |
| abbreviation worked on all the objects on which I tried it out EXCEPT | |
| one. During the game, I decided to look at my hair because I thought | |
| maybe that would help me solve a puzzle (I won't say how). When I typed | |
| "l hair", the game didn't seem to understand the command. I later used | |
| the hint system to get the solution to the puzzle that involved my hair. | |
| I wondered how I could have solved that puzzle since I figured that I | |
| couldn't look at my hair. However, when I looked at a written solution | |
| for Humbug, I found out that you're supposed to type "x hair". The hair, | |
| apparently, is the only object at which you can't LOOK but still can | |
| EXAMINE, which isn't supposed to be the case for any of the objects. | |
| This bug effectively prevented me from solving an important puzzle in | |
| the game. | |
| Anyhow, the plot in Humbug is wonderful! I'd say it's the best part of | |
| the game! You are given bits of the story as the game progresses, and | |
| there's one major plot twist! The ending is spectacular and was really | |
| fun to read! | |
| Overall, Humbug is a good game and is worth playing. Just be prepared | |
| for some illogical puzzles here and there. It could have been an | |
| excellent game if the puzzles had been better. | |
| Atmosphere: 1.8 | |
| Gameplay: 1.5 | |
| Writing: 1.8 | |
| Plot: 2.0 | |
| Humour: 1.6 | |
| Total: 8.7 | |
| Characters: 1.5 | |
| Puzzles: .8 | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Adam Myrow <myrow SP@G eskimo.com> | |
| NAME: Inform School | |
| AUTHOR: William J. Shlaer | |
| EMAIL: shlaer SP@G aol.com | |
| DATE: December 1999 | |
| PARSER: Inform Standard | |
| SUPPORTS: Infocom/Zcode interpreters | |
| AVAILABILITY: Freeware GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/School.z5 | |
| VERSION: Release 1 | |
| I originally downloaded this file because I've always wanted to learn | |
| Inform and start writing games eventually. I am somewhat familiar with | |
| mainstream programming languages like C and C++, but I figured that it | |
| was best to use the tools that are already designed for games. Like any | |
| prospective Inform programmer, I had a copy of the Designer's manual, | |
| the compiler, latest library, and sample source code. I had a vague | |
| understanding of things, but wanted to experiment further and really try | |
| to grasp them better. I tried a program called the Informatorium, but | |
| found it sorely lacking in tutorial potential. It just wasn't | |
| interactive enough although I got a good laugh at its IF references. So, | |
| while browsing the index file on GMD, I encountered the entry for | |
| school.z5 which proclaimed to be an Inform tutorial. "What the heck?" I | |
| thought. It can't hurt to try it. So I downloaded it and discovered that | |
| it is much more useful than Informatorium. In fact, the author wrote it | |
| to be an improvement on that game and expand on it and make it truly | |
| educational. The result is amazing for this purpose. Not only do you get | |
| to see source code, you get to write it! That's right, you can try out | |
| object creation and even create a simple game within the program and | |
| yes, make mistakes. It's an implementation of Inform within Inform. | |
| Actually, it calls itself INF, a severely truncated version of Inform, | |
| but it lets you do most typical activities. In fact, I suspect that most | |
| of the "Ruins" sample in the designer's manual could be created within | |
| the context of the game. | |
| The program starts out with a warning that it could crash an interpreter | |
| and may not work on all Zcode interpreters. After that dismal warning, | |
| you have the choice of going to the Inform lab, fully equipped, restore | |
| a saved game, or start from the beginning. I started from the beginning | |
| and got a lengthy notice about what to try if things didn't work and an | |
| introduction about how I decided to take summer classes in a self-taught | |
| Inform school. "Ok, whatever," I thought and started to explore and | |
| read. It didn't take me long to find a text-book that explained what was | |
| up and find a lab where Igor is! He sits around and comments on some of | |
| your errors and can be made to give you a demo of how to go about | |
| creating objects. From here, you're on your own. You have some | |
| assignments in the book that is part of the game and you can read them | |
| with simple commands. You can even mark which ones are done and which | |
| still need doing. The assignments start out very simple and get harder | |
| from there. The first assignment is to create a starting room and then | |
| you add objects to that. Next you add doors, more rooms, locked | |
| containers, and scored objects. You go into things that can be turned on | |
| and off, and finally, get to start defining rules to make something a | |
| poison, make it produce sound, and change default responses for taking | |
| and dropping. You get to also experiment with naming objects in ways | |
| that make it hard to interact with them. On top of all this, you can go | |
| to "class rooms" that have the same numbers as the assignments and they | |
| have fully implemented answers to each exercise. You can view their | |
| source code and the book that you read within the game in some cases, | |
| tells you exactly what to type. I haven't really followed the | |
| assignments in exact order. I went out of my way to use them as examples | |
| to create my own objects. For example, I started out with an airplane, a | |
| bag of peanuts, and the tray that you would put food on while in flight. | |
| I went from their and defined some other ideas that I wanted to try to | |
| implement and now have a HAM radio that if on will generate a | |
| description of hearing a conversation through static and if off, is | |
| silent. It's fun to create objects without having to compile a complete | |
| story file. Actually, I'm trying out ideas for my first Inform game | |
| which I may or may not ever write. If I should write it, the game will | |
| involve surviving a plane crash and having to get out of the forest. I | |
| was thinking of having a HAM radio that you have to repair or make an | |
| antenna for and use it to send out a distress signal. Like I said, I | |
| don't know if this will ever amount to anything, but I like | |
| experimenting and learning interactively at the same time. | |
| As for the warnings about crashing the interpreter, it isn't kidding. | |
| The program doesn't do real strict error checking, so if you forget | |
| quotes where they should be, you may find yourself looking at something | |
| like "fatal error: print at illegal address." This doesn't really bother | |
| me, as I figure it's part of the learning experience. Besides, if you | |
| want error checking, use the standard compiler. This gives you an idea | |
| of what would happen if the compiler let you get away with bad syntax. | |
| For example, mess up an after rule, and you might make an object | |
| untakeable with no response whatsoever if you try to take it. | |
| In short, if you want to learn Inform, but are having trouble, give this | |
| program a try. It isn't perfect, but it will give you a nice place to | |
| practice without having to constantly compile story files. You can | |
| create objects and change them on the fly and see how they will behave. | |
| It's really worth it for any potential student of Inform and could save | |
| a lot of aggravation when you're ready to write a real game. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Alex Freeman <Freemanry SP@G aol.com> | |
| NAME: Jacaranda Jim | |
| AUTHOR: Graham Cluley | |
| EMAIL: hamrag SP@G cix.co.uk | |
| DATE: 1987 | |
| PARSER: Quite good | |
| SUPPORTS: DOS | |
| AVAILABILITY: Public Domain | |
| URL: http://members.aol.com/gcluley | |
| Jacaranda Jim is another game by Graham Cluley. It was actually written | |
| before Humbug, but there are many similarities between the two games. | |
| In Jacaranda Jim, you are... Jacaranda Jim. You have crash landed on the | |
| planet Ibberspleen IV. The game starts with you waking up from a dream. | |
| When you do wake up, you find that you are in a dark cave with Alan the | |
| Gribbley. In case you're wondering what a gribbley is, it is some | |
| strange creature that is a cross between a neanderthal and the aftermath | |
| from a night with Malcolm Muggeridge. Alan has a rather disgusting beard | |
| also. | |
| Anyhow, you don't really know what to do, but you figure (no doubt | |
| correctly) that it would be at least a good idea to find some way of | |
| getting back to Earth. As you explore Ibberspleen IV, you find that it | |
| is a lot like Earth: There are a post office, a zoo, a grocery store, a | |
| church, and other Earth-like buildings. While you're doing all this, | |
| Alan is constantly at your side even when you're out in the rain, but he | |
| leaves when it becomes night (the game goes through the cycle of day and | |
| night). | |
| The NPCs are generally not as well developed as they are in Humbug, but | |
| you get to know them better (or at least the well developed ones) by | |
| asking them questions. My favorite NPC is the thief. When you're on the | |
| beach, you better beware because he may try to rob you. When he does, he | |
| says, "Har, har! Give us yer valuables!" If you ask him about the police | |
| he says, "They aren't after me; are they?" Also, don't think that | |
| running away from him will help you any because he'll chase after you | |
| and smash your head with his mallet. | |
| My favorite place in the game is the cave. It contains interesting areas | |
| and plenty of puzzles. It also contains one of my favorite puzzles: the | |
| wall of fruit. As you explore the cave, it becomes less and less like a | |
| cave (it contains stuff like a telephone booth and a safe). | |
| Its parser is quite good. It is easy to use and understands fairly | |
| sophisticated commands. However, it can't do really fancy stuff like | |
| recognizing multiple commands. | |
| Like Humbug, it is humorous but not as much. It is still rather witty, | |
| and it sure adds to the game, though. My wildcard points are once again | |
| for the humour. | |
| Its main flaw is its puzzles. Many of the puzzles were too hard, such as | |
| the colored buttons one. The hint system solves this problem partially, | |
| but it is no substitute for good puzzles. Don't get me wrong, though. It | |
| has many good puzzles such as the wall of fruit that I mentioned | |
| earlier, but there should have been many more. | |
| Overall, Jacaranda Jim is a good game and worth playing, but it could | |
| have been an excellent game if the puzzles had been better. | |
| Atmosphere: 1.3 | |
| Gameplay: 1.5 | |
| Writing: 1.5 | |
| Plot: 1.2 | |
| Humour: 1.3 | |
| Total: 6.8 | |
| Characters: 1.3 | |
| Puzzles: .8 | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: Mulldoon Legacy | |
| AUTHOR: Jon Ingold | |
| E-MAIL: mulldoon SP@G ingold.fsnet.co.uk | |
| DATE: 1999 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/Mulldoon.z8 | |
| VERSION: Release 6 | |
| Okay, I'm not sure we need Glulx's memory-extending capabilities after | |
| all. Not if the Z-machine as it presently stands can produce something | |
| as large as Mulldoon Legacy, which is easily the biggest IF game I've | |
| ever played. (*Much* bigger, amount-of-puzzles-wise, than Anchorhead, | |
| Not Just an Ordinary Ballerina, or Varicella, to take three examples of | |
| games that recently pushed the Z-code size envelope.) Granted, Mulldoon | |
| Legacy doesn't weigh itself down with a lot of NPCs, so there's a clear | |
| difference in priorities there, but still--I have difficulty conveying | |
| exactly how huge this thing is. (I suppose I could sit down with a | |
| transcript and count the puzzles, but that's not much fun.) The initial | |
| premise is familiar--explore your grandfather's museum so that you can | |
| get your legacy--but it gives rise to a highly convoluted story. | |
| Part of the reason that it's huge is that it's full of puzzles--this is, | |
| in every way, a puzzle-fest. Moreover, a lot of the puzzles are quite | |
| difficult, sufficiently so that you shouldn't expect this to take less | |
| than several weeks (unless you have a telepathic connection to the | |
| author or are relying heavily on a walkthrough). The length and | |
| complexity of the game adds to the difficulty, in fact, since you may be | |
| required to connect one puzzle with an earlier event that you might have | |
| encountered several weeks before, or with an object that you haven't | |
| touched in a month. Similarly, you accumulate quite a few objects by the | |
| end of the game, meaning that (a) it's easy to lose track of some in the | |
| shuffle and (b) it's easy to overlook the connection between the latest | |
| puzzle and one of the objects in your archive. | |
| That brings up another point, however, namely that the puzzles in | |
| Mulldoon generally don't boil down to apply-the-object. (There *are* | |
| quite a few keys and locked doors, but there are creative twists | |
| associated with those.) Some of them are set pieces--they could have | |
| been wrenched out of the code and plunked down in another | |
| puzzle-fest--but many turn on applying knowledge in relatively subtle | |
| ways, and even the set pieces are creative. There's an entertaining | |
| variant on the Zork III Royal Puzzle, for example, and another scene | |
| involving the manipulation of a marble maze that's done in a | |
| surprisingly novel way. They come from a variety of genres, too--there's | |
| a cryptic crossword clue that's key to one puzzle, a chemistry problem | |
| of sorts that features in another, and a math/logic problem of sorts at | |
| another point. There are a few old chestnuts, to be sure; you assemble | |
| the ingredients for a potion over the course of the game, and collect a | |
| set of four related objects as well. But there's enough of the game that | |
| doesn't depend on those old chestnuts to make it bearable for the IF | |
| veteran. | |
| The puzzles themselves--well, a lot of them are hard, and some of them | |
| are unfairly hard. Not all, but some--sometimes because they require | |
| intuitive leaps that simply don't come naturally, and sometimes because | |
| they assume that you're picturing something the way the author is, which | |
| ain't necessarily so. (One of the latter moments, unfortunately, comes | |
| very near the beginning of the game.) I'd like to recommend Mulldoon | |
| Legacy as a game for the puzzle fan to plow through without help, but I | |
| can't honestly do that, because there are a few puzzles whose logic is | |
| unclear to me even now. In other words, if you don't keep a walkthrough | |
| handy, you're liable to bog down, and when you give in and check the | |
| solution and find something completely unexpected, you're liable to lose | |
| faith in the game. Again, though, they're not all bad, and most of them | |
| are good enough to be worth spending some time on before you move on. | |
| Adding to the difficulty is the design: the layout is, for the most | |
| part, highly wide, so it's easy to get into a position where you have a | |
| lot of problems but only have the equipment to solve a few of them. | |
| Worse, it's not always clear when an object or room offers more | |
| possibilities in the puzzle department (though this is only occasionally | |
| a problem). It's relatively difficult most of the time to make the game | |
| unwinnable--and usually, when you do, it's obvious--but making any | |
| progress at all is at times quite a struggle. | |
| These are all standard problems in a puzzlefest, but I think Mulldoon | |
| deserves a spot a notch above your average puzzlefest because of the | |
| depth and complexity of the story. I wouldn't say it's a chin-strokingly | |
| profound story, but there's a lot of it and it's tied into most of what | |
| goes on in the game, a few set-piece puzzles aside. Moreover, the nature | |
| of the puzzles is often such that they reward attention to the progress | |
| of the plot--or, rather, you may find yourself lost if you regard the | |
| story as mere background. Some aspects of the story, to be sure, have | |
| been done; there's a time-travel angle, for instance, a very familiar | |
| trope (one moment comes as something of an homage to Sorcerer) and the | |
| framing story seems to owe more than a little bit to Curses. But some of | |
| the plot elements really are pretty novel, and the various pieces manage | |
| to come out of the blender in reasonably surprising ways. (Part of it | |
| may be that there's so much in the game--there are some familiar aspects | |
| of the plot that manage to be surprising because they're juxtaposed with | |
| familiar elements from entirely different genres.) It's also worth | |
| noting that the design is pretty good, even if not especially | |
| forgiving--I don't think it's possible to run into events or puzzles out | |
| of order (no small feat in something this large), and the pace of the | |
| plot development follows the pace of the puzzle-solving in a reasonably | |
| natural way. | |
| Mulldoon Legacy doesn't appear to have the most vivid setting | |
| initially--you're wandering around an old museum looking for your | |
| grandfather. But one of the whimsical charms of the game is the way that | |
| it keeps pouring more and more incongruous things into that | |
| setting--while occasionally transporting you out of the setting, of | |
| course; it's my belief that the author intended to try to make the | |
| player lose track of what's within the primary setting and what's | |
| outside it. The game spends a while teetering on the edge between | |
| explore-a-wacky-museum and something between fantasy and sci-fi (before | |
| eventually toppling full-bore into the latter), and while it's | |
| teetering, the author milks the confounding-expectations game for all | |
| it's worth. Not all that notable if you've had the genre bait-and-switch | |
| done to you before, perhaps, but still fun if you like having your head | |
| messed with. | |
| As with most puzzlefests, whether Mulldoon Legacy works is primarily in | |
| the eye of the beholder: if you find the puzzles challenging but fair, | |
| then it'll work, but I can't say confidently that it will or won't work | |
| for any given player. It does occur to me, though, that this is a | |
| throwback to the days when people expected IF to keep them busy for | |
| weeks at a time, and likely didn't have four or five other freeware | |
| releases competing for their attention. That is, you're expected to give | |
| an event your attention, enough attention that you can recall it (at | |
| least, the general contours) hundreds or even thousands of moves later. | |
| Likewise, when there's a plot development, the game isn't going to | |
| connect all the dots each time; it's expected that you'll recognize key | |
| people and events. Granted, '80s-era IF wasn't this large (excepting, | |
| perhaps, Acheton, which I haven't played), but it's the same general | |
| feeling: finishing the game takes a real commitment. If you plan to | |
| finish Mulldoon Legacy, prepare either to make a similar commitment or | |
| to consult the walkthrough more than occasionally. | |
| While Mulldoon is at heart more puzzlefest than story, it does a | |
| better-than-average job of integrating its puzzles with its plot and of | |
| making the latter more than a token effort, and arguably it's notable | |
| simply for those accomplishments. If you're not a fan of puzzlefests, | |
| you may not get much out of this, but it's a well-put-together game | |
| nonetheless. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Cedric Knight <ADDRESS REMOVED> | |
| TITLE: The Pyramids of Mars | |
| AUTHOR: Patrick Wigfull | |
| EMAIL: ? | |
| DATE: 1994 | |
| PARSER: AGT, sub-Inform | |
| SUPPORTS/PLATFORM: AGT interpreters, comes with AGT runtime | |
| AVAILABILITY: Freeware?, GMD | |
| URL: ftp://ftp.gmd.de/if-archive/games/agt/mars.zip | |
| Being a fan of the BBC TV show, "Doctor Who", I was pleased to see this | |
| in the archives. The game pays tribute to the show by adapting one | |
| popular story from 1976 when the central character was played by Tom | |
| Baker. This had a typical plot in that an ancient Egyptian god is | |
| discovered to be a powerful alien intent on laying waste to whole | |
| galaxies, yet the action centres around a quiet country house in 1911, | |
| reminiscent of the H.P. Lovecraft influence common in IF. | |
| This particular story might seem a good candidate for adaptation due to | |
| the technical puzzles that are solved, but in fact "do something | |
| terribly clever" isn�t handled well by most parsers. Therefore Wigfull | |
| has had to eliminate many of the obstacles of the TV series and replaced | |
| them with some plausible alternatives that will work in an adventure | |
| game while being in keeping with the original plot. So there�s still | |
| plenty of challenge for people with reasonably clear memories of the | |
| version released on video, although for people with no previous | |
| knowledge there will be challenge in the substantive problems as well as | |
| the minutiae. "Mars" is a faithful homage, which only Who obsessives | |
| would think of picking holes in. It is unfortunate that some of the new | |
| puzzles are very particular in their solution, e.g. "put gelignite on | |
| equipment" is legal, but not useful. There are also several ways you | |
| can get yourself into an unwinnable situation and have to restart. Most | |
| players can cope with this, although when you have explored the | |
| environment once, you have to wait for about 50 turns before events | |
| unfold enough for you to really start the action. | |
| The AGT interpreter for the PC that comes with this package gives a | |
| divide-by-zero error probably due to higher processor speeds, but the | |
| DA1 file runs reasonably well in AgiliTy except for a few | |
| considerations. In particular the hint/help system doesn�t work, neither | |
| do the cursor and function keys as described in the documentation, and | |
| opening the front door (an unnecessary action in any case) generates an | |
| infinite loop error. | |
| IF has of course moved on considerably since this game was written. One | |
| NPC here is very static, and may provide you with some useful | |
| information, while the others are of the variety that may flit by for a | |
| brief dramatic scene, although they get bumped off very early anyway. | |
| The Scarman brothers could be developed much more, instead Laurence | |
| unaccountably "sniffs the teapot" or "checks his fly". Most notable by | |
| her absence is Sarah, the Doctor's companion in the TV story. It�s often | |
| said of the TV companions that they were mostly there to ask stupid | |
| questions so the Doctor could explain the plot to the viewer, and Sarah | |
| was surplus to requirements here, but it was a shame the author did not | |
| take the opportunity to develop the character�s role for its own sake. | |
| PLOT: Momentous (1.4) ATMOSPHERE: Good in parts (1.2) | |
| WRITING: A few typos (1.0) GAMEPLAY: AGT (0.8) | |
| ADAPTATION: Difficult source (1.2) | |
| OVERALL: 5.6 | |
| CHARACTERS: Single-purpose (1.1) PUZZLES: Sometimes illogical 1.0 | |
| DIFFICULTY: Medium | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: Small World | |
| AUTHOR: Andrew Pontious | |
| E-MAIL: [removed at author's request. See game for email address.] | |
| DATE: 1996 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/tads/SmallW3.gam | |
| VERSION: Release 3 | |
| Small World, another largely forgotten gem from the 1996 competition, is | |
| a nice effort on several levels--the puzzles are creative and reasonably | |
| forgiving, there's a funny and thoroughly implemented NPC, and the game | |
| takes whimsical pokes at a variety of targets that should keep even the | |
| non-puzzle-solver entertained. | |
| You've been transported magically to a tiny world (eight feet in | |
| diameter) which has stopped spinning, so your brief is to get things | |
| moving again. Along the way you encounter a miniature Adam and Eve, | |
| nuclear war, interplanetary conflicts of various sorts, and other | |
| problems of various seriousness. The most memorable aspect of the world | |
| is the devil that tags along behind you on a pogo stick making snarky | |
| comments about most events in the game; as a parody of Satan (in | |
| reference to heaven, "Is that powderpuff really where you want to go | |
| when you die?") or as general comic relief ("A miserably whistled | |
| rendition of 'Can't Get No Satisfaction' assures you the devil is right | |
| behind"), the devil is one of the game's main assets. | |
| The game itself has become somewhat more user-friendly in recent | |
| releases--the competition release made inventory management somewhat | |
| excessively cumbersome for the sake of realism. (The cleanup makes | |
| sense--insisting on realism in the story of an eight-foot-in-diameter | |
| world was probably overkill.) Still, owing to the nature of the beast, | |
| it's not an easy game; when so much of what goes on is dependent on | |
| whimsy, it can be difficult to tune into the author's brand of whimsy in | |
| order to get the puzzles solved. Some of the non-user-friendly aspects | |
| are still there, in fact--the game can close off without warning early | |
| on if you do certain things out of order. Nor is there an overarching | |
| logic to the game that the player needs to acclimate to, really--there's | |
| no theme or motif that explains the puzzles. They're not bad puzzles, | |
| but they're not particularly accessible, either--and the last one, which | |
| effectively plays games with the syntax and is rather difficult to | |
| visualize, is even more challenging. There's a hint system; it doesn't | |
| adapt perfectly to your situation, but it works well enough. | |
| What's interesting about Small World is that it doesn't appear to take | |
| itself seriously, and yet the conflicts on the world you inhabit are | |
| rendered as actual conflicts rather than as humor. That is, even though | |
| the devil appears to be mostly there for fun, you do have to get rid of | |
| him, and at a key moment you get the devil rooting against you (and | |
| various heavenly choirs rooting for you). When you finally succeed, the | |
| devil gives "a great despairing wail, taken up by all his followers, | |
| combining the sounds of howling wolves, screeching canaries, hissing | |
| snakes, yammering jackhammers," which eventually "trails off to a | |
| hollow, echoing moan, then silence." A little heavy for a comedy game, | |
| as are the various nuclear warheads hurled at you (you're given a | |
| thousand-turn countdown until the inhabitants run out of missiles). In | |
| its own way, though, the comic/serious duality works--after all, your | |
| role is, in a sense, to play God/savior for the miniature world, and you | |
| get a sense of both the comic absurdity and the tragedy of such a role. | |
| That is, your perspective permits you to laugh at the world you're | |
| charged with saving, but the inhabitants can be forgiven for not seeing | |
| the humor in it all. The quality of the writing helps here: generally, | |
| when the game's being funny, it does so through understatement, without | |
| appearing to try too hard, so shifting into a less whimsical mode | |
| doesn't feel like a jolt. | |
| Small World is uneven in a few respects, but it's none the less | |
| enjoyable for that, and the most recent releases have improved its | |
| production values. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| [Note: In the original version of Neil's review, the game's title was | |
| maintained in strict lower case -- "t-zero" -- after the game's own | |
| fashion of referring to itself. I've changed the case for the sake of | |
| readability only. --Paul] | |
| From: Neil Yorke-Smith <neilys SP@G yahoo.com> | |
| NAME: T-Zero | |
| AUTHOR: Dennis Cunningham | |
| DATE: 1991 | |
| PARSER: Custom | |
| SUPPORTS: PC | |
| AVAILABILITY: Shareware ($20) | |
| URL: ftp://ftp.gmd.de/if-archive/games/pc/t-zero.zip | |
| VERSION: 1.04 | |
| T-Zero is an anomaly of IF. Released in 1991, after the heady Infocom | |
| days but before Inform and the renaissance of IF, T-Zero is a | |
| surprisingly modern game. Dennis Cunningham's puzzle-based work evokes a | |
| rich atmosphere in a land familiar and yet unknown. | |
| Cunningham sees himself as a programmer with literary leanings and -- on | |
| the evidence here -- succeeds in both. T-Zero runs as a stand-alone DOS | |
| game, released in full as shareware. | |
| "An Adventure for the Time Being", the subtitle, sums up the story. | |
| T-Zero is an adventure game. A literate, immersive piece of IF, but | |
| foremost an adventure game. The player-character must locate six objects | |
| "scattered across ages and landscapes", objects which are to be | |
| transported "somehow...to progressively future time zones where they can | |
| right the troubled times." Echoes of other games, such as Level 9's | |
| Lords of Time, and premonitions of Nelson's seminal Curses and Jigsaw. | |
| (Cunningham had hoped to quote extensively from T.S. Eliot -- compare | |
| Jigsaw -- but permission was not granted.) | |
| As the subtitle also suggests, time is the motif running through the | |
| game. Time and words, although there is much more going on than | |
| chronological word-play. A typical example is this extract from the | |
| opening: | |
| It's just as well that you were dismissed from the museum--your | |
| duties as combination custodian and librarian involved either | |
| re-shelving books and dusting off clocks or rewinding timepieces and | |
| dusting off books. However, you were onto something. | |
| An ex-libris librarian, then, the PC has an account to straighten with | |
| the mysterious owner of the museum (a museum devoted to time, | |
| naturally), Count Zero. Just what the Count is up to, and how the | |
| troubled times might be righted, is pieced together as the game | |
| progresses. | |
| As the game opens, the status-line, in addition to the usual location | |
| and score, reads "6:00AM * Day 1 * Present"; there is a strange compass | |
| in the initial inventory. It is clear that the PC could be visiting time | |
| zones other than the Present. Indeed, once inside the museum, there is | |
| time for the Past, Present and Future...and beyond. | |
| While T-Zero is not overly large, much more exploration is required than | |
| in other games of a similar size. Time is realistically modelled (how | |
| could it be otherwise?); each move takes five minutes of game time. The | |
| world reflects the current time: the sun rises and sets, hours are | |
| chimed, and so on. Exploration is also necessary since some objects do | |
| not appear at once and some actions must be performed at the right time | |
| -- although precise move-counting is uncommon. | |
| The writing is strong, often thematic. Responses defy the conventional, | |
| sometimes cheerfully breaking mimesis, but always seem appropriate (try | |
| 'g' or 'turn'-ing a fixed object). A favourite is the response to a word | |
| not understood by the parser, "That word comes from an unknown realm." | |
| Cunningham is not afraid to impose his eclectic world upon the player | |
| and the effect can be entrancing: | |
| Moebius Strip. | |
| The racing strip here twists in on itself to form a continuous band | |
| without inside or out. Contenders, defying gravity, adhere to the | |
| track whether right-side up or upside down. | |
| There are a tortoise and a hare here. The hare is running moebius | |
| strips around the tortoise which assuredly continues with measured | |
| progress. | |
| > get hare | |
| You miss by a hare's breadth. | |
| T-Zero is impressive technically, particularly considering that it was | |
| written without the aid of an authoring system. Unlike some stand-alone | |
| games, the parser is well up to Infocom standard, handling full | |
| sentences and even genuine adjectives without a murmur. Cunningham | |
| appears to have implemented an object system of sorts: the parser knows | |
| that poppies and marigolds are both types of flowers, for instance. | |
| Most interesting are the meta verbs that become available later in the | |
| game: 'find', 'where', 'copy' and 'imagine', the latter which "allows | |
| [the] player to 'visualise' unencountered objects or locations." | |
| The parser does not pretend to understand more than it does -- which is | |
| commendable -- but can lack synonyms and, if rarely, lack objects | |
| mentioned in the room descriptions, which is less commendable. It can | |
| become confused between verbs and nouns, for instance with 'lever' and | |
| 'plant', and plural objects must be referred to as 'it', not 'them'. | |
| Version 1.04 of T-Zero is available on the IF archive. The interface has | |
| all the conveniences expected: command history, scripting, customisable | |
| colours. Function keys are programmable, the arrow keys can be used to | |
| enter directions, standard short-cuts (except 'z') and undo all work. | |
| Cunningham has added some neat touches, too, like an inline menu for | |
| disambiguation and selection, and careful use of colour. | |
| The puzzles, on the whole, are not hard in themselves provided the | |
| language, time or popular culture references are familiar; the game has | |
| built-in context-dependent hints. However, a certain amount of waiting | |
| around and verbal dexterity is required, and I found the insight for | |
| some of the puzzles slow in coming. When the insight comes, the | |
| consequences can be delightful. There is a well-signposted maze early in | |
| the game, one which exhibits Lewis Carroll-like qualities. | |
| On occasion, I was reminded that the game does not neatly sit in the | |
| Infocom tradition. Exits, to take one example, are not consistently | |
| listed in room descriptions because an 'exits' verb is provided instead. | |
| The descriptions thus seem more natural and concise, at the cost of the | |
| repeated use of 'exits' when first exploring. Increases to the score, to | |
| take another example, are signalled as default by a small tune, not by a | |
| textual message (although of course the status-line changes). | |
| There are three main criticisms that can be brought against T-Zero. The | |
| first is that the expectations of contemporary IF have shifted from | |
| those of the early 1990s. Death, for instance, can occur instantly | |
| without warning in the most unexpected ways. While UNDO will remedy the | |
| situation, such happenings only irritate. Similarly, some puzzles (to my | |
| mind) assume too many Americanisms. And finishing with full points is | |
| harder than it ought to be. The player has a Bill of Rights, remember? | |
| The second criticism is that sometimes Cunningham's world is too | |
| detailed. The PC has a limited carrying capacity, as do all the | |
| containers to be found. Objects in or on another object are tediously | |
| listed (sand in an egg timer, for instance). The world seems rounded and | |
| understanding -- but too easily the parser is seen to be lacking real | |
| knowledge. None of these things is wrong by itself but their cumulative | |
| effect can become tedious. | |
| Finally, on occasion, Cunningham over-reaches himself. While not quite | |
| guess-the-verb, the syntax to perform a desired action can be elusive: I | |
| found the moebius strip infernally demanding, for example. While often | |
| delightful, the linguistic ingenuity can be frustrating and the parser | |
| trying (no more trying than Inform or TADS, it should be added). When it | |
| works, however, the game works splendidly. | |
| It's unclear whether the author is still accepting registration for | |
| T-Zero. Various email addresses are given in the documentation, but a | |
| search of the web reveals no homepage. Other shareware IF from the time | |
| -- see the review of Humbug in SPAG #11 [or, indeed, in this very issue! | |
| --PO] -- has now passed into the public domain. | |
| T-Zero is an anomaly. Although not to the liking of everyone, definitely | |
| recommended: it is, arguably, a piece of modern IF before the modern | |
| era, so always lacking the full attention it deserves. An unusual game, | |
| unwittingly reflecting its unusual place in the history of IF. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Francesco Bova <fbova SP@G pangea.ca> | |
| One day, about 10 years ago I found myself ready to give up on my amber | |
| colored IBM XT. Maybe it was the flicker of a screen too old to be any | |
| good, or the speed of a processor so slow that words didn't appear until | |
| 10 seconds after I was finished typing, but I'd finally had enough and | |
| was getting ready to get rid of the old hunk of junk. | |
| My real lament was that outside of some word processing and spreadsheet | |
| programs, there was really nothing I could do with my old XT. So, I | |
| explained my dilemma to a programming buddy and asked for a little help. | |
| He promised he would download a few games for me off a local BBS and | |
| when the disk finally arrived it turned out to be only one game and | |
| something called a "text adventure" to boot. | |
| Now I was sort of familiar with text adventure games, as I had played | |
| the Zork trilogy way back in the early 80s, but what I was unaware of | |
| was that the quality for most shareware games produced during the early | |
| nineties was very low (relative to today, at least). It was a stroke of | |
| fortune then, that my friend downloaded for me the competently created | |
| T-Zero. | |
| T-Zero chronicles the bizarre plight of a recently fired and evicted | |
| Museum custodian who is charged with figuring out what his former | |
| employer and game antagonist Count Zero is up to. The story starts off | |
| with you waking from uneasy dreams with the realization that you were | |
| onto something incriminating about the Count just before he fired you. | |
| The bulk of the game then revolves around you trying to get back into | |
| the museum to rediscover what exactly it was that you'd latched on to. | |
| It's a simple premise to get started on that eventually turns complex, | |
| with bit players galore, conspiracies, plans for anti-utopic world | |
| domination, and time travel to a past and future world vastly different | |
| from the one you started out in. Confused yet? Well there's more afoot | |
| here than a simple time travel game where the same room's locations | |
| change to reflect your temporal journeys. The plot goes from the | |
| mundane, to the prehistoric, to an Orwellian nightmare with landscapes | |
| that are as evocative as So Far's surreal worlds but held together more | |
| succinctly, with the common thread of slightly familiar settings that | |
| change notably over different time periods. Here for example, is a | |
| sketch of a sawmill described in the present, past and future: | |
| Present: | |
| Abandoned Mill | |
| Yellow dew-drenched mushrooms pop through the scattered timbers and | |
| redwood sawdust that mark the site of an abandoned mill. | |
| Past: | |
| Sawmill | |
| You've lumbered onto a mill with a conveyor belt that lazily leads | |
| under whirring sawteeth. | |
| Since all the forests you've encountered in this era have been | |
| characterized by immature growth, you vaguely wonder about the | |
| purpose of the mill. | |
| Future: | |
| Gristmill | |
| Although nothing is being ground here, a host of befuddled joggers | |
| relentlessly power a series of studded treadmills. Their emaciated | |
| bodies suggest that they are attempting something more than mere | |
| exercise. | |
| That's some pretty awesome prose in my opinion. The beauty of | |
| Cunningham's writing style is that it's so economical, with nary a word | |
| wasted. His room descriptions give the reader enough information to | |
| accurately describe the setting and mood, while leaving a good part of | |
| the surrounding scenery to the reader's imagination. The only criticism | |
| about these beautifully rendered scenes is that Cunningham seldom if | |
| ever puts in exit descriptions. I've always found that writing exit | |
| descriptions tends to break up the flow of a room description, and | |
| certainly, one of the reasons I think I enjoyed T-Zero's prose as much | |
| as I did was because of the lack of phrases like "There are exits | |
| leading east, north, and southwest," tacked on to the end of each | |
| paragraph. Having said that though, take a look again at the text in the | |
| preceding sawmill description. Do you have any idea how to exit this | |
| location? Yeah, me neither. One of the real drawbacks of T-Zero is that | |
| you'll probably have to try all 8 cardinal directions upon entering each | |
| new room (until you become more comfortable with landscape), and that | |
| can be a real pain; especially in a day-and-age where we would expect | |
| exits to appear in every room description. A small quibble however, and | |
| it does very little to detract from this game. | |
| The prose was also particularly good when it came to NPC dialogue. The | |
| NPCs by-and-large tend to be pretty one dimensional in terms of their | |
| conversation. More often than not you'll get responses like, | |
| "<character> is too preoccupied at the moment." when you ask a question. | |
| But when you find a conversation topic that the character has something | |
| to say about, the responses are typically witty and reflective of the | |
| absurd nature of the NPC and the game's surroundings. Here's an example: | |
| > Ask Prufrock about Count Zero | |
| "My former Prince seems to be intent upon squeezing the universe into | |
| a ball and rolling it towards the future without regard to who's | |
| flattened in the process. I'd like to see his head, grown slightly | |
| bald, brought in upon a platter." | |
| What's more, the principal NPCs, like many of the game's items, are | |
| "reusable", which is to say that you need to utilize their skills on an | |
| ongoing basis at different points in the game. | |
| The fabulous prose also fleshes out what is in essence a big | |
| house-o-puzzles-type game, making the substantial differences between | |
| the game's diverse surroundings seem, well... almost seamless. The puzzles | |
| themselves are genuinely hard. Not many of them are unfair, but there | |
| are 3 or 4 incredibly obscure puzzles, that will probably irritate you | |
| to no end. One of them revolves around a Nord-and-Bert-style | |
| turn of phrase, a culturally biased colloquialism; another two involve | |
| some extremely suspect lateral thinking; and finally there's an | |
| ultra-obscure puzzle centering on a reference to a Beatles song that I | |
| didn't get until I saw Oasis do a cover version a few years back. By and | |
| large however, the puzzles are well done and integrate effectively with | |
| the story. All the puzzles are clued (Hmmm... I won't say well-clued, | |
| because not many of the solutions are exceedingly obvious) in one way or | |
| another, with a huge emphasis placed on the way object, dialogue and room | |
| description text is worded for some of the tougher puzzles. In fact, | |
| word association may be a good exercise when you find yourself stumped. | |
| Among the more standard-type puzzles there are some interesting spins, | |
| with perhaps the most novel maze I've ever seen (It's actually a | |
| pleasure to map out once you find the key), the most original key I've | |
| ever encountered, and some great lateral puzzles that involve actions in | |
| one time period affecting the landscape of another. | |
| The game's objects are also many, varied, and interesting. Some of the | |
| more notable ones include items that enable you to look at your | |
| surroundings as they're presented in the future and in the past, which | |
| results in a few hilarious descriptions like this one: "It's a good | |
| thing you're merely looking into the past because if you were actually | |
| present, you would be impaled on the sharp point of a... etc.", and | |
| objects that speed up, distort, and even reverse the flow of time (the | |
| status line in this game takes one heck of a beating!). There's also a | |
| huge amount of reusability with the game's items with an adventurer's | |
| backpack full of many, apparently single-use, items that can be | |
| transformed or broken apart to form other important items. If that isn't | |
| enough, still other items have interesting mechanics or physics all | |
| there own, and I often found the experimentation process with these | |
| items to be as much fun as solving some of the more satisfying puzzles. | |
| So, to wrap up: T-Zero is a well-crafted game in almost every sense. In | |
| fact, considering the production date of this game (way back in 1991), I | |
| was surprised to find how easily I felt it could rival some of today's | |
| better games in terms of story, puzzles, and game design. Now, that's | |
| not to say that it doesn't suffer from typical problems associated with | |
| shareware games of that era, because at times, it most certainly does. | |
| I've already mentioned the problems with listing exits in room | |
| descriptions and one-dimensional NPCs, but there are also problems with | |
| the parser handling very few synonyms, and the parser demanding exact | |
| and complex syntax for what should be very easy commands. The game | |
| unfortunately can also be put into an unwinnable state in many | |
| situations without player notification, and I can't begin to imagine how | |
| frustrating it would be for a player to make it all the way to the | |
| game's end only to realize that something crucial was rendered | |
| unattainable near the game's beginning. Still, there are more than | |
| enough user-friendly player aids to make up for these shortcomings. As | |
| the game progresses, new verbs may become available to you such as | |
| "WHERE" (a command which lists the last place you left an object once in | |
| your possession) and "FIND" (a command reminiscent of the "GOTO" verb | |
| from Irene Callaci's Dangerous Curves, that effectively puts the parser | |
| on autopilot until you've reached the destination you just typed in.) | |
| Similarly, the parser is extremely helpful in pointing out where it | |
| didn't understand your message, with menus to help choose between | |
| ambiguous objects and arrows pointing out the parser's problems with | |
| your commands. Here are a few examples: | |
| > Get go | |
| ^ ^ | |
| Please one action at a time | |
| > Get xyzzy | |
| ^ | |
| That word comes from an unknown realm. | |
| > Drop book | |
| You possess more than one of those. Please choose between them: | |
| > Scarlet book. | |
| > Tan book. | |
| > None. | |
| All this, and with a parser that appears to be home-brewed to boot! Wow! | |
| All I can say is I was lucky that T-Zero was the first shareware | |
| text-game I played. T-Zero spoiled me, with its nifty puzzles, beautiful | |
| story, and delicate prose, and in a way I've been looking for that same | |
| playing experience ever since (and, I've of course found it on occasion | |
| :). You can imagine my chagrin when a few years later, I found the IF | |
| Archive and began playing the easily executable crop of AGT games, and | |
| found them nowhere near as entertaining, challenging, or playable. On | |
| that fateful day when my friend downloaded T-Zero, imagine what path my | |
| life may have taken had he instead given me a copy of Space Aliens | |
| Laughed at My Cardigan. I'd probably be homeless and penniless on the | |
| street as I write this! | |
| 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: | |
| ==== ====== === === ==== ===== ====== | |
| 1-2-3... 4.2 0.7 0.4 1 F_INF_GMD | |
| 9:05 6.4 0.5 0.7 7 20 F_INF_GMD | |
| Aayela 7.4 1.2 1.5 5 10 F_TAD_GMD | |
| Abbey 6.8 0.6 1.4 1 S10_I_GMD | |
| Above and Beyond 7.3 1.5 1.6 5 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 | |
| Ad Verbum 7.4 0.8 1.4 1 23 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 1.1 5 F_INF_GMD | |
| Adventures of Helpful 7.0 1.3 0.9 2 F_TAD_GMD | |
| Aftermath 4.0 0.7 0.7 1 F_TAD_GMD | |
| Afternoon Visit 4.1 1.0 0.8 1 F_AGT | |
| Aisle 6.6 1.4 0.2 7 18 F_INF_GMD | |
| Alien Abduction? 7.5 1.3 1.4 5 10 F_TAD_GMD | |
| All Alone 9.0 1.5 1.0 1 22 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 8.8 1.7 1.5 25 18 F_INF_GMD | |
| And The Waves... 6.7 1.4 1.1 1 23 F_INF_GMD | |
| Another...No Beer 2.4 0.2 0.8 2 4 S10_I_GMD | |
| Arrival 7.9 1.3 1.4 5 17 F_TAD_GMD | |
| Arthur: Excalibur 8.0 1.3 1.6 44,14,22 C_INF | |
| Asendent 1.7 0.0 0.3 1 F_INF_GMD | |
| At Wit's End 7.1 1.2 1.3 1 23 F_TAD_GMD | |
| Augmented Fourth 7.7 1.4 1.5 5 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 8.4 1.7 1.3 10 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 7.3 1.2 1.4 6 13 F_INF_GMD | |
| Beat The Devil 5.5 1.2 1.1 4 19 F_INF_GMD | |
| Being Andrew Plotkin 6.8 1.4 1.0 1 23 F_INF_GMD | |
| Best Man 6.3 0.9 1.5 1 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 | |
| Big Mama 6.2 1.4 0.9 1 23 F_INF_GMD | |
| 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 7.7 1.4 1.1 2 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 | |
| Breaking The Code 0.5 0.0 0.0 1 F_INF_GMD | |
| Broken String 3.9 0.7 0.4 4 F_TADS_GMD | |
| BSE 5.7 0.9 1.0 3 F_INF_GMD | |
| Bureaucracy 6.9 1.5 1.3 11 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 Amnos 5.5 1.1 0.9 1 F_INF_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 12 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 8.3 1.6 1.6 18 20 F_INF_GMD | |
| City 6.1 0.6 1.3 2 17 F_INF_GMD | |
| Clock 3.7 0.8 0.6 1 F_TAD_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 | |
| Comp00ter Game 0.9 0.1 0.1 1 F_INF_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 6.7 1.1 0.7 3 22 F_INF_GMD | |
| Crimson Spring 6.9 1.5 1.2 1 F_HUG_GMD | |
| Crypt v2.0 5.0 1.0 1.5 1 3 S12_IBM_GMD | |
| Curses 8.0 1.2 1.7 19 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 | |
| Desert Heat 6.0 1.3 0.7 1 23 F_TAD_GMD | |
| 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 | |
| Dinner With Andre 7.2 1.6 1.4 1 23 F_INF_GMD | |
| Ditch Day Drifter 6.7 0.9 1.7 4 2 F_TAD_GMD | |
| Djinni Chronicles 7.9 1.5 1.2 1 23 F_INF_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 8.0 1.4 1.8 10 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 | |
| End Means Escape 6.1 1.4 1.1 1 23 F_TAD_GMD | |
| 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 7.1 1.5 1.3 4 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 8.0 0.9 1.3 6 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 | |
| Futz Mutz 5.3 1.0 1.1 1 F_TAD_GMD | |
| Galatea 7.8 1.9 0.7 3 22 F_INF_GMD | |
| Gateway 8.6 1.4 1.8 6 11 C_I | |
| Gateway 2: Homeworld 9.0 1.8 1.9 5 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 | |
| Got ID? 6.2 1.4 1.0 1 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 | |
| Guess The Verb! 6.9 1.0 1.3 1 23 F_INF_GMD | |
| 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 Bar 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 | |
| Happy Ever After 4.6 0.5 1.2 1 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 7.4 1.6 1.3 4 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 7.8 1.5 1.3 18 20 F_INF_GMD | |
| Ice Princess 7.5 1.4 1.6 2 A_INF_GMD | |
| In The End 4.8 0.6 0.2 3 10 F_INF_GMD | |
| In The Spotlight 3.2 0.2 1.0 2 17 F_INF_GMD | |
| Infidel 6.9 0.3 1.4 14 1 C_INF | |
| Infil-Traitor 2.9 0.1 0.7 1 F_I_GMD | |
| Informatory 5.5 0.5 1.3 1 17 F_INF_GMD | |
| Ingrid's Back 7.0 1.6 1.6 2 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 7.5 1.0 0.9 3 F_GMD | |
| Jacks...Aces To Win 7.1 1.3 1.2 3 19 F_INF_GMD | |
| Jarod's Journey 2.5 0.5 0.3 1 F_TAD_GMD | |
| Jewel of Knowledge 6.3 1.2 1.1 3 18 F_INF_GMD | |
| Jeweled Arena 7.0 1.4 1.3 2 AGT_GMD | |
| Jigsaw 8.2 1.5 1.6 18 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 | |
| Kaged 8.0 1.2 1.3 1 23 F_INF_GMD | |
| King Arthur's Night O 5.9 0.9 1.0 4 19 F_ALAN_GMD | |
| Kissing the Buddha's 7.9 1.8 1.5 6 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 7.1 1.3 1.5 11 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 6.9 1.3 1.4 5 14 F_TAD_GMD | |
| Lethe Flow Phoenix 6.9 1.4 1.5 5 9 F_TAD_GMD | |
| Letters From Home 6.4 1.1 1.5 1 F_INF_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 Billy 1.1 0.4 0.0 1 F_I_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 6.1 1.3 1.1 4 13 F_INF_GMD | |
| Lunatix: Insanity Cir 5.6 1.2 1.0 3 F_I_GMD | |
| Lurking Horror 7.2 1.3 1.4 16 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 | |
| Masque of the Last... 4.7 1.1 0.8 1 F_INF_GMD | |
| Masquerade 7.3 1.6 1.0 1 23 F_INF_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 | |
| Metamorphoses 8.7 1.3 1.6 1 23 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 8.3 1.4 0.9 13 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 6.1 1.2 1.0 15 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 | |
| My Angel 7.9 1.7 1.2 1 23 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 | |
| Nevermore 7.2 1.5 1.4 1 23 F_INF_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 6.1 0.6 1.2 9 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 | |
| On The Other Side 2.2 0.0 0.0 1 F_I_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 0.7 23 17 F_INF_GMD | |
| Phred Phontious...Piz 5.2 0.9 1.3 2 13 F_INF_GMD | |
| Pickpocket 4.1 0.6 0.8 1 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 | |
| Pirate's Cove 4.8 0.6 0.6 1 F_INF_GMD | |
| Planet of Infinite Mi 6.8 1.1 1.3 1 23 F_TAD_GMD | |
| Planetfall 7.3 1.6 1.4 13 4 C_INF | |
| Plant 7.3 1.2 1.5 4 17 F_TAD_GMD | |
| Plundered Hearts 7.3 1.4 1.3 10 4 C_INF | |
| Poor Zefron's Almanac 5.6 1.0 1.3 3 13 F_TAD_GMD | |
| Portal 8.0 1.7 0.2 3 C_I_A_AP_64 | |
| Prodly The Puffin 5.4 1.0 0.9 1 23 F_INF_GMD | |
| Punk Points 6.4 1.4 1.3 1 F_INF_GMD | |
| Purple 5.6 0.9 1.0 1 17 F_INF_GMD | |
| Pyramids of Mars 5.8 1.2 1.1 2 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 | |
| Rameses 8.2 1.8 0.8 1 23 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 | |
| Shade 8.8 1.4 1.0 1 23 F_INF_GMD | |
| 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 1.1 1.4 12 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 1.6 1.5 7 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 | |
| Stupid Kittens 2.2 0.1 0.1 1 F_INF_GMD | |
| Sunset Over Savannah 8.7 1.7 1.4 6 13 F_TAD_GMD | |
| Suspect 6.0 1.2 1.1 7 4 C_INF | |
| Suspended 7.5 1.5 1.4 7 8 C_INF | |
| Sylenius Mysterium 4.7 1.2 1.1 1 13 F_INF_GMD | |
| Symetry 1.1 0.1 0.1 2 F_INF_GMD | |
| Tapestry 7.1 1.4 0.9 5 10, 14 F_INF_GMD | |
| Tempest 5.3 1.4 0.6 3 13 F_INF_GMD | |
| Temple of the Orc Mag 4.5 0.1 0.8 2 F_TAD_GMD | |
| Theatre 7.0 1.1 1.3 13 6 F_INF_GMD | |
| Thorfinn's Realm 3.5 0.5 0.7 2 F_INF_GMD | |
| Threading the Labyrin 1.9 0.0 0.0 1 F_TAD_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 | |
| Transfer 6.8 0.9 1.6 1 23 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 | |
| Trip 4.6 1.2 1.0 1 F_TAD_GMD | |
| 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 0.9 3 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_TAD_GMD | |
| VOID: Corporation 3.2 0.4 0.8 1 F_AGT_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 6.5 1.1 1.2 6 10, 18 F_INF_GMD | |
| Wedding 7.4 1.6 1.3 3 12 F_INF_GMD | |
| What-IF? 1.2 0.0 0.0 1 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 | |
| Withdrawal Symptoms 4.4 0.5 0.7 1 F_INF_GMD | |
| 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 7.8 1.7 1.4 9 21 F_TAD_GMD | |
| YAGWAD 7.0 1.0 1.4 1 23 F_INF_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 6.2 0.8 1.4 22 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, last issue we had 33 contributions to the scoreboard. This time | |
| around, we almost doubled that figure, with 65 contributions. This is | |
| great. However, it seems significantly less great when you take into | |
| account the fact that 47 of those are one person's attempt to rate every | |
| game from Comp00. Also, not to be a downer or anything, but 65 is far | |
| short of the three-digit figures achieved in earlier issues. | |
| Nonetheless, there was quite a bit of movement in the Top Ten -- guess | |
| those of you who *do* submit ratings tend to do it on top-ranked games? | |
| Gateway 2 [reviewed in this issue] held on to the top spot, while | |
| Anchorhead slithered up two notches to number 2. Other movements include | |
| a little do-si-do between Babel and Spider And Web, and the re- | |
| appearance of perennial favorite A Mind Forever Voyaging at number 10. | |
| 1. Gateway 2: Homeworld 9.0 5 votes | |
| 2. Anchorhead 8.8 25 votes | |
| 3. Sunset over Savannah 8.7 6 votes | |
| 4. Trinity 8.7 16 votes | |
| 5. Gateway 8.6 6 votes | |
| 6. Losing Your Grip 8.5 6 votes | |
| 7. Spellbreaker 8.5 8 votes | |
| 8. Babel 8.4 10 votes | |
| 9. Spider and Web 8.4 15 votes | |
| 10. Mind Forever Voyaging 8.3 13 votes | |
| As always, please remember that the scoreboard is only as good as the | |
| contributions it receives. To make your mark on this vast morass of | |
| statistics, rate some games on our website | |
| (http://www.sparkynet.com/spag). You can also, if you like, send ratings | |
| directly to me at obrian SP@G colorado.edu. Instructions for how the rating | |
| system works are in the SPAG FAQ, available from GMD and our website. | |
| Please read the FAQ before submitting scores, so that you understand how | |
| the scoring system works. After that, submit away! | |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
| !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! | |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
| ___. .___ _ ___. ___. | |
| / _| | \ / \ / ._| / _| | |
| \ \ | o_/ | | | |_. \ \ | |
| .\ \ | | | o | | | | .\ \ | |
| |___/ |_| |_|_| \___| |___/ PECIFICS | |
| 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 GAMES: | |
| Heroine's Mantle | |
| The Tempest | |
| PROCEED NO FURTHER UNLESS YOU HAVE PLAYED THESE GAMES! | |
| THIS IS NOT A TEST! GENUINE SPOILERS TO FOLLOW! | |
| LAST CHANCE TO AVOID SPOILAGE! | |
| From: Emily Short <emshort SP@G mindspring.com> | |
| TITLE: Heroine's Mantle | |
| AUTHOR: Andy Phillips | |
| EMAIL: aphillips SP@G ma.man.ac.uk | |
| DATE: December 2000 | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: GMD | |
| URL: ftp://ftp.gmd.de/if-archive/if-archive/games/zcode/Heroine.z8 | |
| VERSION: Release 3 | |
| I have a love-hate relationship with this game. | |
| It's been a long time since I've played a large puzzle game; I think the | |
| last time I sat down and plowed through one was Jigsaw. I started | |
| Ballerina, I started Mulldoon, I even started and didn't finish (and may | |
| the IF deities have mercy for this hideous omission) So Far; canon it | |
| may be, but it's challenging and slow, like a long journey on foot | |
| through deep snow, and the sheer beauty of the surroundings makes me | |
| want to look closely, but then the looking closely slows my pace so that | |
| I stop playing entirely. A bit of a catch-22, that. | |
| What Heroine has that keeps one playing is frantic forward movement. The | |
| prose is nothing special. There were no signs of Important Symbolism, or | |
| Imagery I might want to Savor Later. Just the plot, rocketing onward | |
| from near-death to nearer-death to death itself. Somehow this worked for | |
| me, as it hasn't with Phillips' previous games. (Heist and Enemies are | |
| also on the list of games I started but never finished.) It made more | |
| sense to me, at least, and felt better-fleshed-out and more complete, | |
| than the opening sequences of Heist; so perhaps Phillips has matured in | |
| his game-writing, preserving the velocity of the plot while rendering | |
| the scenery just cohesively enough to keep you engaged for the ride, | |
| like a comic book. And like a comic book, it draws on elements of both | |
| science fiction and fantasy, with rich heapings of cliche for the | |
| characters. | |
| This has interesting implications for both puzzle and story aspects of | |
| the game. The puzzle design was incredibly ambitious. Sometimes this | |
| worked brilliantly: I'd see a problem, and a subtle, five-stage plan | |
| would form in my devious brain(*), and I would try it, and it would | |
| WORK. Nothing builds confidence in a game faster than that. (*especially | |
| since it flatters the player into supposing that she is Real Smart.) I | |
| was intensely pleased by the sequence in which you pry open the elevator | |
| doors and stand on top of the elevator, because this occurred to me | |
| organically. | |
| And other times I would see nothing, just a bunch of really strange | |
| objects I had no idea how to manipulate, with no clear motivation on why | |
| to manipulate them thus. NPC interactions were a bit sticky in this | |
| regard, since I had to ask people things that weren't immediately | |
| obvious or well-cued, but there were also a lot of cases where I needed | |
| a vital thing that I'd assumed was scenery, or had to do something | |
| because ten turns later it would matter during a timed puzzle (save and | |
| restore, boys and girls), or where the situation was simply not | |
| described in clear enough detail for my mind to come up with anything. | |
| Hence the liberal use of the walkthrough. | |
| As far as the story goes, I was less entranced. It does, at some basic, | |
| comic-book level, work: it is episodic, but that makes it playable, and | |
| the extreme events are, I suppose, appropriate to the genre. The | |
| characters are likewise exceptionally unsubtle. This isn't a question of | |
| implementation or any kind of technowhizgiggery attaching to the | |
| interaction with the characters; it's just writing. Rameses had | |
| characters I could believe existed, even if I couldn't do much with them | |
| and didn't like them and in fact wished that they would fall into a lake | |
| and die. They had nuances of personality. The characters in Heroine's | |
| Mantle, up to and including the PC, do not have nuances. They have | |
| unique identifying attributes, such as Misogyny, Peglegs, or a Penchant | |
| for Abusing a British Accent. This I might also have taken in stride as | |
| genre-appropriate, except for two things. | |
| One is that there are moments where the story seems to attempt to | |
| transcend this extreme broad-brush approach and tries for something | |
| deeper and subtler and more complicated; and at those moments I found | |
| myself a little embarrassed on its behalf, the way someone might feel | |
| embarrassed watching a couple of sixth-graders valiantly trying to play | |
| King Lear. Nice idea, guys, but you lack the range. It tries for | |
| self-awareness (cf. the comment about the sailor's British effeteness | |
| wearing a bit thin) and moments of depth (the self-sacrifice scene, in | |
| particular.) And an ending, in particular, that eschews Grand Heroism | |
| for Everyday Virtue, after showing us almost no everyday people or | |
| situations. The world of Everyday Virtue is not one for which our | |
| heroine is equipped, having, it seems, almost no normal ties or | |
| relationships (orphaned, alone, with her only friend a dead ex-superhero | |
| herself); no wonder she has to die before the New Way can be instated. | |
| The second issue is that a lot of the characterization -- a | |
| disproportionate amount, really -- seemed to align itself around the | |
| theme of gender relations. I don't consider myself particularly | |
| fanatical on this topic, but it got kind of hard to ignore the | |
| persistence of it. Some was obviously played for ironical effect: male | |
| characters who downplay the abilities of the heroine are due for a | |
| Shock, ha ha! And certainly Phillips takes numerous overt shots at | |
| misogyny. | |
| At the same time, I didn't entirely know what to think about the | |
| polarization of male and female interests. Men and women are | |
| fundamentally different in this game. They have different roles and | |
| functions and one must interact with them differently. The fact that the | |
| staff works on men but not on women. The business with the | |
| different-colored masked in the cultists' compound. The security guard's | |
| sneering idiocy. The women may come out looking somehow better, but the | |
| schism of treatment is itself a message of a sort. | |
| To some extent this belongs within the comic-book genre. Look at Wonder | |
| Woman and her island of Amazons. Still, there was something disturbing | |
| and uncomfortable to me about Heroine's portrayal of female sexuality as | |
| a Snare, now in convenient alsanine form. Like an evil Bond girl, | |
| Mistletoe is lascivious and uses her sexuality against people; like a | |
| good girl, our heroine avoids and tries to ignore such things. (Though | |
| she is powerless against the alsanine, giving rise to a scene of hot | |
| girl-girl action straight out of adolescent male fantasy. But, thank | |
| goodness, she gets over it. NB. that I am not necessarily opposed to a | |
| portrayal of female-female attraction in IF; I just think it could be | |
| handled with a great deal more maturity -- and, dare I say it, | |
| accuracy.) | |
| This is such an old and obvious trope that pointing it out is almost not | |
| interesting: what I didn't really understand was what it was doing | |
| _here_, in a game that seemed to be trying to eschew the idea of the | |
| woman as helpless or constrained to act only sexually. And yet... the | |
| pieces are there. The Matriarch and the Maiden opposed to the Whore. | |
| Sexual attraction as dangerous and manipulative. Mistletoe as an | |
| extension of male power: a tool. | |
| So there were moments when I could agree with the ideology of the game, | |
| and moments when I could ignore it, and then I enjoyed playing. But | |
| there were other moments when the characterization had me gritting my | |
| teeth (or muttering "oh brother" under my breath, which may not be much | |
| better.) I have the vague feeling, too, that if Andy Phillips is reading | |
| this he is either horrified or furious. | |
| I guess what it comes down to is this. There's been discussion lately on | |
| rgif about whether it's possible to build a game around a Message, or | |
| whether the game has to come first and the Message express itself | |
| naturally as part of the story. I'd say Heroine's Mantle has a similar | |
| problem. In order for any of its possible messages about human | |
| interactions to work, they first have to seem to be interactions between | |
| real humans, not between puppets and archetypes. Concentrated | |
| observation of how people actually behave might give rise to | |
| characterization much more genuine and with much more truth to convey. | |
| Or else the attempt needs to be set aside and the comic book conventions | |
| embraced wholeheartedly. The cognitive dissonance is confusing. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Dennis Jerz <jerzdg SP@G uwec.edu> | |
| TITLE: The Tempest | |
| AUTHOR: Graham Nelson | |
| E-MAIL: graham SP@G gnelson.demon.co.uk | |
| DATE: 1997 | |
| PARSER: Inform, sort of | |
| SUPPORTS: Inform interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition97/inform/tempest/tempest.z5 | |
| VERSION: Release 3 | |
| Tasking Ariel in Graham Nelson's The Tempest | |
| -------------------------------------------- | |
| Gentles all, | |
| be ye now invited to play Ariel | |
| (a tricksy spirit) | |
| in | |
| Mr William Shakespeare's much-admir'd Comedy | |
| The Tempest | |
| [Pray depress key, that albeit depress'd | |
| Cheerly unlock this our trumpery-chest --] | |
| -- Title page, Nelson's "The Tempest" | |
| ...but this swift business | |
| I must uneasy make, lest too light winning | |
| Make the prize light. | |
| --Prospero, The Tempest | |
| In Graham Nelson's IF version of The Tempest, the player takes on the | |
| role of the fairy spirit Ariel, who must perform tricks in order to win | |
| his freedom. The game file contains the nearly complete play text, plus | |
| an additional 20% of iambic pentameter computer messages of the "You | |
| can't do that here" variety. In theory, text-based interaction sounds | |
| like a great way to experience Shakespeare's work in a new context. In | |
| practice, however, Nelson's program is likely to prove equally | |
| frustrating to fans of modern computer games (who are used to a much | |
| greater degree of interaction on a broader, shallower narrative field) | |
| and "serious" theater people (who will be put off by the interludes of | |
| puzzle-solving gameplay that interrupt the dramatic flow of events). | |
| Nelson's dramatic experiment is most valuable for the light it casts | |
| upon the nature of this particular computer-mediated genre. | |
| INTRODUCTION | |
| The Tempest seems a natural candidate for interactive fiction -- not | |
| only because many IF games in the 1980s featured wizardry (and thus | |
| audiences might be attracted to the subject matter) but also because | |
| both Elizabethan drama and interactive fiction use language in order to | |
| stimulate the senses. Shakespeare and his contemporaries openly wrestled | |
| with the limits of Elizabethan stagecraft -- for example, in the | |
| prologue to Henry V, the Chorus apologizes for not being able to produce | |
| real kings and whole armies, imploring the audience: "Think, when we | |
| talk of horses, that you see them / Printing their proud hoofs i' th' | |
| receiving earth; / For 'tis your thoughts that now must deck our kings, | |
| / Carry them here and there, jumping o'er times...". Further, the speech | |
| with which Enobarbus describes Cleopatra's barge (Antony and Cleopatra | |
| II.i) is not only more economical, but far more elegant than any | |
| mechanical special effect the Elizabethan stage might have attempted. | |
| Shakespeare's Chorus would need to do a lot of explaining in order to | |
| draw audiences into the pictures from Roberta Williams's 1980 "Mystery | |
| House" (generally held as the first computer narrative that employed | |
| graphics). Infocom's advertising campaigns played upon the notions that | |
| text games were more intellectual and did not require expensive computer | |
| systems. After a boom in the early and mid 80s, the commercial market | |
| for text-based computer games fell before the arrival of inexpensive | |
| computer graphics. | |
| Nelson -- who created the IF programming language Inform, and also some | |
| of the best IF of the 90s, is Marlowe (of the "mighty line") and | |
| Shakespeare rolled into one. (His online persona also shares elements of | |
| Dr. Johnson, Lewis Carroll, and, of late, J.D. Salinger.) His epic works | |
| Curses (a delirious mythological and genealogical romp, 1993) and Jigsaw | |
| (a time-travel romance, 1995), did much to rekindle interest in | |
| "serious" IF. | |
| While Linda Hutcheon, discussing the postmodern tradition of emphasizing | |
| the receiver's role in constructing a text, offers interactive fiction | |
| as "the most extreme example I can think of" (77), the plots of most IF | |
| works are tightly constrained, such that the story does not advance | |
| until the player-reader has solved certain puzzles. The puzzles can | |
| range from uttering a magic word, to finding the right key, to | |
| successfully mastering a complex simulation of a WWII "enigma machine" | |
| (from an extremely challenging chapter in Graham Nelson's "Jigsaw"); but | |
| owing to the technical difficulty of coding such puzzles, and the | |
| aesthetic difficulty of integrating such puzzles into the fabric of the | |
| story, the plots of most IF works are tightly constrained. Aarseth's | |
| Cybertext is one of few critical examinations of electronic text that | |
| looks beyond canonical literary hypertext (see Landow, Moulthrop and | |
| Shelly). Montfort and van der Linde are among those who recognize the | |
| significance of Aarseth's efforts to expand the horizons of the attempt | |
| to theorize electronic literature. | |
| PLAYING THE TEMPEST | |
| (Spoilers) | |
| Playing the game requires knowledge of IF conventions as well as at | |
| least some familiarity with Shakespeare. Upon being greeted with the | |
| opening screen of text, which includes a reference to "the sharp wind of | |
| the north," (which actually comes from I.ii.225), the experienced IF | |
| player would try to "go north," which presents the ship carrying the | |
| Duke of Milan and his train. A user who knows the play, or who can infer | |
| properly from the game's title, would gather that Ariel's job is to | |
| create a storm. Simply typing "create storm" yields only the iambic | |
| pentameter error message, "That instruction, that verb, doth elude me." | |
| But an experienced IF player knows that "blow on" is one of the commands | |
| that game authors frequently employ; thus, typing "blow on ship" | |
| conjures up the storm. The storm is described via a passage lifted from | |
| Ariel's report to Prospero, and the player is awarded one point. | |
| The ship (which now "founders on the wave") is still the only object in | |
| the vicinity, so the player sends Ariel in for a closer look (typing | |
| something like "enter ship" or simply "go in"). This action triggers a | |
| cut-scene, which presents Shakespeare's (slightly edited) opening | |
| dialogue. The individual speeches are visually separated by the prompt | |
| "<--->," which signals the user to press a key. When the scene plays | |
| out, and the narrative stops in order to give Ariel a chance to act, the | |
| player gets the ">" prompt again. | |
| When the interface works, it works well -- as the following transcript, | |
| in which the Ariel first opens and then enters the hatches. | |
| >open hatches | |
| I ope the hatches. | |
| >go in | |
| What desireth you to go in? | |
| >hatches | |
| Now on the beak, | |
| Now in the waist, the deck, in every cabin, | |
| I flamed amazement... Who was so firm, | |
| So constant, that this coil | |
| Would not infect his reason? | |
| There is a cry within. | |
| <---> | |
| Boatswain A plague upon this howling! they are louder than | |
| the weather or our office. Lay her a-hold, a-hold! set her two | |
| courses off to sea again; lay her off. | |
| <---> | |
| All but mariners | |
| Plunge in the foaming brine and quit the vessel, | |
| Now all afire with me: the king's son, Ferdinand | |
| With hair up-staring, -- now like reeds, not hair, -- | |
| Is the first man to leap, crying "Hell is empty | |
| And all the devils are here." | |
| The mariners wet cry out, We split, we split, we split! | |
| [Your score has increas'd a point.] | |
| >_ | |
| "The Tempest," submitted under the name "William Shakespeare" to the | |
| 1997 Interactive Fiction Contest, finished 27th out of 34 entrants. | |
| While it later won the 1997 "Best Use of the Medium" from XYZZYNews, | |
| upon its first release, reviewers were both surprised and frustrated by | |
| Nelson's respectful adherence to the Shakespearean plot. One of the | |
| competition judges, apparently as vexed by Nelson's The Tempest as the | |
| mariners he paraphrases, dismissed the entry: | |
| What a clever idea! (Which, together with a ha'penny, will | |
| buy you a brick.) I couldn't figure out what the hell to do. | |
| Even reading the beginning of the original play. I got as | |
| far as when the King's party jumped overboard, and then I | |
| was stuck. So I split. I split, I split, I split. (Plotkin) | |
| The passive act of reading the dialogue far outweighs the interactive | |
| elements, as in this extended sequence. The user types several commands | |
| which the programmer must exclude from the narrative. In the following | |
| transcript, the first several commands ("look," "kiss miranda," "hit | |
| prospero," and "throw phial at prospero") do nothing to advance the | |
| plot, but they do establish the setting and lay down some of the rules | |
| of this fictional world. | |
| >look | |
| The island, before thy cell (in guise of an airy spirit) | |
| Upon the island beach, secret paths run north to south, while thy | |
| cell stands here; and a copse lies east. | |
| Prospero watches the sloven breakers, leaning upon quarterstaff. | |
| Beside him, plucking at sleeves, his daughter Miranda. | |
| >kiss miranda | |
| No, I must guard my lips for now. | |
| >hit prospero | |
| Come, you but dally; | |
| I pray you, pass with your best violence, | |
| I am afeard you make a wanton of me. | |
| >throw phial at prospero | |
| I have no aim, no, no chance of a palpable hit. | |
| >enter cell | |
| Prospero's Cell (in guise of an airy spirit) | |
| Thy cell is furnish'd with books and caparison'd with strange and | |
| sombre hangings: yet it has a kindly aspect, being these many years | |
| Miranda's schoolroom, and mark how sunlight strikes through the | |
| window. | |
| Thy enchanted net hangs from the lintel. | |
| Thy magic flute rests on its rough-hewn stand. | |
| Prospero and Miranda, yet drowsy, follow. | |
| <---> | |
| Prospero ...Some food we had and some fresh water that | |
| A noble Neapolitan, Gonzalo, | |
| Out of his charity, being then appointed | |
| Master of this design, did give us, with | |
| Rich garments, linens, stuffs and necessaries, | |
| Which since have steaded much; so, of his gentleness, | |
| Knowing I loved my books, he furnish'd me | |
| From mine own library with volumes that | |
| I prize above my dukedom. | |
| <---> | |
| Miranda Would I might | |
| But ever see that man! | |
| <---> | |
| They take bread, and return. | |
| >_ | |
| Nelson is far too respectful of Shakespeare's text to allow any | |
| alteration to the plot. The resulting necessity to close off all other | |
| possible actions (except for the one action necessary to trigger the | |
| next scene) left many reviewers wondering where the "fun" in the game | |
| was supposed to lie. Others pulled out their copies of The Tempest in | |
| order to figure out what to tell Ariel to do, and then felt irked when | |
| the "reward" for solving a puzzle consisted in having to scroll past | |
| lines of online text that replayed the scene they had just studied. One | |
| poster, pondering the brave new world of interactive fiction, wondered: | |
| Would it be possible to write a story-line exploring | |
| other possibilities of the 'Tempest' such as Miranda | |
| not falling in love (which I always thought was a | |
| litle [sic] too pat), the baddies killing each other... | |
| a sort of 'what if?' interactive fiction. (Olive) | |
| Nelson himself replied as follows: | |
| It might have been possible (for a better author, anyway), | |
| except that then it wouldn't have been a performance of | |
| "The Tempest"... it would have been more like those | |
| 19th-century outings for "King Lear" in which Cordelia | |
| lives at the end and marries Edgar while Lear goes off | |
| to an old people's home, on the grounds that everybody | |
| likes a happy ending. (Nelson, "Re: Tempest: still stuck!") | |
| Despite the fact that the game will let the plot progress only towards | |
| the end that Shakespeare had already prescribed for it, some of the | |
| puzzles are fairly difficult to solve, simply because their solutions | |
| are not always clear. (Whereas "blow on ship" was the solution to the | |
| opening puzzle, one cannot "blow on flute" to wake Ferdinand, but must | |
| rather "sing". Such a restriction may be obvious to anyone who remembers | |
| Ariel's songs from this scene, but within the logic of the game, there | |
| is no reason why playing the flute, or simply shaking the sleeper's | |
| shoulders, wouldn't do just as well.) | |
| Although Nelson does not seem to have provided his own hint or | |
| walkthrough file, one USENET wag suggested that the full text of | |
| Shakespeare's The Tempest should suffice; yet even when the player knows | |
| what scene is supposed to happen next, it's sometimes hard to figure out | |
| how to tell Ariel to accomplish it. As Prospero notes (in the quote at | |
| the top of this page), to make a game too easy robs it of its pleasure; | |
| but the "prize" Miranda and Ferdinand stand to win is to live happily | |
| ever after. I for one felt silly re-reading a scene in order to figure | |
| out what to tell Ariel to do, and then having the game "reward" me by | |
| displaying that very same scene! | |
| While most IF games permit the player a great deal of local freedom | |
| (wandering around a sprawling textual topography, interacting with | |
| complex props, and solving puzzles which unlock doors that lead to new | |
| exploratory and interactive possibilities), Nelson does not give the | |
| reader the opportunity to change the plot. This makes a certain amount | |
| of sense; after all, a player who takes on the role of Ariel should feel | |
| Ariel's constraints. Whereas Shakespeare's textual world is rich and | |
| vivid, Nelson's version -- which used the very same words --feels like a | |
| cardboard cutout. I don't see this as a weakness in Nelson's ability, | |
| but rather as evidence of the complex layering of textual meanings and | |
| interactive possibilities that native IF typically represents. | |
| From Duncan Stevens's online review of The Tempest: | |
| Certainly, the extensiveness of the Inform hacking is impressive, and | |
| the sheer concept of adapting a drama and making it interactive is | |
| novel -- but the game does not, in truth, meet all the challenges the | |
| task presented..... Though the gameplay limitations of Tempest are | |
| considerable, they are there for a valid reason, not simply | |
| inadequate coding -- and, as such, I decided they shouldn't count too | |
| heavily aganist [sic] the game. Though it doesn't "work" especially | |
| well, the concept as put into practice works about as well as it | |
| could, and the author should get some credit for a worthy effort. | |
| <http://www.sparkynet.com/spag/t-z.html#tempest> | |
| >From Paul O'Brian's online review of The Tempest: | |
| The Tempest is entertaining and innovative; it often feels quite | |
| magical to inhabit the Prospero/Ariel connection, and to take part in | |
| a groundbreaking interactive experience. I think that the game also | |
| has great potential as an educational tool, allowing readers to | |
| experience Shakespeare's language in a new and thrilling way.... The | |
| author's erudition is clear, from the simple choice of subject matter | |
| to the deft interweaving of other Shakespearean and Renaissance | |
| phrases into the play's text when necessary (for example, to the | |
| command "throw x at character" the game responds "I have no aim, no, | |
| no chance of a palpable hit.", a phrase echoing Hamlet). Such | |
| attention to scholarly detail recalls some of the finer moments of | |
| Nelson's epics, especially Jigsaw. | |
| <http://ucsu.Colorado.EDU/~obrian/97rev4.html#tempes> | |
| WORKS CITED | |
| Aarseth, Espen J. Cybertext: Perspectives on Ergodic Literature. | |
| Baltimore and London: Johns Hopkins UP, 1997. | |
| Hutcheon, Linda. A Poetics of Postmodernism. New York and London: | |
| Routledge, 1988. | |
| Landow, George. Hypertext 2.0: The Convergence of Contemporary Critical | |
| Theory and Technology. Boston: Johns Hopkins UP, 1997. | |
| Lawrence, Rich. "WinFrotz 2.32 R5.2b." 32-bit Windows freeware. 1999. | |
| Available <http://www.cris.com/~Twist/WinFrotz/>. A translation of | |
| Frotz (Stefan Jokisch, 1995-96). | |
| Montfort, Nicholas A. "Cybertext Killed the Hypertext Star," [review of | |
| Aarseth, Cybertext]. Electronic Book Review 11. 2000? | |
| <http://www.electronicbookreview.com/ebr11/11mon/index.html> Accessed | |
| 8 Jan 2001. | |
| Moulthrop, Stuart and Nancy Kaplan. "Something to Imagine: Literature, | |
| Composition, and Interactive Fiction." Computers and Composition 9.1, | |
| 1991: 7-23. | |
| Murray, Jane. Hamlet on the Holodeck: The Future of Narrative in | |
| Cyberspace. New York: The Free Press, 1997. | |
| Nelson, Graham K. "The Tempest: An Interactive Performance." 1997. | |
| Freeware. Available | |
| <ftp://ftp.gmd.de/if-archive/games/competition97/inform/tempest/tempest.z5>. | |
| -----. "Re: Tempest: still stuck!" Usenet posting. 6 Nov. 1999. | |
| <rec.games.int-fiction>. | |
| "Olive" (olive SP@G studio.ifb.co.uk). "Tempest: still stuck!" Online posting. | |
| 6 Nov. 1999. <rec.games.int-fiction>. | |
| Plotkin, Andrew. "COMP97: Zarf's comments." Usenet posting. 1 Jan, 1998. | |
| <rec.games.int-fiction>. | |
| van der Linde, Gerhard. "Text without boundaries." Trans: Internet- | |
| Zeitscrhift fu:r Kulturvissenchaften 9 (October, 2000). N.p. | |
| <http://www.fh-mars.ac.at/arlt/institut/trans/9Nr/linde9.htm> | |
| Accessed 20 Dec 2000. | |
| 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. SPAG reviews should be free | |
| of spoilers. | |
| 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. | |
| For a more detailed version of this policy, see the SPAG FAQ at | |
| http://www.sparkynet.com/spag/spag.faq. | |
| ----------------------------------------------------------------------------- | |
| Thank you for helping to keep text adventures alive! | |
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