| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames | |
| ISSUE #28 | |
| Edited by Paul O'Brian (obrian SP@G colorado.edu) | |
| March 20, 2002 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #28 is copyright (c) 2002 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 Dan Shiovitz | |
| REVIEWS IN THIS ISSUE ----------------------------------------------------- | |
| Akron | |
| Depravity Bites | |
| Fallacy of Dawn | |
| Fine-Tuned | |
| Lock & Key | |
| The Mulldoon Murders | |
| Pytho's Mask | |
| Stranded | |
| Vacation Gone Awry | |
| SPECIFICS | |
| ========= | |
| Lock & Key | |
| EDITORIAL------------------------------------------------------------------ | |
| Something's been happening lately on the int-fiction newsgroups, and (to | |
| a lesser degree) on ifMUD -- there's been a sudden and sizable infusion | |
| of new blood. This happens from time to time in most communities, and | |
| the smaller and more insular the community is to begin with, the greater | |
| the shock when all those new voices start jumping into the fray. | |
| Newbies, as everybody knows, can be a real pain in the neck. They ask | |
| questions that have already been answered over and over again. They lack | |
| the shared history that makes for convenient shortcuts in conversation, | |
| and thus need to have those shortcuts (and their attendant history) | |
| explained all over again. Some even come in loudly proclaiming that | |
| they've got The Right Way to do things, and that all those old veterans | |
| are just so stuck in their ways that they can't hear The Truth. | |
| Still, newbies are also what keeps a community living, growing, and | |
| thriving. Everybody wants to bring new people into the fold, and having | |
| them there reinvigorates topics that still have more mileage in them. In | |
| fact, sometimes re-explaining community history and terminology can even | |
| help veterans see those things in a new light. Yeah, I know -- all of | |
| the above has been repeated so often that by now it's achieved platitude | |
| status. We all know it, and in general I've seen newbies get gentler, | |
| friendlier handling in r*if than most anywhere else on the Internet. | |
| This time, though, something else seems to be happening that has me a | |
| little concerned. Somehow, along with our jumbo shipment of newbies, we | |
| got a greater-than-usual ratio of trolls, kooks, and plain ol' jerks. | |
| The kooks and jerks happen to be new, but that doesn't make them any | |
| kookier or jerkier than the ones we already know. They do tend to draw | |
| us out more, though, because we haven't learned to blow them off yet. | |
| After that, two things tend to happen, both undesirable. The first is | |
| that we see massive threads that consist overwhelmingly of arguing, | |
| often escalating into a sort of Mutual Assured Destruction of nastiness. | |
| This sort of thing drives away newbies and veterans alike -- nobody | |
| (aside from trolls) enjoys taking in endless streams of vitriol. | |
| The other bad result is that because it's so easy to lump new voices in | |
| together (seeing as we don't know them well enough yet to | |
| differentiate), innocent and worthwhile newbies can get ignored, or | |
| worse yet, blasted with the emotion generated by one of the jerks. It's | |
| fairly self-evident how this is a bad thing -- not only does it create | |
| and perpetuate bad reputations of elitism and insularity, it also robs | |
| us of the contributions those new people might have made, had they not | |
| been so rebuffed. | |
| All this sounds like I'm winding up to pitch a lot of advice, but I | |
| hardly think that I'm the guy with the solution to all these problems. | |
| Instead, I'll just share my approach. First, for the trolls and jerks: | |
| ignore, ignore, ignore. I think unresponsiveness is like the antibiotic | |
| for a troll infection -- ignore for 30 days, and if symptoms persist, | |
| ignore for another 30 days. Second, for the rest of the new: I take a | |
| deep breath, and if (and only if) I have a productive response to their | |
| ideas, I post it in what I hope is a welcoming and gentle manner. More | |
| often than not, this means I don't post much, but that's OK -- I'd | |
| rather post nothing than get into a fight. | |
| All this gets a little stickier when it becomes difficult to tell the | |
| difference between a troll and a genuine newbie who may just be | |
| confused, a poor communicator, or have a genuinely new take on things. I | |
| cringe at some of my early postings, some of which were very clueless | |
| and may even have come across as unfriendly. I was given the benefit of | |
| the doubt, and I try to extend the same courtesy to the newbies of | |
| today. It's something we could all use a reminder on every now and then. | |
| Myself included. | |
| NEWS ---------------------------------------------------------------------- | |
| AND THE XYZZY GOES TO... | |
| This year's XYZZY Awards ceremony was punctuated by several hilarious | |
| moments, including Nick Montfort's reprise of the amazing alliterative | |
| abilities he displayed in last year's ceremony. However, in the end, the | |
| XYZZYs are all about the games, and as usual, the crop of winners is | |
| quite impressive. Six games and five authors were honored, and for the | |
| first time since the awards' 1996 inception, the comp winner and the | |
| XYZZY Best game are one and the same. Below is a full list of the | |
| winners: | |
| * Best game: All Roads, by Jon Ingold | |
| * Best writing: Fallacy of Dawn, by Robb Sherwin | |
| * Best story: All Roads, by Jon Ingold | |
| * Best setting: All Roads, by Jon Ingold | |
| * Best puzzles: First Things First, by J. Robinson Wheeler | |
| * Best NPCs: Pytho's Mask, by Emily Short | |
| * Best individual puzzle: The Gostak (deciphering the language), by | |
| Carl Muckenhoupt | |
| * Best individual NPC: Yahoweh Porn in Fallacy of Dawn, by Robb | |
| Sherwin | |
| * Best individual PC: Tale of the Kissing Bandit, by J. Robinson | |
| Wheeler | |
| * Best use of medium: The Gostak, by Carl Muckenhoupt | |
| NEW GAMES | |
| Probably the biggest news in this issue's crop of new games is The | |
| Mulldoon Murders, Jon Ingold's puzzly sequel to his really REALLY puzzly | |
| 1999 game The Mulldoon Legacy. The game is well-timed, coming on the | |
| heels of Ingold's Comp and XYZZY wins, and it gets its SPAG reviews in | |
| this issue. There were lots of other nifty things as well, both small | |
| and... not so small. | |
| * Flamel (in Italian) | |
| * Photopia 2.0 (converted to Glulx, visual effects greatly enhanced) | |
| * Mulldoon II: The Mulldoon Murders by Jon Ingold | |
| * Scavenger Hunt by Gilles Duchesne | |
| * RomanceNovelComp games | |
| * There Was A Certain Man Named Bill by Dinky | |
| * House on Haunted Hill by James Wilkinson | |
| * IFLibrary Competition games by various authors | |
| * The Ritual by Kodrik | |
| HANDHELD HUGO -- HOORAY! | |
| For several years now, people have been able to enjoy IF on their Palm | |
| Pilots (and other handhelds that use the PalmOS.) The only problem has | |
| been that only z-code games were playable on a handheld. That situation | |
| has been officially remedied by Kent Tessman's release of a Hugo runtime | |
| for the Palm Pilot (Note: the program requires PalmOS 3.5); now you can | |
| hold games like Spur, Fallacy of Dawn, and Will The Real Marjorie | |
| Hopkirk Please Stand Up? in the Palm of your hand. The runtime is at | |
| http://www.plover.net/~hugo/palm/hugov30_palm.zip, and pre-converted | |
| games are at http://www.plover.net/~hugo/palm/pdb.zip. Now if only | |
| somebody would overcome that stack space limitation and create a TADS | |
| runtime for the Palm... | |
| DANCING ON THE JETTY | |
| Until then, however, we have an equally amazing thing: a Java applet | |
| that runs TADS games. This technological triumph is called Jetty, and | |
| has been created by Dan Shiovitz, the subject of this issue's SPAG | |
| Interview. Jetty is available, along with some snazzy demonstrations, at | |
| http://www.drizzle.com/~dans/if/jetty/, and will no doubt soon be | |
| showing up on the home pages of TADS authors far and wide. | |
| BEHIND THE PROMPTS | |
| Okay, so just who *were* Thorn's Companions, and what did they do? What | |
| happened to Thorn? What does the Dragon Gem have to do with all this? If | |
| these questions have been bothering you ever since playing Sean | |
| Barrett's excellent comp entry "Heroes", you're about to get your | |
| answers. Barrett has posted two documents on his website, one of which | |
| explains some of the backstory behind the game's fictional scenario, | |
| while the other is a design journal that provides some nifty insights | |
| into the author's creative process. The whole shebang is available at | |
| http://nothings.org/games/if/heroes/. | |
| UNCLE SPAG WANTS YOU | |
| I'm very pleased to see several reviewers making their SPAG debuts in | |
| this issue, with some old standbys chipping in too, but it's not the | |
| sort of thing that's as reliable as death, taxes, copyright threads, and | |
| so forth. If you've enjoyed what SPAG has given you, I urge you to give | |
| something back by contributing a review of your own. As always, I've got | |
| a list of 10 suggestions ready to spur you on: | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. Bad Machine | |
| 2. First Things First | |
| 3. Heroine's Mantle | |
| 4. Hollywood Hijinx | |
| 5. IFLibraryComp games (any, some, or all!) | |
| 6. Pick Up The Phone Booth And Aisle | |
| 7. The Ritual | |
| 8. RomanceNovelComp games (any, some, or all!) | |
| 9. Tale of the Kissing Bandit | |
| 10. Voices | |
| THE SPAG INTERVIEW--------------------------------------------------------- | |
| The subject of this issue's SPAG Interview has been a fixture in the IF | |
| community for many years now, and his contributions have been many and | |
| varied. In addition to providing consistent insight and humor on the | |
| newsgroups and ifMUD, he's also authored Lethe Flow Phoenix (reviewed in | |
| SPAG #9), Bad Machine, and a number of SpeedIF games, including "You Are | |
| A CHEF!", the only SpeedIF game ever to be nominated for an XYZZY Award. | |
| On top of this, he's written excellent reviews, contributed TADS library | |
| modules, and now has achieved the monumental: a Java TADS applet that | |
| also happens to be the first TADS interpreter created from the ground up | |
| by someone *other* than Mike Roberts. I'm proud to present The SPAG | |
| Interview with Dan Shiovitz. | |
| ~~~~~~~~~~~~~~ | |
| SPAG: First off, the usual opening question: Could you tell us a | |
| little about yourself? Who are you, what do you do for a living, and | |
| so forth? | |
| DS: I'm probably a typical r*if person in that I'm in my mid-twenties and | |
| work as a programmer. In specific, I live in Seattle and work for | |
| Infospace in the search group, which covers metacrawler.com, | |
| dogpile.com, and various other search/directory things people may even | |
| have heard of (e.g., the AOL white pages). I have been doing IF related | |
| things since '92, I blush to admit. Digging around on google, it looks | |
| like my first post is here: | |
| http://groups.google.com/groups?selm=1992Nov18.020500.15752%40u.washington.edu | |
| which says "hey, where can I find ALAN?" | |
| SPAG: Looking at some of those early posts, I'm reminded that you | |
| used to have "The Grim Reaper" in your .sig. What's the story behind | |
| that? | |
| DS: Well, the reason I'm no longer using it is partly because I kept | |
| getting email saying "Are you the famous phreaker of the same nym?" and | |
| I had to embarassedly write back "Uh, no, sorry, I'm just this guy," but | |
| mostly because I am no longer cool enough to carry it off. | |
| Anyway, I poked around with ALAN for a while and then switched to TADS | |
| as the result of a bet with a friend of mine, and a couple years later | |
| wrote an actual game. | |
| SPAG: Right, "Lethe Flow Phoenix". That game's almost seven years old | |
| now. How do you feel about it today? | |
| DS: It's not bad. I mean, it's no Galatea, but I'm not unhappy with it. | |
| If I had it all to do over again I'd probably make the credits page | |
| shorter. | |
| And some other things happened after I wrote that and eventually I wrote | |
| the thing we are technically talking about. | |
| SPAG: I was just getting to that. Okay, so let's talk about Jetty. | |
| Why did you decide to undertake such a daunting project? Any | |
| anecdotes to share about the adventure of writing a TADS interpreter | |
| from scratch? | |
| DS: For years when people had said "I see there's txd -- is there a TADS | |
| disassembler?" I had always said "no, the source is out there but it's | |
| impossible to actually understand it and there's no other spec or | |
| documentation of the VM format". So a year ago I was saying that to | |
| someone for the umpteenth time, and then later it occurred to me that it | |
| was just *practically* impossible, not *theoretically* impossible. And | |
| of course from there to doing it is a short step (shades of the | |
| invention of the Heart of Gold, I guess). | |
| And after I wrote the decompiler, well, that was the undocumented part, | |
| and there was plenty of documentation for the parser and so on, and I | |
| wanted an applet and if I didn't write it who would? So there you go. | |
| I don't have any amusing stories as such, since mostly it was just, you | |
| know, coding. The main lesson learned is something I should have known | |
| already: no matter how well you think it works, when you actually start | |
| testing on real data (or games, in this case) you will discover it is | |
| totally broken. Losing Your Grip was the bane of my existence for a | |
| couple tense weeks, but without the source code that Stephen | |
| thoughtfully uploaded, Jetty would be even farther from being bug-free. | |
| SPAG: Speaking of "tt" (that decompiler), there are some TADS games | |
| I'd love to crack open, but I don't see tt in the IF Archive. Are you | |
| planning to make it available, and if not, why not? | |
| DS: Yeah, um, this is one of those things that I've been going back and | |
| forth on. Obviously some TADS authors have a certain amount invested in | |
| not having a decompiler out there, or at least it's a somewhat different | |
| experience playing a game when you can (say) grab the text out whenever | |
| you get stuck on a puzzle. In practice I plan on putting it out when I | |
| get it cleaned up a little more, as it's not really ready for use by | |
| anyone besides me yet. That cleanup's been stalled because there doesn't | |
| seem to be much demand for the program, but I do intend to finish | |
| eventually. | |
| SPAG: While I was on the Jetty web page, I played a bit of Bad | |
| Machine, and it freaked out my head all over again. What inspired | |
| that game? How do you feel about the way it's been received? | |
| DS: I got fairly lucky with this one, in the sense that the idea arrived | |
| more or less fully-formed and all that was left was (the tedious part) | |
| execution. More specifically I am pretty sure this article in the Onion, | |
| "Ask A Worker Bee" (which I would provide a link to, but it seems gone, | |
| so you'll just have to trust me) [It's available in the book "The | |
| Onion's Finest News Reporting, Volume 1" --Paul], was directly | |
| inspirational. Beyond that, well, IF as a medium offers a number of | |
| interesting advantages over static fiction. People are always mentioning | |
| 'complicity' as one of those but I don't find that very compelling -- | |
| the complicity is generally forced because if you don't go along, | |
| there's no game. But what you can do without forcing is provide the | |
| player a new *perspective*. So this was partly an attempt to give as | |
| different a perspective as possible while not making the game | |
| unplayable. I hope I found some kind of workable middle ground there. | |
| SPAG: You've done a number of SpeedIF pieces, including the only one | |
| ever to be nominated for an XYZZY award. What is it about the form | |
| that appeals to you? | |
| DS: Well, it's short, see. In theory this means that you can get out a | |
| solid idea and it's out there and bam you have a game without working on | |
| it for months. And this is very satisfying in some ways, particularly | |
| when you're thinking "man, I'm totally incapable of writing IF". | |
| SPAG: What was it like working on "Pick Up The Phone Booth And | |
| Aisle," the game which may have the largest number of co-authors in | |
| IF history? | |
| DS: Easiest IF I ever wrote part of; I vote next time we do a | |
| Curses-sized IF game with two hundred authors. | |
| SPAG: As an IF veteran, what's your assessment of the current state | |
| of interactive fiction? | |
| DS: Pretty cranky, I'm afraid. Or, rather, what it seems to me is that | |
| people are breaking new ground and making exciting new kinds of games, | |
| and at the same time new people are picking up the hobby, both of which | |
| are great individually but in practice what this seems to create is a | |
| growing gap between people just getting into developing IF and people | |
| who have been around for a while. Hence endless debates on topics we've | |
| all seen before: which language is better, why don't we do it all in | |
| C++, I have a great new authoring system that requires no programming | |
| wait where are you all going, etc. | |
| And that's fine and is something I expect, but somehow that seems to be | |
| a majority of the discussion nowadays, so enh. I guess people are | |
| putting that creativity into writing games, which is fine in a sense | |
| since we get great games out of it, but I am also interested in | |
| theory-as-theory and I'm sorry we don't see more of it. I personally | |
| think that a moderated group would encourage more of the kind of | |
| discussion I'm interested in, but there doesn't seem to be the broad | |
| base of support necessary to make that happen, so we'll just have to | |
| wait and see what happens. | |
| SPAG: Finally, another nickname question. Last year, Stephen Granade | |
| revealed that his ifMUD nickname "Sargent" grew from his initials, | |
| SRG. I've already tried that with "DS", though, and I don't get | |
| anywhere close to "inky." So out with it: why are you called "inky"? | |
| DS: It would be a good closer to the interview if I could reveal that | |
| I've been living under an assumed name all this time and my initials are | |
| actually "INK" or something, but all I can do is explain that everyone | |
| else in my immediate family has a name that ends in -y, and ditto for | |
| the dog, the cat, and the turtle, so when I was picking something short | |
| and snappy for an IRC nick, "inky" seemed like a reasonable choice. And | |
| it stuck so I stuck with it. And there we are. | |
| If anyone has read down this far, by the way, I should mention there is | |
| a new release of Jetty, version 1.1, on my page, which has a scrollbar | |
| and some additional font & color support, so if you downloaded an | |
| earlier version you may want to check this one out as an update. | |
| http://www.drizzle.com/~dans/if/jetty/ | |
| 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: J. Michael Bottorff (pika_163 SP@G yahoo.com) | |
| TITLE: Akron | |
| AUTHOR: Markus Kolic | |
| EMAIL: markusrtk SP@G golden.net | |
| DATE: 2000 | |
| PARSER: Below Average | |
| SUPPORTS/PLATFORM: ADRIFT | |
| AVAILABILITY: Freeware, IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/adrift/akron.taf | |
| VERSION: 0.1 | |
| We've all seen it in many games, especially RPGs. Your character wakes | |
| up and has no idea who he or she is. Amnesia sets in. In "Akron", this | |
| is also true. However, when your character wakes up, he's in -- | |
| surprise! -- Akron, Ohio. It's where you live, you remember that much. | |
| And so you tromp all over Akron (or a certain part of it at least, | |
| because I don't think it's really that small) trying to search for who | |
| you are. | |
| So far so serious. However, when you stumble onto a cornfield, you get | |
| this description: | |
| You have blundered into a cornfield. Oh my. It looks like this is | |
| another one of those annoying mazes that the programmer loves so | |
| much. Well, let me give you a little hint - just go NORTH and you'll | |
| be out of the maze! You see, I, the computer, have changed this game | |
| JUST FOR YOU! Or, I can - oh no. The programmer's coming. | |
| AIEEEEEEEEEEEEE... | |
| The rest of the game follows suit, of course. In fact, the rest of the | |
| game is even *wackier*. (I would give you an example, but that would be | |
| spoiling.) | |
| The NPC's in this game are almost lifeless. The only one I could strike | |
| up a conversation with, was the cop, and that was because he was a clue | |
| to the game. Also, the game bugs are few, but drastic (for example, you | |
| can't pick up the library card). | |
| Some parts of "Akron" were endearing, others just irritating and | |
| mind-boggling. I didn't think this game was very good, but nor very bad. | |
| My advice: Pick it up if you are interested. If you like it, good. If | |
| not, just get rid of it. It's not going to be everyone's cup of meat. | |
| PLOT: A non-structured plot (0.5) | |
| ATMOSPHERE: Good, Ohio-ish (1.2) | |
| WRITING: Insanity shines through (0.8) | |
| GAMEPLAY: A lot of walking (0.9) | |
| VARIETY: Lots of variety (1.3) | |
| OVERALL: 4.7 | |
| CHARACTERS: Few, but lifeless (0.7) | |
| PUZZLES: Completed with the right words (0.8) | |
| DIFFICULTY: Easy | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| [We've got a few more reviews from Stas Starkov in this issue, but this | |
| time around he's enlisted the services of Valentine Kopteltsev to help | |
| him edit his English into a bit more understandable form. Consequently, | |
| I've changed far less than in previous issues. --Paul] | |
| From: Stas Starkov <stas_ SP@G mail.rb.ru> | |
| NAME: Depravity Bites | |
| AUTHOR: samjones | |
| EMAIL: samanthamisunderstood SP@G hotmail.com | |
| DATE: 2002 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/tads/depravityBITES.zip | |
| VERSION: 1.4 | |
| My poor knowledge of English has played an evil joke on me. While | |
| searching the IF-archive TADS games directory, I found a file, which was | |
| quite large (so, I expected that it wasn't one of those tiny two-room | |
| games), and released very recently. Thus, I had the bad luck to download | |
| "Depravity Bites". Later, I checked what the word "depravity" meant. | |
| Ahem... I wish I hadn't seen the game. | |
| In short: this game is about perversity. One of the most decent | |
| paragraphs in the game reads: | |
| Reaching up gingerly you rub circles around both your nipples, | |
| tweaking them slightly to prepare them for the pegs. Then you take a | |
| finger full of flesh just over the left nipple and apply the strong | |
| peg. At first you don't feel anything but then the sting kicks in. A | |
| sudden flash of discomfort strikes and your first reaction is to | |
| remove the clip, but that would defeat the object. As the second peg | |
| snaps its teeth into the plumped flesh of your right nipple you feel | |
| the full sting of both pegs take effect. Not a dull pain, but a | |
| constant, high-pitched tingle, making you think to yourself again | |
| and again, that you should take these off because they hurt. But you | |
| don't. | |
| The game explores the darkest corners of homosexuality, sadism, and | |
| masochism. If you think that such a mix is just for you, you can try it. | |
| *Shudder* | |
| Technically, the game is also less than impressive: "guess the verb" | |
| problems, bugs, juvenile and very stupid humor, dull room descriptions. | |
| And did I mention tons of dirt pouring from the game's lines? | |
| How did I find out so much about the game, though I hadn't the nerve to | |
| finish it? Well, I had a look at the source file, which was enclosed | |
| with the game package. It's amazing how low human beings can demean | |
| themselves. I fear that tonight I'll experience horrible sexual | |
| nightmares. Damn you, "samjones". | |
| I don't want to spend any more of your and my time on this crashing | |
| deviancy. Thus, my final word is: if you're not a sadomasochist, don't | |
| even try to download the game. "Depravity Bites" shows very clearly why | |
| such games like "Stiffy Makane: The Undiscovered Country" -- an evil | |
| parody on AIF (Adult IF) games -- are still being written. Compared to | |
| "Depravity Bites", "SM: TUC" is a Christmas story. | |
| Now I'm going to take a shower, and hope that my review won't be taken | |
| as an advertisement for pornography. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: Fallacy of Dawn | |
| AUTHOR: Robb Sherwin | |
| E-MAIL: beaver SP@G zombieworld.com | |
| DATE: 2001 | |
| PARSER: Hugo standard | |
| SUPPORTS: Hugo interpreters | |
| AVAILABILITY: Freeware (IF Archive) | |
| URL: ftp://ifarchive.org/if-archive/games/hugo/dawn.zip | |
| VERSION: 1.02 | |
| One of the more interesting products of the revolution that has taken | |
| place in IF over the past few years is Robb Sherwin. Okay, technically, | |
| Robb (presumably) preexisted the revolution, but the style of his games | |
| didn't, to my knowledge, and somehow I can't see anything he has written | |
| getting created in 1996. What do I mean? Simply, Robb pretty clearly | |
| doesn't write his game for the puzzles, and players familiar with Robb, | |
| I'm guessing, don't play them for the puzzles either; rather, it's the | |
| writing -- the setting, the dialogue, the turns of phrase that he | |
| scatters around -- that makes his games worth playing, and everything | |
| else is an afterthought at best. Fallacy of Dawn, Robb's latest and | |
| longest, devotes more attention to puzzles than had his previous efforts | |
| (Chicks Dig Jerks and Crimson Spring), but the effect is still much the | |
| same. | |
| What's going on in Fallacy of Dawn? Well, it seems you live in a | |
| dystopian city gone even worse and work in a retro video arcade -- your | |
| life's passion appears to be '80s video games -- but you've been the | |
| victim of a mugging that's left you with brain damage of sorts, and you | |
| really need to scrape up cash for surgery. From there, the story careers | |
| wildly here and there for a while, without much intervention from you; | |
| your character has a habit of making important decisions during | |
| noninteractive sequences. The upshot, however, is that you eventually | |
| find yourself with two companions and a weapon, ready to accumulate some | |
| money by any means necessary... | |
| ...and that's where things pretty much stop, plot-wise, for most of the | |
| game. As in, you wander around performing random tasks that give you | |
| money, and eventually you have enough, and the plot picks up again. The | |
| middle section is more than half of the game, however, and it amounts to | |
| a long meander. Worse, it's easy to run out of things to do and end up | |
| wandering hither and yon asking for spare change. Not literally, but | |
| close enough; it's not exactly interesting stuff. In that respect, | |
| Fallacy of Dawn is a step back from Crimson Spring -- there's more to | |
| the plot here than there was there, but there at least the plot kept | |
| moving rather than going nowhere for most of the game. It's not even | |
| accurate to call the digression a segue into puzzle IF rather than plot | |
| IF, as there aren't really any puzzles to speak of; the gameplay usually | |
| amounts to doing something extremely obvious, or following someone's | |
| instructions very closely, in order to earn money (or, alternatively, | |
| engaging in randomized combat, which hasn't been anyone's idea of a good | |
| IF puzzle since 1982). Nor, even, is there character development to | |
| speak of in this section -- your two companions tag along and say very | |
| little. The raison d'etre, as far as I can tell, is to force you to | |
| experience the setting in all its grimy glory, and that it does, ad | |
| nauseam. But as gameplay, this is roughly on the level of a Towers of | |
| Hanoi puzzle. | |
| There are more problems. I mentioned above that Fallacy of Dawn devotes | |
| more attention to puzzles than did Robb's previous games, but by that I | |
| mean "has more of them," not "has more creative ones." There's the | |
| puzzle where a vital item is under one of a whole bunch of objects, but | |
| of course you have no way of knowing which one, nor even that anything | |
| is under anything. (There's one thoroughly oblique hint, as far as I can | |
| tell, but that's it.) There's the puzzle that you solve by doing | |
| something over and over again, causing a certain NPC to (for reasons | |
| that aren't wholly clear) act like a loon. There's the puzzle that you | |
| solve when you're entirely incapacitated because the game, for no | |
| particular reason, lets you do one thing. There are the "puzzles" that | |
| amount to "try randomized combat, then try it again until you happen to | |
| kill the bad guy." And don't even get me started on the ending sequence, | |
| which requires insanely exact syntax under a tight time limit. | |
| Nor are the problems only design-related. There's more unimplemented | |
| scenery in Fallacy of Dawn than you can shake a stick at, and fewer | |
| synonyms than you can, um, fail to shake a stick at. The graphics | |
| regularly encroach on the text, and the gauges that are supposed to | |
| represent your health and your need for a drug fix (really) are | |
| represented by some strange high-ASCII characters. Toward the end, the | |
| game appears to forget about compass directions and require an awful lot | |
| of ENTER DOOR and such, for no discernible reason. And it's pretty easy | |
| to run out of things to say (via conversation menus) to the various | |
| NPCs, even when they really should have more on their minds; to some | |
| extent, I suppose, that's par for the course with menus, but when, for | |
| example, you have a romantic interlude -- at least, I think that's what | |
| it was supposed to be -- you really should be able to say more than one | |
| or two things. | |
| But the writing -- ah, the writing. It's probably fair to say that | |
| Robb's writing is an acquired taste, and it's not one that I've wholly | |
| acquired -- the gore, for example, is just a tad too lovingly described | |
| -- but I like it enough that I stick around to the end of a game that | |
| doesn't have much more to offer than good writing. (Well, okay, there's | |
| a plot, and outside sources had given me reason to believe that the | |
| story would start up again eventually, but I doubt that would have been | |
| enough.) Bizarre digressions abound -- this one, for instance, from the | |
| opening text, in the middle of the description of the attack: | |
| It wasn't a very good showing for either my face or my TLA, in fact | |
| it brought my knowledge of Vegas handicapping factoids up to two: you | |
| always bet against the Bills in the Super Bowl, and you always take a | |
| vapourizer and a pair of fists against my face and my personal | |
| property. Even if you're getting the points, natch. | |
| Funny one-liners abound (when you realized you failed to follow up on a | |
| romantic opportunity, "How on earth did I mess this up? I need to stop | |
| leaving the house without a personal social calendar assistant"), as do | |
| memorable images (apartments in a certain complex "feel, when you're in | |
| them, as well-crafted and sturdy as a margarine-slathered house of | |
| playing cards"). And it's not a matter of an occasional humorous tidbit | |
| -- there are amusing or memorably loopy lines in virtually every | |
| paragraph. (Pizza that's getting cold "has a half-life of skittish | |
| californium.") Fallacy of Dawn won its Best Writing XYZZY for a reason; | |
| with a less skilled writer at the controls, this would be a fourth-rate | |
| game, and I probably wouldn't have given it more than ten minutes. | |
| As it is, well, it's worth experiencing, though I found myself wishing | |
| for a text-dump utility more than once. The plot is second-rate sci-fi | |
| at best, but even second-rate sci-fi is worth playing along with if it's | |
| memorably written. I can't imagine what sort of IF Robb would write if | |
| he turned his attention to some of the basic principles of game design, | |
| and I wouldn't say that his writing makes up for every sin -- I wouldn't | |
| recommend Chicks Dig Jerks to anyone. As much as Fallacy of Dawn does | |
| wrong, however, I can't in good conscience refuse to give it a chuckle | |
| and a thumbs-up. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Jacqueline A. Lott <Jacqueline SP@G MountainMemoirs.com> | |
| NAME: Fine-Tuned | |
| AUTHOR: Dionysius Porcupine (a.k.a. Dennis Jerz) | |
| EMAIL: jerzdg SP@G uwec.edu | |
| DATE: 2001-2002 | |
| PARSER: Inform Standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (IF Archive) | |
| URL: http://www.ifarchive.org/if-archive/games/zcode/FineTune.z8 | |
| VERSION: Release 5 | |
| "The life of a daredevil adventurer leaves precious little time for | |
| rest. There's always wickedness to thwart, innocence to preserve, and | |
| honour to uphold." ...and with that short yet intriguing introduction, | |
| you find yourself in the shoes (and goggles) of Troy Sterling, a man | |
| well ahead of his time. | |
| Fine-Tuned, in my opinion, is one of the better light-hearted games to | |
| come along in quite awhile. Though early releases of the game were known | |
| for being buggy, release five seems to be free of such distractions, and | |
| is well worth setting aside an evening or two to enjoy. If you're | |
| familiar with earlier versions of Fine-Tuned, release five has some | |
| extra features as well, including enhanced interaction between the | |
| characters, different solutions to some of the puzzles, a modified point | |
| system, and additional implementation in certain areas of the game. | |
| Dennis Jerz, writing as Dionysius Porcupine (a pen name which is | |
| explained in the credits of the game), does a fantastic job of creating | |
| an enjoyable game world, filled with memorable NPCs. As a player, I | |
| normally don't enjoy games which are heavily scripted; I don't feel like | |
| I'm playing the game so much as being dragged along through the plot. | |
| Fortunately, Fine-Tuned is written in such a playful and imaginative way | |
| that the player tends to forget that their fate is pre-determined. | |
| Multiple solutions exist for some of the puzzles, and though each | |
| solution garners the same number of points, the play differs somewhat, | |
| giving the game replay value. Instead of arbitrarily forcing the plot, | |
| chapters serve to break up the puzzles, allowing the player to focus on | |
| the right objects in the right order, without that terrible "Led By The | |
| Hand" feeling. The chapters also give you the opportunity to explore | |
| other characters in the game aside from Troy Sterling, which makes for | |
| interesting twists on how different characters think, feel, and interact | |
| with the situations that are presented to them. | |
| I could go on and on about who will enjoy this game. In short, I think | |
| anyone with a sense of humor will have a fantastic time. If you've | |
| played a variety of other IF titles, or are familiar with some of the | |
| current authors of IF, you'll enjoy it a bit more. Beyond that, I found | |
| that Jerz pulls in varied bits and pieces of real life from all over the | |
| place. I laughed at loud several times because the game hit home on a | |
| personal level, and I don't think I'm alone in this respect. | |
| It is really little wonder that Fine-Tuned received nominations for Best | |
| Setting and Best Player Character for the 2001 Xyzzy Awards. At the time | |
| of this writing, the awards have not yet been handed out, and | |
| Fine-Tuned's nominations wait alongside other deserving nominees. | |
| Regardless of how the awards are distributed, Fine-Tuned is deserving of | |
| both honors. Normally, I prefer to imagine that it's me in the game, but | |
| for once, I really enjoyed playing the part of a highly developed PC. | |
| Troy Sterling is a man of fashion, a hero for the younger generation, | |
| defender of the environment and protector of the weak. He has definite | |
| flair, and it's just plain fun to imagine yourself in his world - a | |
| world with great friends, malicious enemies, fun puzzles, and humor at | |
| every turn. All this, combined with Jerz's well-developed story, make | |
| playing Fine-Tuned a delight. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: Lock and Key | |
| AUTHOR: Adam Cadre | |
| E-MAIL: ac SP@G adamcadre.ac | |
| DATE: 2002 | |
| PARSER: Inform standard | |
| SUPPORTS: Glulx interpreters | |
| AVAILABILITY: Freeware (IF archive) | |
| URL: ftp://www.ifarchive.org/if-archive/games/glulx/lock-key.blb | |
| VERSION: 1.12 | |
| Say this for Adam Cadre: he doesn't repeat himself. There are darn few | |
| substantive themes that tie any two of his games together, and even | |
| those are pretty abstract (a dash of misanthropy and cruelty here, a | |
| smidgen of mental instability there, etc.). Lock and Key, Adam's latest, | |
| is very much a case in point: the gonzo humor and the queasy feeling | |
| that you're not entirely aligned with the forces of light are familiar, | |
| but the context, namely One Big Puzzle, is new in the Adam oeuvre. It | |
| works quite well, though, particularly if you like that sort of thing | |
| but even, to some extent, if you don't. | |
| You're head of a security company hired to build a better dungeon for a | |
| fairly unpleasant king -- the king's portrayal is largely comic with a | |
| dash of brutality tossed in now and again. You arrange a series of traps | |
| in the dungeon, then stand by and watch as an adventurer overcomes all | |
| of them and lose your job and your head as he escapes. So you try it | |
| again, and again, and again, eventually noting that different traps have | |
| different effects, and at long last, after several dozen repetitions at | |
| least, the adventurer's escape is foiled and you brag to the king that | |
| no one escapes your dungeon (reminiscent of Varicella, of course, where | |
| similar massive repetition was necessary; your character makes a comment | |
| at the end about no one having the chance to go back and try it over | |
| again). | |
| Adam made a comment in his competition reviews this past year about | |
| "participatory comedy" in Fine Tuned, and Lock and Key strives for some | |
| of the same thing. That is, some of the humor here derives from the | |
| player's cluelessness, meaning unfamiliarity with the logistics of the | |
| game. It turns out, for example, that you need to make a path into and | |
| out of the dungeon in a specific way, but you have no way of knowing | |
| what the game has in mind beforehand. Rather than dropping a message in | |
| brackets along the lines of "[You need more doors, dummy.]," the puzzle | |
| does its correcting through the game itself -- sometimes via a trusty | |
| assistant who helpfully points out when you're being stupid, and | |
| sometimes by actually letting you try out your defective dungeon (from | |
| which the adventurer promptly escapes, of course). This is all very | |
| well, and often it is funny, so I shouldn't complain too much -- but I'm | |
| not sure I think it's a great concept (particularly when the mistakes | |
| are beyond the reach of UNDO). It's actually not intrinsically different | |
| from rooms-of-instant-death in Detective and such -- i.e., stumble into | |
| comical suboptimal ending because you have no idea what the game has | |
| around the corner -- and while the writing here is good enough to make | |
| the suboptimal endings amusing rather than simply a drag, not everyone | |
| writes as well as Adam does. This is an idea, in short, that worked okay | |
| for Adam because he actually got me to laugh along at my own/my | |
| character's stupidity (and likewise for Dennis G. Jerz in Fine Tuned) | |
| but the chances aren't that good that the next person to try it will | |
| carry it off with the same flair. (And even so the | |
| figure-out-how-the-world-works section of Lock and Key was not the | |
| highlight.) | |
| The puzzle -- hmmm. It works well, I suppose; there's a certain element | |
| of "why does this work and not that? and why doesn't this affect that?," | |
| but some degree of that is inevitable and my logical objections were | |
| few. What makes it hard is that the relevant hints are often dropped | |
| relatively unobtrusively into the text, so it's easy to miss them -- all | |
| the more so when you appear to be getting the same old failure message. | |
| This is participatory comedy of another sort, I guess -- you've seen the | |
| adventurer escape from your dungeon so many times that you no longer pay | |
| attention to the details -- but it's not all that howlingly funny. | |
| Still, it's a good puzzle on a lot of levels; it combines resource | |
| allocation, logic, and detail-spotting in a way that goes well beyond | |
| most IF. There are also a lot of technical tricks that serve the game | |
| well -- there's a diagram of the puzzle that helps keep track of what's | |
| where, and a record/replay command that lessens the tedium somewhat. | |
| There are a lot of good puzzles on the IF archive, though, and I'm not | |
| sure I would have kept this one on my hard drive if it hadn't been | |
| written by Adam. There are lots of funny snippets, and some priceless | |
| ones -- the sequence involving the gladiator whom you install in one of | |
| the dungeon rooms to kill the adventurer, and who turns out to be a | |
| long-lost friend, is funny enough in itself, but the adventurer's rage | |
| at the king ("YOU'LL PAY FOR THIS!") when the gladiator meets an | |
| untimely demise is hilarious. A significant chunk of the gameplay is | |
| there solely for humor value; for instance, you need to order each trap | |
| individually, which means calling the trap's vendor (in a manner of | |
| speaking). Think about the comic possibilities of deathtrap vendors | |
| (each specializing in a particular kind of deathtrap) -- okay, humor | |
| potential, but trust me, Adam appears to have thought about those | |
| possibilities a LOT. Lots of familiar fantasy tropes -- evil king, mean | |
| guards, etc. -- come in for their share of mockery, of course (vain and | |
| impulsive king, bumbling guards), which isn't new in itself, but Adam | |
| has given the mockery such breadth -- so many ways the guards can | |
| bumble, so many funny lines for the king -- that it goes well beyond the | |
| usual fantasy-parody tropes. As in Varicella (along with other Adam | |
| efforts, but that one in particular), there's an element of misanthropy | |
| to the humor; it's not gentle stuff. And here, as there, your character | |
| is hardly an unequivocal force for good -- getting into the game means | |
| acclimating to the role of aider-and-abetter of evil tyrant, though it's | |
| an evil tyrant with funny one-liners. But for those who can wrap their | |
| minds around the game's worldview, there's fun to be had outside the | |
| puzzle-solving. | |
| Lock and Key works well, in short -- it's not revolutionary, and those | |
| who profess themselves unable to solve puzzles may find themselves | |
| stumped -- but as a puzzle and as another line in Adam's list of | |
| achievements, it's worth experiencing. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: �yvind Thorsby <jthorsby SP@G online.no> | |
| Score: | |
| Atmosphere 1.0 | |
| Gameplay 1.7 | |
| Writing 1.7 | |
| Plot 1.2 | |
| Wildcard 1.0 | |
| Total: 6.6 | |
| Characters 1.0 | |
| Puzzles 1.5 | |
| Lock & Key is set in a standard comedy fantasy world. You start out | |
| without much back-story locked in a cell. | |
| However, for the main part of this rather short game you are trying to | |
| design a dungeon. You get a generous budget to buy traps and critters | |
| with, and a map of the dungeon to place your deadly surprises on. This | |
| is pretty cool. You also decide where the door in the dungeon shall be. | |
| Designing a dungeon could have been very complicated, but quite some | |
| effort has been made to make it easy, like the aforementioned map. There | |
| are some problems; after the first time I tried it I found out there are | |
| strict rules as to where the doors must be placed, so I had to start | |
| over again. Also, some of the functions put into the game to make it | |
| easier did not work as they should. So it is not perfect, but it is | |
| pretty good. | |
| Making the perfect dungeon is difficult, and one is clearly intended to | |
| play the game many times and learn from one's mistakes. Playing through | |
| the game is lots of fun at first, but gets a bit tedious after a while. | |
| There are many hints that you are on the right track, but I think there | |
| could have been more of them, or they could have been clearer, otherwise | |
| you just have to guess what to do. | |
| When a player is supposed to play through a part of a game many times, | |
| it might be a good idea to make this part as short as possible. There | |
| are parts in Lock & Key where one can not do much, and I think most | |
| players would have to play through these parts at least 10 times to | |
| complete the game. The parts are not horribly long, and it is not a | |
| terrible problem; you can just type z a lot, but still. | |
| The game makes fun of clich�s of fantasy in general, and specifically | |
| fantasy computer games. The humour is OK. | |
| All in all this is an original and good, but not great, game. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Stas Starkov <stas_ SP@G mail.rb.ru> | |
| NAME: The Mulldoon Murders | |
| AUTHOR: Jon Ingold | |
| EMAIL: ji207 SP@G cam.ac.uk | |
| DATE: 2002 | |
| PARSER: Inform standard | |
| SUPPORTS: Inform interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/zcode/Mulldoon.z8 | |
| VERSION: Release 2 | |
| The last IF Competition's winner, Jon Ingold, is a very productive | |
| author. The Competition has just finished and Jon already has made a new | |
| game. And not just an easy short game, but a long, complex one. | |
| This game is great. This game is big. This game is puzzle-oriented. This | |
| game is detailed. This game is designed tightly. And all this made me | |
| happy. | |
| Is it worth your time to play the game? If you expect a semi-CYOA game | |
| where you don't play but turn pages, then probably not. If you prefer | |
| easy puzzles or no puzzles at all, if story is your first priority, and | |
| if you are fond of experiments with IF art forms, then I must advise you | |
| that this game is not for you. But if you're a puzzle zealot, if you | |
| like to exert your brainpower, you'll be delighted in the game. | |
| I have been banging my head against the puzzles in MM ("The Mulldoon | |
| Murders") for a long time. And it was an enjoyable time for me. (Sounds | |
| masochistic, doesn't it?) And the main reason for the enjoyment was: I | |
| love to solve good puzzles. I like to play with various forms of | |
| gadgets. And I'm fond of puzzles wedded with a good story. | |
| As the author of MM says, this game is "an interactive sequel". That | |
| means you're going to like the game much more if you've played its | |
| predecessor, "The Mulldoon Legacy". I confess, I didn't finish "The | |
| Mulldoon Legacy", because its puzzles were too hard for me. So, I'm not | |
| an expert here. Nevertheless, I enjoyed "The Mulldoon Murders" _on its | |
| own _. If you haven't played "The Mulldoon Legacy", don't worry -- | |
| you're not obligated to do that. | |
| The game's premise: you, a private eye, are sent to find the protagonist | |
| of the previous game ("The Mulldoon Legacy") in a big and spooky museum. | |
| But could it be said that the whole game is a big in-joke? No -- while | |
| the game's scene of action is the same, the puzzles and the story are | |
| totally different. But of course they're related to the old puzzles and, | |
| which is even more important, to the old story -- and this adds a lot of | |
| fun. In spite of MM being a sequel, its approach to writing is entirely | |
| unlike the previous game's. It's sufficient to say that your protagonist | |
| thinks he's been sent "to find the idiot" -- the classically cynical | |
| point of view of a gumshoe. Is _that_ bad? No, how can classic be bad?! | |
| Jon Ingold managed to mix the cynicism with really good atmosphere. Look | |
| at this: | |
| >go east | |
| You crash through the bushes. What a life. | |
| West of the River | |
| Suddenly you are hemmed in, by bushes on the west side, the museum | |
| building to the north, and a tall wall to the south. Your torch light | |
| flicks around the space, dragging a lit circle which makes your eyes | |
| sting; flecking on the unkempt grass under your feet. | |
| Leaning near the river is a metal canister, the side ominously split. | |
| To the east is the dagger-blade of a stream, running through a low | |
| arch in the wall under the museum itself. It has frozen solid. | |
| The atmosphere was great. It was the second reason why I loved the game | |
| so much. It was very effective and... gothic(?). | |
| Another aspect where the game meets the highest modern standards is the | |
| extent to which the author intervenes with the player's actions. On one | |
| hand, the game won't allow the player to perform really stupid actions; | |
| on the other hand, it doesn't assume too much of what the player really | |
| wants to do. This way, you never get messages like "You open the door | |
| and shoot at the guardian who appears in the room" in MM. (Well, that's | |
| _almost_ true - there is one exception to this rule in the game.) And | |
| that's how I like it: limited author appearance in the player's actions | |
| gives the game more interactivity and doesn't make it unfairly hard or | |
| unfairly easy. | |
| And now about how hard this game is. Yes, it is quite hard, especially | |
| in the middle part. However, if you've solved "Mulldoon Legacy" on your | |
| own (Wow, you're kind of cool!), you'll find this game _easy_. Most of | |
| the game puzzles are intuitive and realistic -- if your mind is a bit | |
| twisty. And the puzzles don't require you to perform unmotivated (if you | |
| believe that solving a puzzle is a sufficient motivation) and strange | |
| actions. The puzzle realism -- that's why the game has won a place in my | |
| heart. And the realism was deliberate -- you'll see that in the end. | |
| To tell the truth, some puzzles could be solved only the hard way, i.e. | |
| you couldn't just smash a locked door and move further through the game | |
| like a locomotive, using just brute force. But this game is | |
| puzzle-based, so puzzles are there to let the player solve it the hard | |
| way. If you think that puzzles must be solved in all possible ways, this | |
| game is not for you. However, Jon Ingold has limited the manipulation of | |
| objects in such a way that you'll meet a possibility of alternative | |
| solutions quite rarely. Yes, puzzles are deliberately hard, but that's | |
| why the game is puzzle-based. | |
| But as some games have shown, easy puzzles can be made hard when | |
| designed badly. If the player needs to apply twenty objects in his/her | |
| inventory to hundred objects scattered across the map in hundred rooms, | |
| he/she will lose interest pretty soon. Each object in a game should be | |
| thought over carefully -- concerning both the way it works, and its | |
| relevance to the game. If the game has too few complex objects, it's a | |
| Scott Adams adventure. On the other hand, if a puzzle-based game has too | |
| many objects, not only will it turn the author's work into a nightmare, | |
| it also will bore the player to death because he/she hardly will be able | |
| to solve a single puzzle, let alone the whole game. And Jon has shown | |
| that he is a master at creating puzzles -- they are solvable but not | |
| easily. So the game design was well thought-out. | |
| Of course, the game's puzzles were not as trivial as "move the rug", or | |
| "collect four parts of the obscure key". You may ask now, of what type | |
| were the puzzles, then? To answer in short -- Jon Ingold has created | |
| puzzles that lie _a bit_ out of the player's first reaction to a puzzle. | |
| To me, some puzzles were easy, some not. For example, I ran through the | |
| second half of the game quite fast. But before... I asked the author for | |
| hints and Jon gave them to me. I don't think that I'd be able to finish | |
| the game without his help. But I think that soon someone will upload a | |
| hint file to the IF archive. | |
| Recommended for all puzzle lovers. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Francesco Bova <fbova SP@G mts.net> | |
| The Mulldoon Legacy is a big game, in fact the biggest I've ever played. | |
| In spite of its expansive and interesting scope however, it's a game | |
| that is seldom if ever analyzed or discussed. Taking a look at the | |
| annals of IF review you see a lot of great games being mulled over like | |
| Photopia and Spider And Web, but nary a mention of the Mulldoon Legacy. | |
| In fact, finding a Mulldoon review is next to impossible (barring, of | |
| course, Duncan's review in SPAG). So the question remains: why is a game | |
| as dense and interesting as the Mulldoon Legacy not being discussed? One | |
| reason might be that with so cavernous a game to review, it's hard to | |
| know where to start. The Mulldoon Legacy has 100+ rooms, many set-piece | |
| puzzles, and countless little subplots that all form threads in an | |
| overall pattern, but deciding which thread to start with is daunting to | |
| say the least. Another problem might be effectively summarizing what all | |
| the threads put together really mean. This was my biggest problem, | |
| because when I'd finally finished the Mulldoon Legacy, although duly | |
| impressed, I found myself unable to articulate my gaming experience. | |
| Well, I'm now glad I didn't hypothesize as to what it all meant because | |
| it appears I wasn't on the right track all along. The Mulldoon Murders, | |
| Jon Ingold's sequel to his mammoth epic of a masterpiece goes a long way | |
| in capping off the Mulldoon Legacy and bringing closure to some | |
| unanswered questions from the original, while opening the doors to a few | |
| others. There's a great story in there somewhere, but I'll take a look | |
| at that a bit later. For now, let's focus on the gameplay. | |
| More an epilogue that takes place a few weeks after the original | |
| Mulldoon than a true sequel, the Mulldoon Murders focuses on the same | |
| weirdly constructed museum we loved plodding through in the original. | |
| This time however, instead of giving us 100+ rooms to explore, the game | |
| focuses primarily on one corner of the museum. | |
| A smaller amount of rooms also means a smaller amount of items to | |
| interact with, which is significant because the original game in the | |
| series was often bogged down by the combinatorial explosion that comes | |
| with a lot of rooms and hundreds of items. Most of the scenery and room | |
| structures are very familiar with slight twists in the geography; That | |
| is to say, it's not the exact same layout as the original but the | |
| grounds, principal NPCs and some items have taken on mutated, often | |
| darker, characteristics from the original. | |
| Considering the landscape by and large is the same, I found it | |
| impressive that there was very little duplication of puzzles. By my | |
| count, prior knowledge from the original game only helped me in one or | |
| two areas, as Jon implemented some novel and interesting ways to | |
| traverse the same hurdles. | |
| The puzzles tended to be multi-faceted, which is to say you'll need to | |
| do a fair bit of lateral thinking. Almost all the puzzles are | |
| satisfying, and there is plenty of reuse of apparently single-use items | |
| (an Ingold hallmark) in creative and initially unforeseen ways. The | |
| puzzles are mostly fair, with only one or two relying on a blind faith | |
| that rewards you without really knowing why. Having said that though, | |
| the game play is tight enough and the landscape small enough that even | |
| if you get stumped, fiddling around with different objects should help | |
| you find your way quite quickly. | |
| Other nice features include not being able to put the game into an | |
| unwinnable state, and absolutely beautifully drawn out scenery | |
| descriptions. Ingold's descriptions are stark and rarely verbose, with | |
| the odd grammatical or spelling mistake. Interestingly enough I thought | |
| the odd mistake added to the raw feel of the prose. Here's an example: | |
| Strange Sculptures Room | |
| This is the western end of a long hallway, and where the rubble of | |
| your explosion stops, strange sculptures start. But these sculptures | |
| aren't stone - they're blocks of plastic, bits of cloth, squares of | |
| foil. The most striking is the large celery stick reaching up to the | |
| ceiling. A few stairs lead down to the southwest, out of this | |
| particular exhibit. | |
| So all in all, a great little puzzle game with great scenery. To my | |
| surprise however, it didn't end there. As with the original in the | |
| series, I found myself getting so caught up in the prose and the puzzles | |
| that I rarely noticed the fact that there were Weighty Issues Afoot. | |
| It's interesting that in both Mulldoon games I found myself discounting | |
| Jon's storytelling ability by focusing on the games more as puzzlefests, | |
| only to be ultimately surprised by the endings. | |
| At the beginning of this review, I had mentioned being glad that I had | |
| not hypothesized as to what was really going on in the original, and | |
| here's why: My initial feelings after finishing the original Mulldoon | |
| were that the final outcome in that game had been mostly *a good thing* | |
| for the PC. The sequel left me with a much more malevolent taste in my | |
| mouth, which in turn made me think differently about the original in the | |
| series and its many threads and subplots. This shifting of assumptions | |
| was in fact the piece of Mulldoon II that appealed most to me because, | |
| like a fine wine that takes on new characteristics with the right | |
| cheese, it left a completely different taste on my palate. | |
| The ending has sparked some good debate on r.g.i-f, and has turned on a | |
| whole new group of players to the Mulldoon series which is great for Jon | |
| Ingold and ultimately good for IF. As for myself, I think I've got a | |
| better inkling as to what's going on but I'm still not sure I have | |
| enough to hypothesize as to what it all means (fortunately, I didn't let | |
| that stop me from reviewing this time). Here's hoping Mulldoon III sorts | |
| out a few more of my quandaries (yes Jon, this is a request). | |
| Finally, in some of the game notes, Jon mentions that Mulldoon II works | |
| as a stand-alone game. Although I agree that prior knowledge of the | |
| original won't necessarily help you complete the game any faster, it | |
| will certainly enhance your playing experience as a whole. As a result, | |
| playing Mulldoon II without giving the original a shot first is not | |
| recommended. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Thomas Smith <heptagon SP@G swirve.com> | |
| TITLE: Pytho's Mask | |
| AUTHOR: Emily Short | |
| E-MAIL: emshort SP@G mindspring.com | |
| DATE: 2001 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ifarchive.org/if-archive/games/zcode/pytho.z8 | |
| VERSION: Release 2 | |
| I want to marry Galatea. This is something that should be got out in the | |
| open, to avoid any later confusion. Galatea is stimulating, engaging, | |
| fun, not to mention one of the greatest -- probably the single greatest | |
| -- technical achievements in IF. And I want to marry her. | |
| Sadly, there is nobody in Pytho's Mask who I want to marry. This is | |
| probably a good thing. On the other hand, I do want to buy the palace | |
| and live in it. These strange desires should probably be a cause for | |
| concern and -- eventually -- expensive therapy; however, they do serve | |
| to point one thing out: the tremendous talent of Emily Short. | |
| There are other things that could point this out, of course. Things like | |
| the bravura opening: a few lines of cryptic dialogue are followed by an | |
| immediate scene-change, at which point you are engaged in conversation. | |
| This is impressive. Not necessarily because of the technical difficulty | |
| -- anyone can script an NPC to say a line -- but because of the sheer | |
| cheek of it: how many IF authors are there who even encourage you to | |
| converse with their NPCs, let alone draw your attention to them? | |
| Of course, this is done not out of cheek, but rather because this author | |
| -- almost uniquely in IF -- can get away with it; Emily Short's NPCs are | |
| far ahead of anyone else's, both technically and in terms of character. | |
| In fact, that could be said to be the only problem with Pytho's Mask: | |
| the technical aspects of this game represent such a leap ahead that the | |
| other parts of the game seem occasionally to struggle to keep up. The | |
| idea of combining ask/tell and menu-based conversation systems so as to | |
| keep the fluidity of the first but the sense of the second was utterly | |
| brilliant -- but there are many places where either so much has been | |
| implemented that it is possible to simply get lost in conversation, or | |
| others where the crucial topic is mysteriously lacking. | |
| Is it unfair to judge Pytho's Mask like this? By any other author's | |
| standards, the conversations in it are a hell of an achievement -- it's | |
| just that this isn't any other author, this is the author responsible | |
| for Galatea, and indeed the author responsible for this system. Not only | |
| that, but everything else about the game is superb. What seems like a | |
| slightly bizarre fantasy story rapidly settles into a whodunit -- or | |
| rather, whos-going-to-do-it -- with added love interest, both of which | |
| are beautifully written and paced. The writing is good; the | |
| implementation is deep (although with some gaps). The game is shortish, | |
| but that isn't in itself a problem -- there's plenty packed in. | |
| Generally, then, this is not quite a perfect game, but it's getting | |
| pretty close. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Stas Starkov <stas_ SP@G mail.rb.ru> | |
| NAME: Stranded | |
| AUTHOR: Jim Bayers | |
| EMAIL: bayers SP@G honors.arizona.edu | |
| DATE: 2001 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware (GNU General Public License Version 2) | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/tads/stranded.gam | |
| VERSION: 1.0 | |
| What would you say if you saw a room description like this: | |
| Main Street | |
| This is Odduck's main street which is also Highway 13. Huge elms | |
| grow to each side, their leaves casting mottled shade on the | |
| pavement. It's safe to cross as there are few cars. Set in the center | |
| of the street is a manhole cover. From here, Main Street stretches | |
| east and west. To your north is the Odduck Diner, home of world | |
| famous jerked chicken. South of you is a park filled with trees. | |
| What was your first thought after reading the paragraph above? Let me | |
| guess -- you thought, "The author can't write at all". Yes, it's obvious | |
| that the writing is icky, that the sentences are put in the wrong order, | |
| that the sentences themselves are very short and unamusing, that ... but | |
| that's enough. | |
| And what would you say if you saw a whole game consisting of such | |
| passages? I can imagine your answer being short -- a four-letter word. | |
| :-) | |
| But I haven't told you all the truth. Those stylistic lapses were done | |
| deliberately! Why do I think so? Hmmm... Because it looks _too_ babyish, | |
| _too_ art brut, _too_ simple-hearted. But: "Stranded is an interactive | |
| game for educational use," the game author says. (Have you noticed the | |
| absence of the word "fiction"?) And believe me, he doesn't lie -- the | |
| game was _intended_ for a young, very young player. But the mere | |
| intention is not enough to make a good game, I think. | |
| I don't know much about nurturing children, but when I was a child, I | |
| read well-written books; they were true literature by true authors. And | |
| I've never read a book written by a child for children, but I'm aware | |
| that there can be other approaches to literature for children. | |
| Apparently, the author of "Stranded" took one of those other approaches. | |
| I think, during game creation, he was under the impression a child's | |
| book should express itself in baby-like language. Was he right? Do | |
| children enjoy the same lowbrow language that they talk themselves? | |
| Maybe -- I can't judge: I'm neither a child, nor a schoolmaster. | |
| Nevertheless, I can't disregard the game's language, because it's _me_ | |
| who has to express my opinion of it (and the game in general), and it's | |
| _you_ who have to make a decision whether to play the game, or not, on | |
| the basis of that opinion. | |
| However, it's not as easy as you probably think. The game also contains | |
| graphics, which look as if made by a child. The pictures were not drawn | |
| by hand and then scanned -- rather, they were created with the aid of a | |
| vector graphic editor ("CorelDraw", I suspect). They are not ugly, but | |
| they are _intended_ to look like a kid's work: unrealistic perspectives, | |
| askew lines, flat two-dimensional depictions of 3D-objects. But wait -- | |
| there is a style of art that uses this very approach. It is called | |
| "primitivism". The disciples of the style think that art must be | |
| uncomplicated and jolly. | |
| Primitivism is mainly a pictorial art, but when I look at the writing of | |
| the game I notice it's primitivistic, as well. Thus, "Stranded" is a | |
| work of primitivism. See -- the game is a work of art! But not everybody | |
| is ready to enjoy that art style. I wasn't, for instance -- to me, the | |
| writing seemed just ... umm ... not good. But I'm sure somebody will | |
| like the style, at least because it's so unusual. | |
| But let's go into further detail of the game. | |
| As I said, "Stranded" is intended for novice players, so there are not | |
| many puzzles or other challenges. The game is quite straightforward and | |
| easy: your protagonist -- a young pupil -- missed a bus in a small town | |
| called Odduck. Now he/she wants to leave the town to go home, or | |
| get back on his/her bus. And to do that, he/she needs money for a | |
| ticket. In such a situation, the only possibility is ... to find a job. | |
| To be more specific, he/she runs errands. All the errands are easy, and | |
| not very interesting. | |
| From a hardcore IF-player's point of view, the game's dialogue system is | |
| not done very well. It's menu-based, so you can choose one of its | |
| options at a time, but it also lets the player have the same dialogue | |
| again and again and again. Well, the usual graphic adventure features | |
| exactly this type of dialogue system, and children might find it more | |
| convenient; but again, I'm not a child, so I didn't like it. | |
| Some of the puzzles are purely educational, some didactic. That's good | |
| for a young player. | |
| The number of locations in the game is quite large, but the locations | |
| can be accessed easily and they look ... uhm ... bright. And the whole | |
| game is lighthearted. The town the PC gets stuck in is a big, sunny, and | |
| almost trouble-free place, inhabited exclusively by kind people. The | |
| town residents, who are speaking a funny vernacular, lead a peaceful, | |
| happy life. But the PC needs to get home. Like in real life. | |
| Unfortunately, I've found a bug in the game; it wasn't terrible, but it | |
| let me win the game without solving all the puzzles. I sent a note to | |
| the game author saying about the bug, and he promised that it will be | |
| fixed in a next version. | |
| Let me sum it up: "Stranded" is a short cushy game either for young | |
| novice players or for somebody who feels nostalgic about innocent | |
| childhood. Hardcore IF players probably will find the game weak. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: Vacation Gone Awry | |
| AUTHORS: Johan Berntsson, Fredrik Ramsberg, and Staffan Friberg | |
| E-MAIL: vacation SP@G ramsberg.net | |
| DATE: 2001 | |
| PARSER: Inform, modified somewhat | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (IF Archive) | |
| URL: ftp://ifarchive.org/if-archive/games/zcode/Vacation.z5 | |
| VERSION: Release 2 | |
| I must acknowledge that Vacation Gone Awry got my attention right away | |
| -- but not with the cleverness of its premise or with a nifty hook. No, | |
| what grabbed me was the copyright notice, which described the game as | |
| "copyright (c) 1988-2002." Not many works of any kind are fourteen years | |
| in the making, and IF has a sufficiently short shelf life that putting | |
| that much time into an IF game is worthy of note. More to the point, | |
| though, the world of IF changed more than a little between 1988 and | |
| 2002, and I wondered just how retro Vacation Gone Awry would feel. The | |
| short answer: fairly. But not unpleasantly so. | |
| One of the aspects that makes Vacation feel a little dated is that the | |
| plot is a bit on the ostensible side. You're vacationing with your | |
| family when a big causal event happens, which leads to various puzzles | |
| involving getting into a research lab, which leads to standard | |
| research-lab situations and mildly artificial puzzles, many of the | |
| there-must-be-*something*-important-behind-this-obstacle variety. There | |
| are NPCs, to be sure, but most are cardboard at best; their saving grace | |
| is that most of them do move around without, as far as I can tell, | |
| tripping over any bugs. Most importantly, though, nothing much happens | |
| after the first third or so of the game, besides that you solve puzzles; | |
| most IF of more recent vintage is somewhat more story-driven, in that | |
| solving puzzles will lead not only to more puzzles but also to some sort | |
| of plot development, but in Vacation the plot is pretty much given to | |
| you whole at the beginning. This stuff isn't the kiss of death, I | |
| suppose, but it does give the game a certain flavor. | |
| As a puzzle- rather than a plot-driven game, however, Vacation is a | |
| reasonably good, though by no means perfect, example of the form. Lessee | |
| -- the good: there's a timing puzzle that involves a certain amount of | |
| large-scale thinking (figuring out who's where when) and some advance | |
| planning, though some trial and error is necessary as well. The bad: | |
| that same puzzle requires an astounding amount of stupidity from a | |
| certain NPC; let's just say that most people, when they encounter | |
| someone walking away from a suspicious event, don't just wave them by. | |
| The good: the game's world is built in a way that does a passable job of | |
| modeling a real research lab -- not every locked door can be opened, for | |
| instance, and certain locations are there because realism requires them, | |
| not because they're essential to a puzzle. The bad: some of the red | |
| herrings are simply confusing and don't appear to be driven by realism, | |
| as there's no particular reason why the features in question should | |
| appear where they do (which tends to suggest to the savvy player that | |
| puzzles are at work). The good: a puzzle that involves delving into an | |
| NPC's past. The bad: the way you put that knowledge to use is (a) cruel, | |
| (b) far from subtle, and (c) made unnecessarily hard by the point in the | |
| game -- i.e., very early -- where the puzzle comes up. As in, the game | |
| closes off if you don't take advantage of a specific opportunity at a | |
| specific time, and taking advantage of that opportunity requires | |
| knowledge that you're unlikely to have gathered by that point. The good: | |
| a multi-room puzzle that's an homage of sorts to a pretty good puzzle | |
| from Lurking Horror. The bad: here, unlike there, solving the puzzle in | |
| the way you do really should attract some attention, but the attention | |
| never comes. | |
| You get the idea. The design problems aren't severe by any means, and | |
| most probably wouldn't have been considered design flaws at all in 1988; | |
| a lot of them amount to NPC stupidity or cardboardness, and those things | |
| haven't always been considered major warts. Still, the game simply | |
| doesn't try all that hard in that department -- there are quite a few | |
| things that the NPCs should be able to talk about but can't, and you can | |
| carry around all sorts of suspicious items without any comment from | |
| them. There's also the larger problem that, even though you're supposed | |
| to be working with some scientists in a lab, no one seems particularly | |
| interested in actually working with you, and you can go about your | |
| puzzle-solving business without anyone asking what you're doing. The | |
| puzzles themselves are clever in their way; it's just that the player | |
| who says to himself "but I could never get away with that" may get onto | |
| the wrong track. | |
| The writing is adequate, though largely unexceptional -- most of the | |
| descriptions are pretty workmanlike, but there are flashes of | |
| personality here and there. Trying to charge off into a storm elicits | |
| "Hey! There's a blizzard going on, in case you forgot," and "search | |
| jeans" brings "You figured out the difference between boys and girls a | |
| long time ago. You know what is in the jeans." There are some clumsy | |
| moments as well, though -- for some reason, Inform's default "That's | |
| hardly portable" for stationary objects has been replaced by "That seems | |
| unmobile," not an improvement, and this description of a sound, "There's | |
| that whistling sound again. It does sound like someone whistling," is | |
| simply redundant. This paragraph is representative: | |
| The corridor, entering from the south, ends at a heavy door made of | |
| steel. Judging from the temperature, being somewhat lower here than | |
| in the rest of the building, you jump to the conclusion that the door | |
| could lead out into the cold (or into a giant freezer, perhaps...) | |
| The "being somewhat lower" phrase is clumsy and "judging from the | |
| temperature" is a little wordy, but "jump to the conclusion" and "giant | |
| freezer" are pretty funny, in a wry way. The writing is also marred by | |
| sprinkling of typos and misspellings that recurs just often enough to be | |
| noticeable. The problems -- e.g., "Suddenly high-pitched alarm signals | |
| start emerging from hidden loudspeakers"; do sounds really "emerge"? -- | |
| aren't so awkward that they make things unclear, however, and on the | |
| whole the writing isn't a major flaw. | |
| The technical aspect is okay, on the whole -- the NPC movement daemons | |
| work particularly well, and one complex object in the castle was well | |
| handled. There are also very few library responses, though some of the | |
| replacements are less helpful than the library; one that I found | |
| particularly irritating was, as a generic failure message, "You do. Not | |
| that it seems to change anything," even though more often than not the | |
| action in question had not been "done." I wrestled with the syntax a few | |
| times, but mostly when I was on the wrong track anyway, and synonyms are | |
| reasonably plentiful. The problems lie more in the design. | |
| How grave those problems are is, as usual, a matter of taste. As most of | |
| the puzzles are reasonably well-conceived, some will enjoy this | |
| thoroughly; as the logic is often less than thorough, particularly | |
| around the edges, some will find this annoying. For my own part, I ended | |
| up somewhere in the middle, but a given player's attitude will more than | |
| likely depend on how that player feels about IF created circa 1988. | |
| 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. | |
| Name Avg Sc Chr Puz # Sc Issue Notes: | |
| ==== ====== === === ==== ===== ====== | |
| 1-2-3... 4.1 0.9 0.5 3 23 F_INF_ARC | |
| 9:05 6.6 0.7 0.5 11 20 F_INF_ARC | |
| Aayela 7.0 1.0 1.3 6 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 5.2 0.7 0.2 5 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 6.4 0.6 1.1 15 8,22 F_INF_TAD_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 | |
| All Roads 8.8 1.6 1.7 1 F_INF_ARC | |
| Amnesia 6.9 1.5 1.3 4 9 C_AP_I_64 | |
| Anchorhead 8.7 1.7 1.5 29 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 5.9 1.1 1.1 3 15,18 F_INF_ARC | |
| Awe-Chasm 3.0 0.7 0.7 2 8 S_I_ST_ARC | |
| Babel 8.5 1.7 1.3 11 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 | |
| Begegnung am Fluss 5.6 0.8 1.4 1 F_I_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 5.0 0.8 0.9 2 6 F_I_ARC | |
| Beyond Zork 7.6 1.5 1.7 11 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 7.1 1.5 1.4 13 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 | |
| Carma 8.0 1.9 1.2 1 F_GLU_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 | |
| Cave of Morpheus 5.4 1.3 1.0 1 F_ADR_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 14F_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 | |
| Dragon Hunt 5.4 0.5 0.5 1 F_HUG_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 | |
| Eins Swei Spiegelei 5.0 1.1 1.0 1 F_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 | |
| FailSafe 7.5 1.0 1.0 1 24,25 F_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 | |
| Fusillade 7.1 1.5 0.3 1 F_TAD_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 7.4 1.8 0.9 5 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 | |
| Heroes 7.9 1.8 1.6 1 F_INF_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 | |
| Invasion of... Jupite 1.9 0.3 0.6 1 F_I_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 | |
| Jump 3.2 0.5 0.7 1 F_INF_ARC | |
| 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 11 17 F_INF_ARC | |
| Lock And Key 6.6 1.0 1.5 1 20 F_GLU_ARC | |
| Lomalow 4.6 1.0 0.6 3 19 F_INF_ARC | |
| Losing Your Grip 8.5 1.4 1.4 6 14S20_TAD_ARC | |
| Lost New York 7.9 1.4 1.4 4 20, 26 S12_TAD_ARC | |
| Lost Spellmaker 6.3 1.3 1.1 5 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 14F_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 | |
| No Time To Squeal 8.6 1.6 1.5 1 F_TAD_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 5.7 1.0 1.2 3 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 0.6 28 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 7.4 1.6 1.4 14 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 7.5 1.4 0.5 7 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 6.5 1.3 1.1 4 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 19 14F_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 | |
| Starrider 7.2 1.2 1.4 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 | |
| Stick It To The Man 6.2 1.8 1.0 1 F_GLU_ARC | |
| Stiffy 1.2 0.1 0.2 2 F_INF_ARC | |
| Stiffy - MiSTing 4.1 0.8 0.3 7 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 7.3 1.4 0.9 6 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 | |
| Test 1.9 0.1 0.4 1 F_ADR_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 8.0 1.7 1.4 10 21 F_TAD_ARC | |
| YAGWAD 6.7 1.1 1.3 2 23 F_INF_ARC | |
| You Are Here 6.0 1.0 1.3 1 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 7.5 1.5 1.6 4 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 14C_INF | |
| Zork 1 6.1 0.8 1.4 24 1, 12 C_INF | |
| Zork 2 6.4 1.0 1.5 13 1, 12 C_INF | |
| Zork 3 6.5 0.9 1.4 8 1, 12 C_INF | |
| Zork Undisc. Undergr. 5.9 0.9 1.1 3 14F_INF_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. | |
| As usual, veeery little activity in the ol' Top 10. To wit: Babel moves | |
| up a spot, from #9 to #8. Consequently, Spellbreaker moves from #8 to | |
| #9. And that's all. Good thing I decided against hiring Casey Kasem to | |
| announce these charts -- he'd be bored out of his skull. | |
| 1. Gateway 2: Homeworld 9.0 6 votes | |
| 2. Anchorhead 8.7 29 votes | |
| 3. Sunset over Savannah 8.7 6 votes | |
| 4. Trinity 8.7 18 votes | |
| 5. Spider and Web 8.6 19 votes | |
| 6. Gateway 8.6 7 votes | |
| 7. Losing Your Grip 8.5 6 votes | |
| 8. Babel 8.5 11 votes | |
| 9. Spellbreaker 8.5 8 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! | |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
| !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! | |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
| ___. .___ _ ___. ___. | |
| / _| | \ / \ / ._| / _| | |
| \ \ | o_/ | | | |_. \ \ | |
| .\ \ | | | o | | | | .\ \ | |
| |___/ |_| |_|_| \___| |___/ PECIFICS | |
| SPAG Specifics is a small section of SPAG dedicated to providing in- | |
| depth critical analysis of IF games, spoilers most emphatically | |
| included. | |
| WARNING! SPOILERS BELOW FOR THE FOLLOWING GAME: | |
| Lock & Key | |
| PROCEED NO FURTHER UNLESS YOU HAVE PLAYED THIS GAME! | |
| THIS IS NOT A TEST! GENUINE SPOILERS TO FOLLOW! | |
| LAST CHANCE TO AVOID SPOILAGE! | |
| From: Eytan Zweig <eytanzw SP@G yahoo.com> | |
| TITLE: Lock & Key | |
| AUTHOR: Adam Cadre | |
| E-MAIL: ac SP@G adamcadre.ac | |
| DATE: January 2002 | |
| PARSER: Inform standard | |
| SUPPORTS: Glulx interpreters | |
| AVAILABILITY: Freeware (IF Archive) | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/glulx/lock-key.blb | |
| VERSION: 1.12 | |
| This is a SPECIFICS review, which means that it contains explicit | |
| spoilers and analysis of the game's puzzles. Worse than that, it is | |
| mostly occupied with mentioning where "Lock & Key" went wrong, and not | |
| on what it did right, even though it did a lot more right than wrong. If | |
| you haven't played it, all I can say is that "Lock & Key" is a lot of | |
| fun, and quite easy - don't deprive yourself of the pleasure it offers | |
| by reading this review first. | |
| "Lock & Key" is pure puzzle IF, and it's quite clear from the moment you | |
| finish the prologue and start the game proper that the plot exists to | |
| serve the puzzle and not vice-versa. The writing itself is great, with | |
| nearly everything in the game being both entertaining and easy to | |
| understand. The overall plot is basically a parody of old-school IF | |
| conventions, with those conventions arranged as just the way the world | |
| works -- adventurers will have a supply of seemingly randomly selected | |
| items that happen to be just right for the job, every dungeon must have | |
| a way out, every maze just serves as a delaying tactic, and guards are | |
| the most brainless creatures in creation. The player is put into the | |
| position of making a dungeon work with these limitations. | |
| Unfortunately, the plot quickly starts to become irrelevant, as the | |
| player has to restart the game over and over in order to figure out his | |
| next step. It's not just that the game is a relearn-by-dying game -- | |
| Adam Cadre himself wrote "Varicella", which shares that trait with "Lock | |
| & Key" but never loses the plot in the same way -- but that there really | |
| isn't anything in the plot that isn't already told in the first attempt. | |
| Obviously, the player will not restart the game from the beginning each | |
| time, but only from the planning stage -- but even then, he'll be | |
| reading the same text over and over dozens of times before it's over. To | |
| make things worse, once the plans are given, the endgame mostly consists | |
| (with one major exception) of typing "z" repetitively -- about 20 times | |
| are needed to play the whole thing through. Adam Cadre kindly provides | |
| the ability to script the endgame commands and replay them, but that | |
| just further removes the player from the plot, making it harder for to | |
| look for any changing information. Moreover, this is not a fully | |
| effective solution, as some player interactivity is required in the end. | |
| But the way the endgame plays, even though it does so over and over, | |
| isn't Lock & Key's biggest problem. The biggest problems Lock & Key | |
| suffers from are not when the puzzle takes over the IF, but the design | |
| of the puzzle itself, and its interface. The puzzle contains several | |
| elements which don't really contribute anything to it, but merely serve | |
| to make it less interesting. The first such element is the door-laying | |
| stage -- according to the "making-of" notes, this was supposed to be an | |
| opportunity for the player to lay his own mazes, which was then | |
| simplified. Unfortunately, what remains is just tedious and | |
| uninteresting -- the constraints on placing the doors are so extreme | |
| that very few possible configurations remain, and among those, the most | |
| obvious one (use all the rooms) is the correct one. Essentially, this | |
| phase of the game boils down to the player having to type "open | |
| direction", "look direction" 16 times in order to return to the | |
| interesting stuff. The other pointless element is the money limit. It | |
| does not really function as an inhibiting factor to the amount of traps | |
| the player can place -- the dungeon's size does that; unless one tries | |
| buying dragons, it is in fact a lot more difficult to run into the money | |
| limit than not to do so. And the dragon gag, while funny, didn't need | |
| the whole game mechanic there. The money limit also doesn't work well | |
| plot-wise -- the king keeps praising you for staying on budget, but you | |
| don't even have the choice of going over-budget. At the very least, it | |
| would have been more amusing to allow the player to go over-budget and | |
| then face the consequence when meeting the king rather than just block | |
| him from doing so. | |
| But the main problem of "Lock & Key", which all the nitpicks listed | |
| above are really instances of, is that the interface is not suited for | |
| the puzzle. In order to place a trap, you have to go through the double | |
| stage of placing it and buying it. This allows Adam Cadre the | |
| opportunity of writing twice as many entertaining events, but it also | |
| makes the game twice as tedious -- the player has to go through the | |
| events so many times that he will inevitably stop caring about reading | |
| the never-changing text. You need to place 10 traps to win the game, | |
| each of which must be mentioned twice (actually, there is a feature -- | |
| the command QBUY ALL -- which allow you to bypass this second stage, but | |
| if it's documented somewhere, I haven't seen it). Worse, once you buy a | |
| trap, you can't move it, which means that if you misplace a trap and | |
| then save the game, you have to restart. So, at best, whenever you | |
| restore the game you then have to buy all the traps. | |
| In a private correspondence, I asked why the game was designed this way, | |
| instead of just having a single step (with all the text appearing at | |
| once) which was reversible. The answer I received, I think, explains the | |
| source of the problem -- the reason is that, from a story point of view, | |
| planning and purchasing are a different thing; you wouldn't want to | |
| interact with the shopkeeper whenever you look at the catalog. This is | |
| true in life, and would be true if this was an attempt at simulationist | |
| IF. But it's not, it's a puzzle, and as such it is a lot more important | |
| that the puzzle interface be comfortable than that it should reflect the | |
| way things work in real life. | |
| So far, I've been heaping negative criticism on the game, and it seems | |
| like I have a very bad opinion of it. I don't -- I think it's a | |
| brilliant puzzle, and a very entertaining game. But the reason I took | |
| five long paragraphs to list the flaws and only a few short lines here | |
| and there to list its virtues is that I think that the flaws are more | |
| interesting. Many words have been written about how modern IF should | |
| function as a story-telling device, but not as much has been said about | |
| how the capabilities of modern IF could be used for other things, such | |
| as pure puzzles. "Lock & Key" attempts to be a puzzle, but it is | |
| problematic mainly because it does not strip itself from enough of the | |
| trappings of story-based IF in order to be a great puzzle; if a little | |
| less thought was put into making things work "right", and a little more | |
| thought was put into making them work smoothly, "Lock & Key" would be | |
| impeccable. | |
| SUBMISSION POLICY --------------------------------------------------------- | |
| SPAG is a non-paying fanzine specializing in reviews of text adventure | |
| games, a.k.a. Interactive Fiction. This includes the classic Infocom | |
| games and similar games, but also some graphic adventures where the | |
| primary player-game communication is text based. Any and all text-based | |
| games are eligible for review, though if a game has been reviewed three | |
| times in SPAG, no further reviews of it will be accepted unless they are | |
| extraordinarily original and/or insightful. SPAG reviews should be free | |
| of spoilers. | |
| Authors retain the rights to use their reviews in other contexts. We | |
| accept submissions that have been previously published elsewhere, | |
| although original reviews are preferred. | |
| For a more detailed version of this policy, see the SPAG FAQ at | |
| http://www.sparkynet.com/spag/spag.faq. | |
| ----------------------------------------------------------------------------- | |
| Thank you for helping to keep text adventures alive! | |
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