| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE #25 | |
| Edited by Paul O'Brian (obrian SP@G colorado.edu) | |
| June 20, 2001 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #25 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. | |
| ARTICLES IN THIS ISSUE ---------------------------------------------------- | |
| The SPAG Interview with Stephen Granade | |
| REVIEWS IN THIS ISSUE ----------------------------------------------------- | |
| Busted! | |
| Degeneracy | |
| FailSafe | |
| Guess The Verb | |
| Kaged | |
| Nothing More, Nothing Less | |
| Ralph | |
| So Far | |
| SpeedIF 8: A Freak Accident Leaves Seattle Pantsless | |
| Textfire Golf | |
| Zugzwang | |
| SPECIFICS | |
| ========= | |
| Symetry | |
| EDITORIAL------------------------------------------------------------------ | |
| Welcome to the twenty-fifth issue of SPAG, marking over seven years of | |
| continuous publication. If this were a comic book, I'd make it a | |
| double-sized issue, and maybe have a guest appearance by Spider-Man. | |
| Since SPAG is instead a collection of freely-submitted reviews, I really | |
| don't have a lot of control over what size it is. And even if Marvel was | |
| willing to lend me one of their properties for the celebration, I think | |
| ol' Spidey would lose a bit in the ASCII format. So instead, I'll mark | |
| the occasion by announcing a couple of new SPAG features, both of which | |
| were brought about by requests and discussion from the rec.*.int-fiction | |
| newsgroups on Usenet. | |
| First off, I'm proud to herald the advent of The SPAG Interview, which | |
| (barring various disasters) will appear in every issue of SPAG | |
| henceforth. Now, SPAG is no stranger to interviews -- our annual | |
| competition issue has featured interviews with highly-ranked comp game | |
| authors for as long as the IF competition has existed. SPAG readers have | |
| always enjoyed these interviews, and lately that sentiment has grown | |
| into a groundswell of enthusiasm for a regular interview feature in | |
| SPAG. Since I'm never one to ignore a groundswell, I've instituted just | |
| such a feature, and we inaugurate the series by talking with Stephen | |
| Granade. Granade has written several acclaimed pieces of IF including | |
| "Losing Your Grip", "Arrival", and "Common Ground"; he's been the Big | |
| Kahuna of the IF Competition for the past two years; he runs the premier | |
| IF web site at http://interactfiction.about.com -- this is a guy who has | |
| given a *lot* to IF. If SPAG had a cover, he'd be on it. I'm pleased | |
| with the interview, and looking forward to talking with other IF | |
| luminaries in the future. I'm also quite open to receiving submissions | |
| for The SPAG Interview, though I'd ask that you query first. | |
| The other new feature I'm starting with this issue is the SPAG New | |
| Releases Shelf, but that won't, technically, be a part of SPAG itself. | |
| Rather, it'll appear on the SPAG web page. This new feature comes as a | |
| result of discussion on the int-fiction newsgroups, where it was argued | |
| that a dependable reference source for recently released games would be | |
| a Good Thing. Regular readers may have noticed how each SPAG's News | |
| section contains such a listing of new games, and Lucian Smith suggested | |
| to me that since I compile that data anyway, maybe I could put it on a | |
| web page. I queried our friendly SPAG Webmaster, Joe DeRouen, and he | |
| said, "Sure!" -- thus was the SPAG New Releases Shelf born. The page | |
| will list all games that have been released in the past 3-6 months, at | |
| least all those that I'm aware of via announcement posts to the | |
| newsgroups. Because of the fundamental instability of these games' | |
| initial locations as they move from the incoming directory to the | |
| archive proper, the page will not feature links to the games, but I | |
| trust that stalwart adventurers such as yourselves will be able to solve | |
| the puzzle of where to download a particular game. If the game is | |
| announced but not on the archive, I'll try to include a URL for it. The | |
| SPAG New Releases Shelf will be updated irregularly, since IF games | |
| (except for competition entries) don't really emerge on any rigorous | |
| schedule -- I'll always include a "last update" date on the page, and | |
| don't panic if your newly released masterpiece doesn't appear on the | |
| page within moments of your announcement. It'll get there! | |
| Meanwhile, all the regular SPAG features like news, scoreboard, and of | |
| course reviews will continue, at least as long as people keep submitting | |
| them! Thanks for sticking with us for the past seven years -- here's to | |
| the next 25 issues! | |
| NEWS ---------------------------------------------------------------------- | |
| NEW RELEASES SHELF | |
| To correspond with its web presence, the regular "New Games" section of | |
| SPAG News gets a spiffy new name. The past few months have been a | |
| mini-comp-o-rama, and the new releases reflect this, but there are some | |
| other non-minicomp-related games in there, highlighting lesser-known | |
| development systems like ADRIFT and Alan. (How's that for an | |
| overhyphenated sentence?) | |
| * LOST by Eric Mayer | |
| * Degeneracy by Leonard Richardson | |
| * The Last Sonnet of Marie Antoinette by Emily Short | |
| * Menagerie by David Good | |
| * HighlandComp games | |
| * LOTECHComp games | |
| * Douglas Adams tribute SpeedIF games | |
| * Walkthrough-comp games | |
| * Bugged by Anssi Raisanen | |
| > OOPS | |
| SPAG #24 hadn't been out five minutes when I received notice that it | |
| contained not one, but two aggravating errors. First of all, my claim | |
| that Kaged did not receive any XYZZY nominations was simply flat-out | |
| wrong. It *was* nominated, in the "best NPCs" category. Secondly, the | |
| author of the SmoochieComp entry "Nothing More, Nothing Less" (reviewed | |
| in this issue) is named Gilles Duchesne, not Giles. I apologize for the | |
| mistakes. | |
| SUPERCHUNG | |
| Last issue I mentioned that chungkuo.org has become far and away the | |
| supreme IF telnet site (not that there was a lot of competition for the | |
| title.) Well, the best has become even better, by including all past | |
| issues of SPAG! Yes, you too can telnet to chungkuo.org and read a back | |
| issue of SPAG, then click on the review's link to play the game it | |
| discusses. Granted, this functionality is substantially similar to | |
| what's offered in the Review Index of the SPAG web page, but these are | |
| connected to the issues themselves rather than indexed reviews. Plus, | |
| you can telnet to it. How cool is that? Telnet! | |
| BACK TO AVALON | |
| Every community has its legends, and one of ours centers around a game | |
| called Avalon, later retitled Once and Future. This gigantic TADS game | |
| was announced, then re-announced, then re-re-announced (repeat as | |
| necessary) until it became the unchallenged king of all vaporware IF. In | |
| fact, now authors are cautioned from announcing their games in advance, | |
| lest they "pull an Avalon." It was the Daikatana of text adventures, | |
| except that when it finally did come out, it didn't suck. It was | |
| published by the now-defunct Cascade Mountain Publishing, and SPAG | |
| devoted an entire issue (#16) to it. It was a commercially published | |
| text adventure, and many enjoyed it. Now the game has come full circle, | |
| having been released as freeware on, well, April 1st. But it's no hoax: | |
| Once and Future is now available for free from an IF Archive near you. | |
| IT'S RAINING MINICOMPS | |
| Long, detailed games have been conspicuous by their absence from the IF | |
| scene lately, but a swarm of tiny little games have come in to fill the | |
| vacuum. I don't really have the time or inclination to run down all the | |
| details here, but I'm happy to hit you with a swath of URLs by which you | |
| can chase down the details yourself. Ready? Here goes: | |
| * IF art show: http://members.aol.com/iffyart/gallery.htm | |
| * SpeedIFs past and present: http://www.fourcoffees.com/if/speedif | |
| * HighlandComp: ftp://ftp.gmd.de/if-archive/games/mini-comps/highland/ | |
| * LOTECHcomp: http://www.suite101.com/welcome.cfm/4746 | |
| * Douglas Adams tribute SpeedIF: http://www.fourcoffees.com/dna/ | |
| * Walkthrough Comp: http://emshort.home.mindspring.com/walkthrough2.htm | |
| REVIEW, REVIEW, REVIEW, WHERE ARE YOU? WE NEED SOME HELP FROM YOU NOW... | |
| Okay, so maybe that headline doesn't really work unless you've got the | |
| Scooby-Doo theme song running through your head, but the sentiment is | |
| what's important: SPAG needs reviews! Every three months I acquire | |
| several new gray hairs worrying about whether I'll have enough reviews | |
| to fill a respectably-sized issue. Please save me from a Clairol future | |
| by submitting your reviews for IF games! In case you're wondering what | |
| to review, here's our traditional list of wants: | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. The Adventures of Helpfulman | |
| 2. Bugged | |
| 3. Dr. Dumont's Wild P.A.R.T.I. | |
| 4. Douglas Adams tribute SpeedIF games (any, some, or all!) | |
| 5. Dungeon (the mainframe version of Zork) | |
| 6. Heroine's Mantle | |
| 7. Lost | |
| 8. LOTECHcomp games (any, some, or all!) | |
| 9. Menagerie | |
| 10. Westfront PC | |
| THE SPAG INTERVIEW--------------------------------------------------------- | |
| [For this issue, it was my privilege to interview Stephen Granade about | |
| the IF Competition, his games, and his excellent About.com website. | |
| Enjoy. --Paul] | |
| SPAG: The first question is traditional: Could you tell us a little | |
| about yourself? Who are you, what do you do for a living, and so | |
| forth? | |
| SG: I've been interested in interactive fiction for a long time. My dad | |
| bought a TRS-80 Model IV when I was young, and one of the first games I | |
| had for it was a strange little text adventure called House of the Seven | |
| Gables, which had nothing to do with the book of the same name. | |
| Eventually I moved on to Infocom games, by which time I was hooked. A | |
| friend of mine and I worked our way through Hitchhiker's Guide to the | |
| Galaxy, managing to get through the babel fish puzzle in only a handful | |
| of trials. I remember trying to read the microscopic printing on a | |
| circuit board in that game, coming up with various crazy solutions. | |
| ("Maybe if I put tea substitute on the board, the drops of liquid might | |
| magnify the print!") | |
| The release of the Lost Treasures of Infocom helped revive my interest | |
| in text adventures, as did my discovery of AGT at about the same time. A | |
| year later, in 1992, I stumbled upon the two int-fiction newsgroups and | |
| TADS and never looked back. | |
| Quite some time ago I moved to Durham, North Carolina to attend Duke | |
| University's physics graduate school. This had the benefit of giving me | |
| both a flexible schedule with plenty of free time and a fast internet | |
| connection on which to squander that free time. | |
| These days I am finally within sight of my PhD. Graduate school is odd | |
| in that you have a long-term plan and short-term goals but cannot make | |
| mid-range plans with any accuracy. I can tell you what I'll be doing for | |
| the rest of the month and be mostly right; I can make an informed guess | |
| as to what I'll be doing in three months; anything further and you might | |
| as well consult a Magic 8-Ball. | |
| After I graduate...well, I'm not sure. "Cannot Predict Now" | |
| SPAG: Let's talk a little about the competition. This is your third | |
| year organizing it -- what have you learned during that time? | |
| SG: Be patient and thoughtful. Running the competition involves a fair | |
| amount of responsibility, and it's not something I take lightly. I make | |
| the rules; I can change what I want as I deem necessary. But having that | |
| power doesn't mean I should exercise it willy-nilly. | |
| I've also learned to be content with decisions once I've made them. I | |
| won't be able to please everyone, regardless of what I decide to do. | |
| Overall, the past two competitions have gone smoothly. This has more to | |
| do with the nature of the interactive fiction community than with any | |
| great Comp Cheez skill I possess. The community is very interested in | |
| having the competition go well, and does its best to see that it does | |
| so. | |
| SPAG: What's the plan for this year's comp? What will be the same, | |
| what will be different, and most importantly, will there be t-shirts | |
| again? | |
| SG: It will be mostly the same as in previous years. The only large rule | |
| change I've made is that authors who enter anonymously or under a | |
| pseudonym must reveal their real names at the end of the competition. | |
| And there will be t-shirts, though probably no CDs. | |
| SPAG: I know that as the organizer you've maintained a pretty | |
| impartial stance, but you can tell us now: what have been your | |
| favorite comp games of the past few comps? | |
| SG: Arrival, of course. | |
| No, wait, that's from before I ran things. Being Andrew Plotkin has a | |
| special place in my heart -- when I began receiving games last year I | |
| found myself playing through it based on the title alone, and once I | |
| began I couldn't stop. I enjoyed For a Change, Metamorphosis, The HeBGB | |
| Horror!, and Six Stories a lot. | |
| It's very interesting to see the titles and blurbs of games beforehand. | |
| Authors send that information to me a month or more before the start of | |
| the competition, so I get to imagine what each game will be like based | |
| solely on that advance information. Two years ago, when Andrew Plotkin | |
| sent me the information for "Hunter, in Darkness," including his chosen | |
| pseudonym -- Dave Ahl, Jr. -- I managed to guess correctly that he was | |
| doing an IF version of Wumpus. Such feats of prognostication are rare, | |
| though. Often the games are completely different from what I had | |
| imagined. | |
| SPAG: As somebody who's written several significant non-comp games, | |
| but who also organizes the competition, what's your take on the | |
| argument that competition games get the lion's share of attention and | |
| that non-comp games are unfairly slighted? | |
| SG: I am ambivalent. Back in 1998, Lucian Smith did a rough-and-ready | |
| analysis of games released from 1994 through 1997 and concluded that | |
| about six large games were released in any given year, and that that | |
| number had not dropped during the years of the competition. But Lucian's | |
| data is now several years old. The number of large games per year hasn't | |
| really increased, and it certainly hasn't kept pace with the growing | |
| author pool. | |
| It's hard to measure how much attention large games get. People mention | |
| them for a while on the newsgroups if you're lucky, but pretty soon the | |
| game has dropped out of sight. Games entered in the yearly competition | |
| are buried under piles of reviews and feedback. Large games take so much | |
| effort to create that it's easy to be disappointed at the potentially | |
| miniscule response. Projects like the Interactive Fiction Review | |
| Conspiracy and the IF Bookclub are trying to put the spotlight on longer | |
| games, but those can only do so much. | |
| What we've seen recently are mini-competitions for small games. The | |
| number of minicomps keeps growing each year, and I worry that between | |
| them and the yearly competition, few authors will be interested in | |
| putting in the time and effort required for a large game. | |
| SPAG: Can you talk a little about your interactive fiction site on | |
| About.com? It's pretty widely regarded as first-rate, but I'm | |
| interested to know how you got the job, what your arrangement is with | |
| About, things like that. | |
| SG: About, Inc., a Primedia property; formerly About, Inc.; formerly | |
| About.com; formerly MiningCo; formerly The Mining Company; formerly (for | |
| a brief period) Total Quality Network. They began recruiting "guides," | |
| as they call us, in early 1997. Recruiters looked at web pages devoted | |
| to different topics and then invited the authors of those pages to apply | |
| for a job. (Why was interactive fiction included? To this day I have no | |
| idea.) This sparked a running discussion on rec.arts.int-fiction about | |
| the unsolicited mail and whether what the company planned on doing was | |
| reasonable. The overall newsgroup response was tepid; this leads me to | |
| believe that I was the only one who applied, and thus got the job by | |
| default. | |
| My job is an interesting blend of librarian and essayist. I write | |
| columns about adventure games and maintain a library of links to other | |
| pages. I also have a news page and watch over a forum and weekly | |
| newsletter. For this I am paid via an arcane formula involving how many | |
| people visit the site and how much advertising revenue is taken in. I | |
| cover both text adventures and graphic adventures, with an emphasis on | |
| design issues. | |
| As I see it, the main benefit of my site is that it introduces new | |
| people to interactive fiction. I've gotten mail from people who came to | |
| my site to find information about graphic adventures and were pleasantly | |
| surprised to learn that text adventures were still being written. | |
| SPAG: What's been the best part of running that site? | |
| SG: The people I've met. I've had the opportunity to talk to Brian | |
| Moriarty and Jane Jensen about adventure games; I've also gotten to know | |
| a number of my regular visitors, who've turned out to be neat folks. I | |
| have friends I would never have met were it not for my site. | |
| The site's even helped people, as unlikely as that sounds. One woman | |
| told me how she was unable to leave her house much due to illness. To | |
| distract herself from her pain she'd play adventure games. My site | |
| helped her find more games, and gave her a place to go to read more | |
| about adventures. When I started working for About, I had no idea that | |
| it would grow so much or that it could have such an effect on people. | |
| SPAG: You've been a fairly prolific author. Which of your games are | |
| you proudest of, and why? | |
| SG: This is remarkably like asking me to choose which of my fingers is | |
| my favorite. | |
| All of my games do at least one or two things which I am proud of. If I | |
| had to choose one on which to pin the ribbon, I'd choose "Common | |
| Ground." Not because I think it was a spectacular success, but because | |
| it is the most I've stretched myself in writing a game. | |
| Let me wander a bit afield for a moment. I'm one of the poster children | |
| for "You can get better at writing IF through practice." Writing | |
| interactive fiction requires skill as well as native talent. Practice | |
| can improve your skill immensely. Few can spring full-formed from Zeus's | |
| brow, ready to craft works of great import. Just because your first game | |
| wasn't all that wonderful isn't reason in and of itself not to write | |
| another one. | |
| Mind you, if you're on your fifth game and still don't seem to be | |
| getting better, then you might consider a different line of work. | |
| SPAG: Do you plan to write more IF in the near future? If so, can you | |
| give us a little preview of the projects you have in mind? | |
| SG: I just wrote "Constraints" for Emily Short's TranscriptComp, after a | |
| hiatus of over a year (not counting the two IF Arcade games I wrote). I | |
| have a few ideas kicking around. One involves a time machine and a | |
| TV remote control; the other is for a traditional score-driven | |
| puzzlefest. I'm hoping that the release of TADS 3 will help encourage me | |
| to actually write the damn things. Of course, I'm sure I'll have plenty | |
| of time to write them once I'm supposed to be writing my dissertation. | |
| SPAG: Finally, here's something I've always wondered about: why is | |
| your name on the ifMUD "Sargent?" | |
| SG: Ah, an easy one. My initials are SRG; long ago I came up with a | |
| number of words and names based on those initials. When I first logged | |
| into ifMUD lo those many years ago, I chose Sargent from that | |
| half-remembered list. | |
| 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: Murderous <patch SP@G evilemail.com> | |
| NAME: Busted! | |
| AUTHOR: Jon Drukman (also did port) | |
| EMAIL: jsd SP@G cyborganic.com | |
| DATE: July 1993 ADVSYS; 2001 Inform port | |
| PARSER: Infocom Standard | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters; unreviewed ADVSYS version | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/busted.zip | |
| ftp://ftp.gmd.de/if-archive/games/advsys/busted.dat | |
| This is a port of an older Advsys title in order for the author to learn | |
| Inform and two things are clear: the game is firmly-rooted in the "old | |
| school" of adventuring; and that the author is not yet a master of | |
| Inform. | |
| You start as a University student with an urgent story-hook: an | |
| answerphone message from a friend who has just been ... busted! He has | |
| given you enough warning that you can hide all your 'stuff' before the | |
| cops catch up with you. | |
| You're provided with plenty of locations, but you visit rather than | |
| explore; there's plenty of objects, but their placement is so obvious | |
| it's fake. 'Random' events (turn-timed or location dependent) range from | |
| the disjointed to the outright daft. Nothing subtle here. | |
| The introduction was quite effective in bringing the immediacy of the | |
| situation to play, but it's abandoned for 'eat in X turns or die'. | |
| Thereafter the urgency proved too difficult to resurrect, so it was | |
| replaced by a 'get some sleep or die'. Eh? What happened to the urgent | |
| starting hook? | |
| Tech warning - there are a number of bugs, object conflicts, and the | |
| parser is 'functional' at best; but while they can be annoying they | |
| don't entirely destroy the game, just keep it simple. It's a plain urban | |
| school adventure, on mild drugs. | |
| The trump-card of this title is the humour, and if you hate/hated parts | |
| of your academic life then you'll find the game all the more funny: the | |
| truly appalling food, the space-case friends, evangelical Christians -- | |
| BUSTED certainly has its moments. There are funny remarks and cute ideas | |
| that break up the otherwise sparse text. It's free. And you start with a | |
| joint in your inventory, which is an immediate saving grace, so the game | |
| isn't entirely without merit. But with all the brilliant IF in the world | |
| it's hard to be enthusiastic about it either. | |
| PLOT: Strays (0.7) ATMOSPHERE: Suitably rendered (1.3) | |
| WRITING: Functional, with humour (1.0) GAMEPLAY: Flat or dips (0.7) | |
| SOME HUMOUR AND FUN: Can't deny it (1.3) | |
| TOTAL: 5.0 | |
| CHARACTERS: Colourful cardboard (1.1) PUZZLES: Arbitrary obituary (0.7) | |
| DIFFICULTY: Not a brain taxer, but parser and bugs don't help. | |
| SUMMARY: Check it out if you're interested in some retro adventuring | |
| with a drug twist, but it's probably better st0ned. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: Degeneracy | |
| AUTHOR: Leonard Richardson | |
| E-MAIL: leonardr SP@G segfault.org | |
| DATE: 2001 | |
| PARSER: Inform standard (modified slightly) | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/degen.z5 | |
| VERSION: Release 0.50 | |
| One of the nice things about fantasy IF--particularly the sort of | |
| fantasy IF that Graham Nelson has called "lazy medieval," which covers | |
| anything prior to the invention of gunpowder--is that the ground is so | |
| heavily trodden that it's easy'n'fun to stand the player's expectations | |
| on their head. Leonard Richardson's Degeneracy does just that, and while | |
| the trick itself isn't an unqualified success, it works well enough. | |
| It seems you've been enlisted to kill a certain Baron--not only have you | |
| been enlisted, in fact, you've gone and done it just before the game | |
| starts, and your mission is now to get out of the Baron's castle. | |
| Problem is, the Baron has cursed you, and the curse prevents you from | |
| escaping, so you need to delve into some alchemy books to undo the | |
| curse. There's also a time limit of sorts, it turns out, though it's | |
| generous enough that you don't need to be extremely efficient. The game | |
| itself isn't particularly long--it can easily be solved in under 100 | |
| moves, and the time limit kicks in at about 200 moves or so. | |
| The puzzles aren't especially exciting--there are only a few of them, | |
| and reading the manuals you find is essentially all you need to do--but | |
| there's lots of fun to be had in the writing. Much of it is | |
| mock-Elizabethan or thereabouts--lots of Surprising Capitalizations, for | |
| one thing, often put to amusing purposes. (There's one object containing | |
| water that you can pour over your head; suitably instructed, the game | |
| tells you that "you fit your Head under the deluge from the [object], | |
| and moisten your Hair." Better still are the antics of a pig you | |
| encounter, such as: | |
| The Pig wanders over to the heavy Portcullis & pokes its snout | |
| through on of the gaps in the iron Gate. A wistful look comes across | |
| the Pig's face, as it ponders a more carefree time in its life, a | |
| time redolent with Rolls in cool Mud & games of <<Got Your Snout>> | |
| with its thirty-seven Grand-Children. | |
| The hints, liberally sprinkled with fake hints in the style of Infocom's | |
| Invisiclues, add to the humor. (E.g., in response to a question about | |
| how to get out of a certain room: "You might follow the carpet." "It | |
| leads off 'toward the sunrise'." "From which direction does the sun | |
| rise?" "Go east." "This is not technically a puzzle.") It's true that | |
| the game doesn't take every opportunity for humor that comes along--at | |
| least, so it seemed to me--but there are some surprisingly funny bits. | |
| (All the funnier because the game appears to take the dour persona of | |
| the PC so seriously.) The author wrote "Guess the Verb!", from the 2000 | |
| competition, which was similarly full of sly humor. | |
| As mentioned, there's a trick of sorts in the game, on which I won't | |
| elaborate here. It's not a total success; some players, I know, thought | |
| it was a bug, which it most certainly isn't. There are indications that | |
| something's afoot well before the trick happens, though they depend to | |
| some extent, I think, on whether the player's moving around--fewer, if | |
| any, of the clues would be apparent to a player who's staying in one | |
| room working on a puzzle. (Technically, none of the puzzles are so hard | |
| that such concentration should be warranted, but you never know.) The | |
| nature of the trick is such that, unless duly warned, the player's | |
| likely to attribute the effect to a bug--that the author isn't extremely | |
| well known works against him in this case. (If it were Zarf trying to do | |
| the same thing, in other words, the player might tend to have more | |
| faith.) The moral is that an author planning a surprise of this kind | |
| should err on the side of overcluing (and taking excessive precautions | |
| to ensure that the player will see the clues). That aside--and I did get | |
| the clues, so it did work for me--it's a pretty clever idea, and again, | |
| the medieval setting helps: the player expects breaches of the fourth | |
| wall less, perhaps, than he or she might otherwise. | |
| It's also worth noting that, for a short game that may well exist for | |
| purposes of the above trick, Degeneracy's world is quite thoroughly | |
| created. There's a religion that, if not exhaustively described, comes | |
| across enough to be understood. There's a political system (well, hints | |
| about one). There' s a reasonably complex system of alchemy. And aside | |
| from all this, there are a couple of magic systems that have a variety | |
| of effects and are reasonably consistently applied. The production | |
| values are good enough, then, that this isn't simply lazy medieval | |
| fantasy. | |
| Degeneracy isn't a masterpiece, but it's not strictly a one-trick pony | |
| either--there's plenty to appreciate aside from the central gimmick. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: FailSafe | |
| AUTHOR: Jon Ingold | |
| E-MAIL: ji207 SP@G cam.ac.uk | |
| DATE: 2000 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/FailSafe.z5 | |
| VERSION: Current release | |
| The "narrative at war with a crossword" that describes most IF | |
| games--the competing demands of plot and puzzles, and the attempt to | |
| accommodate both without sacrificing either--is actually, as many have | |
| noted, a stand-in for a more fundamental question: how to involve the | |
| player in the story the author wants to tell while still telling that | |
| particular story? The answer is usually "with puzzles that don't detract | |
| from the structure/pacing/logic of the plot," but not always--it's | |
| possible to get the player involved in a story by means other than | |
| puzzles. Jon Ingold's FailSafe is a might-have-been in this | |
| respect--it's a story that could, I think, have stood on its own, and | |
| which is hindered more than helped by the puzzles it includes. | |
| The protagonist is the only one alive on a spaceship which has taken a | |
| beating after a battle with an alien ship, and is radioing to you, the | |
| player, for help. Specifically, the protagonist wants you to help him | |
| get the ship back in order before the next attack comes along. The | |
| signal isn't very good, though, and the protagonist is less than fully | |
| coherent, so ascertaining what's going on (or has gone on) secondhand is | |
| something of a challenge. (Particularly because all of the standard | |
| system commands--QUIT, SAVE, UNDO, the whole lot of them) are | |
| disabled--the better to reproduce the sense of actually communicating | |
| with someone, of course.) It's an interesting challenge, | |
| though--reconstructing past events (for purposes of gaining insight into | |
| a present situation) is an underused and potentially fruitful IF | |
| technique. | |
| As it happens, though, that's not the focus of what goes on here--there | |
| are a few puzzles, and then you reach one of a variety of endings. The | |
| puzzles aren't especially good; one amounts to trial and error (made all | |
| the more irritating by the absence of UNDO), and another is hindered by | |
| some thoroughly unhelpful syntax. (Yes, admittedly, a person is not a | |
| parser, and it's not entirely realistic to expect a person's | |
| comprehension to work the same way as a parser, but guess-the-syntax is | |
| guess-the-syntax.) The endings are good--thought-provoking and well | |
| worth reaching--but the puzzles, to my mind, don't fit. | |
| Here, it seems, you have a premise that makes the interactive hook, in | |
| the form of puzzles, largely unnecessary. The *game* is a puzzle in | |
| itself; you' re trying to figure out what exactly happened, and you're | |
| battling the protagonist's vagueness and confusion and the chaos | |
| inherent in a partly wrecked ship. The nasty/strange/welcome surprises | |
| that you come across should be able to tell the story and keep the | |
| player involved all by themselves, particularly when the game is this | |
| small. (Well, okay, it would probably have to be a little larger if | |
| there were no puzzles.) There's also room for more story development in | |
| the distance between player and protagonist: do they trust each other? | |
| What do each of them know that the other doesn't? (FailSafe does hit | |
| that angle at one point, but there's more that could be done with it.) | |
| Unnecessary puzzles aside, though, FailSafe has its moments. One | |
| particularly effective touch is a series of messages that the player | |
| receives from a computer analyzing what's happened and who was aboard | |
| the damaged ship, messages that the protagonist doesn't receive; the | |
| juxtaposition between the player's semicoherent account and the | |
| computer's records is occasionally chilling. The inadequate descriptions | |
| are part of what makes the game compelling--when several turns of static | |
| pass before the protagonist's voice returns, there's genuine suspense. | |
| There are also some nicely done red herrings--while there isn't as much | |
| exploration potential as there might be, there's enough to keep the game | |
| from feeling like a small set of puzzles. And the endings are genuinely | |
| surprising (though spoiled somewhat by the game's XYZZY award | |
| nomination; don't read the nominee list before you play the game), and | |
| force the player to rethink what's come before. | |
| FailSafe's small size works against it, I found--there's too little | |
| there for the player to be really pulled up short by any surprising | |
| turns. (The player doesn't spend long enough interacting with the | |
| protagonist, and getting a mental picture of the story, to be truly | |
| caught off guard by unexpected events; the assumptions and mental | |
| pictures aren't around long enough to cause much surprise when they're | |
| challenged or disproved.) Still, it's got an intriguing premise and it's | |
| creatively done, and its spin on the player-PC relationship makes it a | |
| must-play for IF theorists. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Cedric Knight <ADDRESS REMOVED> | |
| TITLE: Guess the Verb | |
| AUTHOR: Leonard Richardson | |
| EMAIL: leonardr SP@G segfault.org | |
| DATE: 2000 | |
| PARSER: Inform (plus) | |
| SUPPORTS/PLATFORM: Inform standard | |
| AVAILABILITY: Freeware, GMD | |
| URL: http://www.crummy.com/devel/if/gtv/ | |
| VERSION: 1 | |
| PLOT: 1.3 ATMOSPHERE: 1.1 | |
| WRITING: 1.8 GAMEPLAY: 1.4 | |
| WIT: 1.9 | |
| OVERALL: 7.4 | |
| CHARACTERS: 1.4 PUZZLES: 1.2 | |
| DIFFICULTY: Easy | |
| At the recent XYZZY awards, the idea of a Best Comedy award was bruited | |
| about. There seems a lot of logic to this. For example, suppose "Being | |
| Andrew Plotkin" was up against "Anchorhead" for Best Writing. | |
| "Anchorhead" is one of the best-written games ever, but has hardly a | |
| joke in it; "Being Andrew Plotkin" has humorous writing, which is quite | |
| a different talent. It is said that good writing is all about using the | |
| right words, and good humorous writing is about using the words in the | |
| right order. My favourite for Best Comedy of 2000 would have been "Guess | |
| the Verb". | |
| The title says it all, really. What player has not been in that | |
| position where they have the correct puzzle solution, but find it | |
| impossible to get the game's parser to understand that? So why not turn | |
| the problem around, and make a feature of it? Hence, in this game you | |
| are an 11-year-old boy or girl at the "Guess the Verb" fairground booth | |
| run by Lalrry [sic] the parser, who is described as "looking much the | |
| way Peter Norton would look if Peter Norton were made of stainless steel | |
| and had, instead of a head, an Ethernet hub..." | |
| I laughed out loud at several parts of this game. The author's spoof | |
| "Introduction to IF Concepts" is particularly silly, and shows that this | |
| game is not for newcomers to IF at all. The intended audience is anyone | |
| who spends a lot of time playing and writing Inform programs and | |
| programming in general. Someone like the author, most likely. At one | |
| point, one NPC remarks accurately that the game might be getting a | |
| little too self-referential, which may limit its potential as a Work of | |
| Art, but does gives scope for a lot of knowing in-jokes. To be fair, | |
| there is also plenty of other humour spoofing funfairs, parenting, | |
| B-movies and so on. | |
| Once you've got the general idea, you can just go with the flow, having | |
| effectively "solved" some puzzles (by guessing the verb) before you even | |
| encounter them. "Guess the Verb" relates to general IF both as pastiche | |
| and montage. There's not enough time to get bored or frustrated with the | |
| game as it flits between locations and game fragments so quickly, but | |
| some of the scenarios have obviously had more work than others. I was | |
| lucky to get the UNDO section first off which includes lots of fun | |
| objects such as a spell book copied from "Harry Potter and the 2000 | |
| Magical Middle Education Standards", and the only complex puzzle of the | |
| game. The least developed scenario is definitely DISEMBARK, with the | |
| others somewhere between these extremes. The NPCs may not be that | |
| important to the plot but have a wide repertoire of amusing responses. | |
| GTV is a short game, but then it would be hard to maintain the concept | |
| to feature length without spoiling the joke. It reminded me of the | |
| sample games like "Toyshop" and "Ruins" that come with Inform. If so, I | |
| would say the object lesson that this game illustrates to designers is | |
| that if you do use some obscure verb ("CAUTERIZE" even), then you can | |
| drop that word (casually) into the text beforehand. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| [Our man in Russia has sent us this rather scathing review of Kaged, and | |
| as usual I've gone over its sentences and tried to wrestle them into | |
| something resembling standard English. Any misinterpretations or errors | |
| in the translation (and apparently there were a few in my work on last | |
| issue's Gateway 2 review) are my fault. --Paul] | |
| From: Stas Starkov <stas_ SP@G mail.rb.ru> | |
| NAME: Kaged | |
| AUTHOR: Ian Finley | |
| EMAIL: domokov SP@G aol.com | |
| DATE: 2000 | |
| PARSER: TADS Standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.gmd.de/if-archive/games/tads/kaged_s.gam | |
| VERSION: 1 | |
| HOLLYWOOD STRIKES AGAIN | |
| First, I must warn you that this review is an attempt to provide an | |
| opinionated critique of the game that won the 2000 IF Competition. But I | |
| don't like this game a lot. So as you can guess, I'll pour manure on | |
| "Kaged" in this review. That's the reason why I wrote the review. And | |
| this review includes personal comments about the author of the game, as | |
| well as a lot of cynicism and flame provocation (please, resist this | |
| possibility). Also I must add that I live in Russia, and consequently my | |
| points of view differ a lot from those of Americans. So you understand | |
| that this review is more than a little biased. So, if you're easily | |
| angered, stop reading now. That's not a joke. So there. | |
| The shareware version of "Kaged" includes images but no music. That's | |
| odd, because I know that his Competition 2000 entry contained both | |
| sounds and images. But I didn't bother downloading these rather big | |
| files (in sum more then 12 Mb), so I don't know what quality these | |
| additional "things" add. And I have played only the competition entry. | |
| When I started playing the game I felt that it was a parody on | |
| dystopias. Why? Look at this chunk of text from the beginning of the | |
| game: | |
| The madness started a week ago. The entire Citadel of Justice is on | |
| razor edge. It began in the Department of Enforcing when a patrolman | |
| shot his partner. He begged to be locked away, claiming to see | |
| devils. | |
| and a bit later: | |
| >z | |
| Time passes... | |
| Pieter's stomach growls. It's not a noise you want to hear again. | |
| >examine pieter | |
| Pieter has a sausage face set with two piggy eyes, like raisins. | |
| His spectacles are huge, saucer-like things that don't help the | |
| appearance. | |
| Pieter taps you on the shoulder. "Um... where would our office be, | |
| Commissar?" There's something incredibly irritating about his voice, | |
| like the whine of a petulant child. | |
| >z | |
| Time passes... | |
| Pieter coughs behind you, a wet, phlegmy noise. | |
| Well, you see that it is possible to interpret the game comically. But | |
| then things show their darker side, and suddenly you notice all the | |
| misery of the world. And, gee, it's another dystopia. And not the best | |
| one I must add. I've read several dystopias but never found one that | |
| feels true enough for me. But more about that subject below. | |
| Ian Finley is not a novice author. This is his fourth (I think) game, | |
| but the first that I have played. And I don't want to play his other | |
| games now. Ian Finley was 20 years old (according to SPAG #23) when he | |
| wrote "Kaged" and he was studying acting at the University of Utah at | |
| that time. And I think that his theater and movie influences caused all | |
| that I don't like in this game. | |
| I live in Russia but I see a lot (and I mean *a lot*) of bad American | |
| movies. Even the latest Oscar's big winner "Gladiator" got me sick. It's | |
| not that this movie is bad. Not at all. But when I see that rich and | |
| beautiful woman run to a dying man that she hardly knows but already | |
| loves, I can sympathize and even (barely) understand her the first, | |
| second or even tenth time I see this thing. But when I see the same | |
| scene for the hundredth time (and I mean hundredth) in yet another | |
| movie, I get sick. I want to say that "Kaged" is very similar to _bad_ | |
| American movies. The only thing that's missing is a girl-friend of the | |
| PC (and the pseudo-hero running hand in hand with her with a huge | |
| explosion in the background, as at the end of the usual bad movie). I | |
| read quite a lot of SF stories, so I'm hard to surprise, though. And | |
| this game shows nothing that I haven't read or seen before. Nothing that | |
| doesn't reek of decay. | |
| Which brings me to the question of plot. The plot wouldn't be that bad | |
| if you took only the very beginning and very ending of the game. At | |
| least it would be original. But when I saw the middle of the game and | |
| all those story twists I felt that I was seeing another bad movie with | |
| all the cliches and standard devices that I have already seen a thousand | |
| times. And the author manages to place at least two conflicting plots in | |
| this game. During the middle part of the game, my best guess was that | |
| this plot was entirely a mad dream of a druggie after a good joint. | |
| Later I found that my supposition was not far from the real plot, since | |
| for half the game author just lies to you. Yet another story of mind | |
| manipulation -- yet another idea that was beaten to death (Example: the | |
| dystopian movie "Brazil", which, by the way, is far better than | |
| "Kaged"). Another feeling that I had during game play: I felt that the | |
| author grabbed me from behind and I was dragged to the end of the game. | |
| This feeling was due in large part to the puzzles. | |
| Puzzles? Hah. There are puzzles but they're not the strongest side of | |
| the game. And considering my above descriptions I think you understand | |
| that I think that the puzzles stink badly. Why? This game is not a | |
| puzzleless game, so there are puzzles. But they are the worst puzzles I | |
| have ever seen. Why? OK, I'll give you an example (not from the game): | |
| Imagine that you only have a big piece of flammable wood (which you must | |
| get by helping an old man to find all his long lost teeth), a bottle of | |
| gasoline (which you steal) and a single match (which you found by | |
| pushing a high tree). When you have all of the above, you are teleported | |
| to the dark room. Huh! What do I need to do to find a ray of light in | |
| the kingdom of darkness? I hope you can guess the "solution". Yes, you | |
| can work out the solution easily, but can you find the match so easily? | |
| So, I ended up with the walkthrough, which is twice as odd because the | |
| puzzles in common are very straightforward. It's very, very annoying when | |
| all puzzles are based on _giving_ you the right and obvious tools to | |
| solve another puzzle. (And did you notice the old man in my example? He | |
| is there only to give you a piece of wood, but you must solve his errand | |
| first.) And this feels so unnatural, that I got sick (again). The | |
| puzzles stink badly. So there. | |
| Another feature that is not very interactive is the "talk" verb (as in | |
| "talk to worker"). According to the game, "this action will cause your | |
| character to examine the current situation and say whatever would be | |
| most appropriate." Someone on R*IF said that the menu-based | |
| interrogation system is a bad thing, but this "most appropriate" | |
| conversation is far less interactive and looks like a device from | |
| graphic adventures. Well, you have now two possible ways to interrogate: | |
| (a) to talk or (b) not to talk. But this restriction is solved | |
| brilliantly -- the game ignores your silence and continues to talk to | |
| you as usual. Dumb, dumb! | |
| But you might still believe that this game didn't get first place in the | |
| Competition for nothing. OK, I'll open your eyes. I'll tell you about | |
| the prose in this game. First, the amount of writing in "Kaged" is just | |
| huge. Second, for me any good (but not outstanding) prose with rotten | |
| thoughts behind it is just useless crap. And the more text in any art | |
| form, the worse, because I must force myself to read all these chunks of | |
| text trying to find something good. Well, it is possible to interest me | |
| with extraordinary writing wedded to a lame story (plot, I mean), but | |
| "Kaged" is not on this level of art. Writing must be on the same level | |
| as a story. If the writing is lower than the plot, the whole work will | |
| be unenjoyable (but that's not a rule). If a bit higher, the work will | |
| be boring and overblown. "Kaged"'s writing is the latter type. | |
| Many people like the atmosphere of the game. Well, yes that's something | |
| that you can try to play a game for, but for me atmosphere was broken by | |
| the rotten plot and stupid puzzles. Ian Finley shows himself as a | |
| skilled author, but concept of the game was a total disaster. | |
| This game reminds me of Stephen King's stories -- a lot of text, a lot | |
| of fake story turnings, a lot of characters, but the result is just | |
| boring. Yes, both authors (King and Finley) tried hard to make me | |
| believe in the story, but they failed. But King, at least, writes for | |
| money and the more text he produces, the more money he'll get. | |
| "Hollywood strikes again," I must say. "Kaged", for me, is a game where | |
| bad movies merge with the unstoppable urge to write. | |
| The dystopia is an old genre. (The first dystopia was written, I think, | |
| in the first half of the nineteenth century.) And all dystopias look the | |
| same to me. There's always a common story -- some variety of "Big | |
| Brother looks at you.", i.e. mega-government takes total control over | |
| people's lives, people who are just foolish soulless dolls and who work | |
| (the prime purpose of their lives) during all their miserable lives. Why | |
| is this concept is not working for me? Because life doesn't work like | |
| that. Life can be more grim but not so obviously evil. Sure, it's very | |
| visually striking to show a dystopia, but it was beaten to death ages | |
| ago. So if "Kaged" is somewhat of a premiere for IF (at least for me), | |
| for literature it's something like the rotten carcass of a horse. And as | |
| far as I can recall, _new_ dystopias are not published any more. | |
| What can I recommend to the author? Better spend your time on books and | |
| movies (and not only on good ones) first. And when you're sick from all | |
| this crap, you'll understand how not to implement a game. Write a story | |
| on the paper, read it and if you don't hear as your stomach growling in | |
| hate then, and only then, start to write an IF game. At least the game | |
| will be original. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Francesco Bova <fbova SP@G pangea.ca> | |
| NAME: Nothing More, Nothing Less | |
| AUTHOR: Gilles Duchesne | |
| EMAIL: lonecleric SP@G bigfoot.com | |
| DATE: February, 2001 | |
| PARSER: Hugo | |
| SUPPORTS: Hugo interpreters | |
| AVAILABILITY: Freeware | |
| VERSION: 1.21 | |
| URL: ftp://ftp.gmd.de/if-archive/games/hugo/NMNL.hex | |
| Nothing More, Nothing Less (NMNL) was a late entry to the 2001 | |
| SmoochieComp by a first-time author who, in his own words, "used the | |
| SmoochieComp as an excuse to learn an IF language", so as you might | |
| expect there were some first time growing pains and perhaps a few | |
| awkward game design choices, and I hope that the author takes the | |
| following review as the constructive criticism that it is intended to | |
| be. To his credit, the author attempts a few novel game design | |
| initiatives and that's what I'll be focusing on for the first part of | |
| this review. | |
| NMNL is a fairly small game that takes place in the protagonist's (and | |
| most likely the author's) small apartment, with the usual rooms (i.e., | |
| bedroom, bathroom, living room) accounted for. There is no use of | |
| cardinal directions in the game. Movement through the apartment is | |
| simply done through the typing in of room titles. I found this fairly | |
| easy to get used to, even though I've grown accustomed to mapping out a | |
| landscape in my head with the use of cardinal directions. The room | |
| descriptions are fairly succinct, describing the basic necessities of | |
| life that surround the PC and his girlfriend, but room descriptions | |
| change depending on what challenge the PC is facing. No doubt, this is | |
| an attempt by the author to clue the player in to a certain problem by | |
| bringing current dilemmas to the foreground of the player's perception. | |
| For example, during a section of the game involving the PC's | |
| girlfriend's cat, the living room changes from this: | |
| Living Room | |
| This is the part of the apartment in which I spend most of my waking | |
| hours. This is due to three important pieces of furniture here: the | |
| large oak desk that holds my much-used computer; the TV, favorite | |
| appliance of my beloved after a long day a work; and the futon which | |
| we both like to cuddle upon. | |
| TO | |
| Living Room | |
| This is the place where my girlfriend's evil cat sleeps... when it's | |
| the least convenient, of course. From here, I can reach the kitchen, | |
| the dining room, and the hallway. | |
| Not a big deal, right? Except, there's no longer any mention of the TV, | |
| computer or futon; all objects which are still in scope but aren't | |
| described in the room's current description. In certain rooms, you have | |
| to manipulate some of these "hidden" objects to boot. When I ran into | |
| the repeated problem of trying to remember what had been in each room | |
| the only remedy was to save my position, restart the game, get a good | |
| look at what was in each room, then use that prior knowledge during my | |
| saved game. Thankfully, the game was only a few rooms big so the saving | |
| and restoring wasn't too overwhelming. Still, it was probably more | |
| trouble than it should've been. | |
| Another interesting game design choice involved progressively revealing | |
| items of importance throughout the course of the game. So, for example, | |
| a cursory look in a certain room may not reveal much of interest the | |
| first time around, but another look a few turns later may reveal | |
| something new and useful. Other reviewers of NMNL have enjoyed this | |
| feature, but I found it kind of tedious. I'm of the opinion that if | |
| something's in scope at the beginning of the game and hasn't been | |
| manipulated somehow then it should always be in scope. What ended up | |
| happening when I faced a challenge was that I'd just type in each room | |
| name, take a look around, and mysteriously bump into what I needed. | |
| Again not a big deal, but from a playing experience I could effectively | |
| turn my brain off until I stumbled into what I needed and as a result, | |
| it wasn't as much fun as it might have been. | |
| The game's focus was unfortunately a little off-kilter, too, for what is | |
| an extremely linear game. When the intro tells me my goal is to bring in | |
| a photo receipt (which incidentally, is the ultimate goal of NMNL), | |
| that's generally what I'm aiming to do, but every time I tried to exit | |
| my apartment the game would come back with an, "Oh, wait you forgot to | |
| do <insert apartment related chore here>". This again isn't a big deal | |
| but perhaps a smoother game design would have had one puzzle finishing | |
| then linking to the beginning of another puzzle, as opposed to | |
| segregating them. | |
| There is also a novel hint system included which spirits you away to a | |
| car being driven by the author and his girlfriend where you can ask or | |
| tell the author about a subject and get responses. Unfortunately the | |
| responses aren't terribly helpful; more descriptions about objects than | |
| a nudge in right direction. The hint system actually serves more as a | |
| backdrop for some banter between the author and his girlfriend where we | |
| learn about the author's experience concerning the city he lives in, | |
| participation in the IF community, and other more menial activities. | |
| Inadvertently most likely, the author also designed the hint system so | |
| that I, for the life of me, couldn't find my way out of it. Typing in | |
| random words finally got me to 'PLAY', which kicked me back into the | |
| game. | |
| So, to sum up so far: Some interesting game design choices, some of | |
| which were not overwhelming successes but most of which I'd certainly | |
| applaud as a good attempt at something novel. Outside of the game's | |
| infrastructure though, how does the game stack up in the prose and plot | |
| department? Well before I address those areas, I'd like to do something | |
| they taught us never to do back in IF Review school: I would like to | |
| discuss the author as opposed to the game and to start off, I'd like to | |
| make the assumption that you the protagonist are in fact the author. | |
| Where does this assumption come from? Well number one, all the responses | |
| are cast in the first person as opposed to the second and two, the | |
| familiar tone of the work when the author describes his surrounding | |
| would indicate to me that he's talking about himself. | |
| If this assumption was in fact the author's intent, then I think it's | |
| also fair to say that the author is pretty crazy about his girlfriend. | |
| The initial indications come from the banter between the author and his | |
| girlfriend during the hint system piece but the real proof comes from | |
| the fact that almost every object description is framed by how it | |
| relates to her. For example, look at the following: | |
| >examine bed | |
| It's a big a comfy bed, with plenty of space for us both. Even if my | |
| beloved wasn't living here when I bought it, I thought I should play | |
| safe... and I was right. She moves a lot during her sleep, you know? | |
| (Well, come to think of it, I don't think I want you to know.) | |
| OR | |
| >examine sink | |
| I basically need to use this sink for four things: washing my teeth, | |
| combing my hair, washing my hands and... oh, make that three things. | |
| I used to shave daily, but in the recent weeks my beloved has taken a | |
| fancy to the bearded look, and I have been willing to oblige her. | |
| Boy that's sweet; sugary, feeling-it-in-the-pit-of-your-stomach sweet. | |
| Which of course is completely acceptable for a SmoochieComp game, but | |
| would get to be a bit much for me personally were it just a normal | |
| non-thematically based release. The game is so sweet in fact, that it | |
| reads to me more like a homage to the author's girlfriend with the plot | |
| and puzzles added after the fact as simple window dressing. There is of | |
| course absolutely nothing wrong with that, but the personal nature of | |
| the piece may not be to everybody's taste. Now to really go out on a | |
| limb, considering the release date for the SmoochieComp games (February | |
| 14th), I think it may also be the case that this platform experiment | |
| turned out to be a pretty nice valentine for someone special. | |
| It could also be the case that I'm assuming way too much and we all know | |
| that when people assume: they make an 'ass' out of 'u' and 'me', so | |
| maybe I should stop before I get myself into too much trouble. To wrap | |
| up then: NMNL as far as a piece of first-time IF and platform experiment | |
| is pretty average and pretty much what I'd expect, to be honest, but as | |
| a publicly accessible piece that expresses love for someone special | |
| (which I believe, perhaps incorrectly, NMNL to be) NMNL is mostly a | |
| success, and one a few of us could probably take some lessons from. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: Ralph | |
| AUTHOR: Miron Schmidt | |
| E-MAIL: mironi SP@G comports.com | |
| DATE: 1996 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/ralph.z5 | |
| VERSION: Release 7 | |
| Latter-day IF has seen quite a few innovative experiments with point of | |
| view, so it's worth remembering the game that, as far as I know, started | |
| the trend, namely Miron Schmidt's Ralph, a 1996 competition entry. In | |
| Ralph, you play a dog, a thoroughly doggy dog at that-and while it's not | |
| a revolutionary exercise in PC characterization, it's a charming game | |
| that ably tackles the challenges of point-of-view experimentation. | |
| Your task is to find a lost bone that you've buried somewhere (belying | |
| the notion that dogs can always find bones, or other things, that | |
| they've buried). The puzzles are somewhat over the top--they involve a | |
| more subtle grasp of human and animal psychology than most dogs have, | |
| and they strain the limits of a dog's physique--but they're not bad | |
| puzzles, on the whole. On the other hand, the puzzles are probably the | |
| least doggy thing about the game, since they don't involve thinking like | |
| a dog as such, nor are the limitations of inhabiting a dog's body | |
| particularly limiting. (Compare A Bear's Night Out, where being a teddy | |
| bear was an obstacle to overcome on several fronts, and A Day for Soft | |
| Food, where puzzle solutions reflected housecat thinking in several | |
| instances.) They're perfectly good human puzzles, but they don't exactly | |
| fit here. | |
| What does fit, however, is the Easter eggs, of which there are many. | |
| Doggy verbs implemented include BARK, BITE, GROWL, SCRATCH, PEE ON, | |
| LICK, SMELL, SLOBBER, WAG--and when the verb is transitive, there are | |
| logical responses for most of the objects in the game. Particularly | |
| amusing in that respect is Christopher Robin, your family's | |
| two-year-old, with whom you can interact in a wide variety of levels; | |
| likewise, the cat offers amusement opportunities. Beyond that, the game | |
| does capture the single-minded psychology of a pet--you note humans' | |
| frustration or anger with you casually, but you really only care about | |
| that bone. The setting is less than vividly rendered--this is a suburban | |
| yard with basic suburban-yard objects--but you're afforded quite a | |
| variety of things to do in that suburban yard. Truth to tell, if Ralph | |
| had skipped the puzzles entirely and simply devoted itself entirely to | |
| Easter eggs, it would have been-well, a pretty aimless game, but | |
| possibly quite a lot of fun. | |
| Ralph illustrates nicely the challenge faced by concept games, games | |
| where the gimmick is the raison d'etre: while it's one thing to think of | |
| a good idea that translates well into the IF medium, as this undoubtedly | |
| does, it's another thing to convert it seamlessly into puzzle-based IF. | |
| This sort of thing can, of course, work both as concept and as puzzle | |
| game, as later attempts have shown, but Ralph doesn't really work on | |
| both levels (partly because it's so short). The concept, however, is | |
| great, and as implementation of the concept this is quite good, more | |
| than enough to make it worth playing. The lesson, perhaps, is that the | |
| best games are those that marry up high concept with a high level of | |
| interactivity (in the form of good puzzles, perhaps, or something else), | |
| and Ralph isn't quite on that level, pioneering as it was. | |
| At any rate, if you either like dogs or enjoy laughing at dogs' foibles, | |
| Ralph is worth a quick look-see; it's got enough funny lines and knowing | |
| references to doghood to make it enjoyable. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: So Far | |
| AUTHOR: Andrew Plotkin | |
| E-MAIL: erkyrath SP@G eblong.com | |
| DATE: 1996 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/sofar.z8 | |
| VERSION: Release 6 | |
| It's well known that latter-day IF has moved away from the | |
| puzzle-centrism that marked earlier games (to the point where many | |
| authors resist the term "game," though no one has come up with a | |
| substitute, to my knowledge). Some recent, um, works of IF have shown | |
| their defiance of puzzles by eschewing them altogether, but many authors | |
| have managed to both incorporate puzzles into the IF they produce and to | |
| convey that the puzzles aren't the raison d' etre. Andrew Plotkin's So | |
| Far was one of the first games to make that break, and it did so in an | |
| interesting way: there isn't a plot as such, but the game conveys themes | |
| and impressions in a way that manages to tell a story nonetheless. | |
| Trouble is, it's not easy to convey to the uninitiated what that story | |
| is. A relationship that may or may not be broken is at the center of | |
| it--as the game begins, you appear to have been stood up by Aessa, the | |
| object of your affections, and everything that follows picks up the | |
| thread in one way or another. You repeatedly encounter machines and | |
| devices that don't work properly, usually because of neglect; you | |
| repeatedly find yourself in situations where verbal communication seems | |
| to be impossible; you repeatedly navigate through hostile and | |
| uncomfortable settings. Does all that reflect the relationship in | |
| question and the problems with it? Presumably, but nothing is ever | |
| spelled out as such; in a sense, you learn about the relationship that | |
| drives the game by observing the game and guessing at what pieces are | |
| supposed to be allegorical or metaphorical, and in what way. | |
| What's interesting about the thematic elements, though, is that they're | |
| not just window dressing: at several points, puzzle solutions are | |
| solutions because they reflect the themes. In other words, there's no | |
| particular reason that could be expressed through any deductive process | |
| why something should work, but an attentive player who recognizes the | |
| parallel should try the correct solution because it seems to fit into | |
| the story. So described, it sounds fairly crude--"gee, I think I'll have | |
| everything in my game in threes, and then require the player to knock on | |
| a door three times"--but it's done much more effectively than that; the | |
| theme in question isn't just an arbitrary motif. To say that you have to | |
| think on the game's terms overstates the case a bit; it's more that you | |
| have to recognize where the game's sending you. Still, it's an unusual | |
| twist. | |
| The genre, to the extent there is one, has been called magic realism: | |
| the settings aren't taken from fantasy as such, but the rules of the | |
| game's world are surreal in some respects. It's a limited surrealism, | |
| though: the "magical" aspects are few and limited, and many of the | |
| reactions you set off, or problems you solve, are firmly rooted in the | |
| ordinary and explicable. Moreover, for the most part, the game keeps the | |
| fantastic and mundane elements distinct: with a few exceptions (and | |
| those exceptions form an obvious pattern) you won't be wandering along | |
| through a conventional setting and come upon something wild and weird. | |
| Magic realism, like straight fantasy, can sometimes lead a player to | |
| suspect laziness--"rather than trying to make sense of all this, I'll | |
| just call it magic"--but So Far mostly resists that characterization: | |
| the departures from realism eventually (though not right away) are | |
| revealed to be part of a larger pattern and follow rules of a sort. | |
| And the writing--ah, the writing. I'm reminded of a saying to the effect | |
| that an master or expert is someone who knows when and how to break the | |
| rules, because the writing in So Far breaks a lot of rules and gets away | |
| with it every time. The prologue, for example: | |
| Hot, foul, and dark. How did indoor theater become so fashionable? | |
| Well enough in spring rain or winter, but not in the thick, dead | |
| afternoon of high summer. And though Rito and Imita looks very fine, | |
| shining with electric moonslight in the enclosed gloom, you're much | |
| more aware of being crammed in neck-by-neck with your sweaty fellow | |
| citizens. | |
| Damn the crowd, in truth: your mood was hot, foul, and dark when you | |
| sat down. Aessa was supposed to meet you here. She's made excuses | |
| before, and you don't think about what it might mean. Try not to | |
| think, rather. Just watch the story. One of your favorites. But it's | |
| miserably hot, and you just aren't caught up in the play... | |
| A lesser writer would not be able to get away with that "in truth" or | |
| "well enough," which should sound terribly stilted; a lesser writer | |
| would not be able to get away with a neologism like "moonslight" in the | |
| first paragraph; a lesser writer would not be able to get away with | |
| calling the fellow playgoers "citizens." Here, though, it all works--the | |
| seemingly stilted language not only anticipates the poetry of the play, | |
| but doesn't even sound awkward here. ("Damn the crowd, in truth" has a | |
| certain unlikely ring to it.) Even the shift back to more conventionally | |
| colloquial language ("you just aren't caught up in the play") fits--the | |
| earlier mood reflected in the unusual sentence patterns is broken, just | |
| as the character's concentration breaks. "Moonslight" works because the | |
| writing has already established that it's ever so slightly | |
| off-kilter--and because the light in question is "electric," off-kilter | |
| in its own right. And "citizens" suggests that the theatergoers are | |
| there under some sort of duty or compulsion, as if the play is something | |
| to be endured rather than enjoyed. | |
| Another example: | |
| Grassy Hilltop | |
| Not a flat tame greensward, mind you; you are surrounded by wild, | |
| waist-high, reed-yellow growth that hisses and rattles in the dry | |
| breeze. The grasses roll to every cloudless horizon. Above you towers | |
| an immense tree -- the only one visible anywhere in this prairie | |
| world -- and its shadow slices blackness past your feet. A path of | |
| flat, trampled grass cuts south down the hill. | |
| The direct address to the player ("mind you") could be distracting, but | |
| it's terse enough here (and rare enough elsewhere in the game) that it | |
| slides by without yanking the player out of the scene. There are also a | |
| lot of adjectives here--"flat" twice, "tame," "wild," "cloudless, | |
| "immense," "trampled"--but the active verbs ("hisses and rattles," | |
| "roll," "towers," "slices," "cuts") do most of the descriptive work; the | |
| adjectives are mostly in a supporting role. "Greensward" feels a little | |
| like a thesaurus word, but since it's impossible to miss the meaning of | |
| it here (because of the contrast with the "wild, waist-high, reed-yellow | |
| growth"), the use of the word doesn't feel willfully obscure. | |
| In the gameplay department, So Far breaks some rules as well. For | |
| instance, the game begins with a lengthy noninteractive sequence--you | |
| can look around and examine things, but that's about it--which is hardly | |
| a surefire hook. (And there's no hint at anything more interesting until | |
| the noninteractive sequence is over.) Even after the game gets going, it | |
| takes quite a while for the player to get a handle on where it's | |
| going--and given the nature of the story, or lack thereof, most players | |
| are likely to feel directionless for a while. It's rare that you | |
| encounter IF with no clear goal, and a new author might not be able to | |
| get away with such a move. Arguably, though, that aimlessness is | |
| unavoidable, given what the game is trying to do; the alternative is to | |
| give the player an ostensible plot that gives way to the introspection | |
| that happens here, but there are problems with that as well. | |
| There are also various unfairnesses--plenty of learning by screwing up, | |
| and in one respect it's easy to send the game into an unwinnable state | |
| simply by progressing too far in a certain direction without progressing | |
| enough in another. (On the other hand, the point-of-no-return moment is | |
| about as obvious as such a moment can be, and it's also fairly obvious | |
| that more lies down the other path.) The game bills itself as "cruel," | |
| and while it isn't as cruel as Change in the Weather, it's far from | |
| forgiving-it's easy to waste essential resources, and at one point it | |
| takes only a few moves of waiting to game the game unwinnable. | |
| So Far is not a particularly long game, and the overall puzzle-count is | |
| relatively low, but the world you're exploring feels larger than it is. | |
| Part of the way the game achieves this effect is by scattering locked | |
| doors and inaccessible (for one reason or another) exits through the | |
| game, which constantly reinforces the sense that you haven't seen | |
| everything of interest in the game's world. It's been said that the | |
| effect is also to remind you that you're not the center of attention -- | |
| the game's universe doesn't revolve around you -- and that effect is | |
| particularly well achieved in one setting with a wide variety of | |
| characters who can't be bothered to acknowledge your presence (unless | |
| you break the rules somehow). Red herrings have always been with us, but | |
| obstacles that aren't meant to be overcome are an unusual breed of red | |
| herring; Infocom's Planetfall is the only game I can think of that used | |
| unsolvable puzzles to set the scene in a similar way. It should also be | |
| said, though, that puzzles that aren't meant to be solved at all and | |
| puzzles that can only be solved by figuring out the logic of the game's | |
| world make for a highly difficult game, and most players will probably | |
| end up using hints at some point. | |
| It's obvious enough to be hardly worth saying that when Andrew Plotkin's | |
| So Far was released, in 1996, it was unlike any IF that had preceded it. | |
| Part of what made it unique (then) was the emotional content--the | |
| emotional impact of the game is, in many ways, the point. (For the PC, | |
| anyway, and arguably for you too.) The prevailing theme of the game is | |
| tension and separation: if you don't choose to feel that tension, you're | |
| unlikely to find the game involving. It wasn't unknown then (though it | |
| was far from common) to impute some sort of emotions to the PC, but | |
| generally those emotions weren't particularly complex--now and again the | |
| PC might be afraid of something, say--and usually things would be nicely | |
| spelled out. Here, by and large, you figure out what the PC feels by | |
| analogizing from the impact on you, the player. (The game also tracks | |
| your mental state to some extent--the status line, while not recording | |
| your emotional temperature as such, does note your general impression of | |
| each setting. Examples are "hot, sticky," "mild spring, quiet," and | |
| "cramped, crawling.") That reading points to the significance of the | |
| PC's emotional state.) | |
| It might be argued that that's true for every game that has any kind of | |
| emotional content, and it simply doesn't matter what the PC feels--but | |
| here, I think, it does matter. You're given a choice at the end of the | |
| game, with two very different endings depending on which choice you | |
| make--and the choice that most consider "better" (though there's debate | |
| about that too) reflects a certain understanding of the emotional | |
| significance of the terrain you've traversed. That is, to the extent | |
| that the game can be understood as an introspective journey, the | |
| "better" resolution of that journey reflects a specific emotional | |
| reaction to the self-understanding you've achieved. Other games since | |
| So Far have given emotions their place in various ways--Sunset Over | |
| Savannah, for one, reproduced So Far's status line but made it describe | |
| the PC's mental state more precisely than So Far does (and had the | |
| status line reflect events that are likely to affect the PC's thoughts). | |
| Other games have aimed at affecting the player's emotional state rather | |
| than the PC's; Photopia and Exhibition come to mind. But it's the | |
| subtlety of the emotional effects that So Far conveys that make it | |
| notable: the feelings at issue are unfulfilled yearnings here, a sense | |
| of alienation there, a sensation of conflict between duty and sympathy | |
| at another point, and there are no full-orchestra emotional turning | |
| points. In this respect, as in others, it's a game that rewards careful | |
| reading. | |
| It's difficult, in the end, to explain what it is that makes So Far so | |
| memorable. The settings are vivid, but not spectacularly so, and the | |
| strongest theme in the descriptions is decay and abandonment--compelling | |
| on an emotional level but not necessarily captivating as IF. A few of | |
| the puzzles are memorable, but there aren't enough puzzles here to make | |
| the game work on that basis alone. My own sense of why I found the game | |
| fascinating was that it demanded attention and analysis; indeed, without | |
| analysis, it's not even vaguely memorable, because very little of what's | |
| most interesting about So Far is there on the surface. More than any | |
| other IF I can think of--Losing Your Grip is the only game that comes | |
| close--So Far is best appreciated through poring over the transcript and | |
| drawing connections between events that aren't necessarily juxtaposed in | |
| space or time. (An example: dawn is a recurring theme throughout the | |
| game. There are several references to "dawn-tales," and at a key point | |
| you're told that "dawn is distant yet." As it happens, the woman you're | |
| seeking is named Aessa, and the Latin for "dawn" is "aes.") (Another | |
| example: a certain substance links two disparate scenes by protecting a | |
| road from erosion in one setting and sustaining a trapped character in | |
| another.) There's been plenty of IF that's been thought-provoking, but | |
| very little that calls for textual analysis. | |
| Is that good, or bad? Shouldn't IF be capable of appreciation without | |
| transcript dissection? I dunno; I certainly wouldn't say that So Far is | |
| to everyone's tastes, and I do enjoy IF where the relevant happenings | |
| are closer to the surface. But much of the best contemporary fiction | |
| works in a way that's closer to the way So Far works, and it's exciting | |
| to see a work of IF that aspires in that direction. That the product is | |
| less than ideal as a game, in the final analysis, seems almost beside | |
| the point. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| [Note: This overview does not include Dan Shiovitz's game "You Are A | |
| CHEF!", which Skip suggests is so perfect that to review it would be | |
| wrong. --Paul] | |
| From: Jonathan "Skip" Rosebaugh <skiprosebaugh SP@G email.com> | |
| NAME: SpeedIF 8: A Freak Accident Leaves Seattle Pantsless | |
| AUTHORS: Matthew Amster-Burton, David Cornelson, Christopher Huang, | |
| Admiral Jota, and Dan Shiovitz [not included in review] | |
| DATE: 2000 | |
| PARSER: TADS and Inform standard | |
| SUPPORTS: TADS and Inform interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.gmd.de/if-archive/games/mini-comps/speedif/SpeedIF08.zip | |
| VERSION: 1 | |
| The Games reviewed: | |
| * A Freak Accident Leaves Seattle Pantsless by Christopher "Miseri" Huang | |
| * I Went to the WTO Ministerial Conference and All I Got Was This | |
| Souvenir Delegate From Mauritius by Matthew "mamster" Amster-Burton | |
| * Pantsless in Seattle by David "Jarb" Cornelson | |
| * A Freak Accident Leaves Seattle Pantsless III: Endgame by Admiral | |
| "Jota" Jota | |
| SpeedIF is a blot on society. As indicated by the name, a SpeedIF entry | |
| is a work of IF written very fast -- two hours is the usual time limit. | |
| The parameters for each SpeedIF are usually generated via a mad-libs | |
| style audience participation thingie on ifMUD. The parameters for | |
| SpeedIF 8 were: | |
| SpeedIF8, entitled, 'A Freak Accident leaves Seattle Pantsless[1]', | |
| outside of a shop (type of which is your choosing) named 'End Of | |
| Days' serving something on the menu named 'Blitzkreig', 'ViReX', and | |
| 'Macrolicious'. At another location, 23rd and Lincoln, an experiment | |
| is taking place that you need to help complete. This experiment | |
| involves corn, an electrical kite, and a missing sock. Bonus points | |
| for ZeroG Sex, and _any_ references to BWP (Blair Witch Project). | |
| [1] Pants are considered to be inherently funny on ifMUD, particularly | |
| when they are not being worn. | |
| As might be expected, the entries were many, various, and totally off | |
| the wall. Below is a transcribing of the notes left behind by an | |
| adventurer who failed to protect his sanity. | |
| A Freak Accident Leaves Seattle Pantsless | |
| Entropy fascinates me. I loved, for example, "The Entropy Effect." | |
| Physics fascinates me. On the first day of physics class, I managed to | |
| use both words in the same context, and was overjoyed, so it's only | |
| natural for this game to please me. You have a quest. You must recover a | |
| sock -- a sock that vanished in a clothes dryer. Along the course of | |
| your quest you will encounter two out of three of the following items: a | |
| voodoo doll, a rectal thermometer, and an artifact of Jack the Ripper. | |
| Why? There's no reason; there doesn't have to be. This is SpeedIF. Once | |
| you complete your quest, you find that you have socks. You have, in | |
| fact, all the socks ever lost for the past few decades. However, since | |
| the law of conservation of mass applies to plane transfer, everybody for | |
| miles around loses their pants. Provided that the protagonist escapes | |
| lynching, he will have both a mighty terrorist weapon and an excellent | |
| source of socks. Also, he will have popcorn. Mmm, popcorn. The virgin | |
| adventurer might be tempted to look for meaning in this work of SpeedIF. | |
| After all, we have physics and meta-physics. We have complicated | |
| experiments designed to reverse the flow of time. We have food. Alas, | |
| no. The only meaning is that there is not, and can never be a meaning in | |
| SpeedIF. Unless there can be one. The only possible thing to take away | |
| from playing this game is a newly-enhanced respect for the limitless | |
| possibilities for counterfeiting involved in transformation of physical | |
| matter. | |
| I Went to the WTO Ministerial Conference and All I Got Was This | |
| Souvenir Delegate From Mauritius | |
| Aha! Here we have both entertainment and social commentary in one small | |
| package with a very long name. Featuring both a famous author and a | |
| mayor, and also a bonus appearance of the author, this little game | |
| manages to make us concerned enough about the fate of world trade that | |
| we too will drop our pants -- erm, I mean, practice civil disobedience. | |
| Also, this game features hilarious puppets. This is likely the only | |
| SpeedIF game ever to feature more puppets than NPCs, even though it has | |
| 10,003 NPCs. Also, I was disappointed that Neal Stephenson prefers | |
| Sherman tanks to his own All-Purpose Plex Armed Strife Mobile Unit. In | |
| fact, Neal Stephenson isn't even really a part of this game; he just | |
| stands around playing with advanced weaponry. In fact, why are hydrogen | |
| bombs even available to World Trade Organization Ministerial Conference | |
| protesters? Is this the kind of world you want your children to inherit? | |
| If not, then get out there and protest the protesters. What is in fact a | |
| part of this game is removing pants as a statement and protest, which | |
| gets you trucked off to jail in the ending statement. Like small | |
| countries, this small, short game has a very, very long name, and like | |
| small countries, it may be worth visiting. | |
| Pantsless in Seattle | |
| At last a game that respects the integrity of science enough to include | |
| a Professor, and a game that respects the integrity of hormones enough | |
| to include a beautiful woman. Er, that's just one game, in case you were | |
| counting. Like every other game in the SpeedIF universe, this game is | |
| short, sweet, and gets worse every time you play it. (Actually, it | |
| doesn't, but I felt compelled to work entropy in here somewhere.) This | |
| game does, however, feature what I think must be a character from | |
| Spellbreaker, in that this NPC does some magic. Like another game, this | |
| game features loss of pants. There is a NPC responsible for this | |
| atrocity, but he is never brought to justice. What is this world coming | |
| to when a pants thief can, in addition to his previously heinous theft | |
| of socks, get away scott-free with the theft of all of Seattle's pants? | |
| Obviously, the problem is scott-free. If Adventureland were not packaged | |
| with Inform, the knowledge of Scott Adams games would be limited to an | |
| elite few. Once this happens, there would be a socialist revolution | |
| within the IF community, and pants would be shared equally. | |
| A Freak Accident Leaves Seattle Pantsless III: Endgame | |
| Once again, we have a criminal. In this case, however, our arch-fiend is | |
| not a magic-wielding pants-thief, but a deranged sock. Also, despite the | |
| title, this game takes place in Acapulco. This game is the third in a | |
| tragically non-existent series and it makes frequent reference to the | |
| precursing games. Furthermore, since it takes place in Acapulco, all | |
| dialogue is in Spanish. Fortunately, subtitling is provided for | |
| non-Spanish-speakers. Those who can speak Spanish, however, will be | |
| laughing. The Spanish dialogue is the second-funniest thing in the game, | |
| right after the sock. The game ends with a promise of more to come. | |
| [Here the scribbled hand ended. I can only presume that he died of | |
| starvation, while frantically waiting for A Freak Accident Leaves | |
| Seattle Pantsless IV: Tentative Title.] | |
| So, there you have it, folks. Once upon a time, only the IF Gods could | |
| enjoy games made humorous due to time limits, but now these games are | |
| available even to mere mortals. So play away, and come join the ifMUD so | |
| you too can help keep the tradition of quickly written Interactive | |
| Fiction alive. | |
| Please note: The author is not on crack. The author is on caffeine. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Francesco Bova <fbova SP@G pangea.ca> | |
| NAME: Textfire Golf | |
| AUTHOR: J. T. Adams AKA Adam Cadre | |
| EMAIL: ac SP@G adamcadre.ac | |
| DATE: 2001 | |
| PARSER: Inform | |
| SUPPORTS: Z-code (Inform) interpreters | |
| AVAILABILITY: Freeware | |
| VERSION: 1.01 | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/golf.z5 | |
| Do you know why you don't see any extremely tall golfers on the PGA | |
| tour? Sure there are the odd anomalies, but by and large most | |
| professional golfers are under 6'2'' (and over 90% shoot right handed, | |
| but I won't get into that). The reason: Tall golfers have more in the | |
| way of mechanics that they have to get right to hit a ball properly. | |
| Because their arms and legs are longer, and correspondingly the arc of | |
| their swing is bigger, the distance traveled from back swing to contact | |
| is longer and more can potentially go wrong as the clubface approaches | |
| the ball. As a result, any mistake (i.e., opening up the club face too | |
| much) during a tall golfer's swing is magnified to a much greater extent | |
| than it would be had the golfer been shorter. Having said that, if a | |
| taller golfer gets all of his mechanics in place correctly, then the | |
| resulting swing should produce a much better drive, all things being | |
| equal, than that of a shorter golfer because of the extra power provided | |
| by the increased leverage of the golfer's longer arms and body. The net | |
| effect of this concept is that good shorter golfers should be more | |
| polished and consistent than good taller golfers, but when taller | |
| golfers get everything done correctly, they should be able to produce | |
| better individual results than shorter golfers. | |
| Strangely enough, this concept parallels many an IF piece (nice segue, | |
| eh?). Before we look at the comparison, let's start with a little IF | |
| theory. The larger the IF game, the more rooms and more objects to | |
| implement, and the greater the combinatorial explosion. What it means to | |
| a game designer is this: Every time you add one object to the game, you | |
| have to consider how it may need to interact with every other object in | |
| the game. In essence, by adding one object you're potentially DOUBLING | |
| the number of interactions that may need to be allowed (or disallowed, | |
| with appropriate "you can't do that" messages). | |
| An example of how this can be a problem crops up in one of the largest | |
| IF releases in recent memory, The Mulldoon Legacy. Mulldoon is a game | |
| that taxes Inform's memory capabilities with an incredible amount of | |
| rooms and objects. Although still impressively good, the problem with | |
| its first release was that players tried to utilize obviously single-use | |
| inventory items in logical ways, even though the author hadn't accounted | |
| for all the possible uses of the many items in his game. And, in a few | |
| cases, alternate solutions were found that were never intended by the | |
| author. This lead to a bit of frustration on my part, although once I | |
| thought about it, the sheer task of trying to come up with all the | |
| possible combinations in a game like Mulldoon would be quite difficult | |
| even for the most experienced author. | |
| The point is that the bigger the game, the more little oversights and | |
| errors can be magnified into bigger ones and, much like a tall golfer's | |
| swing, can cause adverse affects that affect the bigger picture. Suffice | |
| it to say that bigger games that are technically competent and | |
| consistent deserve much praise due to the sheer difficulty of reducing | |
| this combinatorial explosion. The combinatorial explosion (or lack | |
| thereof), is also the reason why I would expect a higher degree of | |
| polish for a smaller game and be much more critical of such oversights. | |
| Textfire Golf is a fairly small game and so, keeping my previous | |
| opinions in mind, I would expect a high degree of polish (not as nice a | |
| segue, I know, but I've been trying to work that golf analogy into a | |
| review for, like, ever, and this seemed an appropriate place to do it). | |
| To be honest, I would expect a high degree of polish anyway because of | |
| the name in the authorial credits, so it was no surprise that Textfire | |
| Golf impressed me in many ways. | |
| A halfway Z-abuse (not completely ASCII art-based like Z-snake, for | |
| example), Textfire Golf also incorporates an interesting storyline for a | |
| quick 9-hole game of golf. What makes this game really work though, is | |
| the arcade-like feature of being able to control your ball's pace and | |
| trajectory. This is done with a power meter that you stop with a press | |
| of the space bar, and a trajectory meter that will result in you | |
| slicing, hooking, or driving dead center. The method follows the | |
| standard arcade power and trajectory meter pretty faithfully, and is | |
| certainly an improvement on some of the older style golf games I've | |
| played (the one I'm thinking of involves pushing a little white ball set | |
| in the arcade's console, which gave the player little to no control over | |
| the ball's distance and direction). | |
| The course itself isn't too difficult to play, and with the benefit of | |
| the UNDO command you can always go back and retry a stroke if you've | |
| made a mistake (if only it were that easy in real life). I actually | |
| would have preferred it if the author removed the UNDO command, just to | |
| keep us a bit honest. It would have, at the very least, provided me with | |
| more incentive to replay the game in an attempt to get my score a little | |
| lower. For players who only play the game to fiddle with the golfing | |
| interface, this is especially true. Still, even with the UNDO feature | |
| enabled, there are many reasons to try replaying this game as there are | |
| multiple endings that take into account almost every contingency you can | |
| think of (i.e., hitting your ball out of bounds 20 times in a row, or | |
| putting with your driver). I came up with roughly 16 endings myself, but | |
| I'm sure that there are more I didn't find. | |
| The fiction side, as is typical of a Cadre game, is well written with | |
| witty dialogue and Mr. Cadre's trademark snarky parser. The best bits of | |
| prose for me came from your foursome's bastardized golfing lingo and | |
| constant cheap shots. Here is a typical example: | |
| Ted's ball sails over the bridge and lands on the far side of the | |
| lake. | |
| Ed taps the ball off the tee and onto the fairway. "You do realize | |
| that if you keep us here till eleven it's coming out of your pay," | |
| Ted points out. | |
| Fred shanks the ball into the lake. "Maggie, call Aquaman!" Ted | |
| yells. | |
| Although interaction with the NPCs is limited (all you can really do is | |
| ask your caddy for a certain club type), the interaction with the game's | |
| environment is surprisingly rich, as the author has allowed for many | |
| common golfing actions (common cheating techniques for example), and | |
| some not-so-common actions that generate some interesting non-default | |
| responses. Each hole is described creatively as well, and that's more of | |
| a challenge than you'd probably think considering most golf holes have | |
| similar types of scenery. | |
| The storyline also proves to be more substantial than its initial | |
| premise of a simple foursome of golf. You play the part of Ned, a lowly | |
| hack who works for a construction company and wants to play with the big | |
| boys. When an opening in the usual foursome appears, you're invited to | |
| play and with the invitation comes an opportunity to assert your | |
| position within the company's hierarchy. What may get lost while you're | |
| enjoying the mechanics of swinging your golf club and taking in the | |
| beautifully described scenery however, is that there are lofty issues | |
| afoot with the PC. Ned, as it turns out, is a character fraught with | |
| insecurity; so much so in fact that his constant overanalyzing leads to | |
| an abnormal inability to act. In this respect, he reminded me of the | |
| 2000 XYZZY-award-winning PC from the 2000 IFComp game Rameses. When I | |
| played through Textfire Golf I could see shades of J. Alfred Prufrock's | |
| quote, "Do I dare to eat a peach?", creeping into the protagonist's | |
| mindset as his constant self-critiquing leaves him unable to act, and | |
| this was similar to my playing experience with Rameses. | |
| Comparing Rameses' protagonist with Ned, the big difference is that | |
| while both are overanalytical in their mindset and are therefore unable | |
| to act proactively, the Rameses PC WILL NOT act regardless of what the | |
| player types. This essentially relegates the player to the role of | |
| conscience or voice of reason that the protagonist refuses to listen to. | |
| Ned, on the other hand, can be broken out of his cocoon to do just about | |
| anything. Also, unlike the Rameses PC where the failings of the | |
| protagonist are specifically driven by his own inabilities, Ned seems to | |
| have a streak of bad luck working against him that affects him | |
| regardless of his actions. Of the 16 or so endings I found in the game, | |
| none were positive (although it may be the case that I never saw the | |
| optimal one). It's as if the golfing gods are punishing him for having | |
| the hubris to elevate himself above his current place in the corporate | |
| chain. | |
| Hmmm... maybe I'm overanalyzing a bit. I suppose it could also be the | |
| case that Ned's just unlucky and a bit shy. Also, keeping the author's | |
| previous works in mind, there seems to be a real trend towards more | |
| realistic endings as opposed to the overly happy, utopic ones. The | |
| comment here may be that Ned was na�ve in the first place to think one | |
| golf game could change his future. Whatever the case, Ned is an | |
| interesting PC to be sure, and more than I expected considering this | |
| game was initially labeled a Z-abuse. | |
| OK, I think I've said enough. Let's wrap this baby up. For you golfing | |
| fans, I think you'll get a real kick out of Textfire Golf and it's novel | |
| golfing interface, and for everyone else, the dialogue and scenery | |
| descriptions coupled with a more-than-skin-deep NPC are worth the time | |
| it takes to download. | |
| Golfing score: BIRDIE | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| [This review popped up in my mailbox on April 1st, and while I've edited | |
| the language, I've made no effort to fact-check the contents. Make of it | |
| what you will... --Paul] | |
| From: Stas Starkov <stas_ SP@G mail.rb.ru> | |
| NAME: Zugzwang - The Interactive Life of a Chess Piece | |
| AUTHOR: Magnus Olsson | |
| EMAIL: zebulon SP@G pobox.com | |
| DATE: 1999 | |
| PARSER: Inform Standard | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/zugzwang.zip | |
| VERSION: Release 2 | |
| If you don't know what the term 'zugzwang' means, I don't want to spoil | |
| your fun of playing the game. But if you're one of those several | |
| geniuses who play chess sometimes, you already know what it means. Yes, | |
| this game is about chess. I'll tell you more -- this game is a sort of | |
| chess simulation. You yourself are a chess piece -- imagine this. But | |
| this is not so bad as it sounds -- in the beginning you're only a Pawn | |
| (the least powerful piece in chess). And if you're smart and bold (you | |
| must be very bold or, umm, very bald -- I'm not sure) you will really | |
| win. Your moves can bring peace and order on the chess fields. | |
| Incredible responsibility lies on your weak (in the beginning) shoulders | |
| -- it is up to you to save the entire world. 'Zugzwang' features many | |
| never-before-seen aspects of RPG (role-playing games) and RTS (real-time | |
| strategy). There are about ten big battle fields, and hundreds of types | |
| of armor and weapons. The deepest depth of NPC implementation that the | |
| IF world has ever seen would be enough already to earn Zugzwang the | |
| honor of most intellectual game in GMD. But it must not distract you | |
| from the game: 'Zugzwang' features a floating level of difficulty; that | |
| is, the game observes your playing skill and if you're good, the | |
| difficulty rises and vice versa. The AI (Artificial Intelligence) never | |
| lets you stay bored. | |
| There are some bad things about game itself: if you own a quite small | |
| computer screen you can't enjoy the beautiful almost-3D graphics. But if | |
| you have a good fast 3D accelerator (like Voodoo 5 or GeForce 256 -- I | |
| have both) and a really fast computer you'll experience the full quality | |
| of this technically high-end game. But if you want more, a good | |
| expensive sound system will help, as well your favorite joystick. This | |
| game compelled me to buy a professional sound card, and I don't think | |
| that my money was lost. And there is this unique feature: 'Zugzwang' | |
| supports VR-helmets of six types. But most important, this game is | |
| compatible with almost every computer system (Windows 2000, Linux, Mac | |
| etc., etc.). | |
| You must know that this particular game is only a demo. To receive the | |
| full story of 'The Interactive Life of a Chess Piece' you must register. | |
| And I can say that it is worth your money. The full version comes on | |
| _two_ DVDs or on _twelve_ CDs. "But what is the special offer mentioned | |
| in the demo game?" you can ask. It is source code for the _entire_ game, | |
| which means that you yourself can create a game that you can sell after | |
| that. Yes, sell -- and get really big money for several hours work. This | |
| game is really good from the standpoint of creating your own version. | |
| And, of course, even the demo version supports multiplayer mode via the | |
| Internet. | |
| This game is the apotheosis of the text adventure. You _must_ play at | |
| least a demo. But I'm sure that after the very beautiful, stunning, mind | |
| bending climax, for the next several hours you'll only be able to do one | |
| thing: reminisce over the greatest moments of the game. And after that | |
| you'll smash your piggy bank and order the full registered version of | |
| 'Zugzwang'. | |
| One last thing that I absolutely must say -- this game is fully | |
| compatible with RAIF-POOL. And if you're not a beginner in IF, that will | |
| definitely mean something to you. | |
| 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... 4.1 0.9 0.5 3 23 F_INF_GMD | |
| 9:05 6.3 0.6 0.7 8 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 5.1 0.6 0.2 4 17 F_INF_GMD | |
| Acorn Court 6.1 0.5 1.5 2 12 F_INF_GMD | |
| Ad Verbum 7.4 0.9 1.7 3 23 F_INF_GMD | |
| Adv. of Elizabeth Hig 3.1 0.5 0.3 2 5 F_AGT_GMD | |
| Adventure (all varian 6.0 0.5 1.1 13 8,22 F_INF_TAD_ETC_GMD | |
| Adventureland 4.4 0.5 1.1 6 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 0.3 8 18 F_INF_GMD | |
| Alien Abduction? 7.5 1.3 1.4 5 10 F_TAD_GMD | |
| All Alone 8.2 1.3 0.7 2 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... 7.9 1.5 1.1 2 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 7.9 1.2 1.6 7 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 9 6 F_INF_GMD | |
| Ballyhoo 7.3 1.5 1.5 6 4 C_INF | |
| Bear's Night Out 7.3 1.1 1.3 7 13 F_INF_GMD | |
| Beat The Devil 5.5 1.2 1.1 4 19 F_INF_GMD | |
| Being Andrew Plotkin 7.5 1.5 1.1 2 23 F_INF_GMD | |
| Best Man 5.2 0.8 1.2 2 F_INF_GMD | |
| Beyond the Tesseract 3.7 0.1 0.6 1 6 F_I_GMD | |
| Beyond Zork 7.7 1.5 1.7 10 5, 14 C_INF | |
| Big Mama 5.4 1.2 0.6 3 23 F_INF_GMD | |
| BJ Drifter 6.5 1.2 1.2 5 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 | |
| Breakers 7.5 1.5 1.1 1 C_I_AP_M_64_S | |
| Break-In 6.1 1.1 1.4 3 21 F_INF_GMD | |
| Breaking The Code 0.4 0.0 0.0 2 F_INF_GMD | |
| Brimstone: The Dream. 6.5 1.4 1.1 1 C_I_AP_M_64_S | |
| 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 1.4 12 5 C_INF | |
| Busted 5.1 1.1 0.9 2 25 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 4.6 1.0 0.8 2 F_INF_GMD | |
| Castle Elsinore 4.3 0.7 1.0 2 I_GMD | |
| Cattus Atrox 4.9 1.2 0.8 1 17 F_INF_GMD | |
| CC 4.2 0.4 1.0 1 F_ALAN_GMD | |
| Change in the Weather 7.5 1.0 1.3 14 7,8,14 F_INF_GMD | |
| Chaos 5.6 1.3 1.1 2 F_TAD_GMD | |
| Chicken under Window 6.6 0.8 0.3 4 F_INF_GMD | |
| Chicks Dig Jerks 5.2 1.1 0.7 9 19 F_INF_GMD | |
| Chico and I Ran 7.2 1.7 1.1 1 F_INF_GMD | |
| Christminster 8.2 1.6 1.6 20 20 F_INF_GMD | |
| Circus 3.4 0.5 0.8 1 | |
| 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! 5.6 1.0 0.9 3 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 6.5 0.8 0.7 4 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 6.9 1.3 1.3 9 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 6.0 1.2 0.2 10 7,8,18 F_INF_GMD | |
| Dinner With Andre 7.2 1.6 1.4 1 23 F_INF_GMD | |
| Ditch Day Drifter 6.3 0.9 1.6 5 2 F_TAD_GMD | |
| Djinni Chronicles 7.1 1.1 1.1 3 23 F_INF_GMD | |
| Down 6.0 1.0 1.2 1 14 F_HUG_GMD | |
| Downtown Tokyo 6.1 0.9 1.0 6 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 6.5 1.1 1.5 3 17 F_INF_GMD | |
| Erehwon 6.2 1.2 1.5 4 19 F_TAD_GMD | |
| Eric the Unready 7.4 1.4 1.4 6 C_I | |
| Essex 5.7 1.2 0.9 1 C_I_AP_M_64_ST | |
| 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 4.0 0.5 0.2 4 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 7 11 C_I | |
| Gateway 2: Homeworld 9.0 1.7 1.9 6 C_I | |
| Gerbil Riot of '67 6.3 0.7 1.1 1 F_TAD_GMD | |
| Glowgrass 6.9 1.3 1.3 5 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! 6.5 1.2 1.4 2 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 7.3 1.3 1.5 16 5 C_INF | |
| Hollywood Hijinx 6.3 0.9 1.5 12 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 7.3 0.9 1.4 7 19 F_INF_GMD | |
| I didn't know...yodel 4.0 0.7 1.0 5 17 F_I_GMD | |
| I-0: Jailbait on Inte 7.7 1.5 1.2 20 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 0.2 1.4 15 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 0.3 0.9 4 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 6.8 1.0 1.0 3 23, 25 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 8.2 1.4 1.1 3 21 F_INF_GMD | |
| Leather Goddesses 7.2 1.3 1.5 12 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 5.4 1.3 0.1 3 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 8.1 1.5 1.6 8 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 6.4 1.3 1.1 5 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 8.2 1.8 1.4 2 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 F_TAD_GMD | |
| 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 6.0 1.1 1.3 2 21 F_INF_GMD | |
| Perseus & Andromeda 3.5 0.4 0.9 2 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 7.4 1.5 0.7 25 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 7.4 1.4 1.3 11 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 5.8 1.3 1.1 2 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, 25 F_INF_GMD | |
| Rameses 8.0 1.6 0.4 2 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 | |
| Saied 4.6 1.0 0.2 1 15 F_INF_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 5.2 1.1 0.8 11 4 C_INF | |
| Shade 8.5 0.7 1.0 2 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 7.1 1.3 0.5 6 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 13 12, 25 F_INF_GMD | |
| Sorcerer 7.2 0.6 1.6 7 2,15 C_INF | |
| Sound of... Clapping 7.1 1.3 1.3 8 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 7.1 0.9 0.4 6 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 7.4 1.1 1.5 4 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 8.5 1.6 1.7 16 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 4.4 1.0 0.4 6 F_INF_GMD | |
| Stone Cell 6.0 1.1 1.0 3 19 F_TAD_GMD | |
| Strange Odyssey 4.0 0.0 1.0 1 | |
| Strangers In The Nigh 3.2 0.7 0.6 2 F_TAD_GMD | |
| Stupid Kittens 2.9 0.6 0.4 2 F_INF_GMD | |
| Sunset Over Savannah 8.7 1.7 1.4 6 13 F_TAD_GMD | |
| Suspect 6.2 1.3 1.1 8 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 | |
| Textfire Golf 6.9 1.3 0.0 1 25 F_INF_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 7.6 1.0 1.6 2 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 17 1,2 C_INF | |
| Trip 5.4 1.2 1.1 2 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 1.2 1.2 7 10, 18 F_INF_GMD | |
| Wedding 7.4 1.6 1.3 3 12 F_INF_GMD | |
| What-IF? 1.6 0.0 0.0 2 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 7.6 1.3 1.3 16 5,6 C_INF | |
| Withdrawal Symptoms 4.4 0.5 0.7 1 F_INF_GMD | |
| Witness 6.7 1.5 1.2 10 1,3,9 C_INF | |
| Wizard of Akyrz 3.2 0.3 0.8 1 | |
| Wonderland 6.4 1.4 1.1 3 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 6.7 1.1 1.3 2 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 6.1 0.8 1.4 24 1, 12 C_INF | |
| Zork 2 6.4 1.0 1.5 13 1, 12 C_INF | |
| Zork 3 6.5 0.9 1.4 8 1, 12 C_INF | |
| Zork Undisc. Undergr. 5.9 0.9 1.1 3 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. | |
| We received 72 submissions to the scoreboard this time around, for | |
| which I thank the contributors very much. Interestingly, they didn't | |
| have a significant impact on the top ten, though several entries did | |
| receive more votes. In fact, the only change in the top ten from last | |
| issue is that Spider and Web has moved up two slots, displacing | |
| Spellbreaker and Babel by one. | |
| 1. Gateway 2: Homeworld 9.0 6 votes | |
| 2. Anchorhead 8.8 25 votes | |
| 3. Sunset over Savannah 8.7 6 votes | |
| 4. Trinity 8.7 17 votes | |
| 5. Gateway 8.6 7 votes | |
| 6. Losing Your Grip 8.5 6 votes | |
| 7. Spider and Web 8.5 16 votes | |
| 8. Spellbreaker 8.5 8 votes | |
| 9. Babel 8.4 10 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 GAME: | |
| Symetry | |
| PROCEED NO FURTHER UNLESS YOU HAVE PLAYED THIS GAME! | |
| THIS IS NOT A TEST! GENUINE SPOILERS TO FOLLOW! | |
| LAST CHANCE TO AVOID SPOILAGE! | |
| From: Neil Yorke-Smith <neilys SP@G yahoo.com> | |
| NAME: Symetry | |
| AUTHOR: Rybread Celsius | |
| EMAIL: rybread SP@G anok4u2.org | |
| DATE: September 1997 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: /if-archive/games/competition97/inform/reflect/reflect.z5 | |
| VERSION: Release 1 | |
| SYMETRY: RYBREAD REFLECTED | |
| Some hate his work, others express admiration. But to the intersection | |
| of Rybread Celsius and interactive fiction, no-one can be indifferent. | |
| "Symetry", or "A Matter of Self Trust", was Celsius' 1997 competition | |
| entry. It's a short game, brimming with Celsius' trademark spelling and | |
| grammatical innovations, and I found it impossibly obscure without the | |
| walkthrough. Before proceeding, please try Symetry for yourself. | |
| Rybread Celsius made his debut with two entries to the 1996 competition, | |
| Rippled Flesh and Punkirita Quest 1: Liquid (both reviewed in SPAG #10). | |
| He went on to become one of the most consistent IF authors, entering | |
| every competition until 2000, and consistently taking a bottom five | |
| placing. Celsius' best result was in 1998 with the bizarre Acid Whiplash | |
| (reviewed in SPAG #17), co-authored with Cody Sandifer. | |
| Horror, with Lovecraftian influences, is Celsius' trademark genre. | |
| Symetry is set one evening in 1813, as you, the male player-character, | |
| prepare to settle down in your canopy bed for the night. Earlier that | |
| day you purchased a splendid mirror to add to your New England bedroom. | |
| Turning out the light, you sleep -- to be woken standing in the middle | |
| of the room, a strange light emanating from the mirror. | |
| The mirror, unknown to you, is a portal. You are drawn to it. You are | |
| almost unable to move as your menacing reflection takes control. Let the | |
| dread consume you, and: | |
| The blue light slowly reenters the mirror, bringing with it untold | |
| parts of your essence. ... You go to make it out of the room, but | |
| soon realize this is not your room. It's all backwords [sic]. You | |
| stare through the mirror, at yourself, with human eyes. Your image | |
| waves back at you, and exits the room. | |
| The single puzzle -- how to escape this fate -- is both the | |
| distinguishing feature and greatest flaw of the game. The letter opener | |
| can be used as a knife. To stab yourself. Your reflection copies you, of | |
| course, but left-right symmetry is reversed in a mirror. | |
| The flaw is in the execution of this idea. First, why do you need to | |
| open your night-gown: will the knife not penetrate it? Second, the | |
| letter-opener, if not picked up before you sleep, disappears from the | |
| room. Third, you cannot refer to your chest or night-gown until the | |
| moment of need. And fourth, Celsius is almost struggling against the | |
| Inform parser rather than working with it: for instance, 'stab me' | |
| should be recognised, as should 'stab chest on right side'. | |
| Indeed, Robb Sherwin [1] has asked whether the turning point can be | |
| readily described in text-based IF: | |
| The inherent weakness of this game is that a great idea (since your | |
| actions are reflected, a right-side piercing stabs the entity in the | |
| mirror's heart) is almost impossible to successfully implement. A | |
| graphical adventure may be able to do it, but it would require a | |
| heavy text parser for Celsius to otherwise set the mood. It's almost | |
| as if Celsius is straining against the limits of the medium to get to | |
| where he needs it to be. | |
| Once you stab yourself, the game ends with a static block of text. In | |
| some ways this is necessary for Celsius to drive the story to its | |
| pyrrhic conclusion, but the change to non-interactivity jolts, following | |
| as it does the desperate "one night fight for your idendity [sic]", as | |
| Celsius puts it. | |
| In his in-game notes, Celsius writes that he had planned for the events | |
| to unfold over several nights, as the entity progressively grew in | |
| strength and took yours. Due to lack of time, however, this was | |
| curtailed into the one evening, but the story loses nothing in so doing. | |
| Symetry does give the impression of a rapid creation that cries out for | |
| beta testing. There are not enough synonyms. Most of the objects in the | |
| bedroom are irrelevant (the drawer, most notably). The lamp is | |
| confusingly described. Despite the introductory text, 'letter' refers to | |
| the knife and only 'note' to the letter. And, glaringly, 'get in bed' or | |
| 'enter bed' fail dramatically. These things and more have been noted by | |
| every reviewer [2, 3], but should not be allowed to dominate the | |
| inventive point of the game. | |
| Celsius has been noted for his unorthodox use of English. Take, for | |
| instance, one of the more conservatively-spelled paragraphs from the | |
| opening scene: | |
| Bedroom | |
| Soft cedar wood cushions your feet, as you stand in your bedroom. | |
| Splendid is the only word that escapes your gate of teath. Your | |
| studies tell you that perfection is a fool's impossibility, but this | |
| room is truly your paradise, refuge and sanctuary. | |
| At times, the writing shows intensity and promise, and the spelling can | |
| be overlooked: | |
| Hypnotically, you stare at your own reflection. ... Panic drips into | |
| your mind as you realize that you are staring into very foreign eyes. | |
| But at other times, it is too jarring, as in the famous line: | |
| Human flesh bag! My blood pumper is wronged! Your fault, this is! | |
| Or, especially in the opening, splendidly ostentatious without reason: | |
| A small persian rug sits as an isolated in the center of the room, | |
| taking away from its rather Spartanesque atmosphere that you love | |
| nevertheless. | |
| As Celsius notes, "This game really only has one puzzle. The best, not | |
| the biggest, hint I can give is simply the title.". Symmetry, of course, | |
| hints to the saving act, which, as the subtitle points to, is a matter | |
| of great self-trust. Celsius also hints to the solution by mentioning | |
| the night-gown at the crucial moment. Despite these clues, however, the | |
| saving act is too unintuitive, and I think the walkthrough is a must. | |
| This leads to the question of the title: did Celsius misspell it | |
| deliberately? Plotkin (who gave Symetry 5 out of 10) thinks not [4], and | |
| Granade agrees [5]. It does seems it was accidental, as Celsius himself | |
| [6] later wrote: | |
| They did with Symetry [sic (can I sic myself, should I?)] was called | |
| reflect.z5. Then again, I wrote it... | |
| At the same time, Cadre comments "It just hit me... The spelling is | |
| deliberate: it's an anagram for 'mystery'." [7]. This is probably a | |
| fortuitous coincidence. But then again, a misspelling is not noticeably | |
| unexpected from Celsius [8], and so: | |
| Precisely because it's misspelled, "Symetry" becomes a brilliantly | |
| subtle clue. It connotes *imperfect* symmetry -- as in the mirror, | |
| which reverses outer actions right/left, but fails to correspondingly | |
| reverse the internal organs. | |
| There is an Easter egg, a hidden game, inside Symetry. In some works of | |
| IF, 'xyzzy' is the magic work that opens the egg, but Celsius is not so | |
| straight-forward. After your victory, the creature screams strange words | |
| as it dies, and the next day, "...suddenly a thosand [sic] voices fill | |
| your head with 'Cthulhu fhtagn.'". Indeed, 'fhtagn' teleports you to the | |
| alternate game ('cthulhu' would be too obvious, of course): | |
| Dream Kedash | |
| The mists block any hope of finding an exit. What utterance brought | |
| you to this dismal place? | |
| The ultimate hellspawn, a tamagotchi, is here! | |
| You can also see a sledge hammer here. | |
| Ironically, this game-within-a-game reflects Celsius' flaws. It is buggy | |
| (try 'kiss tamagotchi' then 'examine it'), poorly written and arbitrary | |
| (on solving the 'puzzle', you find that "your [sic] stuck here | |
| forever"). Yet at the same time, Celsius shows a flash of inspiration in | |
| the descriptions of the two objects. One wonders, if a child's toy is | |
| "the ultimate hellspawn", how the entity in the mirror should be | |
| described. | |
| Symetry is clearly Lovecraftian horror, to which Celsius' talents seem | |
| better suited than others genres: the New England feel to your bedroom, | |
| the sense of foreboding, the horror hinted and left to imagination. | |
| Celsius even throws in a quote from "The Call of Cthulhu", quite | |
| unnecessarily, in the ending sequence. | |
| Does Celsius have someone specific in mind when he describes the rug as: | |
| "A gift from Gunther, a German family friend, it's actually quite | |
| hidious [sic]."? Ironically, perhaps, for another writer of Lovecraftian | |
| IF is Gunther Schmidl. While Celsius does manage to create a certain | |
| atmosphere of not-quite-described dread, Schmidl is much more effective | |
| in his writing. | |
| There is a menu with the walkthrough and various insights into Celsius' | |
| mind. While off-beat ("much rampant irrelevance" [9]), the menu entries | |
| are not entirely random. For example, how to obtain the last point is | |
| described. Since the score is out of one and no points are earned for | |
| defeating the entity in the mirror, the scoring could be described as | |
| childish. Such infantile elements are again ironic, given the subject | |
| matter of Symetry -- except that with Celsius there is the nagging doubt | |
| that it might all be an elaborate parody [10]. | |
| In view of the unconventional nature of Celsius' style, Symetry came in | |
| 32 out of 34 entries in the 1997 competition. This might be a little | |
| harsh. At the top, certainly, the third annual competition was very | |
| strong, but at the bottom were some breathtakingly dire games. And, to | |
| my mind at least, Symetry has a little more to commend it than such | |
| company. | |
| Paul O'Brian, when reviewing Celsius' 1998 effort, Acid Whiplash, in | |
| SPAG #17, remarks that Celsius "appears to have an enthusiastic cult | |
| following who look at his works and see the stamp of genius, paralleled | |
| by another group who look at those selfsame works and see only barely | |
| coherent English and buggy code." As with contentious artists of most | |
| genres, this must be true. | |
| On the one hand: | |
| The author once again proves that it really is possible to write a | |
| BASIC program in Inform. | |
| -- R. Serena Wakefield [11] | |
| Rybread's games are products of Rybread's mind, and if you're | |
| interested in Rybread's mind, by all means check them out. Me, I | |
| prefer coherent, comprehensible IF, and this doesn't qualify. | |
| -- Duncan Stevens [12] | |
| There are those who look at his work and see tortured genius. Me? I | |
| see the sort of games that remind me of a bad fever dream. | |
| -- Stephen Granade [9] | |
| Rybread Celsius, who announced to the newsgroups that his games would | |
| suck, [has] proved himself extravagantly correct. | |
| -- Paul O'Brian [3] | |
| And on the other: | |
| I end up enjoying a Rybread romp far more than I think I should. Not, | |
| though, from laughing at the material, or the spelling and grammar | |
| mistakes. I end up enjoying it because it all makes some sort of | |
| twisted sense. | |
| -- Brad O'Donnell [13] | |
| Rybread Celsius is chock-full of ideas to express and things to say. | |
| Hopefully, he will continue to refine the delivery of his messages | |
| and programming skill. He will one day get it completely correct and | |
| release an absolute masterpiece ... He's already proven that he has | |
| the imagination and creativity to make something interesting, | |
| symbolic and disturbing. Programming technique and proper spelling | |
| can be taught. You can't, however, ever instruct someone on having | |
| something to say. | |
| -- Robb Sherwin [1] | |
| Rybread Celsius is an insane, inhuman genius. | |
| -- Adam J. Thornton [14] | |
| In each game I genuinely had no idea what was happening next; I'd | |
| play one of Rybread's games over almost any fantasy one anytime. | |
| -- Jonathan Fry [15] | |
| The consensus view might be that Celsius displays some promise, marred | |
| by disappointing execution. Perhaps one day his masterpiece will come. | |
| Referring to the 'caskly' spell to perfect something, Matthew Russotto | |
| [16] dryly comments: | |
| > CASKLY CELCIUS GAME | |
| The game starts to change and mutate to a new form. Then, with a | |
| flash of light and a crack of thunder, it returns to its original | |
| form. Apparently some things are beyond the power of the CASKLY | |
| spell. | |
| All would agree that the name Rybread Celsius has entered into IF | |
| folklore. His output was prolific enough, and contained just enough | |
| 'genius', for him not to be written off. His fame or notoriety (take | |
| your pick) was sealed on the newsgroup rec.games.int-fiction by his own | |
| comments and those of others about him: | |
| It takes guts to do *anything* wearing a silver jumpsuit. My point: I | |
| bet Rybread wears *two* silver jumpsuits while he writes IF. | |
| -- Brad O'Donnell [13] | |
| Hence the term "a Rybread game" has entered the subconscious of the | |
| interactive fiction community, as seen in the predictions for the annual | |
| competition [17] (note the Symetry reference), and in jokes on the | |
| newsgroups [18]. | |
| Celsius did not enter the 2000 competition. However, his single-handed | |
| efforts in years past spawned a number of games that might be described | |
| as Rybread-esque. At least one of them, Planet Of The Infinite Minds | |
| (reviewed in SPAG #23), achieved a commendable result. Another, | |
| Comp00ter Game, deservedly did not -- and the Rybread legacy continues. | |
| Case study of classic Celsius notwithstanding, it is hard to recommend | |
| Symetry. The setting is grotesquely derivative, the implementation is | |
| poor and bug-laden, the writing is malformed, and the admittedly clever | |
| turning point is unfathomable. Yet the idea is sublime. Take away the | |
| Rybread-ness and Symetry could have scored highly, but who except | |
| Celsius could have thought of it at all? | |
| As Jake Wildstrom [19] put it: | |
| It's classic Rybread Celsius. Rybread's very good at what he does. | |
| Exactly _what_ that might be isn't entirely clear. | |
| REFERENCES | |
| [1] Robb Sherwin, "Symetry / Rybread Celsius (1997)", | |
| http://members.dencity.com/petro/reflect.html, 1998 | |
| [2] Joe Mason, "Re: Yet more Comp97 reviews", rec.games.int-fiction, | |
| 1998/01/06 | |
| [3] Paul O'Brian, "COMP 97: My reviews, part 6", rec.games.int-fiction, | |
| 1998/01/01 | |
| [4] Andrew Plotkin, "COMP97: Zarf's comments", rec.games.int-fiction, | |
| 1998/01/01 | |
| [5] Stephen Granade, "Unique Games of the Millennium", About.com: | |
| Interactive Fiction, 2000 | |
| [6] Rybread Celsius, "Re: Good IF archival: Lessons from the xxx | |
| physics/math archives", rec.games.int-fiction, 1998/10/15 | |
| [7] Adam Cadre, "'Symetry' revelation", rec.games.int-fiction, | |
| 1998/03/14 | |
| [8] 'Ted M', posting at http://members.dencity.com/petro/reflect.html, | |
| 2000/10/02 | |
| [9] Carl Muckenhoupt, "Baf's Guide to the Interactive Fiction Archive", | |
| http://baf.wurb.com/if/, 2000/06/30 | |
| [10] Heiko Nock, "Re: Comp97: Incompetent Blather (1/0)", | |
| rec.games.int-fiction, 1998/01/22 | |
| [11] R. Serena Wakefield, "Baf's Guide to the Interactive Fiction | |
| Archive", http://baf.wurb.com/if/, 2000/07/29 | |
| [12] Duncan Stevens, "Symetry", | |
| http://users.starpower.net/dnrb/symetry.html, 1997 | |
| [13] Brad O`Donnell, "Competition 97 Opinions, Broad Generalizations, | |
| Reviews", rec.games.int-fiction, 1998/01/06 | |
| [14] Adam J. Thornton, "Re: Comment on L.U.D.I.T.E", | |
| rec.games.int-fiction, 1999/11/19 | |
| [15] Jonathan Fry, "Re: Younger authors", rec.games.int-fiction, | |
| 1998/01/11 | |
| [16] Matthew Russotto, "Re: perfect game", rec.arts.int-fiction, | |
| 2001/06/01 | |
| [17] J. D. Berry, "Re: IFComp: Your Predictions? + Repost of Luc | |
| French's", rec.games.int-fiction, 2001/06/06 | |
| [18] 'LucFrench', "Two in-jokes that will last for a while", | |
| rec.games.int-fiction, 1998/04/15 | |
| [19] Jake Wildstrom, "Re: Comment on L.U.D.I.T.E", | |
| rec.games.int-fiction, 1999/11/17 | |
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