| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE #26 | |
| Edited by Paul O'Brian (obrian SP@G colorado.edu) | |
| September 26, 2001 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #26 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 Volker Blasius and David Kinder | |
| REVIEWS IN THIS ISSUE ----------------------------------------------------- | |
| Alien Abduction? | |
| Bugged | |
| Hobbit -- The True Story | |
| Lost | |
| Lost New York | |
| Ribbons | |
| The Terror Of Mecha Godzilla -- The True Story | |
| The Weapon | |
| EDITORIAL------------------------------------------------------------------ | |
| The timing of this issue makes it a little difficult to write an | |
| editorial. Usually, when editorial time comes, I just decide what IF | |
| topic is uppermost in my mind and write something about that. But with | |
| just over two weeks since the horrifying terrorist attacks of September | |
| 11, those attacks and their ramifications are still the One Topic in my | |
| mind, crowding out ordinary considerations and making perfectly good | |
| hobbies like IF seem, well, a bit trivial. Like light bends when it hits | |
| a prism, I find all my orderly thoughts refracting through this theme | |
| and looking rather different when they come out the other side. So when | |
| I sat down to write this editorial, I was aware that some people are | |
| really sick of the One Topic, but I was equally aware that for me, it | |
| was what I needed to write about. | |
| Consequently, instead of fighting it, I want to spend a little time | |
| thinking about the value of IF in the face of overwhelming tragedy. | |
| Certainly, there's the virtue of escapism -- like a Busby Berkeley movie | |
| during the American Depression, IF lets us get away from all the | |
| anxieties of the world for a little while and just have fun. Also, | |
| there's the fact that the IF community is international, and thus can | |
| provide a global perspective on events; I find that perspective | |
| pleasantly bracing from within the tidal wave of hyper-patriotism | |
| that the attacks have unleashed here in the States. But the first of | |
| these points would be true of any art form, and the second true of any | |
| Internet community. What does IF, in particular, offer us? | |
| I think the key is in the idea of control. It's an oft-repeated truism | |
| that successful IF doesn't offer the player complete control over the | |
| story, but rather the *illusion* of such control. Examining how much | |
| control the player does or doesn't possess has been a preoccupation of | |
| much recent IF, and I think that's because issues of control are central | |
| to IF as a medium. Even traditional Infocom-style IF is fundamentally | |
| concerned with communicating the idea that its protagonists can have a | |
| significant, permanent impact on their world. In our world, where it's | |
| easy to feel helplessly, terrifyingly out of control, that illusion is | |
| to be cherished. Even if it's just for a second. | |
| NEWS ---------------------------------------------------------------------- | |
| NEW RELEASES SHELF | |
| There are several things worth noting about the crop of games released | |
| this summer. Alongside the slew of regular games and mini-games | |
| (including the TADS epic First Things First, by last year's XYZZY Best | |
| Game author J. Robinson Wheeler), made with a variety of systems from | |
| Inform to ADRIFT to Alan to SUDS, there are several demos which make | |
| significant inroads into multimedia territory. Adam Cadre's Zeta Space | |
| demo utilizes a windowed interface, graphics, and nifty synthesizer | |
| sounds, while Ladystar: The New Girl employs full-screen, | |
| anime-influenced illustrations combined with a CYOA-type text adventure. | |
| Finally, for authors who want to travel further in this direction, | |
| there's Marnie Parker's Just A Dream demo, which demonstrates how to | |
| achieve various effects using the Glulx runtime. | |
| * Pick Up The Phone Booth And Aisle by various authors | |
| * Stranded by Jim Bayers | |
| * The Long Journey Home by Danny Chabino | |
| * A Night in Spooksville by Landry Q. Walker | |
| * The Weapon by Sean T. Barrett | |
| * First Things First by J. Robinson Wheeler | |
| * Ladystar: The New Girl by Heavy Cat Multimedia | |
| * Zeta Space (demo) by Adam Cadre | |
| * City of Secrets (trailer) by Emily Short | |
| * Just A Dream (demo) by Marnie Parker | |
| * On A Horse With No Name by Greg Ewing | |
| * Large Machine by Gringo G. Scumm | |
| * Burglar! by Doug Roberts | |
| ON THE MOVE | |
| The big news of the summer is that after nearly nine years at | |
| ftp.gmd.de, the IF Archive is moving. In honor of the work that Volker | |
| Blasius and David Kinder have done in maintaining the Archive, they're | |
| the subjects of this issue's SPAG Interview, so I'll let them explain | |
| why this change has come about. The Archive's new home is | |
| ftp.ifarchive.org, and its maintainers are Kinder and Stephen Granade, | |
| with technical maintenance by Paul Asay ("Goob") and Andrew Plotkin | |
| ("Zarf"). | |
| BEFORE THE BEGINNING | |
| After I released SPAG #25, I realized that there was an important news | |
| item I forgot to include, and what made the error particularly | |
| embarrassing is that I actually served as a judge for the event in | |
| question. I'm referring to the PrologueComp, organized by David Myers | |
| and inviting participants to craft a prologue for a hypothetical game. | |
| The comp got an impressive 23 entrants, which were reviewed by a panel | |
| of judges consisting of myself, Nick Montfort, Dennis Jerz, Robb | |
| Sherwin, Digby McWiggle, and Myers himself. It was great fun, and | |
| generated some excellent discussion of how prologues operate -- check | |
| out the results at | |
| http://www.sinc.sunysb.edu/Stu/dmyers/PrologueComp.html | |
| DON'T JUST RTFM, CTFM2PDF | |
| Infocom was always known for the exceedingly fine quality of its | |
| manuals, documentation, and associated "feelies," but in the reissues of | |
| its games during the 90's, that quality declined steadily. The | |
| documentation in the Lost Treasures packages tended to consist of | |
| slapped-together photocopies and sketchy, sometimes-incomplete OCR scans | |
| of the old documentation, and the Masterpieces of Infocom CD just took | |
| most of this material and converted it to PDF format, saving weight on | |
| the package. At its nadir, Activision was selling Masterpieces in a | |
| downloadable format with no documentation whatsoever, despite the fact | |
| that most of those games are copy-protected via their feelies. Into this | |
| sad state of affairs charged Gunther Schmidl and Roger J. Long. Their | |
| Infocom Documentation Project has, with the permission of Activision, | |
| endeavored to recreate (in PDF format) all the Infocom manuals "as close | |
| to their original form as possible," as well as converting them to a | |
| format easily readable by screen readers for the blind. Only a few of | |
| the manuals are complete so far, but the project also offers all copies | |
| of Infocom's newsletter (called The New Zork Times, then The Status | |
| Line) as well as zcode versions of Invisiclues for all the games. This | |
| cornucopia is available at http://infodoc.plover.net/. | |
| A SPAG WITHOUT REVIEWS IS NO SPAG AT ALL | |
| You may have noticed that this issue of SPAG is on the slim side, and | |
| there's a reason for that: not many people submitted reviews to me this | |
| summer. Whether SPAG's anorexia continues to worsen is up to you -- | |
| without reviews, there is no SPAG. And don't try that old "I don't know | |
| what to review" line; I've got your list right here: | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. Acheton | |
| 2. Bad Machine | |
| 3. First Things First | |
| 4. Frobozz Magic Support | |
| 5. Heroine's Mantle | |
| 6. Large Machine | |
| 7. The Long Journey Home | |
| 8. On A Horse With No Name | |
| 9. Pick Up The Phone Booth and Aisle | |
| 10. Stranded | |
| THE SPAG INTERVIEW--------------------------------------------------------- | |
| In 1992, something very special happened in the IF community: it | |
| acquired an archive. Volker Blasius offered a repository at ftp.gmd.de, | |
| and the IF scene underwent a paradigm shift. Where before various | |
| development systems, games, and documents were scattered far and wide, | |
| now they were centrally located, well organized, and easy to find. That | |
| archive acted as a magnet, attracting people to the community and | |
| strengthening those already within it. Now that the archive is moving | |
| from gmd.de to ifarchive.org, the time seems right to speak with its | |
| indefatigable maintainers, Volker Blasius and David Kinder. | |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Volker Blasius ~~~ | |
| SPAG: Could you tell us a little about yourself? Who are you, what do | |
| you do for a living, and so forth? | |
| VB: Oompf, who am I - quite a philosophical question. | |
| I was born of poor because honest parents -- no, nonsense, though it | |
| contains some truth. I just love this opening line from Ambrose Bierce's | |
| The City of the Gone Away, and I've always been trying to use it | |
| somewhere. :) | |
| Let's try again. So far my life has been anything but spectacular. Born | |
| in '43, standard childhood for this post-World-War-II time, standard | |
| school career, always living in the same place here in Germany. My home | |
| town didn't have a university then, so I moved to Bonn after military | |
| service to study mathematics - the early computers fascinated me, so I | |
| chose the subject closest to them at the time. | |
| The university had an IBM 7090 and offered programming courses, so I | |
| immediately started on my favorite topic. In my second semester I got a | |
| part-time job in the university computer center; the computer center | |
| developed into GMD, and my student's job developed into a full-time job | |
| when I got my degree (nominally still in mathematics). So I'm more or | |
| less still where I began. | |
| (OK, what I've been doing here changed over time, of course. At first I | |
| was in a department that developed its own time sharing system under | |
| OS/360 MFT (I did some of the hardware programming), later I became head | |
| of system administration for the MVS mainframe until GMD dropped that | |
| line altogether. Since then I've mainly been dabbling in PCs, their | |
| hardware and their operating systems, supporting people running into | |
| trouble.) | |
| Now I just turned 58 and I'm three years into my five-year | |
| old-age-part-time-retirement contract. This is a German specialty: About | |
| five years ago the federal government decided to have another go at | |
| getting rid of old farts sitting on valuable jobs and passed a law that | |
| guaranteed 70% pay for 50% of work. Your company can reclaim the excess | |
| 20% from federal administration if it gives the 50% you get free to | |
| someone looking for his/her first job. After two years of negotiations | |
| the unions raised the 70% to 80%, and that's when I signed my contract | |
| to work half-time for five years and then retire. | |
| SPAG: For those that don't know, just what is GMD? | |
| VB: Early computers were too expensive even for a university to buy, so | |
| our state here created and funded a company that bought and ran a | |
| computer for the university at Bonn. (Computers were then considered as | |
| instruments to be used for mathematics, so the company was called IIM - | |
| Rheinisch-Westf�lisches Institut f�r Instrumentelle Mathematik. Still a | |
| funny name.) In 1968 the federal government took over and converted the | |
| IIM into GMD, the Gesellschaft f�r Mathematik und Datenverarbeitung, | |
| located in Sankt Augustin near Bonn. Later it was renamed to German | |
| National Research Center for Information Technology (and its German | |
| equivalent), but the well-established acronym GMD was kept. | |
| GMD did much more than just run a mainframe; it grew to 1200+ people who | |
| did all kinds of research in and around mathematics and computers. Most | |
| of it was basic research, and that's what GMD was explicitly founded und | |
| funded for, but now the tide has turned - basic research was declared | |
| useless and GMD was handed off to the Fraunhofer-Gesellschaft (FhG) to | |
| do applied research, i.e. earn short-term money or perish. GMD will be | |
| broken up into many small units fighting for themselves and against each | |
| other. Funding is guaranteed until 2005, but nobody knows will be left | |
| after this date. | |
| SPAG: Was it difficult to persuade them that an archive of text | |
| adventures was something worth keeping on their ftp server? | |
| VB: No, it wasn't, because I didn't ask them. Like all the good things | |
| here, the archive began as what we call a submarine - somebody finds a | |
| topic interesting and starts working on it while officially doing | |
| something different. If the idea proves feasible, the submarine surfaces | |
| and becomes an official topic. Access to the ftp server wasn't | |
| difficult, either. I've been in the IT infrastructure department for | |
| quite some time now, so the admins are just the guys next door working | |
| in the same group. | |
| SPAG: Could you give a little bit of history on how the IF archive | |
| came about? | |
| VB: I knew text adventures from ADVENT on the IBM mainframe, which | |
| really got me hooked, and later Dungeon on a VAX. The VAX belonged to a | |
| different department, so my access to it was limited and I wasn't able | |
| to finish the game. I bought my first computer in 1989 and wasn't | |
| interested in micro computers until then, so I didn't even know Infocom | |
| and the other companies existed. | |
| This changed when the data center was closed because nobody used the | |
| mainframe for scientific purposes any more, and I had to find a new job. | |
| I joined the department that's responsible for GMD's central server | |
| machines and the network and started working with Unix and the Internet. | |
| I also did some PC/DOS/Windows service, using support BBSes and | |
| CompuServe - all this was new to me, so I looked around everywhere. | |
| I forgot the details, but at some time during this period I must have | |
| found the free and shareware text adventures, the r*if community and the | |
| early TADS games. I soon found that the good things were scattered | |
| everywhere, and being used to data center operations I thought that a | |
| central repository would be a good idea. I asked the only person I knew, | |
| Dave Baggett, co-author of the Unnkulian Unventures, for his opinion, | |
| and he agreed. I asked for space on GMD's central ftp server and started | |
| the archive with stuff Dave Baggett and I downloaded from wherever we | |
| found it. I kept the original date in the README file: 12nov1992. | |
| The archive was a success right from the start. People soon started | |
| uploading games, info and development systems they had written or found | |
| or kept on their private disks, and then it ran all by itself. | |
| The first mirror (wuarchive) was started in January, 1993. When Chris | |
| Myers asked me how big the archive was, I answered, "About 12 MB now; | |
| growing to maybe twice as much." It's 1131 MB today... | |
| Dave Baggett couldn't help any longer when he left MIT. Fortunately | |
| David Kinder volunteered to step in, and gradually the burden has | |
| shifted more and more onto his shoulders - during the last years he has | |
| done practically all of the work alone. I never could have managed | |
| without him. | |
| SPAG: What have been some of the IF games you've enjoyed most, and | |
| why? | |
| VB: Now this is a somewhat embarrassing topic - I'm probably the person | |
| who knows and has played the fewest games in the community. ADVENT will | |
| never lose the glory of first love, of course. I like science fiction, | |
| so Planetfall was my favorite Infocom game. And there was J. Doug | |
| McDonald's World, another SF game. I started many games, but usually I | |
| get interrupted for a week or two, and I never pick it up again. World | |
| was the only exception to this rule: I played it off and on for about 6 | |
| years until I finally solved it. | |
| Another game I enjoyed immensely and have always been planning to resume | |
| (or rather restart after all this time) is Graham Nelson's Curses. | |
| Anchorhead looked very good, too, but it was another victim to some | |
| interruption - vacation without computers, I think. The only recent game | |
| I played was Photopia, and I only managed to complete it because I could | |
| play it on my Palm. Quite a different experience, but a very good game, | |
| I think. | |
| SPAG: Do you plan to continue contributing to the IF community in the | |
| future, and if so, how? | |
| VB: Probably not. Apart from the archive and one or two solutions, I | |
| haven't contributed anything, so this won't be much of a loss. The only | |
| important thing is that the archive will be continued, and thanks to | |
| Goob, Zarf, David and Stephen this problem has been solved. I don't know | |
| how to thank them enough. | |
| SPAG: If not, how do you think you'll spend your newfound free time? | |
| VB: Since David has been doing all the work for the last two or three | |
| years, there is no newfound free time, I'm afraid. I don't really know | |
| where my time is disappearing, but it does. I have a huge pile of games | |
| waiting to be played when I retire, a programming project I've been | |
| planning to do since about 1970 (and which I'm going to begin Real Soon | |
| Now), I have my dog and like to hike with her, I've recently taken up | |
| cycling again after 30 years - no, I've no idea where all that time | |
| goes. | |
| But I'll keep lurking. You won't see me, but I'll be watching you. :) | |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ David Kinder ~~~ | |
| SPAG: Could you tell us a little about yourself? Who are you, what do | |
| you do for a living, and so forth? | |
| DK: I'm a computer programmer living in Oxford, England, and working in | |
| London. My firm writes specialized programs for the financial | |
| derivatives market; it always amuses me that the programs I write for | |
| fun have a bigger audience than those I do for work :) I'm also turning | |
| 30 this year, though I'm trying to pretend that that's not going to | |
| happen ... | |
| SPAG: How did you come to be co-maintainer of the IF archive? | |
| DK: Way back in 1992 I finished my undergraduate course and became a | |
| member of a research group at the university. At the same time, the | |
| university was then getting around to connecting every PC to its network | |
| and the Internet, so about then I discovered Usenet and the | |
| rec.*.int-fiction groups. Along with a lot of others, my interest in | |
| text adventures had been restarted about a year before by the release of | |
| "The Lost Treasures of Infocom", so it wasn't too surprising that I was | |
| soon reading the groups every day. | |
| Now, one of the advantages (or problems, depending on perspective) of | |
| doing physics research is that you can often find yourself spending ages | |
| keeping an eye on experiments. It's not easy to really do anything | |
| involved, as you need to keep watching the experiment, so one night I | |
| found myself wandering around the IF-Archive. At that point the | |
| /unprocessed/ folder had become rather full, so I decided to give Volker | |
| a hand by working out where all these files should go and writing up | |
| Index entries for them. After doing this a few times Volker asked if I'd | |
| like to become a maintainer, and I've been at it ever since ... | |
| SPAG: What changes do you anticipate now that the archive has moved | |
| from gmd.de to ifarchive.org? Do you plan any innovations for the | |
| archive's future? | |
| DK: It's unlikely that the basic structure of the archive will change, | |
| but something will happen with the indexing system. Currently the plain | |
| text "Index" files are okay for people to read, but they're not so | |
| suitable for processing by programs. Zarf is working on an XML | |
| definition that will let us have machine readable indexes from which we | |
| can create human readable Index files. | |
| SPAG: What have been some of the IF games you've enjoyed most, and | |
| why? | |
| DK: Curses, for the evil puzzles, and the fact that it (along with the | |
| Unkuulia games) really seemed to push the level of amateur text | |
| adventures away from the rather poor efforts of the past. When I first | |
| started reading the newsgroups the consensus view was still that Infocom | |
| had written all the best text adventures; now the community writes the | |
| best ones itself. | |
| Photopia, because I've never read ("played" seems inappropriate) | |
| anything quite like it, especially Alley's dream of meeting the Queen of | |
| the dead world. | |
| Loads of others spring to mind, especially those that have pushed back | |
| the barriers of what is possible: Worlds Apart, Galatea, My Angel, | |
| Shade... | |
| SPAG: I know you've made extensive contributions to the archive | |
| yourself, in the form of ports and technical tools. Is this the only | |
| role in which you see yourself, or have you ever given any thought to | |
| authoring a game? | |
| DK: I like writing ports and implementations of IF engines as it can | |
| throw up some interesting coding problems, such as: How do you write a | |
| Glk implementation that can reformat the text in the window if it | |
| resizes, even if the text is in different sizes, and has pictures | |
| embedded in it? | |
| DK: Writing games calls for something else again: Not just skill but | |
| artistic vision. Having said that, I do have some sketches somewhere for | |
| a game idea I had. I'm not going to jinx it by saying anything though, | |
| but maybe for one competition I'll get around to it. | |
| 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.ifarchive.org/if-archive/magazines/SPAG/ | |
| and at http://www.sparkynet.com/spag | |
| REVIEWS ------------------------------------------------------------------- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: Alien Abduction? | |
| AUTHOR: Charles Gerlach | |
| E-MAIL: cagerlac SP@G merle.acns.nwu.edu | |
| DATE: 1996 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware (IF Archive) | |
| URL: ftp://ftp.ifarchive.org/games/tads/abductv2.gam | |
| VERSION: Release 2 | |
| One of the many trends in IF of recent years has been to emphasize | |
| characterization, and in particular the character of the player | |
| character, over puzzles. An early portent of that trend was Charles | |
| Gerlach's Alien Abduction?, a 1996 competition entry that endeavors to | |
| make the PC something other than a cipher. The result isn't a total | |
| triumph, mostly because the game didn't fully emancipate itself from | |
| puzzlefest expectations, but it's an interesting attempt. | |
| It seems you're convinced that aliens are out to abduct you; a similar | |
| conviction landed your father in an asylum, but you know what you know. | |
| Sure enough, aliens do come by and -- after making you play a variant on | |
| Mastermind -- release you again, but the reality you go back to has some | |
| incongruities, notably that your father is back, showing no signs of | |
| having been carted away. Your goal, at that point, is to make sense of | |
| the incongruities. | |
| At least, I think so, and therein lies the difficulty. It's far from | |
| clear to the player at that point what he or she should be doing; that | |
| things seem to be a little off-kilter doesn't point the player in any | |
| particular direction for purposes of addressing the problem, and nothing | |
| that you find as you explore the off-kilter world (which is quite small | |
| as it is) is particularly illuminating. You can talk to your father, and | |
| while he has quite a lot to say, nothing really gives you much of a clue | |
| about what you're supposed to be doing. The solution isn't wholly | |
| illogical, it turns out, but it requires some fairly tortured inferences | |
| about various characters and how they react to certain stimuli. | |
| Considering that this puzzle is the heart of the game -- there are | |
| several subpuzzles, but most of the game is given over to one central | |
| problem -- not having a sense of what you're doing is a major flaw. This | |
| isn't a characterization problem, as such -- there are good reasons for | |
| the PC to do what he does. It's just that the player doesn't know enough | |
| about the PC (and his past) to understand those reasons. | |
| The problem springs in part from the game's attempts at giving the PC a | |
| specific identity and background, since the solution to the central problem | |
| hinges on the player's having a much deeper understanding of that background | |
| than seems likely, given the available evidence. Specifically, the problem | |
| turns on a certain NPC's psychology, for the most part, and the game didn't | |
| provide enough exposition to permit the player to draw the right inferences. | |
| This is good, in a certain respect; NPCs with psychological makeup more | |
| complex than some variant on "feed me" are relatively uncommon. That also | |
| means, however, that the player cannot necessarily be counted on to see what | |
| the author wants him/her to see, unless the author spells everything out in | |
| nice big letters (which defeats the point, to some extent). Here, there are | |
| clues scattered around, but it's a fairly long leap from the clues to the | |
| solution. (A related problem is that the solution requires inferring that a | |
| certain bit of technology has what seems a grave flaw; I certainly didn't | |
| find any suggestions that there was such a flaw.) | |
| Mostly because of those psychological intricacies, Alien Abduction? is a | |
| pretty difficult game -- it's entirely possible that you, the player, | |
| will stumble on the solution by accident, but that's not exactly | |
| satisfying. There are, let me emphasize, internal hints, and those are | |
| handy indeed -- and the game as a whole has a certain twisted logic once | |
| you understand what's going on. It seemed to me, however, that there | |
| wasn't much chance of the player attaining such an understanding without | |
| the hints. There's also one rather artificial puzzle (a.k.a. a "soup | |
| can" puzzle) -- the presence of the aliens supplies an excuse (they're | |
| testing you, you see), but not a great excuse, and the game would have | |
| been better, I think, had that puzzle been omitted. | |
| While Alien Abduction? doesn't quite work as a fusion of puzzle-solving | |
| challenge and character study, it does work as a mood piece and as a | |
| mess-with-your-head game in the tradition of Delusions and Spider and | |
| Web. (Yes, I'm aware that this preceded Spider and Web, but that's the | |
| paradigmatic example.) The discover-what's-going-on process is | |
| thoroughly creepy -- there's no big payoff, but there's a series of | |
| smaller surprises that effectively kept me guessing. The | |
| almost-normality of the setting works nicely (though it might have | |
| worked even better if the game gave the player more of a chance to | |
| explore the layout at the beginning, the better to appreciate the | |
| changes, Wishbringer-style; as it is, the game mostly tells the player | |
| "hey, this and that are different"), and lots of relatively nonessential | |
| objects and conversation topics are implemented, so the player isn't | |
| likely to keep running up against the game's boundaries (never a good | |
| thing in a mood piece). As for the mess-with-your-head factor, the game | |
| does a nice job of raising doubts about the PC's sanity and reliability, | |
| though those doubts are largely tangential to what actually goes on in | |
| the game; you may question whether the PC's perceptions are true, but | |
| you can largely assume that they are for purposes of getting through the | |
| game. That aside, unreliable narrators are a fun device, central to the | |
| progress of the story or not. | |
| How well Alien Abduction? works is a function of the player's | |
| expectations, I suppose -- it's certainly a well-written game with some | |
| suspenseful moments and good deal of atmosphere, and if you're someone | |
| who enjoys IF that emphasizes setting and mood, and who doesn't care | |
| overmuch about being able to solve the puzzles without reliance on | |
| hints, this is definitely for you. (I'm sure I'll hear from people | |
| claiming to have finished the game with no hints in seconds flat, but I | |
| call 'em like I see 'em, and I just don't see enough in the game to | |
| enable the player to understand the logic of the puzzles ex ante.) In | |
| that respect, the intervening years have made the IF audience somewhat | |
| more receptive to this game -- a well-crafted story with | |
| not-entirely-well-crafted puzzles is perhaps more welcome now than it | |
| was in 1996, though the tendency these days, I think, is to omit or | |
| downplay the puzzles. (In other words, the tendency for an author | |
| writing this game now might be to let the PC make some of the trickier | |
| inferences himself, rather than making the player do it; the | |
| interactivity would be thereby reduced, of course, but life is full of | |
| tradeoffs.) To the extent that Alien Abduction? tries to squeeze both | |
| challenging puzzles and some complex personalities and character | |
| interactions into the same game, it's a laudable effort; to the extent | |
| that it doesn't quite succeed, well, not many games can be called a | |
| total success on both those levels, and this was an early shot at it. | |
| It's not a roaring success, but it certainly has its moments. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: Bugged | |
| AUTHOR: Anssi Raisanen | |
| E-MAIL: anssi.raisanen SP@G cop.fi | |
| DATE: 2001 | |
| PARSER: Alan (full-sentence) | |
| SUPPORTS: Alan runtimes | |
| AVAILABILITY: Freeware (IF Archive) | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/alan/bugged.zip | |
| VERSION: Release 1.0 | |
| Anyone who's ever tried to slog through a vintage AGT game will get a | |
| chuckle or two out of Bugged, where the bugs are deliberate -- you're | |
| beta-testing a game for a cousin, see, and the cousin needs a lot of | |
| programming help, and the only way to plow through the game is through | |
| exploiting bugs (because the solutions your cousin has attempted to | |
| implement don't work, due to other bugs). It's no more than a chuckle, | |
| but chuckles are important in the IF world too. | |
| The bugs themselves are standard-issue: takeable objects that aren't, | |
| untakeable objects that are, mostly, along with a dash of verbs | |
| defaulting to the wrong noun. Getting into the spirit of things takes a | |
| while -- unless you're a long-standing beta-tester, you're unlikely to | |
| think of getting rid of an obstacle by simply taking it, say -- and | |
| things get difficult toward the end, when you're carrying around all | |
| kinds of immobile objects and it's not clear which one of them is | |
| useful. (The last puzzle, in fact, turns on a bizarre syntax trick that | |
| fits nicely into a buggy game but doesn't exactly spring to mind | |
| otherwise.) In other words, the bugs accumulate over the course of the | |
| game, after a fashion, and the potential for ridiculous interactions | |
| among various unlikely objects becomes considerable. Some of the bugs | |
| strain credulity a bit -- it's not clear what sort of coding error would | |
| make an object both out of reach and takeable. Likewise, it sometimes | |
| seems like every single object that should be takeable isn't and every | |
| one that shouldn't be is, suggesting that the "cousin" simply doesn't | |
| understand the word "static" (or an Alan equivalent) -- but on the whole | |
| it's a plausible buggy game. | |
| The joke, I suppose, is that the buggy game is more interesting than the | |
| non-buggy one would have been; the puzzles that you would have solved | |
| are bog-standard, whereas the buggy version at least requires some | |
| thinking outside the box. True enough, though it's hard to picture | |
| anyone writing a game that's quite as boring as the one your cousin | |
| supposedly tried to write, and in that light it's not hard to come up | |
| with something more interesting. For my part, I found Bugged | |
| entertaining simply because it's loopy in the usual way of a buggy game; | |
| something about picking up apparently huge objects with no comment on | |
| your feat of strength is inherently amusing, though the humor would | |
| probably pall in a game of any length. As it is, Bugged is quite short, | |
| short enough that most players are unlikely to tire of the idea before | |
| reaching the end. | |
| The main problem with Bugged is the lack of a hint system (and in this | |
| case a hint system is even more preferable to a walkthrough than usual, | |
| because the puzzles are well suited for nudges but the solutions are | |
| usually one-move) -- it's frustrating enough to struggle with a game | |
| that's trying to be helpful, but when things are intentionally broken | |
| it's even worse, as there are (naturally) no clues that you're on the | |
| right track. In fact, since some bugs amount to red herrings, it's | |
| possible to get suckered into trying to exploit the wrong bugs | |
| altogether. I ended up poring over the data file to solve a few of the | |
| puzzles, which is appropriate, in a way -- cheat to finish a game whose | |
| premise is cheating to finish a game -- but not especially satisfying. | |
| Bugged is a twenty-minute diversion at most -- if it takes you longer, | |
| resort to the data file -- but it's amusing enough, and perhaps it's a | |
| fitting tribute to/preparation for the upcoming competition. (Shame on | |
| this cynical reviewer.) IF veterans should get a kick out of it. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| [As always with Mr. Starkov's reviews, I've heavily edited this prose | |
| (and that in his review of "The Weapon", below) in an attempt to hammer | |
| it into sensible English. Mistakes may have been made in this process; | |
| comprehend at your own risk. --Paul] | |
| From: Stas Starkov <stas_ SP@G mail.rb.ru> | |
| NAME: Hobbit - The True Story | |
| AUTHOR: Fredrik Ramsberg and Johan Berntsson | |
| EMAIL: d91frera SP@G und.ida.liu.se (Ramsberg -- no address provided for | |
| Berntsson) | |
| DATE: Monday 19 April 1993 | |
| PARSER: Very strange and not very good | |
| SUPPORTS: DOS | |
| AVAILABILITY: Shareware -- $10, but I think it's a joke | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/pc/hobbit.zip | |
| NAME: The Terror of Mecha Godzilla - The True Story | |
| AUTHOR: Fredrik Ramsberg | |
| EMAIL: d91frera SP@G und.ida.liu.se | |
| DATE: Monday 4 October 1993 | |
| PARSER: Very strange and not very good | |
| SUPPORTS: DOS | |
| AVAILABILITY: Shareware -- $10, but I think it's a joke | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/pc/mecha.zip | |
| First of all, the reviewed games are written as MS-DOS 5.0 batch files, | |
| and require some fiddling with your computer. (That doesn't mean that | |
| you need to hit the computer with a hammer.) Personally, I was not able | |
| to run these games in a DOS box under Windows 9x. But I have not tried | |
| hard -- for me it's faster to reboot the computer into DOS mode. I think | |
| you'll probably need to do the same. Another problem that I encountered | |
| _before_ I started the game is that the ZIP files are archived with | |
| rather old archiver (I think -- pkzip 1.x) and my archiver (7-ZIP, if | |
| you want to know) was not able to unpack all the files from the | |
| archives. Then I used WinZip and everything was well. But, hell, these | |
| are real puzzles in real life. Sometimes I like to solve these sorts of | |
| puzzles, but not very often. :-) | |
| As the authors claim, these two games were written in 1993, using a very | |
| strange language called Adventure Maker, which compiled the games to | |
| batch files. As a player, I sometimes like to switch from games written | |
| in a good authoring system to games written in another system, one that | |
| is not so good. It's fun to compare old computer technologies with | |
| modern ones. | |
| Well, the games' "parsers" are not very powerful, but it's amazing that | |
| you can type commands at just a DOS command prompt! Yes, after loading a | |
| "restart.bat", you can play in raw DOS. It's so bizarre that you don't | |
| need an interpreter to play these games, and that you can run any | |
| program, then quit from that program and continue to play the game. That | |
| _is_ fun. But quite strange fun. On the other hand, there are no UNDO, | |
| SAVE, or OOPS commands. If you've made a wrong move (as is especially | |
| likely in "Godzilla") you must start from the beginning. But that | |
| doesn't hurt, because the games are so small, and so linear. | |
| The games themselves are not very strong. I think they were probably | |
| written in one or two days each -- they're short and not very polished, | |
| but fun. Why are they fun? Because they use a somewhat offbeat sense of | |
| humor and because their scenery is very familiar. The first game, | |
| "Hobbit", is about the hobbit Bilbo Baggins, and the second, "Godzilla", | |
| is about Godzilla in Tokyo. If you've never heard these words before, | |
| you must have been living on the moon for the last fifty years. Of | |
| course, these games are parodies. | |
| "Hobbit" is a story about a hobbit who wants to kill a dragon and loot | |
| its gold. For the "untrue" story of this hobbit, you can read the book | |
| "The Hobbit" by J. R. R. Tolkien. But even more than it parodies the | |
| book, this game parodies Melbourne House's game with the very familiar | |
| name "The Hobbit". People who have played Melbourne House's game will | |
| notice that the solutions to some of the puzzles in this game are almost | |
| identical. Continuing the list of influences: I think the authors of | |
| this game have probably read the book "Bored Of the Rings" by Henry R. | |
| Berd and Douglas K. Kenny, (excuse me if I somehow changed the names -- | |
| I have only a Russian translation) [The authors of "Bored Of The Rings" | |
| are Henry N. Beard and Douglas C. Kenney. --Paul] which is itself a | |
| parody on J. R. R. Tolkien's work. There is nothing groundbreaking in | |
| this book, but there are a lot of funny moments, especially if you only | |
| read a few pages each day. Next -- I do (barely) remember that once I | |
| had read a solution to some game (whose title I don't remember at all) | |
| for the ZX Spectrum, a game that, as far as I can tell from the dull | |
| reflection of its solution, utilized the same approach to humor. | |
| The humor in this game is strange, but I like it. A small example, if | |
| you try to show a map to Thorin when you aren't carrying it: | |
| Thorin eyes you suspiciously. "Don't try any tricks, boy. We both | |
| know that there is no map here, now don't we?" he asks. He doesn't | |
| seem too sure about it himself. | |
| The implementation of the game is bad, but so what! A seasoned | |
| adventurer such as yourself will find a way through the rubble of bad | |
| code. If not, maybe the hints for Melbourne House's "Hobbit" will help. | |
| And if that doesn't work, "disassemble" this game -- it's not very hard. | |
| :-) | |
| The NPCs in the game are strange. For example, Thorin: | |
| Thorin, your old friend, is no longer the proud dwarf he once was. | |
| All the drugs have turned him into a drooling good-for-nothing idiot. | |
| The only reason that he has come along is to get more treasures for | |
| drugs, as always. | |
| Gandalf is a dumb magician who is inventing a new spell of a rather | |
| shady nature (and I recommend you explore that subject). Elrond -- a | |
| megalomaniac who wants to rule the entire world. Smaug -- a fat lazy | |
| dragon. | |
| If you put yourself in Bilbo's place, you'll notice that the surrounding | |
| world is very cruel and evil. Your good old "friends" despise you. It's | |
| terrible to live as a hobbit in such a world. | |
| "Godzilla" is not as good, nor as funny, as "Hobbit". It is longer, and | |
| has several "guess the word" problems that make it quite difficult. This | |
| game does have some violent moments (for example, a moment with a huge | |
| tank and a poor doggy), but if you remember the Japanese (and one | |
| American) movies about Godzilla, you will understand why the author | |
| includes those moments. (If you still don't understand, I'll tell you -- | |
| because those movies are so disgustingly pathetic and simultaneously | |
| have so much aggression that, after viewing them, you yourself want to | |
| kill several monsters or just animals. :-) | |
| "Godzilla" has a more "advanced" version of the parser. Because of that, | |
| the batch files are harder to read (yes, read the source code to get | |
| hints to the game), but that didn't stop me. To tell the truth, I tried | |
| six or seven times to finish this game before starting to read through | |
| the batch files | |
| Overall, if you have a little extra time to kill, try "Hobbit". If you | |
| like it, try "Godzilla", but do not try them in the reverse order. And | |
| be prepared for bugs, but again, these games are so short that the bugs | |
| should be no problem. | |
| And did you notice that both games were released on a Monday? Odd. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: Lost | |
| AUTHOR: Eric Mayer | |
| E-MAIL: emayer00 SP@G epix.net | |
| DATE: 2001 | |
| PARSER: ADRIFT | |
| SUPPORTS: ADRIFT runtimes | |
| AVAILABILITY: Freeware (IF Archive) | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/adrift/lost.zip | |
| VERSION: First release | |
| Making emotional content plausible in IF ain't easy. Getting a player to | |
| feel what the protagonist is supposed to be feeling requires subtlety | |
| (more than "you're feeling angry now"), good writing (at least, good | |
| enough that the player doesn't notice it and get pulled out of the | |
| flow), and, most of all, time -- a story that's long enough for the | |
| player to settle into the protagonist's skin before any serious | |
| emotion-imputing begins. Eric Mayer's Lost is a highly emotional game, | |
| and while it does passably well on the first two counts, it's simply not | |
| long enough, in my book, to achieve the desired effect. | |
| It seems that the protagonist is upset about all manner of things, | |
| primarily the decaying states of his marriage and his job, and he heads | |
| for a walk in the woods. As he wanders and examines things, thoughts run | |
| through his mind (in different colored text lest he miss their | |
| significance), and the forest setting, while nicely rendered, is of | |
| course merely a backdrop for the stuff going on in his head. He solves | |
| one fairly simple puzzle (rendered more complicated only by the | |
| unfriendliness of the ADRIFT parser), and a few sounds and apparitions | |
| later, the protagonist has a choice of sorts. One of two different | |
| endings ensues. | |
| Not to belabor the point, but it must be belabored: the protagonist can | |
| reach this ending point inside of 30 moves if he's pretty direct about | |
| it, and isn't likely to take more than 60-70 even if he stops to smell | |
| all the roses he can find. His ruminations about his past, however, | |
| start right away and come relatively thick and fast. If you, the player, | |
| don't decide to identify with the protagonist right away, you may just | |
| miss your chance entirely. Now, there may be some for whom losing a | |
| marriage and a job simultaneously strikes an instant chord of | |
| recognition, and if you're one of those, I sympathize and recommend Lost | |
| -- but the rest of us need some more prompting before we can identify | |
| with the protagonist. Perhaps, with more exploration of his personality, | |
| we might see ourselves, or someone we know, in this character. But the | |
| protagonist's personality is almost wholly absent from Lost: we know | |
| what he feels, but not who he is. As such, he had my sympathy, but I was | |
| a spectator. | |
| The backdrop, for what it's worth, is fine -- the woods are well | |
| rendered, with attention to detail. There are some glitches in the | |
| writing (e.g., "A few tough, spikes which used to be limbs, protrude"), | |
| and the style tends toward the choppy ("Here and there grassy hillocks | |
| are interspersed with dead trees. At the edge, cattails rattle in the | |
| breeze. There is a wooden post here. The swamp is impassable."), but | |
| there are some nice spots as well: "The lingering twilight floods the | |
| top of the reentrant with a rusty glow." There are occasional fuzzy | |
| pictures (which feel the need to reappear, necessitating window-closing, | |
| every time you return to the location in question), which don't enhance | |
| things much, but as a walk-in-the-woods game this is okay. (There are | |
| occasional sidelights about orienteering, which could have used some | |
| more explanation -- not everyone knows about orienteering, or even that | |
| the term refers to a sport, if that's the right thing to call it -- but | |
| as with publicity, there's almost no such thing as bad background | |
| detail.) | |
| When it comes to the internal strife, Lost isn't awful, but the game | |
| doesn't exactly have the lightest touch. The principle of "show, don't | |
| tell" is observed only haphazardly; one example, when examining a pine | |
| tree: | |
| You're reminded of the fragrant, prickly needled Christmas trees you | |
| used to bring home. How long since you switched to the plastic one? | |
| You just snap the limbs on and spray it with pine scent. From a | |
| distance it looks alive. Not unlike you marriage. | |
| Even aside from the "you marriage," the last sentence ruins what was, up | |
| to then, a nice little aside -- it conveys the protagonist's | |
| associations, and that's all it really has to do. The player can draw | |
| the contrasts, given that much: it's not hard to put the "those were | |
| happy times, unlike now" pieces together, nor are the | |
| plastic-instead-of-real-tree dots difficult to connect. The paragraph | |
| could easily have been stopped after four sentences, or three, or | |
| (perhaps best of all) two. As it is, the last sentence seems to assume | |
| the player isn't bright enough to draw any conclusions -- not wholly | |
| unfair, as the player may be no more than five moves into the game at | |
| that point (and no more than 25 moves from the end), but the answer to | |
| that is more game, not signal-flare writing. Similar is this passage: | |
| Everything here seems still, sheltered from the wind, quiet. It seems | |
| to you a soothing place, beyond the reach of the world. Ridiculous of | |
| course, since the highway is a few minutes walk. | |
| The first sentence is really all that's needed -- the second sentence, | |
| setting out what the protagonist feels, can just as well be inferred, | |
| and the player should know that the highway is within a few minutes' | |
| walk if he or she's been paying attention. The author can clearly write | |
| -- the writing here is always passable (typos and such aside) and | |
| sometimes good. It's just that he often seems to write one or two | |
| sentences too many. | |
| Picky and grumpy, that's me, but I'd like to think there's a good reason | |
| here. Writing IF whose success hinges on evoking emotion is a | |
| hit-or-miss matter; if you don't succeed, you're likely to end up | |
| sounding kind of mawkish. The player is tempted to snicker, which is | |
| never a good thing. (A puzzle game that doesn't work may leave the | |
| player frustrated or baffled, but usually not condescendingly amused.) | |
| No one likes feeling manipulated, and the nature of the string-pulling | |
| in Lost is such that it's easy to feel that way. And yet it seems to me | |
| that all that really needs to change here (aside from some writing | |
| stuff) is that the ratio of scenery/exploration to emotionalizing needs | |
| to increase substantially -- there needs to be more going on, such that | |
| the setting feels like a part of the game rather than an stimulus to get | |
| the protagonist's mental wheels turning. Give me enough of it so that it | |
| gets *my* mental wheels turning -- sufficiently so that you can tell the | |
| story without spelling everything out so, er, blatantly -- and you'll | |
| really have something. | |
| Lost has its heart in the right place, but it's trying to accomplish | |
| something very difficult while devoting minimal resources to the job. | |
| Good try, say I, but not quite. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Adam Cadre <ac SP@G adamcadre.ac> | |
| [Note: This review first appeared on the IF-Review website, at | |
| http://www.ministryofpeace.com/if-review/. --Paul] | |
| NAME: Lost New York | |
| AUTHOR: Neil deMause | |
| EMAIL: neil SP@G demause.net | |
| DATE: 1996-1997 | |
| PARSER: TADS (Also available in PC format) | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Shareware ($12) (IF Archive) | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/tads/lostny14.gam | |
| VERSION: 1.4 | |
| LOST NEW YORK by Neil deMause sends the player character bouncing around | |
| in time, from 1880 to 1905 to 1954 to 1780 to 2040. But none of these | |
| dates has anywhere near as much effect on the shape of the game as its | |
| year of publication: 1996. | |
| For in 1996, the conventional wisdom asserted that the remaining | |
| audience for text adventures was after just that: text adventures. Games | |
| were essentially just series of puzzles, with the story as a backdrop, | |
| the model world as set decoration. Yes, that backdrop and set decoration | |
| could be and often was masterfully designed, but the idea that one could | |
| create valid IF simply by building a model world for the player to poke | |
| around in, or telling a story in which the player could participate, | |
| only gained widespread acceptance over the subsequent five years, as | |
| increasingly daring games placed less and less emphasis on puzzles and | |
| were rewarded with plaudits from an audience that found it rather liked | |
| that sort of thing. But in 1996, how the audience might respond was an | |
| open question. Given the amount of effort that goes into a full-length | |
| work of IF, most authors elected to go with the proven approach. LOST | |
| NEW YORK is no exception. But while it follows the crowd, it does so | |
| with obvious reluctance. | |
| In the spirit of time travel, let's jump back about 400 years, to the | |
| time of Shakespeare. But not our Shakespeare -- this Shakespeare lives | |
| in an England where theater audiences are mad about juggling acts. Day | |
| after day, the Globe is witness to trio after trio of balls, pins and | |
| torches being flung into the air. But the audiences didn't want to see | |
| *just* juggling; they wanted the juggling folded into a little story. | |
| Enter Shakespeare, who soars to fame on the strength of "Romeo and | |
| Juliet", in which a pair of young people fall in love at a masked ball | |
| (the chief entertainment there: juggling), but then the boy's friend and | |
| the girl's cousin get into a ill-fated juggling contest and it all goes | |
| downhill from there. Now Shakespeare decides he might like to try | |
| writing a history, perhaps something involving King Henry V... yes, a | |
| piece tracing his evolution from carousing prince to the inspirational | |
| leader of his countrymen in a great victory over the French. But he | |
| can't just tell that story -- where's the juggling? If there's no | |
| juggling, it's not a real play! So the first act ends up foregrounding a | |
| bunch of jugglers at the bar while Falstaff and Prince Hal talk in the | |
| background, and proceeds to the point where the jugglers accompanying | |
| the army are told that the English have won the battle... and the | |
| audience response is tepid because while the historical stuff is | |
| interesting, the juggling isn't as accomplished as that in RITO AND | |
| IMITA. Shakespeare is left to mutter to himself about the constraints of | |
| the medium. | |
| Similarly, it's clear that in LOST NEW YORK, deMause's heart is in the | |
| geographical and historical material. Virtually all the prose is | |
| extremely deft, but never is the writing more alive, more joyous, than | |
| when you die and the author gets to tell you another wacky story about a | |
| long-dead mayor; never are the quips funnier than when they're playing | |
| off the geography of the city (try going east from the City Hall area in | |
| 1880, or north into Hell's Kitchen later on.) The fact that the game | |
| begins with a slideshow and ends with a bibliography is another | |
| indication of where the author's interests lie. Hint: it's not in | |
| fiddling around with hairpins and stopwatches. | |
| But because this was written in 1996, the author felt obliged to fill it | |
| with juggl-- I mean, puzzles. And these are mostly not very good, being | |
| chiefly of the type where you're wandering around and find a fishing | |
| pole, which you take because, well, it's implemented; later on you find | |
| a stream, and go fishing because, well, that must be what the pole's | |
| for; you catch a fish and, when you cut it open to cook it, a key falls | |
| out. What was the key doing in the fish? Well, one of the conventions of | |
| the genre at the time was that you weren't supposed to ask questions | |
| like that. That's not actually a puzzle from LOST NEW YORK, but many | |
| similar ones abound. | |
| Of course, while the "take everything that's not nailed down, look under | |
| and behind and inside everything that is" ethic works fine in a dungeon, | |
| it gets to be a little absurd when transplanted to the island of | |
| Manhattan. In LOST NEW YORK, Manhattan has like twelve things. And | |
| that's too many. (Bet you thought I was going to go a different way with | |
| that, huh?) Again, to avoid spoilers, I'll disguise the details a bit. | |
| Let's say that the Upper West Side, circa 1965, has been reduced to a | |
| single location with a mailbox in it. Now, the problem is *not* that | |
| each street corner should be a separate location, nor that every item in | |
| every store and every apartment should be implemented. As it stands, the | |
| location works just fine as a representative area of the Upper West | |
| Side, and the mailbox works just fine as a representative mailbox. BUT! | |
| As soon as you fish around in the mailbox and pull out a live monkey | |
| (which you then stuff into your knapsack) you are no longer dealing with | |
| the Platonic Mailbox -- you're dealing with a specific, highly unusual | |
| mailbox. And by extension, this is no longer just a representative | |
| street corner: it's the particular street corner with the strange | |
| monkey-containing mailbox. And once players lose the sense that the | |
| locations they're visiting are representative, they're no longer | |
| wandering around Manhattan; they're navigating a diorama of Manhattan | |
| with twelve things in it. | |
| But it didn't have to be this way. LOST NEW YORK is as much about the | |
| New Yorks that might have been as the ones that actually have, and in | |
| that spirit, I can't help but muse about what might have happened had | |
| Neil deMause had his notes stolen one day in 1995. Disheartened, he puts | |
| off the project for a few years, till his enthusiasm revives -- only now | |
| the IF landscape is different. A MIND FOREVER VOYAGING is no longer a | |
| low-selling oddball; *lots* of games now revolve around exploration | |
| instead of dinking around with inventory. And so this alternate, | |
| post-'96 version of LOST NEW YORK takes on a different shape. Instead of | |
| players getting little more than a glimpse of New York's evolution, | |
| whatever gets mentioned in passing as they're messing around with goats | |
| and baseballs in curiously limited regions of the city, they can now | |
| roam the entirety of the city freely, watching the different | |
| neighborhoods evolve. Perhaps the interaction with figures who clearly | |
| fascinate the author -- Robert Moses, Emma Goldman, the various mayors | |
| -- is more substantial... leading to more New Yorks that might have | |
| been, perhaps? A fully implemented Moses-free New York, say, or one | |
| where Goldman's ideals took root... perhaps even a modern-day New | |
| Amsterdam, if you diverge early enough. And hey, TADS has multimedia | |
| now: why not throw some pictures into the mix?... oh, and... | |
| ...and at this point I've got the blueprints for a 21st-century | |
| skyscraper and am waving them at the base of the Empire State Building. | |
| The game has been written, and if deMause is anything like me, the idea | |
| of revisiting a project that was long ago declared done is hardly an | |
| appealing one... | |
| ...but hey, it's New York. If it were ever really finished, we wouldn't | |
| have that old story about the visitor from Nebraska. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: Ribbons | |
| AUTHOR: J.D. Berry | |
| E-MAIL: berryx SP@G earthlink.net | |
| DATE: 2001 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (IF Archive) | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/zcode/ribbons.z5 | |
| VERSION: Release 2 | |
| A counterpart of sorts to Ian Finley's Exhibition, a 1999 competition | |
| entry, J.D. Berry's Ribbons, the winning entry in Marnie Parker's 2001 | |
| IF Art Show, takes the "art show" premise and runs with it. It doesn't | |
| run extremely far, truth be told, but it's a nice concept. | |
| As in Exhibition, you're in an art gallery, checking out a series of | |
| exhibits, and as in Exhibition, you get a series of different | |
| perspectives on each exhibit. Rather than playing the critics, you read | |
| their critiques, which are posted by each exhibit, but the effect is | |
| similar -- you learn something new about each work, and about the | |
| critics, from each critique of it. (At least, that's the hope.) There | |
| aren't as many exhibits here -- only four, whereas Exhibition had twelve | |
| -- so there isn't as much room for development of the critics; their | |
| voices don't develop in the same way that those of Exhibition did. | |
| The twist is that the works themselves have a better chance of coming | |
| across because (a) the critics are a little less obsessed with | |
| themselves than Exhibition's critics were and (b) the works are, to some | |
| extent, interactive. (It also helps that one of the critics' opinions is | |
| that of the artist himself/herself.) You can alter certain aspects of | |
| the works, and the critics' opinions will change (though not their | |
| ultimate judgments) to reflect the alterations. The results in this | |
| respect are sometimes amusing: the same critic praises the same work for | |
| both the presence and absence of an element, or slams an artist's binary | |
| decision no matter which way it goes. As a jab at criticism itself -- | |
| portraying critics as applying preconceived opinions regardless of what | |
| they actually find -- this works pretty well. | |
| Unfortunately, not enough of the game leads to those moments; Ribbons is | |
| more interactive than Exhibition, but that's not saying a lot. | |
| Interaction with one exhibit (other than passive interaction like SMELL) | |
| is precluded entirely because someone else has vandalized the work and | |
| you don't want to be held responsible. Another exhibit allows for | |
| interaction, but not in a way that changes any text (of the descriptions | |
| or of the critics' reactions) -- you're told that you're altering | |
| things, but that's about it. The other exhibits allow for a little more | |
| interplay, but I left the game feeling like the most interesting aspect | |
| was barely there. (Perhaps the author and I differ about what the most | |
| interesting aspect was.) | |
| Credit where credit is due, though -- the artworks themselves are well | |
| rendered and intriguing, and the variety of perspectives you get (the | |
| descriptions change slightly after you've read each critic's take) is | |
| impressive. It's pretty clear (at least, to me) that they occupy four | |
| distinct categories -- one strictly aesthetic, one literally | |
| representational, one metaphor/symbol, and one simply abstract -- and I | |
| enjoyed seeing the extent to which each critic managed or failed to | |
| grapple with each work on its own terms; in each case, some of the | |
| reaction amounted to "I don't like this because of the category it's | |
| in." (Sorry, no points for complaining that this critic has been known | |
| to do the same thing.) It's also fun to see the artists gently mocking | |
| the whole critical enterprise. For example, one critic notes that part | |
| of his work wasn't originally planned, but "[t]he curator's (Hi, Mrs. | |
| Washington!) little boy wanted to be part of the show, so he brought me | |
| that part from his trainset. Congratulations, Daniel, you are officially | |
| [sic] an ARTISTE!" The works themselves also bear scrutiny -- in some | |
| cases second- and third-level nouns are available (as in, objects | |
| mentioned in the room description are first-level, objects mentioned in | |
| the descriptions of first-level objects are second-level, etc.), | |
| deepening the level of detail available considerably. | |
| Ribbons is a fifteen-minute game at most, but it's a worthwhile fifteen | |
| minutes. As with Exhibition, reading the critics' thoughts is far and | |
| away the meat of the game, but those thoughts are good enough that | |
| that's not faint praise. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Stas Starkov <stas_ SP@G mail.rb.ru> | |
| NAME: The Weapon | |
| AUTHOR: Sean Barrett | |
| EMAIL: buzzard SP@G world.std.com | |
| DATE: 2001 | |
| PARSER: Inform Standard | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/zcode/weapon.zip | |
| VERSION: Release 1 | |
| Surprisingly, the game's subtitle, "an Interactive Misdirection", is | |
| true enough. But this game offers additional err... misdirection. Well, | |
| the problem is -- you don't know who you really are until the very end. | |
| But that's the main idea (or call it the feature) of the game. | |
| "The Weapon" is strongly related to the outstanding game "Spider and | |
| Web" by Andrew Plotkin. Both games are heavily puzzle-oriented, but more | |
| than that -- they both have a lot of gadgetry in their puzzles, and you | |
| must work out how to use that gadgetry. I'm happy to add that the | |
| puzzles exist not just for sake of themselves -- they are based on the | |
| plot. | |
| In addition, both games' PCs know more than the player; you must explore | |
| not only surrounding world, but also yourself. Or at least you must care | |
| about what PC says. But there is a problem in "The Weapon" -- to follow | |
| the hints that reveal the PC, you must pay close attention to those | |
| hints. Strangely, the puzzles distract you from that, and I personally | |
| was not able to identify myself with the PC, because it was not far | |
| enough from a simple, boring cardboard stereotype. That's OK in most IF | |
| games, those with simple plots or those that are puzzle based (take "The | |
| Mulldoon Legacy" by Jon Ingold for example), but, as I noted above, | |
| after all "The Weapon" is a story with heavy plot, based on puzzles and | |
| self-discovery. | |
| "The Weapon" features the "most appropriate" conversation system: you | |
| type "talk" (or just "t") and the PC considers the current situation and | |
| says (in fact, more often just replies) what he/she thinks the most | |
| appropriate answer is. Ian Finley (and before that Adam Cadre in | |
| "Shrapnel") used this very technique in his game "Kaged". I found the | |
| effect weak then, but unlike "Kaged", in "The Weapon" there are several | |
| reasons why the author chose to use this conversation system. First, I | |
| think it's impossible (or very hard) to explain to the player "what's | |
| going on" in the game, since the PC is so far ahead of the player right | |
| from the start. Well, there _are_ alternative ways to show what's going | |
| on, but I don't think that cut-scenes or self-dialogues are more elegant | |
| methods for expressing the PC's thoughts. Second, as the author said, | |
| "you never need to TALK to win the game", but you need to in order to | |
| understand the story. Third, you can ask NPCs for things and order them | |
| to do things in the usual way, i.e. "Cheryl, open the door" or "ask Tom | |
| for a knife". Fourth, the PC's remarks are quite terse and seldom go | |
| very far from the NPC's questions -- and that lessens the "PC commands | |
| player" effect. | |
| Puzzles in the game are logical and mostly fair. But -- you can't solve | |
| some of them without seeing the death messages first. That's not very | |
| good, but with modern "UNDO" techniques you can reach the end of the | |
| game without much trouble. Overall, the majority of the puzzles are | |
| quite easy, because you can't do a lot in any particular moment of time, | |
| and that's good -- I was able to concentrate on the current puzzle for a | |
| long time. But there are no red herrings (well, the scenery "window" | |
| doesn't count), and I think that's bad -- red herrings add not only | |
| challenge for the player, but also a time to think about the situation | |
| aside from its puzzles. On the other hand, all the puzzles are well | |
| thought-out and sufficiently beta-tested. There are a lot of messages | |
| for the wrong moves of puzzle solving, and no technical bugs, as far as | |
| I can tell. | |
| To help you in puzzle solving, the author has added built-in hints. They | |
| consist of many levels (i.e. each puzzle has about 15 hints) and are | |
| well thought-out. But not everyone loves built-in hints -- they are far | |
| too easily accessible (I mean, you don't need even to connect to | |
| Internet) to prevent their use. | |
| There is only one NPC in "The Weapon", I think. But as in "Spider and | |
| Web", she is your enemy and you're trying to outsmart her. The NPC is | |
| fairly well implemented, but has little dynamism. She is not cardboard, | |
| but you can easily confuse her with it. | |
| The writing in the game was not easy for my lame English (I hope you | |
| don't forget that I'm Russian.) -- it was too heavy and had a lot of | |
| specific to science words. I was able to fully understand the story only | |
| after my fourth time reading one particular sentence -- a really rare | |
| situation for me. My English is lame, as I said -- let it not distract | |
| you from the game. But do note that. | |
| Also, the game supplies a newspaper -- the usual newspaper that | |
| describes recent news [events]. It helps to set the mood for the game. | |
| Overall, "The Weapon" is well implemented and has some good puzzles, but | |
| it is not _long_ enough to suck players into the game, I fear. The story | |
| is good and made me think about it after I finished the game. | |
| I almost forgot to say: "The Weapon" is a one room game. It is placed in | |
| the very far future and centers around the space war (or around post war | |
| events) with aliens (there are no laughs, it's serious). Not that this | |
| plot was never implemented before, but it's not bad for such a short | |
| story. This game is worth a look. | |
| SCORE: | |
| Atmosphere: 1.3 (not enough mind sucking) | |
| Game-play: 1.6 (mostly fair, but nothing outstanding) | |
| Writing: 1.2 (good, but not great -- for me) | |
| Plot: 1.3 (quite novel, but short) | |
| Wildcard: 1.4 (for gadgetry oriented puzzles; sci-fi story) | |
| Total: 6.8 (not bad) | |
| Characters: 1.1 (not very deep) | |
| Puzzles: 1.4 (good enough) | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| I don't think a definitive taxonomy of IF puzzles has been written, but | |
| there have been gestures in that direction, and one of the better ones | |
| is in the recently released fourth edition of the Inform Designer's | |
| Manual. Graham Nelson doesn't so much describe the essence of good | |
| puzzles -- for the sensible reason, I suspect, that there's no unifying | |
| thread that distinguishes good puzzles -- as point out some of the more | |
| tiresome themes in puzzle creation (as well as some underexplored puzzle | |
| models). The themes are instantly recognizable to the seasoned IF | |
| player: Get-X-Use-X, locked-door (including variants involving guardians | |
| who want a particular object), maze, light-source, | |
| capacity-and-exhaustion, etc. It's probably an oversimplification to say | |
| that good puzzles are those that don't fit into the familiar categories, | |
| but I do think it's true that, for a puzzle to be genuinely memorable, | |
| it either needs to be outside the canon altogether or be a truly novel | |
| spin on the usual patterns. The puzzles in The Weapon are of both | |
| varieties, and for that reason they're, for the most part, satisfying to | |
| solve. | |
| You're in the middle of a war against an alien race, with a third race | |
| peripherally involved, and you're helping a superior officer figure out | |
| how to use a mysterious weapon -- except "helping" isn't quite the word, | |
| because you're interested in figuring out the weapon but not entirely | |
| interested in enabling the officer to succeed. Accordingly, the task is | |
| both to decipher the gadgetry and to mislead and misdirect the officer | |
| looking over your shoulder. Gadgetry-deciphering is a pretty familiar | |
| puzzle trope, but not with this sort of spin -- and, better, the tricks | |
| you come up with make sense, for the most part, and change to fit the | |
| situation. The gadgetry itself isn't particularly exciting, really, but | |
| the nature of the challenge demands some creative thinking -- how do you | |
| vary the tricks and misdirections to avoid going to the same well too | |
| many times, for instance? | |
| There are a few flies in the ointment. The puzzles aren't easy, and | |
| while for the most part they're logical, they also depend to some extent | |
| on visualization of things that aren't quite as well described as they | |
| could be. In other words, the puzzles make perfect sense if you | |
| visualize some key objects the way the author does -- but you might not, | |
| and the descriptions are a little too sparse to clue you in that you | |
| should be seeing the objects in question another way. There's a | |
| comprehensive hint system, to be sure, which helps fill in the gaps, but | |
| it's something of a drag to wrestle with puzzles and find, when you give | |
| up, that the solution was something that never crossed your mind because | |
| you "saw" the scene the wrong way. Another puzzle, while reasonably | |
| logical, suffers from guess-the-verb problems, and in several cases the | |
| game doesn't acknowledge guesses that are on the right track. These | |
| aren't mortal sins, though, and I'm willing to put up with some design | |
| flaws for the sake of some original ideas. | |
| The main NPC -- the officer -- is also well rendered; most of the | |
| puzzles hinge on observing her behavior or guessing at her reactions, | |
| and for the most part she functions logically. The relationship between | |
| the protagonist and the NPC isn't quite as well described and leaves a | |
| lot of questions unanswered -- why does the officer choose someone whom | |
| she clearly doesn't trust? Why does she seem to trust you at some times | |
| -- letting seemingly interesting developments pass with no comment -- | |
| but not at others? Still, most of the problems are relatively minor, and | |
| a little imagination can fill in the gaps, I suppose. There's also an | |
| interesting twist at one point that forces the player to reassess | |
| everything that's come before -- though the twist might have worked | |
| better if another recent game hadn't done something extremely similar. | |
| The best way to describe The Weapon, I think, is that the seams don't | |
| often show: library responses are rare, descriptions and logical | |
| responses are in ample supply, and most aspects of the game appear to | |
| have been thought through, quibbles about visualization aside. The | |
| HTMLized feelies enhance the feeling of professionalism, though there | |
| isn't a lot to them; they're not as slickly done as Infocom's feelies, | |
| but they're well designed and suggest that the author took more than the | |
| usual pains to set the scene. The puzzles may not be everyone's cup of | |
| tea, but on the whole it's likely that the player will be reacting to | |
| the puzzles themselves (and to the concept), not to inadequate | |
| implementation thereof. Admittedly, it's not a long game -- four | |
| puzzles, by my count, and I did find some flaws even in those four | |
| puzzles -- but the flaws aren't fundamental tragic flaws, and many | |
| probably wouldn't consider them flaws at all (or wouldn't encounter the | |
| same problems). The writing, similarly, is unspectacular but effective | |
| -- it's strictly functional, doesn't try for splashy effects or clever | |
| dialogue, and never gets in the way of the game. The experience is | |
| rarely spectacular but almost never outright disappointing. | |
| The Weapon is intelligently done, and done with care; it may not set the | |
| IF world on fire, but it doesn't do much wrong. | |
| 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.ifarchive.org IF-archive or on the SPAG web page at | |
| http://www.sparkynet.com/spag. Note that starting with this issue, the | |
| GMD code has been replaced with ARC. | |
| Name Avg Sc Chr Puz # Sc Issue Notes: | |
| ==== ====== === === ==== ===== ====== | |
| 1-2-3... 4.1 0.9 0.5 3 23 F_INF_ARC | |
| 9:05 6.4 0.7 0.6 9 20 F_INF_ARC | |
| Aayela 7.4 1.2 1.5 5 10 F_TAD_ARC | |
| Abbey 6.8 0.6 1.4 1 24 S10_I_ARC | |
| Above and Beyond 7.3 1.5 1.6 5 24 F_TAD_ARC | |
| Acid Whiplash 5.1 0.6 0.2 4 17 F_INF_ARC | |
| Acorn Court 6.1 0.5 1.5 2 12 F_INF_ARC | |
| Ad Verbum 7.4 0.9 1.7 3 23 F_INF_ARC | |
| Adv. of Elizabeth Hig 3.1 0.5 0.3 2 5 F_AGT_ARC | |
| Adventure (all varian 6.0 0.5 1.1 13 8,22 F_ETC_ARC | |
| Adventureland 4.4 0.5 1.1 6 F_INF_ARC | |
| Adventures of Helpful 7.0 1.3 0.9 2 F_TAD_ARC | |
| Aftermath 4.0 0.7 0.7 1 F_TAD_ARC | |
| Afternoon Visit 4.1 1.0 0.8 1 F_AGT | |
| Aisle 6.8 1.4 0.3 10 18 F_INF_ARC | |
| Alien Abduction? 7.5 1.3 1.4 5 10, 26 F_TAD_ARC | |
| All Alone 8.2 1.3 0.7 2 22 F_TAD_ARC | |
| All Quiet...Library 5.0 0.9 0.9 6 7 F_INF_ARC | |
| Amnesia 6.9 1.5 1.3 4 9 C_AP_I_64 | |
| Anchorhead 8.7 1.7 1.5 28 18 F_INF_ARC | |
| And The Waves... 7.9 1.5 1.1 2 23 F_INF_ARC | |
| Another...No Beer 2.4 0.2 0.8 2 4 S10_I_ARC | |
| Arrival 7.9 1.3 1.4 5 17 F_TAD_ARC | |
| Arthur: Excalibur 8.0 1.3 1.6 44,14,22 C_INF | |
| Asendent 1.7 0.0 0.3 1 F_INF_ARC | |
| At Wit's End 7.1 1.2 1.3 1 23 F_TAD_ARC | |
| Augmented Fourth 7.9 1.2 1.6 7 22 F_INF_ARC | |
| Aunt Nancy's House 1.3 0.1 0.0 2 F_INF_ARC | |
| Awakened 7.7 1.7 1.6 1 | |
| Awakening 5.6 0.9 1.1 2 15,18 F_INF_ARC | |
| Awe-Chasm 3.0 0.7 0.7 2 8 S_I_ST_ARC | |
| Babel 8.4 1.7 1.3 10 13 F_INF_ARC | |
| Balances 6.6 0.7 1.2 9 6 F_INF_ARC | |
| 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_ARC | |
| Beat The Devil 5.5 1.2 1.1 4 19 F_INF_ARC | |
| Being Andrew Plotkin 7.5 1.5 1.1 2 23 F_INF_ARC | |
| Best Man 5.2 0.8 1.2 2 F_INF_ARC | |
| Beyond the Tesseract 3.7 0.1 0.6 1 6 F_I_ARC | |
| 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_ARC | |
| BJ Drifter 6.5 1.2 1.2 5 15 F_INF_ARC | |
| Bliss 6.3 1.1 0.8 4 20 F_TAD_ARC | |
| Bloodline 7.7 1.4 1.1 2 15 F_INF_ARC | |
| 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_ARC | |
| Breaking The Code 0.4 0.0 0.0 2 F_INF_ARC | |
| 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_ARC | |
| BSE 5.7 0.9 1.0 3 F_INF_ARC | |
| Bureaucracy 6.9 1.5 1.4 12 5 C_INF | |
| Busted 5.1 1.1 0.9 2 25 F_INF_ARC | |
| Calliope 4.7 0.9 0.8 3 F_INF_ARC | |
| Cask 1.5 0.0 0.5 2 F_INF_ARC | |
| Castaway 1.1 0.0 0.4 1 5 F_I_ARC | |
| Castle Amnos 4.6 1.0 0.8 2 F_INF_ARC | |
| Castle Elsinore 4.3 0.7 1.0 2 I_ARC | |
| Cattus Atrox 4.9 1.2 0.8 1 17 F_INF_ARC | |
| CC 4.2 0.4 1.0 1 F_ALAN_ARC | |
| Change in the Weather 7.5 1.0 1.3 14 7,8,14 F_INF_ARC | |
| Chaos 5.6 1.3 1.1 2 F_TAD_ARC | |
| Chicken under Window 6.6 0.8 0.3 4 F_INF_ARC | |
| Chicks Dig Jerks 5.2 1.1 0.7 9 19 F_INF_ARC | |
| Chico and I Ran 7.2 1.7 1.1 1 F_INF_ARC | |
| Christminster 8.3 1.6 1.6 21 20 F_INF_ARC | |
| Circus 3.4 0.5 0.8 1 | |
| City 6.1 0.6 1.3 2 17 F_INF_ARC | |
| Clock 3.7 0.8 0.6 1 F_TAD_ARC | |
| Coke Is It! 5.6 1.0 0.9 3 F_INF_ARC | |
| Coming Home 0.6 0.1 0.1 1 F_INF_ARC | |
| Common Ground 7.1 1.6 0.3 3 20 F_TAD_ARC | |
| Commute 1.3 0.2 0.1 1 F_I_ARC | |
| Comp00ter Game 0.9 0.1 0.1 1 F_INF_ARC | |
| Congratulations! 2.6 0.7 0.3 1 F_INF_ARC | |
| Corruption 7.2 1.6 1.0 4 14, 21 C_MAG | |
| Cosmoserve 7.8 1.4 1.4 5 5 F_AGT_ARC | |
| Cove 6.5 0.8 0.7 4 22 F_INF_ARC | |
| Crimson Spring 6.9 1.5 1.2 1 F_HUG_ARC | |
| Crypt v2.0 5.0 1.0 1.5 1 3 S12_IBM_ARC | |
| Curses 8.0 1.2 1.7 20 2, 22 F_INF_ARC | |
| Cutthroats 5.7 1.3 1.1 9 1 C_INF | |
| Dampcamp 5.0 0.8 1.1 3 F_TAD_ARC | |
| Danger! Adventurer... 3.2 0.3 0.7 1 F_INF_ARC | |
| Dangerous Curves 8.6 1.5 1.6 1 24 F_INF_ARC | |
| Day For Soft Food 6.8 1.0 1.3 5 19 F_INF_ARC | |
| Deadline 6.9 1.3 1.3 9 20 C_INF | |
| Death To My Enemies 4.4 0.9 0.7 4 F_INF_ARC | |
| Deep Space Drifter 5.6 0.4 1.1 3 3 S15_TAD_ARC | |
| Deephome 4.0 0.5 0.9 2 21 F_INF_ARC | |
| Degeneracy 8.7 1.5 1.3 1 25 F_INF_ARC | |
| Delusions 7.9 1.5 1.5 5 14 F_INF_ARC | |
| 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_ARC | |
| Detective 1.0 0.0 0.0 9 4,5,18 F_AGT_INF_ARC | |
| Detective-MST3K 6.0 1.2 0.2 10 7,8,18 F_INF_ARC | |
| Dinner With Andre 7.2 1.6 1.4 1 23 F_INF_ARC | |
| Ditch Day Drifter 6.3 0.9 1.6 5 2 F_TAD_ARC | |
| Djinni Chronicles 7.1 1.1 1.1 3 23 F_INF_ARC | |
| Down 6.0 1.0 1.2 1 14 F_HUG_ARC | |
| Downtown Tokyo 6.1 0.9 1.0 6 17 F_INF_ARC | |
| Dungeon 6.2 1.0 1.6 3 F_ARC | |
| 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_ARC | |
| Edifice 8.0 1.4 1.8 10 13 F_INF_ARC | |
| Electrabot 0.7 0.0 0.0 1 5 F_AGT_ARC | |
| E-Mailbox 3.1 0.1 0.2 2 F_AGT_ARC | |
| Emy Discovers Life 5.0 1.1 0.8 3 F_AGT | |
| Enchanter 7.3 1.1 1.5 10 2,15 C_INF | |
| End Means Escape 6.1 1.4 1.1 1 23 F_TAD_ARC | |
| Enhanced 5.0 1.0 1.3 2 2 S10_TAD_ARC | |
| Enlightenment 6.5 1.1 1.5 3 17 F_INF_ARC | |
| Erehwon 6.2 1.2 1.5 4 19 F_TAD_ARC | |
| 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_ARC | |
| Exhibition 6.2 1.4 0.3 6 19 F_TAD_ARC | |
| Fable 2.0 0.1 0.1 3 6 F_AGT_ARC | |
| Fable-MST3K 4.0 0.5 0.2 4 F_AGT_INF_ARC | |
| Fear 6.3 1.2 1.3 3 10, 24 F_INF_ARC | |
| Fifteen 1.5 0.5 0.4 1 17 F_INF_ARC | |
| Firebird 7.1 1.5 1.3 4 15 F_TAD_ARC | |
| Fish 7.5 1.3 1.7 4 12, 14 C_MAG | |
| Foggywood Hijinx 6.2 1.2 1.3 3 21 F_TAD_ARC | |
| Foom 6.6 1.0 1.0 1 F_TAD_ARC | |
| For A Change 8.0 0.9 1.3 6 19, 22 F_INF_ARC | |
| Forbidden Castle 4.8 0.6 0.5 1 C_AP | |
| Four In One 4.4 1.2 0.5 2 F_TAD_ARC | |
| Four Seconds 6.0 1.2 1.1 2 F_TAD_ARC | |
| Frenetic Five 5.3 1.4 0.5 3 13 F_TAD_ARC | |
| Frenetic Five 2 6.6 1.5 1.0 3 21, 22 F_TAD_ARC | |
| Friday Afternoon 6.3 1.4 1.2 1 13 F_INF_ARC | |
| Frobozz Magic Support 7.2 1.2 1.5 3 F_TAD_ARC | |
| Frozen 5.5 0.7 1.3 1 F_INF_ARC | |
| Frustration 5.7 1.1 0.9 1 21 F_TAD_ARC | |
| Futz Mutz 5.3 1.0 1.1 1 F_TAD_ARC | |
| Galatea 8.1 1.9 0.9 4 22 F_INF_ARC | |
| Gateway 8.6 1.4 1.8 7 11 C_I | |
| Gateway 2: Homeworld 9.0 1.7 1.9 6 24 C_I | |
| Gerbil Riot of '67 6.3 0.7 1.1 1 F_TAD_ARC | |
| Glowgrass 6.9 1.3 1.3 5 13 F_INF_ARC | |
| Gnome Ranger 5.8 1.2 1.6 1 C_I | |
| Golden Fleece 6.0 1.0 1.1 1 21 F_TAD_ARC | |
| Golden Wombat of Dest 6.3 0.7 1.1 1 18 F_I_ARC | |
| Good Breakfast 4.9 0.9 1.2 2 14 F_INF_ARC | |
| Got ID? 6.2 1.4 1.0 1 F_INF_ARC | |
| Great Archeolog. Race 6.5 1.0 1.5 1 3 S20_TAD_ARC | |
| Guardians of Infinity 8.5 1.3 1 9 C_I | |
| Guess The Verb! 6.5 1.2 1.4 2 23 F_INF_ARC | |
| 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_ARC | |
| Guitar...Immortal Bar 3.0 0.0 0.0 1 F_INF_ARC | |
| Gumshoe 6.2 1.0 1.1 7 9 F_INF_ARC | |
| Halothane 6.6 1.3 1.2 4 19 F_INF_ARC | |
| Happy Ever After 4.6 0.5 1.2 1 F_INF_ARC | |
| HeBGB Horror 5.7 0.9 1.1 2 F_ALAN_ARC | |
| Heist 6.7 1.4 1.5 2 F_INF_ARC | |
| Hero, Inc. 6.8 1.0 1.5 2 F_TAD_ARC | |
| Hitchhiker's Guide 7.3 1.3 1.5 16 5 C_INF | |
| Hobbit - The True Sto 5.9 1.1 0.8 1 26 S10_I_ARC | |
| Hollywood Hijinx 6.3 0.9 1.5 12 C_INF | |
| Holy Grail 6.2 0.9 1.2 1 21 F_TAD_ARC | |
| Horror of Rylvania 7.2 1.4 1.4 5 1 F_TAD_ARC | |
| Horror30.zip 3.7 0.3 0.7 2 3 S20_I_ARC | |
| Human Resources Stori 0.9 0.0 0.1 2 17 F_INF_ARC | |
| Humbug 7.4 1.6 1.3 4 11, 24 F_I_ARC | |
| Hunter, In Darkness 7.3 0.9 1.4 7 19 F_INF_ARC | |
| I didn't know...yodel 4.0 0.7 1.0 5 17 F_I_ARC | |
| I-0: Jailbait on Inte 7.7 1.5 1.2 20 20 F_INF_ARC | |
| Ice Princess 7.5 1.4 1.6 2 A_INF_ARC | |
| In The End 4.8 0.6 0.2 3 10 F_INF_ARC | |
| In The Spotlight 3.2 0.2 1.0 2 17 F_INF_ARC | |
| Infidel 6.9 0.2 1.4 15 1 C_INF | |
| Infil-Traitor 2.9 0.1 0.7 1 F_I_ARC | |
| Informatory 5.5 0.5 1.3 1 17 F_INF_ARC | |
| Ingrid's Back 7.0 1.6 1.6 2 C_I | |
| Inheritance 5.0 0.3 1.0 3 20 F_TAD_ARC | |
| Inhumane 4.4 0.3 0.9 4 9, 20 F_INF_ARC | |
| Intruder 6.7 1.3 1.1 4 20 F_INF_ARC | |
| Jacaranda Jim 7.5 1.0 0.9 3 24 F_ARC | |
| Jacks...Aces To Win 7.1 1.3 1.2 3 19 F_INF_ARC | |
| Jarod's Journey 2.5 0.5 0.3 1 F_TAD_ARC | |
| Jewel of Knowledge 6.3 1.2 1.1 3 18 F_INF_ARC | |
| Jeweled Arena 7.0 1.4 1.3 2 AGT_ARC | |
| Jigsaw 8.2 1.6 1.6 19 8,9 F_INF_ARC | |
| 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_ARC | |
| Jouney Into Xanth 5.0 1.3 1.2 1 8 F_AGT_ARC | |
| Journey 7.2 1.5 1.3 5 5 C_INF | |
| Kaged 6.8 1.0 1.0 3 23, 25 F_INF_ARC | |
| King Arthur's Night O 5.9 0.9 1.0 4 19 F_ALAN_ARC | |
| Kissing the Buddha's 7.9 1.8 1.5 6 10 F_TAD_ARC | |
| Klaustrophobia 6.4 1.1 1.3 6 1 S15_AGT_ARC | |
| 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_ARC | |
| Lancelot 6.9 1.4 1.2 1 C_I | |
| Land Beyond Picket Fe 4.8 1.2 1.2 1 10 F_I_ARC | |
| LASH 7.6 1.3 1.0 5 21 F_INF_ARC | |
| Leather Goddesses 7.2 1.3 1.5 12 4 C_INF | |
| Leaves 3.4 0.2 0.8 1 14 F_ALAN_ARC | |
| Legend Lives! 8.2 1.2 1.4 4 5 F_TAD_ARC | |
| Lesson of the Tortois 6.9 1.3 1.4 5 14 F_TAD_ARC | |
| Lethe Flow Phoenix 6.9 1.4 1.5 5 9 F_TAD_ARC | |
| Letters From Home 7.0 0.6 1.2 2 F_INF_ARC | |
| Life on Beal Street 5.4 1.3 0.1 3 F_TAD_ARC | |
| Light: Shelby's Adden 7.5 1.5 1.3 6 9 S_TAD_ARC | |
| Lightiania 1.9 0.2 0.4 1 F_INF_ARC | |
| Lists and Lists 6.3 1.3 1.1 3 10 F_INF_ARC | |
| Little Billy 1.1 0.4 0.0 1 F_I_ARC | |
| Little Blue Men 8.2 1.4 1.5 10 17 F_INF_ARC | |
| Lomalow 4.6 1.0 0.6 3 19 F_INF_ARC | |
| Losing Your Grip 8.5 1.4 1.4 6 14 S20_TAD_ARC | |
| Lost New York 7.9 1.4 1.4 4 20, 26 S12_TAD_ARC | |
| Lost Spellmaker 6.1 1.3 1.1 4 13 F_INF_ARC | |
| Lunatix: Insanity Cir 5.6 1.2 1.0 3 F_I_ARC | |
| 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_ARC | |
| Madame L'Estrange... 5.1 1.2 0.7 1 13 F_INF_ARC | |
| Magic Toyshop 5.2 1.1 1.1 5 7 F_INF_ARC | |
| Magic.zip 4.5 0.5 0.5 1 3 S20_IBM_ARC | |
| Maiden of the Moonlig 6.4 1.3 1.5 2 10 F_TAD_ARC | |
| Masque of the Last... 4.7 1.1 0.8 1 F_INF_ARC | |
| Masquerade 7.3 1.6 1.0 1 23 F_INF_ARC | |
| Matter of Time 1.4 0.3 1.4 1 14 F_ALAN_ARC | |
| Mercy 7.3 1.4 1.2 6 12 F_INF_ARC | |
| Metamorphoses 8.7 1.3 1.6 1 23 F_INF_ARC | |
| Meteor...Sherbet 8.0 1.5 1.6 9 10, 12 F_INF_ARC | |
| Mind Electric 5.2 0.6 0.9 4 7,8 F_INF_ARC | |
| Mind Forever Voyaging 8.4 1.4 1.0 14 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_ARC | |
| Moist 6.4 1.3 1.1 5 F_TAD_ARC | |
| Moment of Hope 5.0 1.3 0.3 3 19 F_TAD_ARC | |
| Moonmist 6.2 1.3 1.0 16 1 C_INF | |
| Mop & Murder 5.0 0.9 1.0 2 5 F_AGT_ARC | |
| Mother Loose 7.0 1.5 1.3 2 17 F_INF_ARC | |
| Mulldoon Legacy 7.4 1.2 1.8 1 24 F_INF_ARC | |
| Multidimen. Thief 5.6 0.5 1.3 6 2,9 S15_AGT_ARC | |
| Muse 7.9 1.5 1.2 4 17 F_INF_ARC | |
| Music Education 3.7 1.0 0.7 3 F_INF_ARC | |
| My Angel 8.2 1.8 1.4 2 23 F_INF_ARC | |
| Myopia 6.1 1.3 0.6 2 F_AGT_ARC | |
| Mystery House 4.1 0.3 0.7 1 F_AP_ARC | |
| Nevermore 7.2 1.5 1.4 1 23 F_INF_ARC | |
| New Day 6.6 1.4 1.1 4 13 F_INF_ARC | |
| Night At Computer Cen 5.2 1.0 1.0 2 F_INF_ARC | |
| Night at Museum Forev 4.2 0.3 1.0 4 7,8 F_TAD_ARC | |
| Night of... Bunnies 6.6 1.0 1.4 1 I_INF_ARC | |
| 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_ARC | |
| Not Just... Ballerina 5.3 0.8 0.9 3 20 F_INF_ARC | |
| Obscene...Aardvarkbar 3.2 0.6 0.6 1 F_TAD_ARC | |
| Odieus...Flingshot 3.3 0.4 0.7 2 5 F_INF_ARC | |
| Of Forms Unknown 4.5 0.7 0.5 1 10 F_INF_ARC | |
| Offensive Probing 4.2 0.6 0.9 1 F_INF_ARC | |
| On The Farm 6.5 1.6 1.2 2 19 F_TAD_ARC | |
| On The Other Side 2.2 0.0 0.0 1 F_I_ARC | |
| Once and Future 6.9 1.6 1.5 2 16 F_TAD_ARC | |
| One That Got Away 6.4 1.4 1.1 7 7,8 F_TAD_ARC | |
| Only After Dark 4.6 0.8 0.6 4 F_INF_ARC | |
| Oo-Topos 5.7 0.2 1.0 1 9 C_AP_I_64 | |
| Outsided 2.5 0.7 0.2 2 F_INF_ARC | |
| Pass the Banana 2.9 0.8 0.5 3 19 F_INF_ARC | |
| Path to Fortune 6.6 1.5 0.9 3 9 S_INF_ARC | |
| Pawn 6.3 1.1 1.3 2 12 C_MAG | |
| Perilous Magic 6.0 1.1 1.3 2 21 F_INF_ARC | |
| Perseus & Andromeda 3.5 0.4 0.9 2 64_INF_ARC | |
| Persistence of Memory 6.2 1.2 1.1 1 17 F_HUG_ARC | |
| Phlegm 5.2 1.2 1.0 2 10 F_INF_ARC | |
| Photopia 7.4 1.5 0.7 27 17 F_INF_ARC | |
| Phred Phontious...Piz 5.2 0.9 1.3 2 13 F_INF_ARC | |
| Pickpocket 4.1 0.6 0.8 1 F_INF_ARC | |
| Piece of Mind 6.3 1.3 1.4 1 10 F_INF_ARC | |
| Pintown 1.3 0.3 0.2 1 F_INF_ARC | |
| Pirate's Cove 4.8 0.6 0.6 1 F_INF_ARC | |
| Planet of Infinite Mi 6.8 1.1 1.3 1 23 F_TAD_ARC | |
| Planetfall 7.3 1.6 1.4 13 4 C_INF | |
| Plant 7.3 1.2 1.5 4 17 F_TAD_ARC | |
| 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_ARC | |
| 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_ARC | |
| Punk Points 6.4 1.4 1.3 1 F_INF_ARC | |
| Purple 5.6 0.9 1.0 1 17 F_INF_ARC | |
| Pyramids of Mars 5.8 1.2 1.1 2 24 AGT_ARC | |
| Quarterstaff 6.1 1.3 0.6 1 9 C_M | |
| Ralph 7.1 1.6 1.2 3 10, 25 F_INF_ARC | |
| Rameses 8.0 1.6 0.4 2 23 F_INF_ARC | |
| Rematch 7.9 1.5 1.6 1 22 F_TAD_ARC | |
| Remembrance 2.7 0.8 0.2 3 F_ARC | |
| Reruns 5.2 1.2 1.2 1 AGT_ARC | |
| Research Dig 4.8 1.1 0.8 2 17 F_INF_ARC | |
| Revenger 4.2 0.8 0.5 1 F_INF_ARC | |
| Reverberations 5.6 1.3 1.1 1 10 F_INF_ARC | |
| Ritual of Purificatio 7.0 1.6 1.1 4 17 F_ARC | |
| Saied 4.6 1.0 0.2 1 15 F_INF_ARC | |
| Sanity Claus 7.5 0.3 0.6 2 1 S10_AGT_ARC | |
| Save Princeton 5.6 1.0 1.3 5 8 S10_TAD_ARC | |
| Scapeghost 8.1 1.7 1.5 1 6 C_I | |
| Sea Of Night 5.7 1.3 1.1 2 F_TAD_ARC | |
| Seastalker 5.2 1.1 0.8 11 4 C_INF | |
| Shade 8.5 0.7 1.0 2 23 F_INF_ARC | |
| Shades of Grey 7.8 1.3 1.3 6 2, 8 F_AGT_ARC | |
| 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_ARC | |
| Shogun 7.0 1.2 0.6 2 4 C_INF | |
| Shrapnel 7.1 1.3 0.5 6 20 F_INF_ARC | |
| Simple Theft 5.8 1.3 0.8 1 20 F_TAD_ARC | |
| Sins against Mimesis 5.5 1.0 1.2 3 13 F_INF_ARC | |
| Sir Ramic... Gorilla 6.0 1.2 1.2 2 6 F_AGT_ARC | |
| Six Stories 6.3 1.0 1.2 4 19 F_TAD_ARC | |
| Skyranch 2.8 0.5 0.7 1 20 F_I_ARC | |
| Small World 6.2 1.3 1.1 3 10, 24 F_TAD_ARC | |
| So Far 8.0 1.1 1.4 13 12, 25 F_INF_ARC | |
| 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_ARC | |
| South American Trek 0.9 0.2 0.5 1 5 F_IBM_ARC | |
| Space Aliens...Cardig 1.5 0.4 0.3 6 3, 4 S60_AGT_ARC | |
| Space under Window 7.1 0.9 0.4 6 12 F_INF_ARC | |
| Spacestation 5.6 0.7 1.1 1 F_INF_ARC | |
| 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 8.6 1.7 1.7 18 14 F_INF_ARC | |
| SpiritWrak 6.7 1.2 1.3 6 22 F_INF_ARC | |
| Spodgeville...Wossnam 4.3 0.7 1.2 2 F_INF_ARC | |
| Spur 7.1 1.3 1.1 2 9 F_HUG_ARC | |
| Spyder and Jeb 6.2 1.1 1.4 1 F_TAD_ARC | |
| Starcross 6.6 1.0 1.2 7 1 C_INF | |
| Stargazer 5.4 1.1 1.1 1 F_INF_ARC | |
| Stationfall 7.7 1.6 1.5 7 5 C_INF | |
| Statuette 3.7 0.0 0.1 1 F_INF_ARC | |
| Stiffy 0.6 0.0 0.0 1 F_INF_ARC | |
| Stiffy - MiSTing 4.4 1.0 0.4 6 F_INF_ARC | |
| Stone Cell 6.0 1.1 1.0 3 19 F_TAD_ARC | |
| Stranded 6.4 1.4 1.5 1 F_TAD_ARC | |
| Strange Odyssey 4.0 0.0 1.0 1 | |
| Strangers In The Nigh 3.2 0.7 0.6 2 F_TAD_ARC | |
| Stupid Kittens 2.9 0.6 0.4 2 F_INF_ARC | |
| Sunset Over Savannah 8.7 1.7 1.4 6 13 F_TAD_ARC | |
| Suspect 6.2 1.3 1.1 8 4 C_INF | |
| Suspended 7.7 1.5 1.4 8 8 C_INF | |
| Sylenius Mysterium 4.7 1.2 1.1 1 13 F_INF_ARC | |
| Symetry 1.1 0.1 0.1 2 F_INF_ARC | |
| Tapestry 7.1 1.4 0.9 5 10, 14 F_INF_ARC | |
| Tempest 5.3 1.4 0.6 3 13 F_INF_ARC | |
| Temple of the Orc Mag 4.5 0.1 0.8 2 F_TAD_ARC | |
| Terror of Mecha Godzi 4.6 0.8 0.6 1 26 S10_I_ARC | |
| Textfire Golf 7.1 1.3 0.4 2 25 F_INF_ARC | |
| Theatre 7.0 1.1 1.3 13 6 F_INF_ARC | |
| Thorfinn's Realm 3.5 0.5 0.7 2 F_INF_ARC | |
| Threading the Labyrin 1.9 0.0 0.0 1 F_TAD_ARC | |
| Time: All Things... 3.9 1.2 0.9 2 11, 12 F_INF_ARC | |
| TimeQuest 8.0 1.2 1.6 4 C_I | |
| TimeSquared 4.3 1.1 1.1 1 F_AGT_ARC | |
| Toonesia 5.8 1.1 1.1 6 7, 21 F_TAD_ARC | |
| Tossed into Space 3.9 0.2 0.6 1 4 F_AGT_ARC | |
| Town Dragon 3.9 0.8 0.3 2 14, 22 F_INF_ARC | |
| Transfer 7.6 1.0 1.6 2 23 F_INF_ARC | |
| Trapped...Dilly 5.1 0.1 1.1 2 17 F_INF_ARC | |
| Travels in Land of Er 6.1 1.2 1.5 2 14 F_INF_ARC | |
| Trinity 8.7 1.4 1.7 18 1,2 C_INF | |
| Trip 5.4 1.2 1.1 2 F_TAD_ARC | |
| Tryst of Fate 7.1 1.4 1.3 1 11 F_INF_ARC | |
| Tube Trouble 4.2 0.8 0.7 2 8 F_INF_ARC | |
| Tyler's Great Cube Ga 5.8 0.0 1.7 1 S_TAD_ARC | |
| Uncle Zebulon's Will 7.3 1.0 1.5 12 8 F_TAD_ARC | |
| Underoos That Ate NY 4.5 0.6 0.9 3 F_TAD_INF_ARC | |
| Undertow 5.4 1.3 0.9 3 8 F_TAD_ARC | |
| Undo 2.9 0.5 0.7 4 7 F_TAD_ARC | |
| Unholy Grail 6.0 1.2 1.2 1 13 F_I_ARC | |
| Unnkulian One-Half 6.7 1.2 1.5 9 1 F_TAD_ARC | |
| Unnkulian Unventure 1 6.9 1.2 1.5 8 1,2 F_TAD_ARC | |
| Unnkulian Unventure 2 7.2 1.2 1.5 5 1 F_TAD_ARC | |
| Unnkulian Zero 8.4 0.7 0.8 21,12,14 F_TAD_ARC | |
| Varicella 8.2 1.6 1.5 9 18 F_INF_ARC | |
| Veritas 6.6 1.3 1.4 4 S10_TAD_ARC | |
| Vindaloo 2.9 0.0 0.4 1 F_INF_ARC | |
| VirtuaTech 6.1 0.0 1.2 1 F_TAD_ARC | |
| VOID: Corporation 3.2 0.4 0.8 1 F_AGT_ARC | |
| Water Bird 5.0 1.1 0.8 1 F_TAD_ARC | |
| Waystation 5.5 0.7 1.0 4 9 F_TAD_ARC | |
| Weapon 6.8 1.1 1.4 1 26 F_INF_ARC | |
| Wearing the Claw 6.5 1.2 1.2 7 10, 18 F_INF_ARC | |
| Wedding 7.4 1.6 1.3 3 12 F_INF_ARC | |
| What-IF? 1.6 0.0 0.0 2 F_INF_ARC | |
| Where Evil Dwells 5.1 0.8 1.1 1 F_INF_ARC | |
| Winchester's Nightmar 6.9 1.5 0.5 1 22 F_INF_ARC | |
| Winter Wonderland 7.6 1.3 1.2 7 19 F_INF_ARC | |
| Wishbringer 7.6 1.3 1.3 16 5,6 C_INF | |
| Withdrawal Symptoms 4.4 0.5 0.7 1 F_INF_ARC | |
| 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_ARC | |
| Worlds Apart 7.8 1.7 1.4 9 21 F_TAD_ARC | |
| YAGWAD 6.7 1.1 1.3 2 23 F_INF_ARC | |
| Your Choice 5.5 0.0 1.1 1 F_TAD_ARC | |
| Zanfar 2.6 0.2 0.4 1 8 F_AGT_ARC | |
| Zero Sum Game 7.2 1.5 1.5 3 13 F_INF_ARC | |
| Zombie! 5.2 1.2 1.1 2 13 F_TAD_ARC | |
| Zork 0 6.3 1.0 1.5 10 14 C_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 14 F_INF_ARC | |
| Zork: A Troll's Eye V 4.4 0.6 0.1 3 14 F_INF_ARC | |
| Zuni Doll 4.0 0.6 0.9 2 14 F_INF_ARC | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| 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. | |
| A less-than-impressive 32 ratings have been submitted since the last | |
| issue, leaving me to wonder aloud whether the scoreboard has outlived | |
| its usefulness. Movement in the top ten has been subtle, but extant: | |
| Anchorhead slips two slots to number 4, while Spider and Web has gotten | |
| a leg up on Gateway and Losing Your Grip. | |
| 1. Gateway 2: Homeworld 9.0 6 votes | |
| 2. Sunset over Savannah 8.7 6 votes | |
| 3. Trinity 8.7 18 votes | |
| 4. Anchorhead 8.7 28 votes | |
| 5. Spider and Web 8.6 18 votes | |
| 6. Gateway 8.6 7 votes | |
| 7. Losing Your Grip 8.5 6 votes | |
| 8. Spellbreaker 8.5 8 votes | |
| 9. Babel 8.4 10 votes | |
| 10. Mind Forever Voyaging 8.4 14 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 the IF Archive and from | |
| our website. Please read the FAQ before submitting scores, so that you | |
| understand how the scoring system works. After that, submit away! | |
| SUBMISSION POLICY --------------------------------------------------------- | |
| SPAG is a non-paying fanzine specializing in reviews of text adventure | |
| games, a.k.a. Interactive Fiction. This includes the classic Infocom | |
| games and similar games, but also some graphic adventures where the | |
| primary player-game communication is text based. Any and all text-based | |
| games are eligible for review, though if a game has been reviewed three | |
| times in SPAG, no further reviews of it will be accepted unless they are | |
| extraordinarily original and/or insightful. SPAG reviews should be free | |
| of spoilers. | |
| Authors retain the rights to use their reviews in other contexts. We | |
| accept submissions that have been previously published elsewhere, | |
| although original reviews are preferred. | |
| For a more detailed version of this policy, see the SPAG FAQ at | |
| http://www.sparkynet.com/spag/spag.faq. | |
| ----------------------------------------------------------------------------- | |
| Thank you for helping to keep text adventures alive! | |
Xet Storage Details
- Size:
- 101 kB
- Xet hash:
- 7f12397ca46e72cb27d3814b47a09e8751330a9060cd037f0ff543bdd612d933
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.