| /~~\ /~~~\ /\ /~~~\ | |
| \ \/ | |> | //\\ | | |
| /\ \ | _/ ||__|| | ~~\ | |
| The \__/ociety for the |_|reservation of || ||dventure \___/ames | |
| ISSUE # 3 | |
| Edited by G. Kevin Wilson (whizzard SP@G uclink.berkeley.edu) | |
| Oct 26, 1994 | |
| All email addresses are spamblocked -- replace the name of our magazine | |
| with the traditional 'at' sign. | |
| EDITORIAL-------------------------------------------------------------------- | |
| Here's SPAG3, late but present nonetheless. This issue includes a | |
| couple of articles from devoted readers that I think you'll enjoy. One's a | |
| very informative piece on Level 9, and the other is a nostalgia-ware bit that | |
| brings to mind Norman Rockwell prints and hot cocoa. :) | |
| Since last issue, a couple of exciting events have occurred in the | |
| world of text adventures. First and foremost, in my mind, is the release of | |
| TADS 2.2. This version adds many of the features IF writers have been | |
| screaming for. We've all settled down into a contented purr now, thanks very | |
| much, Mike. | |
| Also, a new IF magazine, called XYZZYnews, after one of the magic | |
| words from Advent aka Adventure aka Collosal Cave, has been announced. | |
| The editor can be reached at XYZZYnews SP@G aol.com for more info. Good luck, | |
| Eileen! | |
| And lastly, on to my topic of the day, the future of SPAG. So far, | |
| we've gotten along fairly okay just as we have been. I badger you for | |
| reviews, you send them in. No biggie. Still, things have got to change. I | |
| had to scramble for stuff to print this issue, and even then this issue is | |
| several weeks late. So, here's the deal: | |
| 1. First off, SPAG is no longer accepting reviews of Infocom games that | |
| have already been reviewed. I would prefer to read about the huge | |
| number of other games available. Other repeat reviews may be accepted | |
| if and only if they add something new to the previous review, and in | |
| general, voice a different opinion about the game. | |
| 2. If you send me anything using the older forms of reviews and scores, it | |
| will have to be returned to you for reformatting. I don't have time. | |
| 3. I desperately need more scores for the scores section of the magazine. | |
| Take 30 minutes, and go down the list, and send me a score for each of | |
| the games on it you've played, and send me in scores for some other | |
| games. Why are there over 150 subscribers, and yet an average of 1 | |
| score per game? Is it REALLY all that hard to take 30 minutes out of | |
| your life in exchange for all the work I do on SPAG? SPAG has to be | |
| worth my while too, you know. I see a very disturbing tendency here, | |
| just as on rec.arts.int-fiction, to lurk. But those of you who lurk are | |
| robbing the rest of us of your experiences and opinions. It's like | |
| shouting into some vast, empty space. We have no idea how many people | |
| read r.a.i-f. Myself, I'm convinced that there are only 6 people in the | |
| world that read it. Talk about your dead arts. Participation is my | |
| main concern here folks. I don't want to set up some bizarre | |
| distribution method that only goes to contributors, or some other | |
| cockeyed scheme like that. I hate to sound like PBS, but there it is. | |
| YOU are SPAG. If there is no YOU, there is no SPAG. Molley the Mage | |
| and a few other very generous folks have been carrying this magazine. | |
| I refuse to believe that anyone is too busy to ever play text adventures | |
| or do a review on them. You have time to read SPAG, don't you? You | |
| have time for e-mail, newsgroups, sleep, and a great deal of other | |
| things. I'm juggling a full college load, a part-time job, SPAG, | |
| Avalon, several other writings that I'm working on, Magic:The Gathering, | |
| video games, sleep, and a variety of other interests. If YOU can't take | |
| time out of your busy schedule for SPAG, then I SURE AS HELL can't. | |
| Darn tootin' I'm upset. The magazine is going under, and we haven't | |
| even hit issue #5 yet. To those of you who have been contributing, my | |
| undying thanks. To those who don't have time, are you sure you don't? | |
| 4. Finally, there has been some interest in making available a compressed | |
| format of SPAG for those who pay for email. I'll okay this on the | |
| condition that someone else deals with it. Send me email if you are | |
| interested in either managing this list or receiving SPAG from it. I | |
| will give a list of those who want it to the person who wants to run it. | |
| Then I'll remove those who want it compressed from the normal list and | |
| leave the other person to run it. It'll have to be this way, or a | |
| similar no-hassle form, or I won't do it. Currently SPAG is relatively | |
| small, and goes out to a large number of people who may or may not | |
| understand and have access to uudecode, etc. Accessibility of the | |
| many is more important to me. Still, if someone will do it, I have no | |
| problem with an alternate distribution method. | |
| G. Kevin Wilson | |
| "Whizzard" | |
| LETTERS TO THE EDITOR-------------------------------------------------------- | |
| [Technically, this is an article. But what the hey, it goes where I | |
| say it goes. :) ] | |
| THAT OTHER GREAT ADVENTURE COMPANY | |
| by Brendon Wyber | |
| b.wyber SP@G csc.canterbury.ac.nz | |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
| I have fond memories of the company that introduced me to the art of | |
| text adventures. Hundreds of hours perched in front of my keyboard | |
| exploring vast underground labyrinths, searching lost planets, | |
| delving through the deserts, and learning new spells. | |
| Many of you are probably thinking about Infocom. I'm not. To me the | |
| company that started it all was a humble little English company | |
| called Level 9. | |
| Level 9 started in 1982 when three brothers got together and | |
| converted the original adventure game into a format that could be | |
| used in the little 8 bit computers that dominated the English home | |
| market. Those brothers where Nick, Mike, and Pete Austin. Over the | |
| next decade they produced over a dozen adventure games until they | |
| folded in 1991. They, where a victim of the fall of Robert Maxwell | |
| (an English businessman who was a giant in the publishing industry, | |
| who died under mysterious circumstances, and who had dubious | |
| business practices resulting in a lot of bankruptcies). | |
| In many ways Level 9 were the English version of Infocom. While | |
| Infocom ruled over the American 16 bit market, Level 9 dominated the | |
| English 8 bit market. The English 8 bit computers (the 32K BBC | |
| family, and the Sinclair Spectrum 48K) where too small to run the | |
| Infocom games, but they where just the right size for sophisticated | |
| verb/noun style games that made the Scott Adams style games seem | |
| trashy. | |
| By using a sophisticated adventure engine, Level 9 managed to | |
| compressed the text and the process tables of games in the style of | |
| the original adventure to just 32K. A typical level 9 adventure game | |
| consisted of 210 locations, and about 70 objects that where | |
| manipulable, and oodles of text. The engine seemed to come in five | |
| major versions. The description of each is given (note that this is | |
| for the spectrum versions). | |
| The first version (Basic Text): Black text displayed rather slowly | |
| on a white screen. Had a basic verb/noun parser. | |
| The nicer version (Advanced Text): A much quicker displaying yellow | |
| text on a black background. | |
| The first graphics version (Basic Graphics): This had a simple | |
| picture for every location. They picture was formed by lines, | |
| circles, squares, and fills. | |
| The much nicer graphics version (Advanced Graphics): This is them at | |
| their prime. Lots of text, a line picture for each location, and an | |
| improved parser that, while it was still basically a verb noun | |
| parser, allowed inputs like TAKE ALL EXCEPT THE BOOTS AND GO SOUTH | |
| THEN DROP THE ROD AND STAFF. For the spectrum, each game came in | |
| three versions; a 48K all text version, a 48K graphics version with | |
| reduced text descriptions, and the bigger 128K version for the | |
| advanced spectrums that had the verbose text, graphics and extra | |
| features like multiple UNDO and RAM SAVE/RESTORE. | |
| The yucky interactive character engine (16 bit Engine): The last | |
| engine used by level 9 was very powerful, but it had square grid | |
| like maps which detracted from the game play (IMHO). In this one, | |
| which was aimed at the immerging 16 bit market at this time, had | |
| digitised graphics loaded from disk, and more improved parser | |
| allowing adjectives and prepositional clauses. The big feature was | |
| that it had characters who you could order about, and who acted | |
| independently, in a way much better than Infocom's Suspended. Also | |
| it had features like GO TO and FIND so that you could just say GO TO | |
| THE FIREHOUSE and you would traverse through the locations to the | |
| area. Unfortunately due to the way they did this the maps tended to | |
| be giant square grids (which I really hated). | |
| Another thing about the 16 bit games was that level 9 called them | |
| trilogies and broke them up into three bit. Although there were | |
| probably valid programming reasons to do this, what you ended up | |
| with was three little square games instead of one large irregular | |
| one. | |
| For those of you who have a MS-Dos computer you can actually get | |
| these little Gems via ftp. The ftp site is ftp.ijs.si and in there | |
| are the games and an IBM spectrum emulator. Below is a description | |
| of each of the games. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| COLOSSAL ADVENTURE | |
| This is the game that started it all. In fact it is just a version | |
| of Crowther and Woods adventure with a slightly different starting | |
| location and an expanded end game. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| ADVENTURE QUEST | |
| This is the first level 9 game I ever played. It is slightly linear | |
| but it is very large. It just went on and on for me. Basically it is | |
| the standard defeat the evil demon lord with the magic item type | |
| plot. It is set in the area of colossal adventure hundreds of years | |
| later. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| DUNGEON ADVENTURE | |
| This is set immediately after adventure quest. The demon lord it | |
| dead. You play a mercenary who then loots its tower. In this game | |
| they really did pack in the puzzles, making it a very complex game | |
| to complete. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| MIDDLE EARTH TRILOGY / COLOSSAL TRILOGY | |
| Colossal Adventure, Adventure Quest, and Dungeon Adventure were | |
| written as a trilogy and were initially called the Middle Earth | |
| trilogy. Later on the trilogy was renamed the Colossal Trilogy, | |
| probably for legal reasons. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| THE JEWELS OF DARKNESS | |
| Colossal Adventure, Adventure Quest, and Dungeon Adventure were | |
| rewritten later on and given graphics and a nicer parser and some | |
| minor text changes were done and text was added. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| SNOWBALL | |
| A very atmospheric game set aboard a gigantic star ship. Terrorists | |
| have taken over the star ship and set the control to crash it into a | |
| star. You have been awoken by the ships computer to stop them. (The | |
| rest of the crew and colonists are is suspended animation). This | |
| game was hampered by the fact it starts off in a giant maze. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| RETURN TO EDEN | |
| The follow on to Snowball our unisex hero, called Kim Kimberly (Kim | |
| being used as both a boys and girls name in England), finds | |
| his/herself stranded the planet Eden. You must basic battle through | |
| the very dangerous wildlife to find the Robot-built city which was | |
| prepared for the snowball colony. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| A WORM IN PARADISE | |
| Set hundred of years after the first two games you play a citizen in | |
| a Orwellian computer controlled city. Very unusual game where you | |
| deal with political corruption and defying the system more that | |
| killing trolls and the like. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| THE SILICON DREAM TRILOGY | |
| Level 9 later packaged Snowball, Return To Eden, and A Worm in | |
| Paradise into a single trilogy. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| EMERALD ISLE | |
| The first graphic adventure this one suffered in that lack of | |
| atmospheric text. Basically you play a pilot stranded on a | |
| mysterious isle after falling through the Bermuda triangle. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| LORDS OF TIME | |
| Wow, another biggie spanning from prehistoric times to the far | |
| future, you play a ordinary person sent on a great quest the 9 | |
| different time zones to retrieve artefacts to stop the evil Time | |
| Lords from corrupt the space/time continuum. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| RED MOON | |
| Sort of Level 9's version of Enchanter. You are sent to recover the | |
| moon rock crystal. In this game you cast spells, but before you can | |
| cast the spells you must gain a focus for each spell. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| THE PRICE OF MAGIC | |
| The last of the great level 9 games. A Gothic horror in which you | |
| are transported into a old mansion to defeat a corrupted sorcerer | |
| called Myglar from draining all the magic from the Red moon crystal. | |
| This game was the sequel to Red Moon. This game had shades of | |
| computer role playing in it as some of the monsters had hit points. | |
| In this one you learn more spells as you go but you must keep a | |
| careful balance as casting magic aged you and dropped your sanity. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| TIME INTO MAGIC | |
| Lords of Time, Red Moon, and The Price of Magic were combined into a | |
| single trilogy and sold as a trilogy. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| ERIC THE VIKING & THE SECRET DIARY OF ANDRIAN MOLE | |
| Level 9 in association did two games in conjunction with another | |
| company. From my understanding they were a type of pick you own path | |
| type games using the Level 9 compression and screen display code. | |
| The less said about these the better. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| KNIGHT ORC | |
| The first and hardest of the new 16 bit games. Actually a sequel to | |
| both the Silicon Dream Trilogy (the sci-fi) and The Jewels of | |
| Darkness (the original fantasy) due to a clever plot. According to | |
| Pete Austin, their new distributed at this time (called Rainbow | |
| Arts) wanted certain changes to the program before it was released | |
| which lessened the game to Level 9's view. As a result they changed | |
| their distributor to Manderin and the following games were better as | |
| a result. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| GNOME RANGER | |
| The second of the powerful 16 games was very successful. Based on | |
| the adventures of a little female gnome busybody, called Ingrid, | |
| which interferes so much in everybody else's life that the trick her | |
| into leaving via a magical teleport scroll. You job is to guide | |
| Ingrid back. Quite humorous in places. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| LANCELOT | |
| Pete Austin has always been fascinated in the Arthurian Legend and as | |
| a result this game came about. This story is closely based on the | |
| myths as presented in "The Once and Future King". | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| GNOME RANGER II: INGRID'S BACK | |
| The popular gnome Ingrid returns in another game where she must save | |
| the local village hall from being bulldozed over for some sort of | |
| shopping mall. Kind of like Hitchhiker's Guide to the Galaxy meets | |
| The Hobbit. Actually a third Gnome Ranger game was prepared on paper | |
| but sadly they died before it was written. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| SCAPE GHOST | |
| The final game of level, you play the ghost of a police officer | |
| killed in the line of duty. You must revenge yourself on you killers | |
| as well as rescue another police officer who was captured. I cannot | |
| comment much on this game because I really haven't played it. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| As I said before you can download these games and play them yourself. | |
| Here is the ftp information on where they are. Fortunately all of the | |
| good early ones are ftp-able. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| MIDDLE EARTH TRILOGY / COLOSSAL TRILOGY / JEWELS OF DARKNESS | |
| ftp.ijs.si /pub/zx/snapshots/c/colladv128k.zip | |
| Colossal Adventure, from The Jewels of Darkness. | |
| Spectrum 128K Advanced Graphics Version with Pictures and Full Text. | |
| ftp.ijs.si /pub/zx/snapshots/c/colladv48k.zip | |
| Colossal Adventure, from The Jewels of Darkness. | |
| Spectrum 48K Advanced Graphics Version with No Pictures and Full Text. | |
| ftp.ijs.si /pub/zx/snapshots/a/adquest128k.zip | |
| Adventure Quest, from The Jewels of Darkness. | |
| Spectrum 128K Advanced Graphics Version with Pictures and Full Text. | |
| ftp.ijs.si /pub/zx/snapshots/a/adquest48k.zip | |
| Adventure Quest, from The Jewels of Darkness. | |
| Spectrum 48K Advanced Graphics Version with No Pictures and Full Text. | |
| ftp.ijs.si /pub/zx/snapshots/a/dunadv128k.zip | |
| Dungeon Adventure, from The Jewels of Darkness. | |
| Spectrum 128K Advanced Graphics Version with Pictures and Full Text. | |
| ftp.ijs.si /pub/zx/snapshots/a/dunadv48k.zip | |
| Dungeon Adventure, from The Jewels of Darkness. | |
| Spectrum 48K Advanced Graphics Version with No Pictures and Full Text. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| SILICON DREAMS TRILOGY | |
| ftp.ijs.si /pub/zx/snapshots/s/snowball128k.zip | |
| Snowball, from The Silicon Dreams Trilogy | |
| Spectrum 128K Advanced Graphics Version with Pictures and Full Text. | |
| ftp.ijs.si /pub/zx/snapshots/s/snowball48k.zip | |
| Snowball, from The Silicon Dreams Trilogy | |
| Spectrum 48K Advanced Graphics Version with No Pictures and Full Text. | |
| ftp.ijs.si /pub/zx/snapshots/s/snowball.zip | |
| Snowball, the original stand alone version. | |
| Spectrum 32K Basic Text Version. | |
| ftp.ijs.si /pub/zx/snapshots/r/reteden128k.zip | |
| Return to Eden, from The Silicon Dreams Trilogy | |
| Spectrum 128K Advanced Graphics Version with Pictures and Full Text. | |
| ftp.ijs.si /pub/zx/snapshots/r/reteden48k.zip | |
| Return to Eden, from The Silicon Dreams Trilogy | |
| Spectrum 48K Advanced Graphics Version with No Pictures and Full Text. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| TIME INTO MAGIC TRILOGY | |
| ftp.ijs.si /pub/zx/snapshots/l/lordsti128k.zip | |
| Lords of Time, from the Time into Magic Trilogy. | |
| Spectrum 128K Advanced Graphics Version with No Pictures and Full Text. | |
| ftp.ijs.si /pub/zx/snapshots/l/lordsti48k.zip | |
| Lords of Time, from the Time into Magic Trilogy. | |
| Spectrum 48K Advanced Graphics Version with No Pictures and Reduced Text. | |
| ftp.ijs.si /pub/zx/snapshots/l/lordtime.zip | |
| Lords of Time, the original stand alone version. | |
| Spectrum 32K Basic Text Version. | |
| ftp.ijs.si /pub/zx/snapshots/r/redmoon128k.zip | |
| Red Moon, from the Time into Magic Trilogy. | |
| Spectrum 128K Advanced Graphics Version with No Pictures and Full Text. | |
| ftp.ijs.si /pub/zx/snapshots/r/redmoon48k.zip | |
| Red Moon, from the Time into Magic Trilogy. | |
| Spectrum 48K Advanced Graphics Version with No Pictures and Reduced Text. | |
| ftp.ijs.si /pub/zx/snapshots/r/redmoon.zip | |
| Red Moon, the original stand alone version. | |
| Spectrum 48K Basic Graphics Version. | |
| ftp.ijs.si /pub/zx/snapshots/p/prmagik128k.zip | |
| The Price of Magic, from the Time into Magic Trilogy. | |
| Spectrum 128K Advanced Graphics Version with No Pictures and Full Text. | |
| ftp.ijs.si /pub/zx/snapshots/m/magick.zip | |
| The Price of Magic, the original stand alone version. | |
| Spectrum 48K Advanced Graphics Version with Pictures and Reduced Text. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| OTHERS | |
| ftp.ijs.si /pub/zx/snapshots/e/esmerald.zip | |
| Emerald Isle, (note press Shift to scroll text). | |
| Spectrum 48K Basic Graphics Version. | |
| ftp.ijs.si /pub/zx/snapshots/a/a_mole1.zip | |
| ftp.ijs.si /pub/zx/snapshots/a/a_mole2.zip | |
| The Secret Diary of Adrian Mole, In two parts. | |
| Uses (and abuses) the Basic Graphics Engine. | |
| ftp.ijs.si /pub/zx/snapshots/z/z80-201.zip | |
| An emulator for the MS-Dos computers. | |
| If you are keen for a sample of their work I would recommend that | |
| you play the 128K version from the Jewels of Darkness. I thoroughly | |
| enjoyed this trilogy! | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| [Heheh, we seem to have a lot of article-like letters this issue. Oh | |
| well.] | |
| -------------------- cut with elven sword here ------------------------- | |
| The Joy of IF, or Why I Love Text Adventures | |
| by S.P. Harvey (sharvey SP@G interaccess.com) | |
| Come with me now, gentle SPAG reader, to a time that has vanished into memory. | |
| The time: the early and mid-1980's, the place: in front of an archaic | |
| 8-bit personal computer. Ronald Reagan was President, junk bonds were | |
| everywhere, and Infocom reigned the computer gaming world. | |
| There are probably few, if any, readers of this magazine who cannot recall | |
| the first work of Interactive Fiction that captured their imaginations and | |
| drained untold hours of their free time. For me, it was Zork II. Don't | |
| ask why it wasn't Zork I, I don' t remember. Eighth grade. Nathan Hale | |
| Elementary School, Chicago. Mrs. Sheehy's class. I don't know how many | |
| history and algebra lessons I spent redrawing my careful map of the Great | |
| Underground Empire. All I knew was that it was worth every minute. | |
| There's still a certain nostalgic wave that crashes over me each time I | |
| start a new IF game. Something about that blue screen with the white | |
| status line, and the ubiquitous ">" prompt that has earned an indelible | |
| place in computer folklore and history. Unfortunately, some of the | |
| "features" of early IF have passed into memory, along with the 6502 | |
| microprocessor. Who out there cannot recall the sweaty-palms impatience | |
| of waiting for a reply while your 5 1/4" floppy drive whirred and ground | |
| for the answer? Or, having reached a new point in the game, only to | |
| realize you don't have a formatted diskette to save your progress? I know | |
| I can never forget the joyous frustration of continually seeing the | |
| messages "Insert STORY disk into drive 1", followed by "Insert SAVE disk | |
| into drive 1". Advances in hard drive technology have eliminated most of | |
| these unfortunate side effects, but I, for one, miss the solid "clack" of | |
| my Atari 810 diskette drive. | |
| Playing an IF game is a uniquely solitary enterprise, but it's never a | |
| lonely one. In good interactive fiction, the personality of the | |
| Implementors is infused into every description, every object, every | |
| off-handed response. You can hear them cheering you on towards the | |
| finish, feel their fingers gently poking you in the ribs, even picture | |
| them lovingly building their houses of cards in the hope you'll knock them | |
| down. | |
| The geniuses who ran Infocom have become our Founding Fathers, our King | |
| Arthurs, indeed, even our Olympians. Every work of interactive fiction | |
| that has been written since Zork I burst onto the scene owes a debt of | |
| gratitude to Dave Lebling, Marc Blank, Steve Meretzky, and the rest. If | |
| it weren't for these giants, the rest of us would still be playing the | |
| latest Space Invaders variant. And some of us would have gotten better | |
| grades in algebra and history. | |
| [Very moving. *sniff* Still, I probably miss the software a lot | |
| more than the hardware. I rather imagine that skeletons were found in | |
| front of Commodore 64's, still waiting for Ultima 4 to boot....] | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| KEY TO SCORES AND REVIEWS---------------------------------------------------- | |
| Consider the following review header: | |
| NAME: Cutthroats PARSER: Infocom Standard | |
| AUTHOR: Infocom PLOT: Two Seperate Paths | |
| EMAIL: ??? ATMOSPHERE: Well Done | |
| AVAILABILITY: LTOI 2 WRITING: Good | |
| PUZZLES: Good SUPPORTS: Infocom Ports | |
| CHARACTERS: Not Bad DIFFICULTY: Medium | |
| First, you'll notice that the score has been removed, and replaced | |
| by one or two word ratings. These are pretty arbitrary, and should allow | |
| more freedom to the reviewers. The EMAIL section is for the e-mail address | |
| of the game author, not the reviewer. AVAILABILITY will usually have either | |
| Commercial ($price), Shareware ($price), or Freeware. If the commercial | |
| price varies in stores, then it will just say Commercial. If it has been | |
| released in the LTOI collection, this line should say so. Lastly, if it is | |
| available on ftp.gmd.de, the line should add GMD. (Demo) if it's a demo | |
| version. The body of the review hasn't changed. | |
| When submitting reviews: Try to fill in as much of this info as you can. | |
| Also, scores are still desired along with the reviews, so send those along. | |
| The scores will be used in the ratings section. Authors may not rate or | |
| review their own games. | |
| SPAG accepts reviews of any length, letters to the editor, the occasional | |
| interesting article on text adventures (no reprints please), and even just | |
| ratings for your favorite game, if you don't have the time to do a full | |
| review. Please though, at least send me info for each game you have rated | |
| equivalent to the review header for Cutthroats, above. All accepted | |
| materials will be headed by the submitter's name and e-mail address, unless | |
| you request that they be withheld, in which case the header will read as | |
| "Anonymous." | |
| NEW GAMES-------------------------------------------------------------------- | |
| Well, Adventions is still teasing us with _The Legend Lives_, but by | |
| all accounts, that should be released sometime Really Soon (tm). | |
| _Avalon_, my own project, just keeps taking longer and longer. Maybe | |
| I can finish by April. Maybe. *sigh* Gee, that's what, only about a year | |
| late? Let's see if I can break the record for most overdue game. | |
| *grumble grumble* Blasted college.... | |
| REVIEWS---------------------------------------------------------------------- | |
| From: "Konstantin Yu. Boyandin" <MBO SP@G ccphys.nsu.nsk.su> | |
| Name: Crypt v2.0 Gameplay: 0.5 | |
| Author: Steve Herring Plot: Linear | |
| Email: N/A Atmosphere: 1 | |
| Availability: GMD S12 Writing: Good | |
| Puzzles: Average Supports: MSDOS | |
| Characters: Primitive Difficulty: Medium | |
| Crypt is a small gothic horror story about an adventurer | |
| discovering the mysteries of the old church and its old history. I can | |
| only add that I liked the story, but found it a bit straightforward and | |
| predictable. The main flaw of the game is a poor vocabulary and | |
| the existence of traps one cannot get out of (for example, if you fall | |
| into a grave without a ladder). Characters are 'part of the interior' and | |
| behave like special places rather than intelligent beings. Nonetheless, the | |
| story is impressive and the whole game is worth registering. | |
| Alas, I have been unable to finish the game yet. Hope to do that after | |
| registering. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Lars Jodal" <joedal SP@G inet.uni-c.dk> | |
| NAME: Deep Space Drifter PARSER: TADS standard | |
| AUTHOR: Michael J. Roberts PLOT: Mostly linear, rather slow | |
| EMAIL: mroberts SP@G hinrg.starconn.com ATMOSPHERE: First good, then shaky | |
| AVAILABILITY: GMD, shareware ($15) WRITING: Fair | |
| PUZZLES: Some good, some tedious SUPPORTS: TADS ports | |
| CHARACTERS: Only in the text DIFFICULTY: Easy (to medium) | |
| You are a space explorer who are almost out of fuel. With the last | |
| reserves you manage to reach a space station. However, the station seems | |
| to be under attack and nobody is around. What is going on only gradually | |
| becomes clear. To get really rescued you must go down to the planet | |
| below and find an escape vessel. | |
| The part of the game on the space station is good, with quite a bit | |
| of atmospheric details and generally good puzzles. But down at the | |
| planet things are less convincing. Everything is deserted, but no real | |
| reason for this is given. Several of the puzzles here are also very | |
| time-consuming and tedious. Among these puzzles are the game's two | |
| infamous mazes. The mazes are novel (no "twisty passages, all alike"), | |
| but too large and take a _long_ time to solve. | |
| The story contains two characters apart from the player, but they | |
| are not actually part of the _game_. This is to mean that they are | |
| mentioned in the text, but the player never gets a chance to interact | |
| with them. Thus the characters are not really NPCs but part of the | |
| story. | |
| The game is shareware. Upon registration one gets a very good hint | |
| book with many hints for each puzzle. The hint book is arranged so that | |
| you won't read hints by mistake. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Molley the Mage" <mollems SP@G WKUVX1.WKU.EDU> | |
| NAME: The Dungeon of Dunjin PARSER: Infocom-Like | |
| AUTHOR: Magnus Olsson PLOT: Non-Linear (Treasures) | |
| EMAIL: ??? ATMOSPHERE: Fantasy | |
| AVAILABILITY: GMD WRITING: Quite Good | |
| PUZZLES: Mostly Good SUPPORTS: IBM, MAC | |
| CHARACTERS: Few, Simple DIFFICULTY: Above-Average | |
| The Dungeon of Dunjin is a shareware game which has been available | |
| for several years. It was written by a Swedish national, Magnus Olsson, | |
| but the game is in English (although you'd never know it wasn't written | |
| by an American, to tell you the truth). The original game was written | |
| using Turbo Pascal; it has also been ported to the Macintosh, where it | |
| sports a rather spiffy user interface. The parser is about as good as the | |
| older Infocom games, not allowing for any complicated structures but | |
| sufficient to get the job done with a minimum of "guess the word" problems. | |
| The "hook" of the game is simple enough. You're a tourist of sorts, | |
| here to visit the famous Dungeon of Dunjin, a series of caverns and | |
| adventurous areas known far and wide. Unfortunately for you, the Dungeon | |
| is closed for renovation (and due to a few nagging problems with visitor | |
| safety). Of course, like any good adventurer, you won't let this daunt you | |
| -- especially with all the treasures to be had once you get inside. | |
| Collection of these treasures is the primary way you will score | |
| "points" in the game; however, I would venture to say that the plot of the | |
| game is only incidentally related to the collection of these items. In fact, | |
| you will do much more than run around gathering up trinkets; if you are brave | |
| and careful, you'll save a princess from an evil wizard's spell and slay a | |
| terrible dragon, among other things. In truth, the final scene of the game, | |
| where you present your treasures for counting (in a very Adventure-like | |
| fashion), is really an anticlimax; but don't worry, because the other plot | |
| points have enough text to satisfy and the writing is very solid throughout. | |
| The first few puzzles are very easy, a deliberate decision on the | |
| author's part so that players can experience quick success which hopefully | |
| will give them enough of a sense of accomplishment not to quit in | |
| frustration when they hit the harder puzzles later on, and I think it is a | |
| very good idea, one which other games should emulate. The game boasts an | |
| impressive on-line hint facility, which is context-sensitive; it tries to | |
| give you the hint you need, based on your current situation, and is largely | |
| successful. The hints are only provided up to a certain point in the story, | |
| however, after which you're on your own. One problem with the game is that | |
| it features not one, but several mazes (although only one of them is | |
| strictly required to finish the game). Luckily, they are small mazes, and | |
| easily mapped; but many players will still cringe in horror at the | |
| repetition. At the time of this writing, the author is working on a new | |
| version which will feature a way to bypass the mazes without tedium or | |
| severe penalty, as well as increasing the strength of the parser to include | |
| more conversation with NPC's. | |
| The game as a whole is very enjoyable. You'll quickly discover that | |
| the "Dungeon" is not merely a series of dank chambers beneath the surface, | |
| but rather a very large and vast world containing everything from dragons to | |
| dwarves and even computer hackers (I hope you can handle it). One very | |
| interesting idea in the game is that magic works within the "fantastic" | |
| regions, inside the dungeon, but not in the "mundane" regions, and objects | |
| behave accordingly depending on where you are. The writing is good, and | |
| there is a fair amount of humor in the game -- some of it, especially the | |
| part involving ABBA, is not to be missed. Upon finishing the game, I was | |
| very satisfied, because it is challenging. | |
| Although I say the plot is "non-linear" because you are able to solve | |
| many of the puzzles in no particular order, the truth is that once you | |
| discover the true plot of the game, certain actions will be imposed on you | |
| and it is possible to get into a bind where you are trapped with no recourse | |
| but to restore a saved game. This is unlikely, however, and should not | |
| happen unless you are playing through the game a second time and really get | |
| ahead of yourself. | |
| A possible point of contention for some people might be the | |
| registration fee -- $20, which is generally considered "a lot" for a | |
| shareware text adventure game. I would say that it's worth the money, as | |
| long as you don't run screaming in terror from mazes. Give it a look and see | |
| for yourself; I think you'll find The Dungeon of Dunjin an enjoyable | |
| experience. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Molley the Mage" <mollems SP@G WKUVX1.WKU.EDU> | |
| NAME: The Great Archeological Race PARSER: TADS (Good) | |
| AUTHOR: John LaBonney PLOT: Linear, "Sectional" | |
| EMAIL: ??? ATMOSPHERE: Indiana Jones-ish | |
| AVAILABILITY: GMD WRITING: Not Bad | |
| PUZZLES: Wide Variety SUPPORTS: TADS ports | |
| CHARACTERS: Interesting, 1-D DIFFICULTY: Below Average | |
| Well, I must confess that while I had heard of this game from a few | |
| other people, I resisted playing it primarily because the word "archaeology" | |
| is so prominently misspelled. A trivial and petty reason not to play a text | |
| adventure, I know, but typos ruin games for me faster than anything else. | |
| I am pleased to report that not only is it easy to ignore this mistake in | |
| The Great Archeological Race, but the rest of the game makes up for it and | |
| is quite enjoyable. | |
| TGAR, as I'll refer to it, is a shareware game from Absolute Zero. | |
| You play an assistant curator at the Evelyn Museum in Boston, whose job is in | |
| peril because of a lack of new acquisitions. The game, therefore, becomes a | |
| series of adventures wherein you are sent to various sites by your boss to | |
| bring back whatever trinkets (or treasures) you can find. The atmosphere of | |
| the ame reminded me somewhat of the "Indiana Jones" movies; quests for | |
| ancient artifacts liberally sprinkled with humor. | |
| I think the game is probably easier than most text adventures, but | |
| this is not a criticism. I was able to play almost straight through the | |
| first few sections in a couple of hours, which enabled me to concentrate on | |
| the game itself instead of on the usual stop-ponder-start-stop-ponder-start | |
| method I usually use. The individual archaeological "digs" are filled with | |
| interesting items, locations, and characters, although the quality of the | |
| room descriptions is rather inconsistent. In many places, the writing is | |
| plentiful and good; in others, it's extremely terse. Some of the best | |
| writing is in the various newspaper articles and reports you'll get on your | |
| various excursions around the world, as well as religious propaganda you get | |
| from a guy at the airport (and you can just imagine what *that's* like). | |
| As you return from the various digs, you check in with your boss, and | |
| the items you have recovered are placed on display in the museum itself. | |
| This is a nice touch, and provides an obvious measure of progress, as well as | |
| allowing the player to feel as though his actions have made an impact. It's | |
| obvious that the game does not take itself seriously; the first site you'll | |
| visit was abandoned by the original dig team because the University funding | |
| the dig used the money for a new swimming pool. It says to me, "Hey, I know | |
| the plot is contrived, and you know the plot is contrived, and I know you | |
| know, so just play the game and shut up, okay?". I *like* that. The game | |
| doesn't try to be anything more than an enjoyable puzzle-solving romp, and | |
| of course the tricks and traps commonly associated with ancient sites | |
| provide the ideal excuse for having lots of puzzles. | |
| The registration fee is $20; this gets you the standard maps, hints, | |
| and eternal love and devotion of the author. The game is written using TADS, | |
| and so the parser as good as any; no worries on that score. There is | |
| mention in the docs about possible availability of the TADS source code | |
| to registered users, so aspiring TADS programmers might want to check that | |
| offer out. Truthfully, I can't feel too good about saying that the game is | |
| worth $20; $10 or $15 would have been more appropriate, but considering some | |
| of the tripe people are paying $60 and up for, TGAR is a bargain. I highly | |
| recommend that you download this game and give it a try for yourself. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Brian Reilly" <reillyb SP@G gusun.acc.georgetown.edu> | |
| NAME: Lurking Horror PARSER: Infocom Standard | |
| AUTHOR: Dave Lebling Plot: Gothic Horror at GUE Tech | |
| EMAIL: ??? ATMOSPHERE: Very Good | |
| AVAILABILITY: LTOI 1 WRITING: Good | |
| PUZZLES: Well Done SUPPORTS: Infocom Ports | |
| CHARACTERS: Somewhat Weak Difficulty: Medium | |
| In Lurking Horror, you assume the role of a college student | |
| who starts out trying to complete an assignment, and is caught up in an | |
| adventure of missing students, demonic Alchemy professors, and a showdown | |
| with the ultimate evil. As you wonder about the tunnels and corridors of | |
| GUE Tech, you must deal with everything from sticky-fingered urchins to | |
| fierce rats. The main strength of this game is the sense of atmosphere | |
| created. The writing creates a sense of suspense and terror, and the | |
| player is enveloped in a frightening world of the macabre. The only | |
| weakness that I found with Lurking Horror was the NPCs. I feel that they | |
| could have been developed to a greater extent, especially the hacker. I | |
| was also dissapointed with the ending; it was a climactic let-down from | |
| what had been built up during the game. | |
| Besides this, though, it was a very good game. The puzzles are | |
| interesting and not too difficult, and there is enough humor to keep the | |
| player interested. Lurking Horror can be found in LTOI 1. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Molley the Mage" <mollems SP@G WKUVX1.WKU.EDU> | |
| NAME: MAGIC.ZIP (Three games) PARSER: Mostly 2-Word | |
| AUTHOR: John Olsen PLOT: Simple | |
| EMAIL: ??? ATMOSPHERE: Okay | |
| AVAILABILITY: GMD WRITING: Terse | |
| PUZZLES: Easy SUPPORTS: IBM | |
| CHARACTERS: Few DIFFICULTY: Quite Easy | |
| MAGIC.ZIP contains three IBM text adventures written by John Olsen. | |
| The games are all very simple, but they are enjoyable and should provide | |
| you with a few hours of fun. The games unzip as MS-DOS executable files, | |
| using Mr. Olsen's own interpreter. The parser used in the games is | |
| simplistic, but the puzzles are generally so easy that you won't have any | |
| problem telling the game what it is you're trying to do. The three games in | |
| the package are: | |
| Merlin's Magic Forest: | |
| In this game, you are transported to a magical forest where Merlin | |
| the magician (of Arthurian legend) has been placed under an evil spell. You | |
| must collect the five components needed to mix up a counterspell that will | |
| free the great wizard from his torpor. Along the way, you'll get to play | |
| with Excalibur and face some evil monsters (including some really mean | |
| trees who really got on my nerves). | |
| Merlin's Golden Trove | |
| As a reward for your serivces to him in the first game, Merlin | |
| transports you to his castle, where you seek to discover all his hidden | |
| gold. There are hidden tricks and traps for the unwary, and treasures | |
| hidden in some surprising places. The weakest of the three games, but | |
| still an enjoyable distraction. | |
| Son of Ali Baba | |
| To win the Caliph's daughter, you must venture to the island of the | |
| evil wizard Roxor and bring back a piece of the shell of a Roc's egg. You'll | |
| face a dragon, among other things, but luckily you have several magical | |
| talismans to assist you in your quest. The best of the three games, I | |
| think, except for a few rather arbitrary puzzles. | |
| All three of the games are quick plays -- an afternoon apiece at | |
| most. They use text very sparingly, but the writing is not bad. These | |
| games reminded me very much of the Scott Adams adventures, in fact, although | |
| they are much easier than some of Adams' puzzlers. Merlin's Magic Forest is | |
| arguably the most difficult of the three games, with some non-intuitive | |
| puzzles to be solved. Merlin's Golden Trove is strictly an exercise in | |
| searching for treasures. Son of Ali Baba is my favorite of the three, | |
| providing a little bit of the flavor of the Arabian Nights tales. | |
| The author is asking $20 for the three games, which comes out to less | |
| than $7 apiece. That's a good deal for a text adventure, but in truth these | |
| games are so short and simple that they're probably not worth registering. | |
| However, Mr. Olsen also has three other collections of similar text | |
| adventures, and all of them can be found on the if-archive. It would not be | |
| unreasonable to expect someone to play two of the three-game sets and then | |
| register one of them. But you didn't hear that from me. | |
| If you're looking for a game or three to kill an afternoon with, or | |
| if you wax nostalgic about the Scott Adams-type adventure games, give | |
| MAGIC.ZIP a try; and check out Mr. Olsen's other games, which include more | |
| fantasy, and even some horror, among other things. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Molley the Mage" <mollems SP@G WKUVX1.WKU.EDU> | |
| NAME: Space Aliens Laughed At My Cardigan PARSER: AGT | |
| AUTHOR: Andre M. Boyle PLOT: Minimal | |
| EMAIL: ??? ATMOSPHERE: Demented | |
| AVAILABILITY: GMD WRITING: Strange | |
| PUZZLES: Weak SUPPORTS: IBM | |
| CHARACTERS: Not Much DIFFICULTY: Incomprehensible | |
| "Space Aliens Laughed At My Cardigan" has perhaps the best title of | |
| any game I've yet seen on the Interactive Fiction Archive. This alone | |
| prompted me to download it and give it a play. I had a moment of fear when I | |
| discovered that it was written with AGT; I am able to report, however, that | |
| the game would have been just as bad in TADS, Inform, or any other language | |
| as far as I can tell. The introduction is promising -- you're sitting in the | |
| garden when an alien ship lands nearby and two blue beings begin making fun | |
| of your cardigan. They then proceed to vaporize it with a ray gun. You're | |
| quite dismayed, since your mother gave you that cardigan, and you fear | |
| physical reprisals if she discovers that it's gone. Getting a new | |
| cardigan, therefore, becomes the goal of the game. Sadly, the game was | |
| almost totally unplayable, and I was unable to determine if Our Hero | |
| actually succeeds. All I can really say about the game is that it had a | |
| glimmer of potential, but that quickly vanishes under a torrent of | |
| typographical errors, bad attempts at humor, and bugs. There are 10,000 | |
| possible points in the game; just by walking around and picking things up, I | |
| somehow achieved 257 of them without attempting to solve a single puzzle. | |
| The puzzles themselves are nonsensical; sometimes typing HELP will | |
| get you a hint, other times not. The atmosphere of the game is badly | |
| fragmented; items and locations are thrown together without the slightest | |
| rhyme or reason. The parser is unresponsive at best and damnably frustrating | |
| most other times. There are a few funny bits of text -- the chess grandmaster | |
| in particular is rather humorous -- but most of the attempts fall on their | |
| face. I usually prefer Irish/British humor to American humor, so I can | |
| safely say that cultural differences do not play a role in my failure to | |
| find the game funny (although people with no experience whatsoever in | |
| British humor might not even understand why the jokes are *supposed* to be | |
| funny). The most interesting thing about this game is that while | |
| registration is not expected by the author, if you do register (for $60.00 | |
| or 30 pounds) the author offers to write an entirely new game to your | |
| specifications and place you as a character in one or more of his later | |
| games. I am mildly curious to know if anyone has taken advantage of this | |
| offer, although I must say after playing Space Aliens Laughed At My | |
| Cardigan, I can't see any reason why a sane person would. | |
| [Let me just say that I encourage both positive and negative reviews. | |
| SPAG's goal has always been to become something like a Consumer's Guide to | |
| IF. I hope to print reviews that will not only steer you towards the | |
| outstanding games, but away from the bad ones. I've played "Aliens Laughed | |
| at My Cardigan". Trust Molley on this one, folks. He knows from whence he | |
| speaks.] | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Brian Reilly" <reillyb SP@G gusun.acc.georgetown.edu> | |
| NAME: The Witness PARSER: Infocom Standard | |
| AUTHOR: Stu Galley PLOT: Solve a Murder | |
| EMAIL: UNKNOWN ATMOSPHERE: VERY GOOD | |
| AVAILABILITY: LTOI 1 WRITING: Good | |
| PUZZLES: Not Bad SUPPORTS: Infocom Ports | |
| CHARACTERS: Good DIFFICULTY: Rather Easy | |
| Who killed Freeman Linder? You came to his house to protect him from | |
| an unknown threat, but he has been murdered nonetheless. In Witness, | |
| you take the role of a 1930s police detective and must find out what | |
| caused Linder's demise. Question the suspects and search the Linder | |
| estate for clues that will bring you closer to the truth. Witness was | |
| Infocom's second mystery game, and is nowhere near as difficult as | |
| Deadline. | |
| The plot flows quickly, and it is rather easy to stumble upon | |
| the guilty party. However, Witness does a great job at capturing the | |
| feel of the 1930s. This is achieved partly from the writing, but more so | |
| by the characters. The NPCs are interesting and provide the player with | |
| entertainment after all the puzzles have been solved. Witness is easy | |
| compared to many of Infocom's other titles, but it is still enjoyable. | |
| Witness can be found in LTOI 1, and serves as an excellent introduction | |
| to interactive mystery to gamers. | |
| READER'S SCOREBOARD---------------------------------------------------------- | |
| Ok, I'm not gonna waste space in this issue on describing the new | |
| system of scoring again. It's outlined in both the SPAG.FAQ and SPAG2, so | |
| I see no reason to continue to clutter up the magazine. | |
| Here's a revised ratings line for Trinity: | |
| Name Avg Sco Chr Puz #Votes Issues Notes | |
| ======= ======= === === ====== ====== ====== | |
| Trinity 8.9 1.7 1.5 21 1-5, 8, 11 C_INF | |
| A complete and revised version of this rating system appears in | |
| the SPAG FAQ, which should be up on ftp.gmd.de:/if-archive/SPAG/SPAG.FAQ. | |
| >From now on, only changes to the system and the notes will appear in each | |
| issue. For the basics, look at the FAQ. | |
| Notes: | |
| A - Runs on Amigas. | |
| AP - Runs on Apple IIs. | |
| GS - Runs on Apple IIGS. | |
| AR - Runs on Archimedes Acorns. | |
| C - Commercial, no fixed price. | |
| C30 - Commercial, with a fixed price of $30. | |
| F - Freeware. | |
| GMD - Available on ftp.gmd.de | |
| I - Runs on IBM compatibles. | |
| M - Runs on Macs. | |
| S20 - Shareware, registration costs $20. | |
| 64 - Runs on Commodore 64s. | |
| TAD - Written with TADS. This means it can run on: | |
| AmigaDOS, NeXT and PC, Atari ST/TT/Falcon, DECstation | |
| (MIPS) Unix Patchlevel 1 and 2, IBM, IBM RT, Linux, Apple | |
| Macintosh, SGI Iris/Indigo running Irix, Sun 4 (Sparc) | |
| running SunOS or Solaris 2, Sun 3, OS/2, and even a 386+ | |
| protected mode version. | |
| AGT - Available for IBM, Mac, Amiga, and Atari ST. This does not | |
| include games made with the Master's edition. | |
| INF - Infocom or Inform game. These games will run on: | |
| Atari ST, Amiga, Apple Macintosh, IBM, Unix, VMS, Apple II, | |
| Apple IIGS, C64, TSR-80, and Archimedes Acorn. There may be | |
| other computers on which it runs as well. | |
| NOTES: If there was no rating for Character or Puzzle, it was left blank. | |
| Please remember that I do not yet have a large enough sample of | |
| scores to accurately compare them. The grading system has changed | |
| and that may further damage the accuracy until I get about 20 more | |
| scores for each game. | |
| Name Avg Sc Chr Puz # Sc Rlvt Ish Notes: | |
| ==== ====== === === ==== ======== ====== | |
| Ballyhoo 7.2 1 x C_INF | |
| Beyond Zork 7.4 1 x C_INF | |
| Border Zone 5.6 1 x C_INF | |
| Bureaucracy 7.8 1 x C_INF | |
| Curses 8.6 1.5 1.7 1 2 F_INF | |
| Cutthroats 6.4 2 1 C_INF | |
| Deadline 6.8 1 x C_INF | |
| Deep Space Drifter 5.5 1.4 1 3 S15_TAD_GMD (I think) | |
| Dungeon of Dunjin 7.0 1.0 1.5 1 3 S20_IBM_MAC_GMD | |
| Enchanter 6.8 0.8 1.3 2 x C_INF | |
| Great Archaelog. Race 6.5 1.0 1.5 1 3 S20_TAD_GMD | |
| Hitchhiker's Guide 8.0 1 x C_INF | |
| Hollywood Hijinx 6.0 1 x C_INF | |
| Horror of Rylvania 7.7 1 1 C20_TAD_GMD (Demo) | |
| Humbug 7.4 1 x S10_GMD (Uncertain) | |
| Infidel 6.9 3 1-2 C_INF | |
| Jacaranda Jim 7.0 1 x S?_GMD | |
| Klaustrophobia 9.5 1 1 S15_AGT_GMD | |
| Leather Goddesses 7.7 1 x C_INF | |
| Lurking Horror, The 7.2 1 1 C_INF | |
| Magic.zip 4.5 0.5 0.5 1 3 S20_IBM_GMD | |
| Mind Forever Voyaging 8.1 1 x C_INF | |
| Moonmist 6.4 1 1 C_INF | |
| Multidimen. Thief 6.0 0.5 1.0 1 2 S?_AGT_GMD | |
| Nord and Bert 6.8 1 x C_INF | |
| Planetfall 7.3 1 x C_INF | |
| Sanity Claus 9.0 1 1 S10_AGT_GMD | |
| Seastalker 5.0 1 x C_INF | |
| Shades of Grey 7.9 1 1-2 F_AGT_GMD | |
| Sorceror 6.6 0.6 1.5 2 2 C_INF | |
| Space Aliens...Cardigan 2.0 0.5 0.5 1 3 S60_AGT_GMD | |
| Spellbreaker 7.9 1.2 1.8 2 2 C_INF | |
| Starcross 7.4 2 1 C_INF | |
| Stationfall 6.7 1 x C_INF | |
| Suspect 5.9 1 x C_INF | |
| Suspended 7.0 1 x C_INF | |
| Trinity 9.2 1.4 1.7 3 1 C_INF | |
| Unnkulian One-Half 8.1 2 1 F_TAD_GMD | |
| Unnkulian Unventure 1 8.1 2 1 S10_TAD_GMD | |
| Unnkulian Unventure 2 7.1 2 1 S10_TAD_GMD | |
| Unnkulian Zero 9.0 1 1 C25_TAD_GMD (Demo) | |
| Wishbringer 6.3 1 x C_INF | |
| Witness, The 6.3 2 1 C_INF | |
| Zork 0 6.5 1.1 2.0 1 x C_INF | |
| Zork 1 5.4 0.6 1.6 2 1-2 C_INF | |
| Zork 2 6.4 0.8 1.6 2 1-2 C_INF | |
| Zork 3 5.7 0.6 1.4 2 1-2 C_INF | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| The Top Three: | |
| 1. Klaustrophobia 9.5 | |
| 2. Trinity 9.2 | |
| 3. Unkuulian Zero 9.0 | |
| Sanity Claus 9.0 | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| Editor's Picks of the Month: | |
| This month I recommend John Olsen's four trilogies of games. In | |
| ftp.gmd.de:/if-archive/games/pc/ they are: crypt30.zip, magic.zip, | |
| treasure.zip, and horror30.zip, I believe. A very good value for your | |
| money, as you get 3 games for $20 or so. Very reminiscent of Scott Adams, | |
| and the solutions for the first three compilations can also be found on | |
| GMD. Sadly, as far as I know, these games are available only for IBM PCs and | |
| compatibles. | |
| ADVERTISEMENTS--------------------------------------------------------------- | |
| Notes on last month's Save Princeton Advertisement: | |
| Jacob Weinstein, author of Save Princeton, has a new email address: | |
| jacobw SP@G cap.gwu.edu | |
| CLOSING REMARKS-------------------------------------------------------------- | |
| EXTRA! EXTRA! SPAG finds new home inside InfoMenu! | |
| Some of you may have heard about InfoMenu. Welp, I tried it out, and | |
| it's a very elegant little program. What it is, is essentially a menuing | |
| system for all your infocom format games. All you need to use it is one of | |
| the freely available z-machine interpreters available on ftp.gmd.de, such as | |
| ZIP. You tell InfoMenu where the interpreter is, where your games are (it | |
| will scan up to three directories, counting the one it's in), and Presto! A | |
| menu pops up with a list of the titles of your games. Then you either use | |
| the mouse or the arrow keys to select and play one. InfoMenu is only | |
| available for IBM PCs and compatibles. Personally, I dumped all my .dat, | |
| .z3, and .z5 files into my InfoMenu directory, and deleted most of those | |
| crappy LTOI menu systems. I did keep zip4.exe from LTOI 1, as well as the | |
| files from Zork Zero. After all, you delete those, and no fancy Beyond Zork | |
| or Zork Zero pictures for you. I imagine that Shogun, etc from the LTOI 2 CD | |
| would have to be treated the same way. | |
| [PS- LTOI=Lost Treasures of Infocom, discussed in issue #1, for you | |
| new subscribers.] | |
| Now, on to my favorite part of the program, the help system. Hit F1, | |
| and you are presented with a nice little menu, with everything from InfoMenu | |
| specifics to communicating with text adventures. Put the cursor over a game | |
| title on the main menu and hit F2, and you are presented with a very spiffy | |
| description of it, usually. Even if there's none there, it's quite easy to | |
| write your own, or alter the existing one. I was so pleased with this | |
| program that I edited all the F2 descriptions to include an SR in it (SPAG | |
| Rating). This is just the score that you see in the ratings section of the | |
| magazine, and only the main score at that. But still, if you've just bought | |
| LTOI, and you can't decide which of the games to play first, this could be a | |
| convenient device for you. The standard game descriptions appear to have | |
| been typed in from the backs of old Infocom games. | |
| The current release is beta version C. While it's a beta version, I | |
| found only one bug in version B, and that's been fixed in version C. Still, | |
| the current version doesn't include the SPAG ratings, but the next one | |
| should. | |
| ftp.gmd.de:/if-archive/infocom/interpreters/infom9c.zip. | |
| [Remember to use binary mode, just in case. Also, later editions | |
| will probably follow the same naming conventions, such as infom9d.zip, etc.] | |
| SPAG is not affiliated with Calvin Culver or Culverware, Inc. in any way. I | |
| just added the SPAG ratings to his help menu and sent it to him for use, | |
| nothing more. | |
| InfoMenu was written by Calvin Culver, and is copyright 1994 by Culverware, | |
| Inc. All rights are reserved. | |
| InfoMenu is donorware. It may be distributed and used for | |
| non-commercial purposes free of charge. However, this software represents a | |
| couple hundred hours' work, so if you find InfoMenu useful and would like to | |
| make a small donation, you may do so to the following address: | |
| Culverware, Inc. | |
| W6999 King Rd. | |
| Poynette, Wisconsin 53955 | |
| The author may be contacted either through the above address, or by e-mail at | |
| any of the following: | |
| calvin.richter SP@G sil.org | |
| culver SP@G macc.wisc.edu | |
| ctrichte SP@G students.wisc.edu | |
| ----------------------------------------------------------------------------- | |
| Thank you for helping to keep text adventures alive! | |
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