| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE #29 | |
| Edited by Paul O'Brian (obrian SP@G colorado.edu) | |
| June 20, 2002 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #29 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 Emily Short | |
| REVIEWS IN THIS ISSUE ----------------------------------------------------- | |
| Depravity Bites | |
| First Things First | |
| The Tale of the Kissing Bandit | |
| Voices | |
| EDITORIAL------------------------------------------------------------------ | |
| When I first became the SPAG editor, I quickly realized that there were | |
| two things I didn't like about it. The first is the name. "Society for | |
| the Promotion [or Preservation, if you like] of Adventure Games" sounds | |
| like the name of a club. What it does not sound like is the name of a | |
| webzine. Plus, for me it's a reminder of these amazingly cheesy | |
| commercials that used to be on television, with members of a made-up | |
| "Seventies Preservation Society" hawking copies of K-Tel's latest | |
| compilation of disco hits. Not exactly the image one yearns for. So | |
| okay, maybe nobody ever thinks about what the letters stand for -- they | |
| just use the abbreviation. SPAG. Really, "SPAG"? It's flat-sounding, | |
| unpleasant, and just one letter away from "SPAM." But it's been around | |
| for eight years now, is linked to all over the web, and is even | |
| mentioned on the Masterpieces of Infocom cd. Plus, we've got that nifty | |
| logo. So the name isn't changing, at least not anytime soon. | |
| The other thing I didn't like was the scoreboard. Back when I was just a | |
| SPAG reader rather than its editor, I would never, ever read the | |
| scoreboard. Few things, it seemed to me at the time, could be less | |
| interesting than trying to quantify the appeal of IF into little | |
| categories, then compare wildly disparate games to each other based on | |
| how three or four people rank those categories. In time, though, I | |
| gained a little more appreciation for SPAG scores. I'm a music fan, and | |
| I grew up listening to Casey Kasem's radio show "American Top 40", which | |
| counted down the top singles on Billboard's Pop chart each week. Through | |
| this practice, I acquired a bit of a fascination with the charts: why | |
| some songs rose quickly and others not at all, the heights they | |
| attained, the length of time they held on, the special cachet of | |
| attaining the top spot, and all the fortunes of the other songs as they | |
| arrived, rose, plateaued, perhaps fluctuated a bit, and finally fell. | |
| After a while, it began to seem to me that the SPAG scoreboard had the | |
| appeal of a Billboard chart, but applied to IF. It was rather fun to | |
| watch new games like Varicella and Worlds Apart make their way onto and | |
| off of the top ten, not to mention the (admittedly bogus) ego building | |
| it let me do with my own games. ("Hey, according to this, Wearing The | |
| Claw was better than Zork II!") And not only did the Top 10 listing make | |
| me feel like Casey Kasem, it provided a handy reference point in those | |
| "What are some good games?" discussions that come up all the time on the | |
| newsgroups. | |
| Of course, there were still problems. Probably the biggest of these was | |
| that there just isn't that much real data in those listings. Unlike the | |
| Billboard charts, which are compiled from tons of different sources, the | |
| SPAG scoreboard tended to average just under four votes per game, with | |
| many scores set by just one or two voters, and lots of games having no | |
| score at all for lack of any votes. The statistics lack much real | |
| meaning, because the sample size surveyed is just far too small. | |
| Moreover, the fact that voters are a self-selecting sample introduces | |
| other problems, such as the guy who sent in scores of 0.0 for every Adam | |
| Cadre game while rating his own "adult" IF game a 10.0. (Yes, I | |
| discarded those scores.) There have been a few people who sent in lots | |
| and lots of votes, trying to proffer a really representative portrait of | |
| their views on IF, but there are many more who just send in a score when | |
| they are moved by a particularly positive or negative reaction to a | |
| game, thus preventing the scores on those games from truly reflecting a | |
| community consensus. Not that I can blame anyone for this. Like I said, | |
| before I was the editor, I had zero interest in the scoreboard, and | |
| certainly never sent in a score myself. | |
| Another of the scoreboard's problems was well-stated by Adam Cadre early | |
| last year: | |
| SPAG's readers' scoreboard selects for games which attract some | |
| positive response and, more importantly, little negative response. | |
| It only takes a few low votes to drag a game off the leaderboard. | |
| In point of fact, it only takes *one* low vote. Scores are calculated | |
| according to this formula: | |
| (Old score * old # of votes + new score) / new # of votes | |
| Because of that ongoing averaging, an especially low new score can take | |
| a game down several whole numbers, while a high new score doesn't lift | |
| it all that much. Several excellent games have fallen prey to this math, | |
| sunk by just one or two strong dissenters. | |
| Yet another hitch to the scoreboard is its categories: atmosphere, | |
| gameplay, writing, plot, and "wild card". SPAG founder Kevin Wilson was | |
| wise enough to make "puzzles" and "characters" optional categories from | |
| the get-go, not affecting the final tally, but even the remaining | |
| "mandatory" categories are enough to strangely bias the scoreboard's | |
| results. For me, the textbook example of this is Ad Verbum, by Nick | |
| Montfort. Ad Verbum is a tremendously clever game in the Nord And Bert | |
| vein, but does it have much atmosphere? No. Does it have *any* plot? No. | |
| Because it suffers in those categories, its scores are lower than it | |
| deserves. "Gameplay" is another area in which some great IF suffers, | |
| particularly if it's designed to be more literature than game. | |
| Then there's the most telling evidence of all: SPAG's readers are | |
| gradually losing interest in the scoreboard. Every issue I get fewer and | |
| fewer votes; it's been down to a trickle for many months now. Between | |
| that and the shortcomings I mention above, I've just about returned to | |
| the disinterest level I had as a reader, but now I'm the editor, which | |
| means I get to say this: the sun has set on the SPAG scoreboard. This | |
| will be its last issue. It's been around for eight years, has been | |
| useful or fun to some number of people for at least some of that time, | |
| and I'm happy to have been a part of that, but it's time to move on. The | |
| scoreboard will no longer appear in SPAG, though I will leave it on the | |
| web page, minus the voting mechanism, along with a note explaining that | |
| it now serves a historical purpose only. Please note, reviewers: you | |
| should no longer include scores with your submitted reviews. | |
| As Homer Simpson says, when told he's about to eat a poison eclair: "Eh, | |
| I've had a good run." | |
| NEWS ---------------------------------------------------------------------- | |
| NEW GAMES | |
| It's been an amazingly fertile period for new game releases. In fact, | |
| during one glorious week in April, we were seeing a new game *every two | |
| days*. Among these fresh arrivals is Savoir-Faire, a feature-length game | |
| by Emily Short, the subject of this issue's SPAG Interview. Another new | |
| epic is Chip Hayes' Tinseltown Blues, a Hollywood-themed game several | |
| years in the making. We've also got works by other promising newcomers | |
| like Matt Rohde and Brandon Allen, as well as an international sprinkle | |
| of non-English games. Behold: | |
| * Amissville by "Santoonie" | |
| * Katana by Matt Rohde | |
| * The Oracle by Brandon Allen | |
| * Unease by Brendan O'Brien | |
| * Savoir-Faire by Emily Short | |
| * Taipan (Z-abuse) ported to Z-machine by D. Jacob Wildstrom | |
| * The Land Of The Cyclops by Francesco Cordella | |
| * Der Angstbaum (in German) by Jens Bojaryn | |
| * Pecos Town (in Italian) by Tommaso Caldarola | |
| * Tinseltown Blues by Chip Hayes | |
| * Amishville by Jacob Amman | |
| MOST COMP-LICATED | |
| Along with our slew of new games (in fact, sometimes hand in hand with | |
| it), we've had a slew of mini-comps. We had the IntroComp, which | |
| challenged authors to come up with a compelling *beginning* to an IF | |
| game, in playable form. (As opposed to last year's PrologueComp, whose | |
| entries could simply be text.) First place was taken by Caleb Wilson's | |
| "Hey, Jingo!". Then there were the IFLibraryComp and the Spring Thing, | |
| both of which were experiments in altering the rules of the big Fall | |
| comp, to see what would happen. The IFLibraryComp garnered three | |
| entries, the highest-ranking of which was a game called Familiar, by | |
| Papillon, author of Desert Heat and Triune. (To see the others, check | |
| out http://www.iflibrary.com/default.aspx?pageid=Home&contentid=4.) | |
| There was one entrant to the Spring Thing: the aforementioned Tinseltown | |
| Blues. | |
| A DIFFERENT KIND OF WEB PORTAL | |
| Some of the people who remember actually going to a computer game store | |
| and *buying* text adventures may have fond memories of "Portal", a C64 | |
| game by Rob Swigart about a deserted future world. Now those memories | |
| can be relived for free, as Salim Fadhley has reconstructed the entire | |
| thing on the web at http://portal.stodge.org. | |
| NELSON AHOY! | |
| One of the USA's goofiest holidays is Grouhdhog Day, whereupon the | |
| country's attention centers on the burrow of one famous rodent, whose | |
| shadow (or lack thereof) supposedly forecasts the next six weeks' | |
| weather. We have a local equivalent on the IF newsgroups, on or around | |
| April 30, the anniversary of the first release of Inform. Roundabout | |
| this time, Graham Nelson will often make his annual newsgroup | |
| appearance, heralding some exciting new development in the world of | |
| Inform. This year, it was the unveiling of the fully-revamped, super- | |
| helpful new Inform home page, at http://www.inform-fiction.org. This | |
| page has tons of resources for the aspiring or experienced Inform | |
| author, all presented in elegant Nelsonian style. | |
| BEGINNER'S LUCK | |
| Speaking of nifty new web pages, Frederik Ramsberg has just debuted | |
| IFGuide, a page specifically aimed at newcomers to IF. The page goes | |
| through all the basics, from what IF is, to how to play, what to play, | |
| and where to get it, and it's available at http://IFGuide.ramsberg.net. | |
| STARVATION DIET | |
| You may have noticed that SPAG has lost quite a bit of weight lately. | |
| Don't offer it your compliments, though, because this loss is not a good | |
| thing. Indeed, the event I always prophesied has come to pass: Duncan | |
| Stevens' real life has finally prevented him from submitting SPAG | |
| reviews, at least for this issue anyway. This is his first absence from | |
| the zine since his debut in December of 1997, and as you can can see, | |
| SPAG is a pale shadow of itself without him. This is your chance: step | |
| up to the plate and rescue our beloved SPAG from Kate Moss hell. There's | |
| certainly no dearth of games that need reviewing. Try, for example, one | |
| of these: | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. Acheton | |
| 2. Bad Machine | |
| 3. Dr. Dumont's Wild P.A.R.T.I. | |
| 4. Familiar | |
| 5. Heroine's Mantle | |
| 6. Katana | |
| 7. The Oracle | |
| 8. Savoir-Faire | |
| 9. Tinseltown Blues | |
| 10. Unease | |
| THE SPAG INTERVIEW--------------------------------------------------------- | |
| Emily Short has accomplished a prodigious amount in a short time and | |
| shows no sign of stopping. Already a major figure in IF for such works | |
| as Galatea and Metamorphoses, she has since cemented her reputation with | |
| thoughtful articles, technical innovations, and the co-editorship of an | |
| upcoming book on IF Theory, not to mention several other rockin' games. | |
| Somehow, in the midst of all this, she managed to find time to answer a | |
| few questions from us, too. | |
| ---===--- | |
| SPAG: When we last checked in with you, you were working on a Ph.D. | |
| in Classics and annoying your advisors with your passionate interests | |
| in other areas. How goes the degree, the travel, the cooking, the | |
| writing, the teaching, and the rest? | |
| ES: I'm almost through my last set of exams; once that's done, I'll be | |
| on dissertation status, which I've been looking forward to for a long | |
| time. It'll still be another two or more years before I can leave with | |
| degree in hand, but from now on I'll have a bit more freedom to pursue | |
| my own set of interests. So that should be fun. | |
| Otherwise, I've been a little too busy, and a little too broke (in the | |
| way of all grad students), to do very much traveling, unfortunately. But | |
| soon. I wound up with a free Alaska Airlines ticket at one point, so | |
| I've been looking up exotic northern places on the web trying to decide | |
| where to go with it. | |
| SPAG: A corollary question: how in the world do you manage to create | |
| so much IF work while still maintaining all those other activities? | |
| Do you have a $70 time machine, or is it just supreme time-management | |
| prowess? | |
| ES: Ha. No, none of the above. It's more that I tend to neglect stuff | |
| that I should be doing while I work on IF, and then I work rabidly on | |
| academics for a while to make up for it. | |
| This is not a recommended lifestyle for sane people. | |
| SPAG: Let's talk about your big new release, Savoir-Faire. The game | |
| is quite traditional in some ways, but it's set in a milieu we | |
| haven't seen before -- similar to 18th century France, but with the | |
| addition of magical elements. What inspired this choice of setting? | |
| ES: It was chance more than deliberate thought. Sometimes out of boredom | |
| I sit down and write the opening of a piece of static fiction or the | |
| first room of an IF game with no planning or preparation; this is just | |
| an exercise. | |
| 99% of the time the result is dreadful, and the opening room I wrote for | |
| SF isn't an exception to that rule. It had a lot of randomly chosen | |
| objects in it, and was kind of silly. (It was removed from the game long | |
| before the final version.) But it did have some references to a | |
| "Countess," along with Rococo furnishings, because those were the first | |
| things that came into my mind. | |
| In that first writing the furniture was extremely old and falling apart; | |
| I intended it to be antique, and the game to be set in the late 19th or | |
| even 20th century. Once I got serious about the game design, though, I | |
| decided that I preferred to set it in the 1770s or 1780s. This wasn't a | |
| conscious attempt to pick a setting we haven't encountered before; it | |
| was more that the flavor of the game required this decadent yet (from | |
| our point of view) technologically primitive setting. | |
| SPAG: Why did you choose to write a game with so many "old-school" | |
| elements, a treasure hunt with a hunger timer, look-under puzzles, | |
| and other such contrivances? | |
| ES: Two reasons. One, I got into writing IF because of how much I liked | |
| old-school games. I originally learned Inform because I wanted to | |
| emulate something like Curses. And there's a certain effect of being | |
| really wrapped up in a puzzle game for hours and hours that is just not | |
| captured by a narrative 30-minute art piece. No matter how good the | |
| latter is, it's just not the same experience. | |
| The other reason is that people kept posting about how IF has gotten all | |
| pretentious these days and no one can be bothered to write good | |
| old-school IF the way it Used to Be. So I thought, well, ok, I'll try | |
| that, then. | |
| SPAG: What is your process for creating these large games? Can you | |
| give us an idea of how such a project starts, and how it develops to | |
| fruition? | |
| ES: As mentioned, SF began pretty haphazardly. Once I'd made the opening | |
| room, I decided that the game needed as its central feature a magic | |
| system we haven't encountered previously. I thought about something that | |
| would involve composing spells from component pieces. I tossed this | |
| around a bit with Dan Shiovitz, and he suggested that a) this has been | |
| done before and that b) magic-as-programming is not sufficiently cool. | |
| So the linking idea was my second concept. I worked out the basics of | |
| how it would function -- I'd use a simulation that accounted for size, | |
| shape, and material, lifted from Metamorphoses, and then allow the game | |
| to determine linkability from there. A while went into developing this | |
| system, which turned out to be a bit of a pain to code and require a lot | |
| of special cases. I find that this is typical for my game design in | |
| general: I get a bit of a feel for what the game will require, then | |
| design the system or systems that are going to be the backbone of | |
| interaction (conversation systems, simulation, whatever). Then I come up | |
| with particular things to do with the system and build the rest of the | |
| game. | |
| The next stage for Savoir was brain-storming up a bunch of puzzles and | |
| solutions, and then making a puzzle chart to show where they would occur | |
| and which things would lead to which others. The brainstorming was fun: | |
| I paged through the DM4 for different categories of puzzle. My basic | |
| plan was: take the most cliche'd, bog-standard puzzles in existence, and | |
| then force the player to solve them in a different way with the new | |
| system. | |
| Implementation ensued. This was the stage at which I developed the | |
| backstory of the game. I'd stick in a reference to a character early in | |
| the implementation process, and then I'd have to come up with a bunch of | |
| supporting material -- who is this person? where did they live? what | |
| were their interests? why did their relationship to the protagonist form | |
| up the way it did? | |
| I also did (a tiny amount of) research on the setting of the game -- a | |
| couple afternoons' worth of looking at antiques websites and reading up | |
| on the social situation just before the French Revolution. Of what I | |
| came up with, I used very little: it seemed too artificial and ludicrous | |
| for someone, even an aesthete like Pierre, to go around describing all | |
| the furniture he encountered with an antique dealer's vocabulary. "Now | |
| here is a nice rocaille console with a black-and-red marble top..." | |
| Period paintings turned out to be a lot more useful -- they gave a sense | |
| of how a whole room might have felt, as opposed to an image of a single | |
| table isolated in a studio. | |
| Then there was a lot of beta-testing. The main messages of the testing | |
| were that I'd provided too little help early in the game (which led to | |
| the addition of some simple early puzzles and extra ways to earn points) | |
| and that it took a bit more than my estimated 2-3 hours to play. I | |
| rounded this up to an estimate of 4 hours for the first release, and was | |
| soundly mocked. Oops. (It took me about 300 turns to play through to | |
| completion, so I figured: multiply that by 4, granting that someone who | |
| hasn't played it before will look around more, and you get a game of, | |
| say, 1200 turns. That doesn't really seem so big, right? Averaging | |
| several turns a minute, one should make nice steady progress...) | |
| SPAG: You're also serving as editor for an upcoming collection of "IF | |
| Theory" essays. Would you give us a little preview of what this | |
| project will include and when we can expect to see it? | |
| ES: Second question first: I expect that we won't get through with all | |
| of the proofreading, revising, layout, and printing arrangements until | |
| spring of next year. (I won't pin myself down to a month here; too many | |
| variables.) | |
| The book covers a bit of history, a bit of craft, and a bit of theory. | |
| (The list of specific articles is here: | |
| http://www.iftheory.com/topics2.html.) As far as history goes, we tried | |
| to cover things that haven't been presented extensively yet: discussion | |
| of the history of IF in languages other than English, the history of the | |
| Level 9 games, and so on. There's a broad coverage of specific issues | |
| that come up in writing IF, from planning your map to dealing with | |
| specific genres to beta-testing and finishing up. There's a new Graham | |
| Nelson article, which is quite cool. | |
| The idea here is both to provide practical advice for people doing game | |
| design and to serve as a talking point. I'm quite excited about the | |
| material that has been turned in so far, and I think we'll accomplish | |
| both of those things. | |
| SPAG: How has IF influenced your graduate studies? | |
| ES: In graduate seminars I've repeatedly found myself trying to | |
| extrapolate things about the development of ancient literary genres on | |
| the evidence of the development of IF. This doesn't necessarily get me | |
| very far, though. Also, don't try starting a sentence in a humanities | |
| grad seminar with, "Well, I'm in this internet community and I've | |
| noticed that people on usenet generally..." | |
| SPAG: How about the other way around? | |
| ES: Galatea, Metamorphoses, and to an extent Best of Three rely fairly | |
| extensively on classical references. Francesco Cordella referred to me | |
| once in a review as being unable to sleep unless I stuck Castor and | |
| Pollux into all my games. I've since tried to reduce that effect as much | |
| as possible. | |
| SPAG: Of the technical innovations you've introduced over the last | |
| couple of years, which ones are you the most excited about and why? | |
| ES: Hmm. From my point of view I've managed to raise more problems than | |
| I've solved. | |
| I once hoped to develop a comprehensive set of library extensions that | |
| would handle liquids, fire, frangible objects, ropes, and recording | |
| devices. This was more ignorance than hubris. As far as I can tell the | |
| real progress in terms of systematic simulationism is going on over in | |
| the camp of TADS 3 -- nifty sense-passing stuff, more complex ways to | |
| disallow actions, and so on. I'm eager to see what that develops into. | |
| I still want to do goal-seeking, conversational NPCs, too, but the task | |
| seems much more daunting to me than it did two years ago. I'd say that's | |
| what I care about most, at this point, though. | |
| SPAG: What are you planning to work on next? | |
| ES: I have assorted projects lying around at the moment, most of which | |
| in some way focus on expanded/more interactive NPCs. Preferably in a | |
| context where there's more to do than *just* talk to the NPC. We'll see. | |
| 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: Jim Cooper <waiting SP@G thebusstop.demon.co.uk> | |
| 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 | |
| I read Stas Starkov's review of this game in SPAG 28 and wondered how | |
| much of his obvious dislike for it stemmed from the game's subject | |
| matter. Being quite broad-minded myself, I thought I'd download the game | |
| and see what it was all about. I really shouldn't have bothered. | |
| The game starts off with you waking up a prisoner in a cellar. Your | |
| naked girlfriend is chained up, and your first task is to try to free | |
| her. The game then proceeds through a series of tasks masterminded by | |
| the owner of the house you're in before culminating in a sex scene in | |
| the back of a van. | |
| Unfortunately, the game falls down not only on the content, which goes | |
| out of its way to be offensive rather than erotic, but is filled with | |
| numerous technical flaws, some of which make the some of the puzzles | |
| unnecessarily difficult -- you play "guess the verb" a few times, for | |
| example. Certain other flaws also make the big sex scene at the end | |
| laughable rather than arousing. To give a more specific example, at one | |
| point you are given an object to perform a task with. Later on, the game | |
| assumes you still have the object, whether you have dropped it since or | |
| not. These obvious flaws disrupt the flow of the game, destroying any | |
| sense of atmosphere that might otherwise build up. | |
| The puzzles themselves aren't actually too bad, although they were | |
| fairly easy -- I managed to complete it in about 4 hours without | |
| reference to the provided hint sheet. The game also comes with the | |
| source code, if the hint sheet isn't enough for you. One or two puzzles | |
| are quite difficult, the initial one for instance, which the game itself | |
| gives you hints about. | |
| All in all, this game isn't worth playing even if you are into this kind | |
| of thing. It deliberately sets out to shock rather than excite or | |
| interest and, for me, it failed to even do that. Sorry, samjones, but | |
| you can see far worse than this with just ten minutes on a decent | |
| internet search engine. If you are easily shocked, avoid this game. If | |
| you're not, this game will bore you. Even a dedicated sado-masochist | |
| will find nothing of interest here, unless putting up with all the | |
| errors counts as masochism. | |
| ATMOSPHERE: Technical errors interfere too much (0.3) | |
| GAMEPLAY: Bad parser, plagued by errors (0.5) | |
| WRITING: Tries quite hard but, well, fails (0.6) | |
| PLOT: Well, there is one, and it's reasonable (1.2) | |
| WILDCARD: This really isn't a good game, so I'm | |
| not going to give it any Wildcard points. (0.0) | |
| TOTAL: Just don't bother. (2.6) | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Adam Myrow <myrow SP@G eskimo.com> | |
| TITLE: First Things First | |
| AUTHOR: J. Robinson Wheeler | |
| EMAIL: rob.wheeler SP@G stanfordalumni.org | |
| DATE: February 2002 | |
| PARSER: Tads 2.5. | |
| SUPPORTS: Standard Tads interpreters | |
| AVAILABILITY: If-archive, freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/tads/ftf.gam | |
| Also available: ftp://ftp.ifarchive.org/if-archive/games/tads/ftf_manual.pdf | |
| VERSION: 2.0 (02/20/2002) | |
| Have you ever wished you could go back in time and prevent a mistake? | |
| Have you ever wished all those time travel games would let you change | |
| things for the better rather than preserve history the way it is? Well, | |
| wish no more! First Things First is a recent game that lets you do just | |
| that. You start out in the present, as an eccentric person who dreams of | |
| building a time machine. You just came back from the library, where as | |
| usual, you were reading on the subject. It is late, so you were thinking | |
| of just going to sleep. However, you've done what we've all done in the | |
| past. You've locked yourself out of your house! The spare key is nowhere | |
| around. As you begin to hunt for your spare key, something else begins | |
| to get your attention. Why is the roof in such lousy shape after only 10 | |
| years? What's this squirrel doing on my roof? Why didn't I ever plant a | |
| tree on the south side of my house? In the midst of all your wondering, | |
| a time machine appears, and the real game begins. | |
| This game reminds me of Curses in a lot of ways. Like Curses, you are | |
| doing something ordinary, and gradually get yourself into something | |
| else. Like Curses, this is a puzzle fest. It got the XYZZY award for | |
| best puzzles for a good reason. Most of the puzzles are very logical, | |
| and some have multiple solutions. For example, there are at least 2, | |
| maybe 3 ways to get rid of the dog, and 2 ways to repair the wheel | |
| barrow. Be warned, the game can be made unwinnable, so save early, and | |
| keep multiple saves especially before doing something that will put an | |
| item out of play. Be extremely careful with money! Some items serve no | |
| purpose, while others have multiple uses. Still others are optional | |
| depending on how you go about solving puzzles. There is a contraption | |
| called a herring detector which will tell you if something is a red | |
| herring or not. It really breaks the mimisis of the game, so I would | |
| advise not using it unless you are truly desperate. | |
| This game has a maze, but it has a solution that doesn't involve | |
| dropping things. The best part is that once you get through it, you | |
| never need to go through it again. | |
| Overall, I liked this game. It has a few bugs here and there, but no | |
| real show stoppers. It is refreshing to actually be able to do something | |
| about the past instead of being told to accept it for what it is. My | |
| only real complaint is that the ending leaves a few loose ends, and I | |
| think the environmental tone is a bit too obvious. Also, some | |
| descriptions are a bit awkward. There is one place where the word | |
| "prettily" appears twice in the same sentence. Other than that, it's not | |
| a bad game, and there is even an Easter Egg room with a unique surprise. | |
| I found it to be difficult, but not insanely so. Anybody who wants a | |
| good old-fashioned puzzle-filled IF experience, and has some time on | |
| their hands should give this one a try. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Adrian J. Chung <ajchung SP@G yahoo.com> | |
| NAME: The Tale of the Kissing Bandit | |
| AUTHOR: J. Robinson Wheeler | |
| EMAIL: rob.wheeler SP@G stanfordalumni.org | |
| DATE: February 2001 | |
| PARSER: Infocom Standard | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware | |
| URL: http://www.plover.net/~emily/smoochie/bandit.zip | |
| VERSION: Release 1 (SmoochieComp original) | |
| Oh this is sweet -- a delightful little story of a night of adventure. | |
| You play a mysterious secretive character who steals kisses from women | |
| caught unaware. The whole game is like this. Well, most of it. Really. | |
| Go play it if you have 5 minutes to spare. The game is as compact as it | |
| is amusing. | |
| The light-hearted mood is sustained by excellently conceived prose | |
| heavily peppered with overt prompting to move the player along. I found | |
| myself using verbs I would never think to use in any other game. There | |
| are no puzzles to speak of and the story is very much on rails after the | |
| first few rooms. It never ceases to amaze me what can be accomplished | |
| with such sparse geometry, objects, and NPC interaction -- a sign of | |
| very effective writing. | |
| And lastly, if you haven't done so already, play through "Shade" (Zarf's | |
| Comp 2000 entry) prior to this one for maximum effect. That should quiet | |
| any feelings of missing out that those who're not ifmud regulars may | |
| have. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Adrian J. Chung <ajchung SP@G yahoo.com> | |
| NAME: Voices | |
| AUTHOR: Aris Katsaris | |
| EMAIL: katsaris SP@G otenet.gr | |
| DATE: February 2001 | |
| PARSER: Infocom Standard | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware | |
| URL: http://www.plover.net/~emily/smoochie/voices.z5 | |
| VERSION: Release 1 (SmoochieComp original) | |
| I debated with myself whether or not I should submit a review for this | |
| one. The recent jump in the adventure gaming audience swayed me in the | |
| affirmative. Stating that newcomers who were expecting a game are in for | |
| a surprise would be a bit of an understatement. The opening text: | |
| Voices | |
| An Interactive Romance | |
| (...) | |
| Ladies' Tree | |
| We like to play and dance in this place around the tall beech, | |
| (...) but I've never seen them myself. Nor have I ventured alone | |
| much to the south of here - the town of Domremy is in the north. | |
| suggests a romance told in the first person -- features of the Comp98 | |
| 2nd place game, "Muse". As it turns out, this work really orbits in the | |
| same system as the Comp98 1st placer, "Photopia". The tightly scripted | |
| (almost on rails) story and heavy reliance on "talk to" are the features | |
| to which I refer. Not to mention the interface manipulation gimmicks | |
| pioneered by "Shrapnel" -- one gimmick is also to be found in another | |
| SmoochieComp game, "Pytho's Mask". Enough references for you? | |
| There's not much more I can say without contributing to the spoilery for | |
| a work as short as this -- it takes no more than ten minutes to | |
| experience. The prose conveys some rather strong emotions via a story | |
| design that can be debated for days, which is exactly what happened on | |
| r*if. If emotional impact per line of non-library source code were a | |
| valid measure, this would probably rank as high as Photopia or Shade; | |
| perhaps even higher due to the sparse implementation. It takes courage | |
| to use the minicomp format (and SmoochieComp, no less!) to tackle much | |
| debated philosophy and religious theology. Admittedly my Catholic | |
| upbringing could be a factor in my slight disagreement in the portrayal | |
| of some of the major characters. It was also disconcerting to have to | |
| make decisions for them at critical points in the story. The rapid | |
| switching of person perspectives -- between 1st and 2nd, interspersed | |
| with 3rd -- only added to this discomfort. Maybe this was intentional. | |
| At least it avoids the risks of trivialising the belief systems of a | |
| major religion as can often happen in this medium. This is testimony to | |
| the author's writing skill and well-planned design. Did I mention the | |
| historical setting? There is almost too much packed into something of | |
| this size. Does it work? I'd venture a conditional yes. But like I said, | |
| it depends greatly on what expectations you bring to the table. Perhaps | |
| that's why it was released in a minicomp. | |
| READERS' SCOREBOARD: THE FINAL CHAPTER ------------------------------------ | |
| As I mentioned in the editorial section, this issue's SPAG scoreboard | |
| will be the last, so what you see here is what will remain. For those of | |
| you unfamiliar with the concept of this scoreboard, it was an ongoing | |
| feature of SPAG, charting the scores that SPAG readers and reviewers | |
| gave to various IF games from the time SPAG began. 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 first | |
| issue of SPAG, available at ftp.ifarchive.org 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 6.6 0.7 1.2 16 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 0.2 11 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 8.1 1.4 1.2 2 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 | |
| Depravity Bites 2.6 0.5 0.5 1 28,29 F_TAD_ARC | |
| 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 7.1 1.1 1.5 5 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 22 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 7.0 1.1 1.1 4 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 6.8 0.8 1.3 2 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 0.9 15 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 6.3 1.3 1.0 17 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 0.7 29 17 F_INF_ARC | |
| Phred Phontious...Piz 5.2 0.9 1.3 2 13 F_INF_ARC | |
| Pickpocket 4.1 0.6 0.8 1 F_INF_ARC | |
| Piece of Mind 6.3 1.3 1.4 1 10 F_INF_ARC | |
| Pintown 1.3 0.3 0.2 1 F_INF_ARC | |
| Pirate's Cove 4.8 0.6 0.6 1 F_INF_ARC | |
| Planet of Infinite Mi 6.8 1.1 1.3 1 23 F_TAD_ARC | |
| Planetfall 7.3 1.6 1.4 15 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 F_INF | |
| Zork 2 6.4 1.0 1.5 13 1, 12 F_INF | |
| Zork 3 6.5 0.9 1.4 8 1, 12 F_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: | |
| I've gotten twelve, count 'em, *twelve* votes since the last issue. Hey, | |
| that's about four votes a month, almost one a week! Unsurprisingly, | |
| nothing has changed in the top ten. Not one thing. Oh, wait -- one | |
| thing: Mind Forever Voyaging got one more vote. Not that this vote | |
| affected its score or placement in any way. Sheesh, no wonder I'm | |
| putting this feature to bed. | |
| 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 15 votes | |
| 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. | |
| 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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