| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE #30 | |
| Edited by Paul O'Brian (obrian SP@G colorado.edu) | |
| September 20, 2002 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #30 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. | |
| REVIEWS IN THIS ISSUE ----------------------------------------------------- | |
| Bmissfill | |
| The Fellowship Of The Ring | |
| I'll | |
| Mystery Science Theatre 3000 Presents "A Fable" | |
| Pick Up The Phone Booth And Aisle | |
| Pick Up The Phone Booth And Dye | |
| Planetfall | |
| Savoir-Faire | |
| Tinseltown Blues | |
| WARP! | |
| ###### Review Package: An Unnkul Bunch Of Reviews ###### | |
| GC: A Thrashing Parity Bit of the Mind | |
| The Horror of Rylvania | |
| The Legend Lives! | |
| Unnkulia One-Half: The Salesman Triumphant | |
| Unnkulia Zero: The Search for Amanda | |
| Unnkulian Underworld: The Unknown Unventure | |
| Unnkulian Unventure II: The Secret of Acme | |
| EDITORIAL------------------------------------------------------------------ | |
| First, the bad news: There's no interview in this issue of SPAG. A | |
| contributor offered to do one, I said "Great!", and then that | |
| contributor flaked. Ordinarily, I'd probably just delay the issue a week | |
| or so, and do the interview myself, but this is the September issue of | |
| SPAG, and the September issue must come out before the comp starts, | |
| because once that day arrives, my IF energies are pretty much all Comp, | |
| all the time. So no interview -- maybe I'll do two in some future issue | |
| to make up for it. Sorry. | |
| Now, let's clear that sour taste away with the good news. As you can see | |
| from the section above, the SPAG review larder is quite well-stocked | |
| this issue! Even more satisfying, our seventeen reviews come from no | |
| less than *eight* different contributors. I think it's a remarkable | |
| showing, especially taking into account that none of those eight | |
| contributors are named Duncan Stevens. I want to thank everybody who | |
| came through with a review for this issue -- it's a great expression of | |
| community spirit, and it really touches my heart. | |
| One batch of reviews in particular caught my imagination: Valentine | |
| Kopteltsev sent me several reviews in one big document, each review | |
| building on its predecessors, with an introduction explaining his point | |
| of view, and a big theme tying all the reviews together. I thought this | |
| was a really neat idea, and it seemed a crime to separate them all and | |
| spread them throughout the issue in the way that SPAG reviews are | |
| normally presented. So instead, with grateful acknowledgement to Mr. | |
| Kopteltsev, I give you SPAG's newest feature: the Review Package! | |
| I'm a music fan, and I nurture an endless fascination for mixed | |
| tapes/CDs and themed sets. I love the notion of putting together a group | |
| of works that all interrelate, that create new levels of meaning by | |
| their juxtaposition, and that are even more fun together than they are | |
| separately. My life is littered with such compilations, and if it's good | |
| enough for my car stereo, I say it's good enough for SPAG! So I hereby | |
| officially invite any and all interested parties to send me their Review | |
| Packages, groupings of two or more reviews united by some common theme | |
| or thread. You can set them up however you like, with connective text, | |
| introductory ruminations, or what have you. If you like, you can even | |
| mix them together thoroughly, in the style of those book reviews you | |
| occasionally see that end up covering all their subjects but in a | |
| discursive, essay-style manner. It's all up to you. I'll put them in | |
| their own separate section of the issue, set apart from all the one-off | |
| reviews. | |
| Of course, I'm aware that I may be dreaming. It's easy enough to | |
| announce something, but the real test is whether people are interested | |
| in actually writing it. Case in point: SPAG Specifics -- since I | |
| announced this concept, several people have sent in great reviews for | |
| it, but there have also been a number of issues, such as this one, which | |
| have no Specifics section at all for lack of entries. Still, the Review | |
| Package concept got me excited, and maybe that'll be true of somebody | |
| else as well. Time, and my inbox, will tell. In the meantime, enjoy the | |
| bounty of reviews that this issue offers you. | |
| NEWS ---------------------------------------------------------------------- | |
| NEW GAMES | |
| It's been a fairly fallow period for new games, a condition we hope will | |
| be alleviated by the upcoming competition. However, most of the games | |
| we've gotten have been important ones: Peter Nepstad has finally | |
| released his enormous work 1893: A World's Fair Mystery, a mystery | |
| exploration game extraordinaire, and Simon Baldwin presents us with | |
| Glulx/Glk Chess, the next logical step from last year's Z-Machine chess | |
| simulator, Silicon Castles. | |
| * 1893: A World's Fair Mystery by Peter Nepstad | |
| * Glulx/Glk Chess by Simon Baldwin | |
| * Chateu Le Mont by Paul Allen Panks (no, that's not a typo -- | |
| "chateau" is intentionally misspelled.) | |
| SEE ME, FEELIE ME | |
| The IF community right now is producing more and better games than | |
| Infocom did in their heyday, but the Infocommies still beat us in one | |
| respect: the feelies. For those of you not familiar with this term, | |
| "feelies" are the nifty little items that Infocom used to package with | |
| each game -- you know, the peril-sensitive sunglasses with Hitchhiker's, | |
| the Ebullion tablets with Deadline, the Stellar Patrol ID card with | |
| Planetfall, and so forth. Now, thanks to a crew of dedicated IFers, the | |
| Feelie Gap has been narrowed considerably by the arrival of | |
| http://feelies.org, offering nifty toys and trinkets for several modern | |
| IF games, and providing feelie fulfillment for interested authors and | |
| players alike! Now you too can enjoy the Lost New York subway token, or | |
| the Fallacy Of Dawn rephasia pill, and if you're an author, maybe | |
| feelies.org can set up some feelies for your very own game... | |
| I'M FREEWARE or SHE WON'T GET FOOLED AGAIN | |
| Speaking of feelies, Emily Short is offering a pre-order for the feelies | |
| to her major new game, City Of Secrets. This game was originally | |
| commissioned to appear on a CD for a San Francisco synthpop band, but | |
| for various reasons the deal fell through, and Short is releasing it on | |
| her own. The game is scheduled to be released by the end of this year, | |
| but you can get an advance look at | |
| http://emshort.home.mindspring.com/CSUpcoming2.htm. | |
| MEET THE NEW FROTZ, NOT THE SAME AS THE OLD FROTZ | |
| David Kinder has been working on it for months, and now the dreams of | |
| PC-owning Frotz enthusiasts have been realized at last with Windows | |
| Frotz 2002. This spanking new software is the first post-Infocom PC | |
| interpreter to be able to handle version 6 zcode files, as well as all | |
| Blorb resource types. (Translation: it plays the music on Moments Out Of | |
| Time, and can handle future authorial attempts at v6.) In addition, it | |
| features full Unicode support for games with alphabets different from | |
| English. Windows Frotz 2002 is available at the IF Archive under | |
| infocom/interpreters/frotz. | |
| WHERE ARE YOU? WHERE, WHERE? WHERE, WHERE? | |
| Okay, that may be stretching it a bit, but the fact is I'm going to see | |
| The Who tomorrow and couldn't break my headline mini-theme once it got | |
| started. The point here is that I'm very gratified indeed by the review | |
| turnout for this issue, but one issue doth not a trend make. The | |
| upcoming issue will be the annual competition special, which is | |
| traditionally hard-up for reviews, given that most people tend to post | |
| theirs to the newsgroups. So if you don't manage to get your reviews | |
| written by the Comp end date, or you want to offer a more comprehensive | |
| response that includes other reviewers' viewpoints, or you just want to | |
| make my day, I strongly encourage you to send me your comp reviews for | |
| the December/January issue. I'll still happily accept reviews for non- | |
| comp games, too, and put them in SPAG 32. If you're looking for | |
| inspiration, look no further than the... | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. Bad Machine | |
| 2. Chateu Le Mont | |
| 3. Doomed Xycanthus | |
| 4. 1893: A World's Fair Mystery | |
| 5. Frobozz Magic Support | |
| 6. Heroine's Mantle | |
| 7. Hollywood Hijinx | |
| 8. Katana | |
| 9. The Oracle | |
| 10. Unease | |
| KEY TO SCORES AND REVIEWS-------------------------------------------------- | |
| Consider the following review header: | |
| TITLE: 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. | |
| Authors may not review their own games. | |
| REVIEWS ------------------------------------------------------------------- | |
| From: Stas Starkov <stas_ SP@G mail.rb.ru> | |
| NAME: Bmissfill | |
| AUTHOR: Tilli Productions, Santoonie Corporation | |
| EMAIL: None given | |
| DATE: 2002 | |
| PARSER: TADS Standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/tads/bmiss.gam | |
| VERSION: Release 1 | |
| Warning: I consider this game extremely short, bad, and stupid. I'm | |
| writing this review only to warn you to avoid the game. | |
| Premise of the game: you must escape from a prison. The task must be | |
| accomplished by doing stupid actions, based on a guess-the-verb scheme. | |
| Further features are: deaths-without-warning, bad writing, and a lot of | |
| (intentional, I believe) typos. Example: | |
| Cell Block H | |
| The stoned stones of the cell walls are cold and damp, and the | |
| grey light coming in from the window is striated by the irony iron | |
| bars which prevent your escape. A small cottish cot is along one | |
| wall, and the doorlike door to your south is closed. | |
| You see a prison window here. | |
| >x door | |
| You can't see any way of opning it. | |
| >x cot | |
| This is where you sleep. It's has a worn mattress and a tattered | |
| blanket on. | |
| >take blanket | |
| Taken. | |
| >x it | |
| Its age really prevents you from feeling warm, but you put it on at | |
| night anyway. Theirs something about having a blanket on when you | |
| sleep that makes you feel more secure. | |
| >x cot | |
| This is where you sleep. It's has a worn mattress and a tattered | |
| blanket on. | |
| Despite the game's size (around 120 Kb), it consists of only five rooms | |
| (I think), which almost don't have any objects. The main obstacle that | |
| will stop you from winning in two minutes is the bad implementation of | |
| the game. And it's not funny! | |
| Verdict: trash. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: J.D. Berry <berryx SP@G earthlink.net> | |
| TITLE: The Fellowship of the Ring | |
| AUTHOR: One of the Bruces (Adam Thornton) | |
| EMAIL: bruce SP@G fsf.net | |
| DATE: 2002 (Originally released as an IntroComp entry) | |
| PARSER: None (menu options) | |
| SUPPORTS: Atari 2600 emulators | |
| AVAILABILITY: IF Archive: | |
| ftp://ftp.ifarchive.org/if-archive/games/atari-8bit/fotr2600.tgz | |
| URL: http://www.fsf.net/stella/ | |
| From the "Fellowship of the Ring" manual: | |
| For starters, on the face of it, an Atari 2600 text adventure is | |
| ridiculous. An Atari 2600 text adventure that attempts to compress | |
| several hundred pages of densely-written prose into a 4K ROM image is | |
| even more ridiculous. It should be obvious even to the dimmest that | |
| the game is not intended as a serious interpretation of one of the | |
| most complex works of fiction ever put on paper, although it may in | |
| fact be about the best one can do given the limitations of the | |
| medium. | |
| Fellowship of the Ring is intended as a gentle spoof of the | |
| retro-gaming community, the mindset that attempts to produce | |
| derivative works in woefully inadequate media, fanfic authors in | |
| general, and the rec.arts.int-fiction and IFMud communities in | |
| particular. | |
| Nothing conveys these sentiments more than the "Fellowship of the Ring" | |
| (FotR) "cover" artwork. Robb Sherwin's magnificently-drawn battle scene | |
| between Gandalf and the balrog could lead a player (if he were born | |
| yesterday, perhaps) to expect an epic of modern cinematography and | |
| Doom-like gameplay. Such a player would be more than a wee bit | |
| disappointed. | |
| This deception follows tradition. The Atari cartridge jacket for | |
| "Baseball" conjured images of America's game that would have made Ken | |
| Burns envious. The actual game featured two block figures and four tiny | |
| bases on an all-green background. The jacket for "Combat" made you run | |
| for cover as jets screamed across the smoky sky and fell tanks overran | |
| your camp. The actual game featured two block figures and four tiny | |
| bases on an all-green background. (Kidding. The background was blue.) | |
| But even Atari wouldn't have had the temerity to release FotR in the | |
| late '70s. Not from any moral qualms, but from a marketability | |
| standpoint. Sure, reduce a work of epic scope to a few blips and doinks. | |
| Go ahead, imply that the spectacular action and grand strategy depicted | |
| on the cover occurs in the game. But, for goodness sake, you gotta have | |
| replay value. | |
| So, can you play FotR? Yes, you can play it. This isn't just a clever | |
| joke, is it? No, it's not. But you must clear some hurdles, first. I had | |
| to download and install an Atari emulator. Then I spent several minutes | |
| tinkering with flicker rates and color, never really getting them to | |
| satisfaction and settling for "close enough." This is not the game's | |
| responsibility, of course, but a prospective player whose system isn't | |
| already wired for hot Atari-2600 action should plan for a few minor | |
| aggravations setting up the environment. | |
| With that accomplished, you assume the role of Frodo, the ring-bearer. | |
| You'll encounter key scenes from Tolkien's "Fellowship of the Ring" with | |
| none of that boring travel stuff. The top of the screen briefly | |
| describes the current situation. The bottom displays one of several | |
| possible actions. You scroll with your joystick (or your keyboard keys | |
| of choice) and when you reach the action you want to perform, you press | |
| the fire button (for my money, nothing says "big red button" like | |
| alt-tilde-F3.) | |
| When your action matches what Frodo did in the book, you advance to the | |
| next scene. Doing the wrong thing results in a "no, silly, that didn't | |
| work" type message and an implied invitation to try again. If you've | |
| read the book, you'll have a fifteen-second head start for each | |
| encounter. You'll finish the entire game in five or six minutes, | |
| depending. | |
| Disclaimer: no socks were knocked off in the playing of FotR. But I did | |
| feel a strange beauty with its competent simplicity. The meta-experience | |
| implied in the manual wouldn't have worked without a functioning game | |
| underneath. Adam mixes practical joke with compassion, satire with | |
| devotion. And unlike "Baseball", FotR has no blocky graphics that remind | |
| you you're playing a game. Nope, just text and your own imagination. | |
| Hey... | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Stas Starkov <stas_ SP@G mail.rb.ru> | |
| NAME: I'll | |
| AUTHOR: Sean Barrett | |
| EMAIL: buzzard SP@G world.std.com | |
| DATE: 2000 | |
| PARSER: Inform Standard | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/zcode/ill.z5 | |
| VERSION: Release 1 | |
| There are some IF games that can't be narrowly described without | |
| completely spoiling the enjoyment of somebody who hasn't played them | |
| yet. And "I'll" is one of those. So my review will be ultra-short. | |
| "I'll" is very well written from (my) literary point of view, and, while | |
| being experimental and a bit oddball, the game provides a good heap of | |
| enjoyment. It is puzzle-less (sort of). And you may finish the game | |
| in... well, very fast... or you will not. | |
| If you like literature experiments, you should try the game. Absolutely. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: �yvind Thorsby <jthorsby SP@G c2i.net> | |
| TITLE: Mystery Science Theatre 3000, Adventure 102, Reel 1 | |
| Also known as: Mystery Science Theatre 3000 Presents "A Fable" | |
| Possibly also known as: A Fable: An Interactive MiSTing | |
| AUTHORS: Graeme Cree | |
| Ported to Z-Machine by Stuart Moore | |
| Based on the game A Fable, by Stan Heller | |
| EMAIL: Unknown | |
| DATE: July 2000 | |
| PARSER: AGT/Inform | |
| SUPPORTS: AGT/Zcode interpreters | |
| AVAILABILITY: IF-archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/agt/mst3k2.zip (AGT) | |
| ftp://ftp.ifarchive.org/if-archive/games/zcode/mst3k2.z5 (Inform) | |
| VERSION: Release 5 | |
| [Note: This review is based on the Inform version.] | |
| Some things you should know: | |
| Mystery Science Theatre 3000 is a TV show where a man and two robots | |
| watch actual bad movies and make fun of them. It is approximately the | |
| sixth best TV show ever. C. E. Forman stole the show's concept and | |
| characters and used it to make fun of the game Detective. The result was | |
| my all-time favourite computer game, Detective: An Interactive MiSTing. | |
| Now the concept is re-stolen, this time to make fun of A Fable. | |
| A Fable is a game about a man walking around in surreal places. It has | |
| already been reviewed for SPAG. It was described as "utter drivel", which | |
| seems fitting. The concept of MiSTing has also already been discussed in | |
| SPAG, in several reviews of Detective: An Interactive MiSTing. So all | |
| that is left for me is to say something about the quality of this game. | |
| It is not as good as Detective: An Interactive MiSTing, partly because A | |
| Fable has fewer bugs to make fun of. Partly also, I think, because it is | |
| harder to make fun of surrealism. A Fable is also a bit more difficult | |
| than Detective, so after I had explored most of the game, I spent a | |
| short but boring time, with a terrible absence of robot jokes, | |
| completing it. I still thought it was pretty funny though. I laughed out | |
| loud a few times. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Adam Myrow <myrow SP@G eskimo.com> | |
| TITLE: Pick Up The Phone Booth And Aisle | |
| AUTHORS: David Dyte, Steve Bernard, Dan Shiovitz, et al. | |
| EMAIL: Too many to list | |
| DATE: June 2001 | |
| PARSER: Inform Standard | |
| SUPPORTS: Any Zcode interpreter | |
| AVAILABILITY: Freeware IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/zcode/PUTPBAA.z5 | |
| When several regulars of rec.arts.int-fiction got together and decided | |
| to do yet another parody of Pick Up The Phone Booth and Die, they | |
| decided to also parody Sam Barlow's Aisle while they were at it. The | |
| result is one of the most side-splitting things to ever be uploaded to | |
| the IF Archive. Not only do we see the two games mentioned above being | |
| ripped to shreds, there are more inside jokes than you can shake a stick | |
| at. This has Sins Against Mimesis beaten hands down. | |
| Basically, you find yourself in the town square with the phone booth | |
| from the original Pick Up The Phone Booth And Die. However, you quickly | |
| discover that like Aisle, this is a one-move game. You have exactly one | |
| move to do something and then it's over. However, unlike Aisle, it | |
| doesn't loop back to the start. You'll have to restart the game by | |
| typing restart or undo and try something else. It's too bad that they | |
| couldn't have done it like Sam Barlow, but that's the only flaw in what | |
| is supposed to be a big joke. Anyhow, every time you make a move, the | |
| response is totally off the wall. Nearly all Inform actions are handled, | |
| and there are few default responses to be had. Most of the responses | |
| bear no relation to each other, so forget trying to make a story out of | |
| it. The point is to have fun and I did. However, there is one set of | |
| responses involving a particular object that are related and I had fun | |
| trying to get them all. For a starter, try >INVENTORY. | |
| Here are a few of the responses to illustrate what I mean by inside | |
| jokes. I've cut out the restart/restore/quit prompt and the initial | |
| description since they never change. | |
| >kick booth | |
| The booth's eyes widen as you draw your foot back. "Terry, no, | |
| please, oh God you can't--" Its cries are cut short as your foot | |
| slams into it. With the sound of eggshells cracking, the booth | |
| fragments into countless pieces which are quickly lost in the mud. | |
| *** You have quit smoking *** | |
| >smell | |
| You inhale deeply, smelling for the background scent of this | |
| particular location. It smells like broth... no, wait, is that | |
| tortillas? | |
| *** You have been ruined *** | |
| >enter booth | |
| There are 56 fellow MIT students in there already, but one more and | |
| you get the WORLD RECORD. You somehow squeeze between Misty and | |
| Muffy, and end up sandwiched beside Mindy. Then the creaking begins. | |
| Then the cracking. Then the exploding. Fifty-seven MIT students end | |
| up scattered across the town square, many crippled for life, but | |
| every single one ends up in the Guinness Book of Records. | |
| *** You have been recognized *** | |
| So, only if you know something about the history of Infocom, a bit about | |
| Losing Your Grip, and have some familiarity with the Inform Designer's | |
| Manual will all those responses make sense. There are tons more like | |
| that. Be sure to try out your spells from the Enchanter series and of | |
| course, the magic words from Adventure. | |
| The bottom line is that an IF veteran who is looking for something to | |
| kill some time after a bad day should download this and give it a shot. | |
| A newcomer to IF might not understand a lot of the jokes, and if you've | |
| never played Pick Up The Phone Booth And Die or Aisle, you should play | |
| them before to understand why PUTPBAA works the way it does. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Stas Starkov <stas_ SP@G mail.rb.ru> | |
| NAME: Pick Up the Phone Booth and Dye | |
| AUTHOR: Eric Schmidt | |
| EMAIL: None given | |
| DATE: 2002 | |
| PARSER: Inform Standard | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/zcode/boothdye.z5 | |
| VERSION: Release 1 | |
| This game is a short one-joke game with a single puzzle. (And the joke | |
| is not very much in the style of "Pick Up the Phone Booth and Die", | |
| which I advise you to play first.) What to say about the game? Well, the | |
| game is quite accurately done. That is, it gives sufficient answers to | |
| player actions, without visible holes in implementation, or missing | |
| descriptions. But the wild psychedelic charm of "Pick Up the Phone Booth | |
| and Die" is not there! The only puzzle of the game is not bad, however | |
| -- and the game has been written to demonstrate the puzzle, I suppose. | |
| Completion time? From several seconds, to several minutes. | |
| Resume: If you like short-puzzle-one-idea games -- try "Pick Up the | |
| Phone Booth and Dye". It's worth the tiny bit of your time you'll spend | |
| on it. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Alex Freeman <freemanry SP@G aol.com> | |
| TITLE: Planetfall | |
| AUTHOR: Steve Meretzky | |
| EMAIL: Damned if I know | |
| PARSER: Standard Infocom parser | |
| SUPPORTS: Practically all | |
| AVAILABILITY: Activision | |
| URL: Not available. | |
| Planetfall is one of the greatest adventure games I have ever played! | |
| All the puzzles are logical and have, more or less, the correct balance | |
| of difficulty. It's amazing how the puzzles can be solved once you just | |
| step back and think about them a bit. However, I think a little | |
| background is in order before I move on. | |
| You start off as an Ensign Seventh Class, and the scourge of your | |
| existence is Ensign First Class Blather, who acts like a drill sergeant. | |
| However, as fate would have it, some terrible disaster happens to the | |
| station whose floor you are being made to scrub, and you (should) take | |
| advantage of this opportunity by going into an escape pod. It takes you | |
| to a deserted planet, and you have to figure just what the heck you're | |
| supposed to do there. Along the way, you end up meeting the robot Floyd, | |
| whom every Planetfall player seems to like. | |
| This brings me to the characters. For interactive fiction, the | |
| characters are very well developed, since IF NPCs have the tendency to | |
| have little or no personality at all. Because of this, I feel that | |
| Planetfall's NPCs are big achievements, even though they wouldn't be | |
| considered well developed characters for non-interactive fiction since | |
| they are basically flat stereotypes. Floyd is basically like a cheery | |
| little child whom every player seems to find charming. I have to love it | |
| when he says how he was able to solve all the puzzles in Zork except how | |
| to get into the white house. Blather acts like a stereotypical drill | |
| sergeant, and most of his personality is revealed through your dreams | |
| since you must sleep during the game. I have to love that one dream | |
| sequence in which you refuse to scrub the scenery and throw your brush | |
| at him, only to have him go after "the valuable company property". ^_^ | |
| Also, the atmosphere is pretty good. It has humorous touches amongst an | |
| interesting planet. It has a machine shop, some offices, some mess | |
| halls, and also a library. The writing is pretty good too. It gives fine | |
| descriptions of the rooms and is some of the funniest writing I've seen | |
| this side of the Space Quest series (which is remarkably similar in many | |
| ways). As for the parser, it's a typical Infocom parser, so it's quite | |
| good. | |
| Overall, Planetfall is easily one of the best adventure games I've ever | |
| played because of the balanced and logical puzzles throughout the game, | |
| the humorous writing, and the amusing characters. My only complaint | |
| about the game is that the laser wasn't described well enough, making | |
| two puzzles difficult. I thought that the laser was supposed to be like | |
| one of those laser pointers, but it's actually more like a laser gun. | |
| However, Planetfall is definitely one game you should check out! | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Daphne Brinkerhoff <cendare SP@G hotmail.com> | |
| TITLE: Savoir-Faire | |
| AUTHOR: Emily Short | |
| EMAIL: emshort SP@G mindspring.com | |
| DATE: April 2002 (original) | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: IF Archive | |
| URL: http://emshort.home.mindspring.com/savoirfaire.htm | |
| http://www.ifarchive.org/if-archive/games/zcode/Savoir.z8 | |
| VERSION: 6 (most recent) | |
| (Note: I have recently moved, and my computer is still in pieces in | |
| boxes, so I am not able to replay the game to get exact details. Also, I | |
| played an older release (not sure which one).) | |
| Savoir-Faire is an excellent game, featuring a strong sense of place, an | |
| innovative backstory & magic system, and a protagonist whose | |
| idiosyncrasies are charming in a way that reminds me of Varicella. | |
| Place: The opening "room" is so present and alive that I spent many | |
| turns there before even going inside. Throughout the house, the | |
| furniture, doors, molding, and knickknacks all contribute to a feeling | |
| of really being there. But what would you expect from the author of | |
| Pytho's Mask and Best Of Three -- both games which focus on conversation | |
| and still have room for books, costumes, inlaid tiles...? "Place" also | |
| encompasses the idea of culture. With sausages strung up on the rafters | |
| and seven planets in a model of the solar system, it's clear that we | |
| aren't in Kansas any more. So *this* is "old skool"? I don't remember | |
| Zork and Advent being quite like this. | |
| Backstory: Obviously, I can't say much about this without giving away | |
| the plot. But even the brief opening text raises a number of questions: | |
| Where is everyone? What is your relationship to them? To this house? Who | |
| are you, that you can so blithely gamble away your life savings and | |
| assume someone else will bail you out? Like so many games, Savoir-Faire | |
| has a subplot about discovering your true identity, but it's low-key: no | |
| melodramatic scenes of revelation. | |
| The magic system: Figuring this out is one of those "aha!" moments, so | |
| again I can't go into great detail. | |
| In some ways, though, I felt frustrated -- the magic seemed to be so | |
| powerful that the limitations felt arbitrary at times. The thought "If | |
| action A works, why doesn't action B?" crossed my mind many times. | |
| If I may digress briefly, I think this is a universal problem with | |
| powerful characters in general. It could be called the Commander Data | |
| problem (after the Star Trek character). If you have an exceptionally | |
| able character, plots tend to fall apart. "A heavy bulkhead? Data can | |
| lift it. An encoded password? Data can decrypt it. A rescue in the | |
| vacuum of space? No problem!" So the writer ends up inventing more or | |
| less believable reasons why this power can't be used to solve this | |
| problem. For me, this *mostly* works in Savoir-Faire, but there are | |
| occasions when I just rolled my eyes and went to the walkthrough. Of | |
| course, this can be written off as more of that "old skool" atmosphere. | |
| I should add that another alternative (severely limit your character's | |
| powers) is the more usual way of handling things -- hence the numerous | |
| magic systems with equivalents of "fnord: create illusion of blue | |
| antelope", and similar very specific powers. What Savoir-Faire attempts | |
| is more interesting, and mostly more intuitive -- if I *had* magic | |
| powers, this is how I would both prefer and expect them to work. | |
| Protagonist: A bit prissy, a bit amoral (breaking and entering starts | |
| the game, after all!), a bit noble -- yeah, kinda like Varicella. I | |
| particularly enjoyed being hungry and eating. This guy is *serious* (and | |
| seriously vivid) about his food. Fortunately, he does care about | |
| something other than himself. And there is evidence (especially if you | |
| play it right) that he has a strong sense of humor and self-mockery. | |
| Basically, I enjoyed being Pierre. | |
| Other: I especially enjoyed the memories that pop up from time to time | |
| (they reminded me of an aspect of L. Ross Raszewski's "Moments Out of | |
| Time." My only quibble is that there weren't quite as many of them as I | |
| wanted, and they seemed to cluster in the beginning parts of the game. | |
| And now I've gotten through a whole review without mentioning the | |
| puzzles! Isn't that why people play "old skool" games? I had fun with | |
| some of them (finding a light source and exploring the cellars, | |
| particularly). Mostly the puzzles are tied up with the magic system | |
| described above. If you like the magic system, you'll like the puzzles | |
| (and mostly, I did). | |
| To sum up, while this game may claim to be "old skool", that doesn't | |
| mean Yet Another Dungeon Crawl. There's atmosphere & polish which bring | |
| Savoir-Faire to a higher level than that. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Eytan Zweig <eytanzw SP@G yahoo.com> | |
| TITLE: Tinseltown Blues | |
| AUTHOR: Chip Hayes | |
| EMAIL: chiphayes SP@G attglobal.net | |
| DATE: June 2002 | |
| PARSER: Inform | |
| SUPPORTS: Z-Machine interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/zcode/blues.z5 | |
| VERSION: Release 1.1 | |
| Tinseltown Blues is nothing more, and nothing less, than a competent | |
| puzzle game. It tells no story -- there is a plot, but that plot is | |
| deliberately paper-thin, and makes sure that it doesn't get in the way | |
| of the puzzles. The game itself has a simple, and well-tried goal: the | |
| scavenger hunt, where you must find objects that have been placed in | |
| totally arbitrary, but always hard to reach, locations. The nice thing | |
| about Tinseltown Blues is that it has no pretensions of being anything | |
| more than that -- it's a game, to be played and enjoyed, not anything | |
| more, and it knows it. | |
| While the game doesn't have a plot to speak of, it does have an | |
| interesting choice of location: Paramount Studios. The choice of a | |
| Hollywood studio, while obviously at least partially motivated by the | |
| fact that the game's author actually works there, is a nice touch -- | |
| where else would you expect to find office buildings side-by-side with | |
| mechanical reconstructions of Zork I? At times, however, the liberties | |
| that are taken with Paramount seem so strenuous -- all the NPCs have | |
| totally cartoonish names, and some geography seems to have been tampered | |
| with for the sake of the puzzles -- that I'm not sure the game wouldn't | |
| have worked better in a fictional studio. If there was more in the game | |
| that actually spoke of the real Paramount Studios I may have felt | |
| differently, but other than a reference pamphlet and some celebrity | |
| graves, there really wasn't anything there that had any particular | |
| resonance for me. | |
| That, however, is a minor quibble, since the real heart of the game is | |
| its puzzles. And, as far as puzzles go, it has some good ones. There are | |
| quite a few of them, most of them in medium difficulty -- not so easy as | |
| to not require any thought, but not hard enough to make me run to a | |
| walkthrough at any point (which was fortunate, since the walkthrough was | |
| written after I won the game, by myself). There are precious few | |
| guess-the-verb situations, and it is very rare to be in a situation in | |
| which you don't know what to do next -- it's usually a question of how. | |
| Some alternate solutions are available, though not to all puzzles. The | |
| puzzles aren't perfect -- there is one particular puzzle (the parrot), | |
| for instance, where it was very clear to me what I had to do, but not | |
| why it would help me -- I had to solve the puzzle in order to discover | |
| why I needed to solve it. It is also possible to lock yourself into an | |
| unwinnable state by missing certain events, but the time window given is | |
| so wide that it's very unlikely that this would happen, as long as you | |
| remember to wander around. | |
| The interface presented a couple of issues, however. The game features | |
| an item bulk system, where some items are too large to brought into | |
| certain places, or to be carried simultaneously. This works quite well | |
| as a way to narrow down the field of possible solutions to one or two of | |
| the puzzles. The problem is that there is also an item weight system -- | |
| carrying heavy items tires you, and gives annoying messages and even | |
| more annoying effects. There is absolutely no reason for this and it | |
| doesn't contribute anything to the game. | |
| There are some minor bugs -- a few typos, and one or two places where | |
| items give incorrect descriptions (one locked door has the deadbolt on | |
| the wrong side in the descriptions, though it functions correctly). None | |
| of them seriously impaired my enjoyment of the game. Tinseltown Blues is | |
| not an ambitious game, but what it does it does well, despite a few | |
| minor nitpicks. If you enjoy puzzles, and want some that won't have you | |
| pulling out your hair in frustration, I suggest trying it out. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Stas Starkov <stas_ SP@G mail.rb.ru> | |
| NAME: WARP! | |
| AUTHOR: Dosius Software Co. and Richard Kelly | |
| EMAIL: None given | |
| DATE: 2002 | |
| PARSER: Inform Standard | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/zcode/warp.z5 | |
| VERSION: Release 2 | |
| Beginning of the game: | |
| You're on a space station. This is nothing special in itself, but | |
| for some reason, due to your body's genetics, your very presence is | |
| causing the station to become unstable. Stay aboard, and the station | |
| will explode. | |
| ... | |
| WARP! | |
| Usocon interactive fiction - a science fiction story | |
| (C)Copyright Dosius Software Co. and Richard Kelly, 2001-2002 | |
| Release 2 / Serial number 640101 / Inform v6.21 Library 6/10 | |
| Interpreter claims to support Z-Machine Specification 1.0 | |
| PC interpreter version F detected. | |
| Welcome to WARP! | |
| Try not to mess up too quickly. | |
| Bedroom | |
| This is a rather sparse bedroom. About the only thing here is your | |
| bed, which folds up into one of the floor tiles. Exits lead north, | |
| west and east. | |
| What should I do now (dare I ask)? | |
| Well? _ | |
| Looks like a jokey game, doesn't it? Well, the truth is: the game is | |
| implemented badly, and no joke can prettify the impression. More | |
| examples: | |
| What next? x bed | |
| [I don't see that here.] | |
| What should I do now (dare I ask)? | |
| Well? w | |
| Bathroom | |
| This is a modest bathroom with doorways leading east and southeast. | |
| You can see a sink and a toilet here. | |
| What next? x sink | |
| In the sink is a ring. | |
| What next? get ring | |
| Taken. | |
| What next? wear ring | |
| You can't wear that! | |
| What next? x ring | |
| What next? asdf | |
| I know your waist line has a bigger number than your IQ, but even you can do | |
| better than that. | |
| What next? _ | |
| I think comments are needless. I mention only one more thing -- | |
| instant-death rooms. | |
| Summary: An amateurish work. The premise is not bad, but not enough for a | |
| _game_. | |
| ######################################################## | |
| ###### REVIEW PACKAGE: AN UNNKUL BUNCH OF REVIEWS ###### | |
| ######################################################## | |
| From: Valentine Kopteltsev <uux SP@G mailru.com> | |
| Let me start with a confession: I don't share the dislike of what's | |
| usually called out-of-date game devices (OGDs), such as puzzles | |
| involving dark rooms, inventory limits, exhaustible resources, and (no, | |
| don't lynch me immediately!) even mazes -- most members of the IF | |
| community seem to have. I see these devices solely as designing tools, | |
| which can't be "bad" or "good" in themselves -- it's rather a matter of | |
| the author's talent and skill to use them properly. Sure, a game | |
| consisting of several dozens "rooms with twisty little passages, all | |
| alike", all of which you need to visit and to map out in order to find | |
| one single secret button that opens you the entrance to yet another two | |
| hundred "little twisty passages" sucks, especially if you've got to | |
| master such a maze with a lantern that only lasts for thirty or so | |
| turns. However, to me, it doesn't prove mazes are faulty -- rather, it | |
| proves that (a) this particular author can't keep within reasonable | |
| limits, and (b) that *ANY* idea can be over-developed to absurdity. | |
| One illustration of the last thesis, just to make my point clear: people | |
| have different attitudes towards long, detailed room descriptions; some | |
| like them, some don't, but no one thinks such descriptions are flawed in | |
| themselves, and should be banished from IF. Now imagine a game that | |
| starts with umpteen screens of long description depicting every item | |
| present in the room, no matter how irrelevant to the game it is, with | |
| indication of each dust particle's exact position in a Cartesian | |
| coordinate system. Well, I doubt you'd bother finishing reading this one | |
| description, much less completing the game. | |
| I'm sorry about such a long preamble, but it had to be. I just don't | |
| want to confuse anybody by praising games packed with OGDs (and most of | |
| the games reviewed here are, with little exception) without explaining | |
| myself. | |
| But now, let's proceed to the reviews. | |
| -=-=- | |
| TITLE: Unnkulian Underworld: The Unknown Unventure (better known as Unnkulia 1) | |
| AUTHOR: D. A. Leary | |
| EMAIL: N/A | |
| DATE: 1990 | |
| PARSER: TADS Standard | |
| AVAILABILITY: Former shareware, now free | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/adventions/adventions.zip | |
| Well, considering the aforesaid, we're dealing with a practically | |
| flawless game here;). Seriously, Unnkulia 1 has everything a text | |
| adventure needs to be successful: a nice setting, a memorable player | |
| character, good puzzles... Admitted, it's not as deep as most of its | |
| successors -- but for what it lacks in depth, it makes up in bright | |
| humour, and vividness of descriptions, with "all the recurring themes of | |
| the Unnkulian games established here, from Duhdhism and the obligatory | |
| fried egg puzzle to the Acme Corporation and its vastly inferior | |
| products" (sorry for the quotation from Carl Muckenhoupt's review in | |
| Baf's Guide, but you simply couldn't put it better -- except that funny | |
| reincarnations of the Bridge Troll from ADVENTURE, the obligatory | |
| presence of a bar/lounge, and a couple more things probably should be | |
| added to the list of recurring themes). | |
| One trick David Leary used to make his player character appear more | |
| realistic was especially amusing for me: you see, the game begins with | |
| the death of the man whose slave the PC has been. It must be said the | |
| hero doesn't like his late master, Kuulest, too much. On the other hand, | |
| Kuulest was the centre of his world for quite a long time. And thus, | |
| during the course of the game, the former slave keeps recalling his | |
| master on every appropriate, and sometimes less appropriate, occasion, | |
| referring to Kuulest with words derivative of "geeze" (as in, "The old | |
| geezebreath sure won't need it anymore, so it's yours now.") These | |
| reminiscences form yet another recurring theme -- this time, not for the | |
| whole series but for the game -- which helps the overall atmosphere a | |
| lot. Likewise, the NPCs are worthy of praise: they're probably not the | |
| most advanced ones, in that they don't carry out complex scripts, nor | |
| are they burdened by an AI; no, they've been implemented under the usage | |
| of but the basic animation techniques -- which hasn't kept them from | |
| being vivid, and characterized nicely (the way one of them suddenly | |
| becomes interested in his fingernails when being asked for help still | |
| makes me smile when I think of it). | |
| The only thing one could complain about in Unnkulia 1 is, it's somewhat | |
| straightforward. Somewhere in the beginning of the game, you get your | |
| task -- to save the world by doing this and that -- then, you go and do | |
| it, and that's about it. The whole layout of the game, plot- and | |
| puzzle-wise, seems to insist on the principle formulated by Michael | |
| Roberts in his TADS Manual: "Filling in the details of the plot can | |
| proceed by 'working backwards' from the overall goal <of the game> to | |
| the major sub-goals, then backwards to the smaller goals that must be | |
| reached for each sub-goal, and so on." OK, that's not a bad thing in | |
| itself -- I'm aware it's to a very large extent a matter of personal | |
| taste whether you prefer more or less "goal-oriented" plots/puzzles/ | |
| games; thus, I'm just expressing my own opinion here. | |
| And one final observation: you know, the whole time I've been playing | |
| Unnkulia 1 I had a funny feeling the game reminded me of something. This | |
| feeling remained latent until recently, as I was reading a book that was | |
| part of the Myth series by Robert Lynn Asprin, and came across a | |
| reference to ACME corporation. At this moment, everything suddenly slid | |
| into place: I realized that, coincidentally or not, the mood in Unnkulia | |
| 1 was very reminiscent of the Asprin's humorous works' style (not that | |
| it's a rip-off, mind you). Again, it's entirely a matter of personal | |
| preferences whether to see it as a 'good' or a 'bad' thing; for me, | |
| however, it was as wonderful as meeting an old pal somewhere you didn't | |
| expect to see him. | |
| SUMMARY: | |
| PLOT: Rather straightforward "save the world" | |
| ATMOSPHERE: Wonderfully Asprinish | |
| WRITING: Vivid and humorous | |
| GAMEPLAY: Goal-oriented, a bit linear | |
| BONUSES: Rich setting with many Easter eggs, references to "old geezer | |
| Kuulest" | |
| CHARACTERS: Non-exceptional, but nice | |
| PUZZLES: Not that hard, but fun to solve | |
| DIFFICULTY: Claims to be (and probably is) handleable (5 out of 10) | |
| -=-=- | |
| TITLE: Unnkulian Unventure II: The Secret of Acme (or, simply Unnkulia 2) | |
| AUTHOR: David M. Baggett | |
| EMAIL: N/A | |
| DATE: 1991 | |
| PARSER: TADS Standard | |
| AVAILABILITY: Former shareware, now free | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/adventions/adventions.zip | |
| When I started playing Unnkulia 2, my first impression was, I was dipped | |
| into the world of Unnkulia 1 again -- which surely wasn't much of a | |
| surprise. However, this was the case of the first impression that's | |
| deceptive: the longer I played it, the more I got the feeling Unnkulia 1 | |
| and 2 were quite different. I admit I had to mull over a lot before I | |
| could get at the roots of this difference, but I think I found the | |
| answer. | |
| The thing is, David Leary's goal seemed to be the creation of a *game* | |
| that'd be fun to play; by contrast, David Baggett seemed to be trying to | |
| create a *world* that'd be fun to explore. Thus, in Unnkulia 1, you're | |
| given a goal to work towards practically at the very start; in | |
| Unnkulia 2, you are set out into your yard without any particular goal. | |
| Well, closer to the end you'll receive some sort of hint what to do, but | |
| you still won't know what's *really* going on until you make the final | |
| move. Hence, your stimulus not to give up and to keep playing here is | |
| the exploration of the game world. This might appear like a rather | |
| meagre motivation, but the author put enough effort into the setting to | |
| make such "exploring for the sake of exploring" an entertaining pastime. | |
| The game impresses by plentiful, maybe even excessive scenery, lots of | |
| interesting things to do, and loads of... OK, looks like we're in for | |
| another diversion. ;) | |
| It's been said Unnkulia 2 contains loads of red herrings; to me, | |
| however, that doesn't seem true. You see, a red herring is something the | |
| author puts into his game for the sole purpose of misleading the player. | |
| For instance, let's think of a game taking place in an underground | |
| station. Say, a locked trophy case containing a magic wand, that stands | |
| amidst the platform, and for which no key exists in the game, clearly is | |
| a red herring. However, a fully functional control gate is not -- it's | |
| rather a well-implemented scenery object, and remains such one even if | |
| there is no need for the player to ever pass through it. Similarly, all | |
| the "red herrings" (maybe with very few exceptions) in Unnkulia 2 turn | |
| out to be scenery objects, which give the setting even more depth. | |
| And one more difference between the two Unnkulias, which probably also | |
| results from the dissimilar approaches used by their authors: Unnkulia 1 | |
| can be mapped out much easier than Unnkulia 2. The latter resembles Zork | |
| a bit, in that it sometimes provides a sudden shortcut between locations | |
| that seemed to be on the opposite ends of the map. Such a layout makes | |
| the place appear more "tight" -- the single locations hang together much | |
| better. | |
| The humorous aspect of the game isn't as obvious as in Unnkulia 1, where | |
| the jokes virtually are hurled at the player; here, they are hidden in | |
| object descriptions and responses. Unnkulia 2 presents a more restrained | |
| style than its predecessor -- which doesn't mean it's any less funny. | |
| One of my favorite moments: somewhere in the game, you arrive... | |
| On Top of Dawg Rock, West of the River | |
| Here you are, on top of Dawg Rock. This would sure impress the | |
| climbers, you think to yourself. Too bad no one's around to notice. | |
| But no matter. The striking beauty of Dawg Rock and the landscape | |
| below make standing up here alone a great joy. | |
| <SKIPPED> | |
| The rocks become trickier here, and consequently the only ways to go | |
| are east, back to the bridge, and down, which I would highly advise | |
| against. | |
| > | |
| (Naturally, the first thing I tried was...) | |
| > DOWN | |
| I told you, I advise against it. Must I always nag? | |
| The puzzles in Unnkulia 2 were very hard for me -- to a large degree | |
| because the game wouldn't offer a direction to go; even the built-in | |
| "hint machine" didn't always help. Also, there were three rather | |
| large mazes. Since, as mentioned above, I've got nothing against | |
| mazes as such, and because I'm so fond of Unnkulian games, I'd say | |
| Mr. Baggett was on the verge of overdoing it in Unnkulia 2; someone | |
| less (or more ;) biased probably would say he passed this verge by | |
| far. Still, the puzzles were well-designed and satisfying to solve. | |
| But with all these nice features, the game would fall apart because | |
| of its rather loose construction -- if it wasn't for the plot. At | |
| first, you probably wouldn't see much of it, for the reasons | |
| described above. You'd keep playing because of that feeling there's | |
| something interesting waiting for you around the corner. Gosh, I've | |
| played enough games (and read enough books, for that matter) that | |
| used exactly this device -- and many of them turned out to be a | |
| let-down. But not Unnkulia 2 -- the final twist of the plot nicely | |
| tied up all the loose ends that cropped up during the game, and | |
| secured the whole structure, like a keystone of an arch. Great it | |
| was, just great. | |
| SUMMARY: | |
| PLOT: Probably appears to give more freedom to the player than it does | |
| in reality | |
| ATMOSPHERE: Certainly present | |
| WRITING: More restrained than in Unnkulia 1, but not less humorous | |
| GAMEPLAY: Almost totally undirected | |
| BONUSES: Generous setting with LOTS of Easter eggs | |
| CHARACTERS: Not as vivid as in Unnkulia 1 | |
| PUZZLES: Well-designed, but a bit illogical sometimes | |
| DIFFICULTY: Claims to be 7 out of 10 (to me, it seemed more like | |
| 10 out of 10) | |
| -=-=- | |
| TITLE: Unnkulia Zero: The Search for Amanda | |
| AUTHOR: D. A. Leary | |
| EMAIL: N/A | |
| DATE: 1993 | |
| PARSER: TADS Standard | |
| AVAILABILITY: Former shareware, now free | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/adventions/adventions.zip | |
| As I played through more games in the Unnkulian series, I got the | |
| growing impression both of the major game authors, Mr. Leary and Mr. | |
| Baggett, influenced each other, so that their approaches to game | |
| design became closer (if you read the previous review, you'd know | |
| what I mean). | |
| Unnkulia 0, for instance, is much less "linear" than Unnkulia 1, the | |
| previous game by Mr. Leary -- although the central goal of the game | |
| still is defined at the very start, the sub-goals don't stand out as | |
| clearly. | |
| The plot was much deeper than in Unnkulia 1, though its main idea | |
| seemed somewhat moot to me. The atmosphere, however, remained as | |
| light-hearted as in Mr. Leary's previous work, including the | |
| recurring theme -- this time, those are references to the "powerful | |
| wizard" Wowsa Willy. | |
| Puzzlewise, the game left me with ambiguous feelings: on one hand, the | |
| author clearly made a serious effort to make it more challenging for the | |
| player; on the other hand, this effort partly resulted in a much larger | |
| possibility to make it unwinnable without warning than in any of the | |
| previous games of the series. Plus, a couple of puzzles seemed to be | |
| loaned directly from Unnkulia 2. Since I doubt Mr. Leary hadn't got | |
| enough fantasy and skill to create good puzzles (as he had proven the | |
| opposite too often), I considered this to be an in-joke I didn't | |
| understand. But it wasn't of a benefit to the game, anyway. And a note | |
| for maze-haters: Unnkulia 0 contains two pseudo-maze puzzles -- mostly | |
| for the purposes of mocking the universal maze-abhorrence, it seems. | |
| All in all, I'd say this work organically fits into the Unnkulian | |
| universe, providing lots of background for it, but doesn't introduce | |
| (m)any groundbreaking ideas. Because of this, it probably would be | |
| wise to try out one of the previous games first; chances are high | |
| that, if you don't like them, you won't enjoy Unnkulia 0, either (and | |
| vice versa). | |
| SUMMARY: | |
| PLOT: Very solid | |
| ATMOSPHERE: (Sometimes inappropriately) light-hearted | |
| WRITING: Not very different from Unnkulia 1 | |
| GAMEPLAY: Nothing unusual | |
| BONUSES: Provides lots of background, funny references to other Unnkulian | |
| games, as well as ADVENTURE | |
| CHARACTERS: See the comment for WRITING | |
| PUZZLES: Fine for the most part -- the quibbles are listed in the review | |
| DIFFICULTY: The game's statement to be 7 out of 10 seems to be true | |
| -=-=- | |
| TITLE: Unnkulia One-Half: The Salesman Triumphant | |
| AUTHOR: D. A. Leary | |
| EMAIL: N/A | |
| DATE: 1993 | |
| PARSER: TADS Standard | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/adventions/adventions.zip | |
| This game, in which you play, for a change, on the "bad" side -- an | |
| Acme salesman -- has been created as sort of an "appetizer" for | |
| Unnkulia 0; thus, it isn't either hard or deep. It was like in a | |
| circus -- the spotlights went on, the main comedian entered the lit | |
| circle in the arena, and the performance began -- now, who wouldn't | |
| enjoy a clown's show? | |
| Well, *I* didn't. | |
| As the story progressed, and the PC got his prescribed portion of | |
| kicks and socks, I noticed that, instead of laughing, I started to | |
| feel pity for the poor guy. Sure, an Acme salesman isn't the most | |
| pleasant person to deal with, and an intellectual giant he isn't, | |
| either -- but not giving him even a single chance just seemed unfair | |
| to me. To put it simply -- few things in IF are more terrible than a | |
| game author who doesn't like his own PC at all, no matter how bad | |
| this PC is. (Again, that's entirely my personal point of view -- | |
| regarding both what's worst in IF, and whether the author of this | |
| game really doesn't like his PC). | |
| Fortunately for Unnkulia 1/2, Mr. Leary's sense of humour (which, | |
| admittedly, remains up to the mark) finds other outlets than derision | |
| of the PC, so that the game had its enjoyable moments, after all. | |
| (For example, try referring to the fabled Bicorn of Radeekal with | |
| "goat"). | |
| And that's pretty much all I can say about the game -- in all other | |
| respects, it's not outstanding; if you like Unnkulia in general, and | |
| aren't as over-sensible as myself ;), you're probably going to enjoy | |
| it. One final warning, though: like in other Unnkulian games, you | |
| sometimes can get yourself killed without warning; however, *unlike* | |
| in other Unnkulian games, you can't undo your last action after doing | |
| that (I don't know the reason why this feature has been removed from | |
| Unnkulia 1/2, but I remember it being an unpleasant surprise when I | |
| played it); thus, "save early, save often". | |
| SUMMARY: | |
| PLOT: Boils down to a treasure hunt | |
| ATMOSPHERE: Clownery | |
| WRITING: Unnkulian standard | |
| GAMEPLAY: Doesn't differ much from ADVENTURE | |
| BONUSES: Clever embedding into the Unnkulian universe | |
| CHARACTERS: Unnkulian standard | |
| PUZZLES: Not very challenging, but some are nice | |
| DIFFICULTY: Modestly describes itself as being trivial (2 out of 10) | |
| -=-=- | |
| TITLE: The Legend Lives! | |
| AUTHOR: David M. Baggett | |
| EMAIL: N/A | |
| DATE: 1994 | |
| PARSER: TADS Worldclass | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/adventions/adventions.zip | |
| In previous reviews, I've been trying -- I know, with varying success | |
| -- to remain objective, and not to over-praise the reviewed games. | |
| But now we got to a game that can't be over-praised;). I think it's a | |
| true gem among other Unnkulian games (that doesn't mean the others | |
| are bad, mind you), and deserves to be called a classic not less | |
| than, say, Curses!, or Spider And Web. | |
| ...And now, I'm going to try digging up some grounds for this rather | |
| daring statement. ;) | |
| Let's start with the setting. The game is set in a rather far future, | |
| with space travelling, and matter moving, and stuff, and it must be | |
| said that the game world is very convincing. It seemed alive alright | |
| -- but at the same time, I got the feeling of being inside a somewhat | |
| buggy program. Well, it must be said that in the last few years, our | |
| *real* world often gives me the same feeling -- very much because of | |
| the steadily intensifying rhythm of life, and the growing amount of | |
| hack-work in all spheres. In this respect, Mr. Baggett's work turned | |
| out to be prophetical -- in 1994, the year when Legend was released, | |
| life wasn't quite like that, though the trends certainly were | |
| present. Let's add that the scenery in Legend is one of the richest | |
| in the whole IF-history -- one could spend a couple of hours just | |
| playing with the gadgets in the game, or watching EV (the Unnkulian | |
| analogue of our TV). The "create a world that'd be fun to explore" | |
| approach clearly rules here; the player is taken through a number of | |
| vastly different worlds -- from a computer centre to a rural | |
| backwater, from a crowded supermarket to jungle -- and yet, all of | |
| them feel like parts of a whole. Furthermore, the author cleverly | |
| uses the opportunities provided by the futuristic technologies (in | |
| particular, matter moving) to consequently continue the war against | |
| linearity he declared in Unnkulia 2. For instance, Legend can't be | |
| mapped out in principle -- only the separate areas of it, because you | |
| travel from one area to another via matter movers. And while the | |
| gameplay is somewhat more directed than in Unnkulia 2, because the | |
| goals stand out much better here, the player still has a lot of | |
| freedom. Yes, there is a prescribed set of puzzles you need to solve | |
| to win the game -- but you can, to a quite significant extent, | |
| determine the order for them to be solved. | |
| Which brings us to the puzzles as such. | |
| At the very start, Legend tries to scare players off by declaring its | |
| difficulty rating is 10 out of 10; but let me assure you -- it isn't | |
| that difficult. Yes, the puzzles are hard, but they are very logical, | |
| too. I'm not very good at puzzle-solving, but I managed to get | |
| through the game using the built-in hints only for three puzzles (of | |
| those three, one was a riddle, which traditionally represents a | |
| stumbling-block for me, and one I'd probably solve without help if I | |
| kept trying for a few more days -- as it turned out, I was working in | |
| the right direction) -- though it took me a few weeks. Take this as a | |
| hint -- I'm not the most persistent person, but I was perfectly | |
| willing to spend so much time on the puzzles. And remember me saying | |
| that most games reviewed here, with little exception, are packed with | |
| OGDs? Well, Legend is such an exception. | |
| Legend has been criticized for not having its NPCs developed enough. I'd | |
| disagree; to me, it rather seemed that Mr. Baggett was experimenting | |
| with animation techniques -- probably because he had got disappointed in | |
| the traditional "ASK ABOUT/TELL ABOUT" method. Among other things, he | |
| used long "cut-scenes" of non-interactive text for those purposes -- but | |
| since references to such "cut-scenes" in reviews of Legend have become | |
| commonplace, I won't say anything else about them. I felt the characters | |
| were quite vivid; one of my favorite moments was asking a visitor at | |
| Terminal Velocity about something (though people with UNIX knowledge | |
| probably will appreciate the response much more). | |
| But the coolest thing about Legend is, it makes you THINK. Think | |
| about... er, well, an enumeration probably would spoil the fun for | |
| you. So, why not try to find out by yourself? | |
| SUMMARY: | |
| PLOT: "Unprecedentedly deep" isn't an exaggeration | |
| ATMOSPHERE: Plenty of it | |
| WRITING: Makes me envious | |
| GAMEPLAY: Thrilling | |
| BONUSES: Too many to be listed here | |
| CHARACTERS: Rather unconventionally designed | |
| PUZZLES: Great, just great | |
| DIFFICULTY: approx. 8 out of 10 (though it claims to be 10 out of 10) | |
| -=-=- | |
| And here, a couple more reviews of "Unnkulia-related" games: | |
| TITLE: GC: A Thrashing Parity Bit of the Mind | |
| AUTHOR: David M. Baggett, Carl de Marcken, and Pearl Tsai | |
| EMAIL: N/A | |
| DATE: 1994 | |
| PARSER: TADS Standard | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/tads/gc-gam.zip | |
| This game isn't part of the canonical Unnkulian series, but it's | |
| reviewed here because it's set in the Unnkulian universe. You, a | |
| native of a small Unnkulian village, come to the Acme Institute for | |
| the Less Convincing Sciences to study there. Your goal is... | |
| Well, your *true* goal in this game is to get as much score as | |
| possible, because it has been written for the MIT Artificial | |
| Intelligence Laboratory Olympics, "a competition held between four | |
| teams of about 40 people each, mostly graduate students, professors, | |
| and secretarial staff" (quotation from the intro to GC). And it's | |
| been intended to be, well, a *challenge* for those people; | |
| consequently, the difficulty of the puzzles varies from "very hard" | |
| to "impossible"; the fact that many of them are optional, and the | |
| large number of red herrings don't make things easier. Some technical | |
| background is absolutely needed to at least understand what the | |
| puzzles are about; I received a technical education (though it got a | |
| bit rusty with the time), and it was just enough for me to appreciate | |
| the elegance and the wit of the puzzles -- after I looked up the | |
| solution in the walkthrough. To make *real* progress you'd need a | |
| damn good technical background, knowledge of various aspects of | |
| computer science, and studying/working experience at MIT. The last | |
| one is required, because many puzzles are totally, hopelessly | |
| in-jokey. | |
| And so is the whole game. MIT inhabitants probably would split their | |
| sides laughing when playing it; non-insider surely would find their | |
| funny moments there (for me, one of those moments was the "suicidal | |
| robot"), but the overall effect naturally would be much weaker. | |
| Still, the setting is quite rich (especially for a puzzle-fest), | |
| though not the deepest one. By the way, the game comes with a number | |
| of "feelies" -- materials from the original competition distribution, | |
| and a text file explaining some of the MIT-specific things. It'd be | |
| advisable to read them, as well. | |
| To sum up, I'd say the game isn't for everyone -- but it isn't to | |
| ignore completely, either, for it certainly occupies its place in IF | |
| history. Among other things, it probably holds the unofficial record | |
| in having the most NPCs in a single room. It's difficult to say | |
| whether you're going to enjoy playing it, but here's a rule of thumb: | |
| if you have an idea what an imaginary plane is, you probably should | |
| try it. Otherwise, stay away from GC! | |
| SUMMARY: | |
| PLOT: Just an "excuse" for a puzzle-fest | |
| ATMOSPHERE: Humorous, but many jokes got over my head | |
| WRITING: Wonderfully ironic | |
| GAMEPLAY: OK, for me it was "Follow the walkthrough" | |
| BONUSES: Unnkulian references; "suicidal robots"; vampire bunnies; | |
| Barbies looking a bit stiff; and many other things | |
| CHARACTERS: Mostly MIT-specific | |
| PUZZLES: Very elegant, but many are impossible to solve | |
| -=-=- | |
| TITLE: The Horror of Rylvania | |
| AUTHOR: D. A. Leary | |
| EMAIL: N/A | |
| DATE: 1993 | |
| PARSER: TADS Standard | |
| AVAILABILITY: Former shareware, now free | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/adventions/adventions.zip | |
| Rylvania is reviewed here, because it's been (like the Unnkulian | |
| games) published by Adventions, has been written by the "father" of | |
| the Unnkulian universe, and contains several references to Unnkulia. | |
| However, it has little else to do with Unnkulia; it's a horror story. | |
| And it left me with mixed feelings. | |
| On one hand, the plot and the atmosphere were great (despite the | |
| Unnkulian references -- they really seemed out of place there). On the | |
| other hand... But let's begin from the start. | |
| Well, the game starts with you and your friend Carolyn being attacked by | |
| a pack of wolves during a trip through Rylvania, a small country | |
| somewhere in the backwoods of Central Europe. Carolyn gets seriously | |
| wounded, and your first task in the game is to help her. It gripped me | |
| at once, and I started to follow the plot enthusiastically. This run for | |
| Carolyn's life went on for twenty or so turns. Then, just as things | |
| really got rolling, I was resolutely grabbed by the collar, pulled back, | |
| and told, "Not so fast, my friend. From now on, you've got to do it the | |
| usual way -- explore, pick up things, and enjoy yourself". This sudden | |
| change alone was baffling enough; to make things worse, it turned out | |
| that one had to be pretty careful, if not pedantic, in collecting items | |
| -- the game is split in two parts, with many rooms in the first part no | |
| longer accessible when you reach the second stage; however, puzzles at | |
| stage 2 often require objects from stage 1 to be solved, so that you're | |
| very likely to lock yourself out of victory, and find out something is | |
| wrong only several hundred turns later (sometimes without a hint what | |
| item is needed, exactly). Also, be prepared for a couple or more | |
| restarts; many decisions in the beginning phase of Rylvania depend on | |
| knowledge you only acquire later in the game. Combined with the fact | |
| that the game sometimes requires actions that seem completely | |
| inappropriate in the given situation, it makes a thorough strategic | |
| pre-planning practically inevitable. | |
| This degenerating into ADVENTURE is all the more a pity as the | |
| puzzles don't seem to be the main focus of the game, and as the | |
| storytelling aspect of the game has got so much potential. I'm not | |
| saying that the puzzles are bad -- they are very solidly done for the | |
| most part, but they're... well, unexceptional. I like creative, | |
| challenging puzzles (though I'm not very good at solving them); here, | |
| however, I'd rather prefer puzzles that'd be easier, but would fit | |
| the plot better: as it is, the plot and the puzzles seem to literally | |
| fight against each other. | |
| Still, the game's plot (which has several interesting twists), and | |
| the scary atmosphere make it worth playing (I'm deliberately not | |
| going into detail here in order not to spoil the fun). However, I | |
| suggest you keep a walkthrough handy for the first stage of the game: | |
| this might prevent you from many disappointments. | |
| SUMMARY: | |
| PLOT: A high-quality horror story | |
| ATMOSPHERE: Scary, though Unnkulia references spoil it a bit | |
| WRITING: Supports the atmosphere | |
| GAMEPLAY: Requires too much pre-planning | |
| BONUSES: Nice background | |
| CHARACTERS: Don't add much | |
| PUZZLES: Hamper the plot | |
| DIFFICULTY: The claimed rating of 5 out of 10 seems to be correct | |
| -=-=- | |
| Index of sources used: | |
| 1. Several reviews by Carl Muckenhoupt and Duncan Stevens from Baf's Guide | |
| to Interactive Fiction | |
| 2. The Legend Lives! review by M. Sean Molley, from SPAG issue Nr. 5 | |
| 3. Interview with David M. Baggett, from SPAG issue Nr. 5 | |
| 4. TADS Manual by Michael Roberts | |
| ########################################################### | |
| 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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