| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE #33 | |
| Edited by Paul O'Brian (obrian SP@G colorado.edu) | |
| June 25, 2003 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #33 is copyright (c) 2003 by Paul O'Brian. | |
| Authors of reviews and articles retain the rights to their contributions. | |
| All email addresses are spamblocked -- replace the name of our magazine | |
| with the traditional 'at' sign. | |
| ARTICLES IN THIS ISSUE ---------------------------------------------------- | |
| The SPAG Interview with Mike Roberts | |
| REVIEWS IN THIS ISSUE ----------------------------------------------------- | |
| ASCII and the Argonauts | |
| A Crimson Spring | |
| Escape From Pulsar 7 | |
| Heroes | |
| Mountain | |
| Rat In Control | |
| Ribbons | |
| Words of Power | |
| ###### Review Package: The Frenetic Five vs. Phlegmatic Reviewer ###### | |
| # The Frenetic Five vs. Sturm Und Drang # | |
| # The Frenetic Five vs. Mr. Redundancy Man # | |
| # The Frenetic Five vs. The Seven Deadly Dwarves # | |
| ####################################################################### | |
| ################### Review Package: The Joy of AAS #################### | |
| # AAS Masters # | |
| # ADVENT # | |
| # Cave of Adventure # | |
| # Caverns of Doom # | |
| # Cloak of Ultimate Darkness # | |
| # Dead By Morning # | |
| # Fabled Caves Of R'th-nylch # | |
| # Office Ahoy! # | |
| # Pleasure Palace # | |
| # Pride And Prejudice # | |
| # Sexual Conquest # | |
| ####################################################################### | |
| SPECIFICS | |
| ========= | |
| A Crimson Spring | |
| Fine Tuned | |
| No Time To Squeal | |
| Sunset Over Savannah | |
| EDITORIAL------------------------------------------------------------------ | |
| I guess it's time I faced reality. I won't be entering the third episode | |
| of Earth And Sky into this fall's IF competition. My original plan was | |
| to write from December to June, beta-test from July through September, | |
| and have something good ready by September 30th, but I find myself | |
| suddenly at the 23rd of June, with only the first section done. There | |
| are lots of reasons for this predicament, some of which have to do with | |
| the motivational crisis I talked about last issue, some of which have to | |
| do with EAS3's expanded scope and techniques, and some of which are much | |
| more beyond my control. It all adds up to a big disappointment, though. | |
| I've always hated vaporware. For as long as I can remember, the IF | |
| groups have had their share of people who charge in, announce some | |
| humongous project, post about it for months on end, and then somehow | |
| disappear, never to be heard from again. Perhaps a few of them release | |
| part one of their planned multi-game epic, *then* disappear, sometimes | |
| blowing smoke about how they've abandoned their plans because the | |
| community is just so much more indifferent to their masterwork than it | |
| has any right to be. To me, this is highly annoying behavior, and I | |
| think that part of what defines being a class act in our field is the | |
| ability to unveil a fantastic piece of work without having hyped it for | |
| months and months. After all, one great game is worth about a million | |
| "I'm working on a great game" posts, trailers, announcements, and | |
| advertisements. | |
| Now I find myself joining the ranks of vaporware authors. Ugh. I | |
| certainly needed to let people know that EAS3 was coming, lest I be | |
| strung up for leaving the plot hanging indefinitely, but it leaves a bad | |
| taste to have written "coming in Fall 2003" when I now know that no such | |
| arrival is imminent. My plan all along was to enter the three episodes | |
| in three consecutive competitions. It's some consolation to know that | |
| since I won the last competition, entering this one with a sequel to | |
| last year's winner could be construed as somewhat obnoxious, but I'd at | |
| least like to have had the option of declining entry out of choice | |
| rather than necessity. | |
| All I can say is this: I am working on it. I will finish it. And in | |
| between now and then, I'll try to mention it as little as possible. | |
| LETTERS TO THE EDITOR------------------------------------------------------ | |
| From: Valentine Kopteltsev <uux SP@G mail333.com> | |
| Dear SPAG -- | |
| In my review package "Static Story Struggles", published in SPAG #32, I | |
| alleged that the game AUGUSTINE by Terrence V. Koch was based on the | |
| Highlander series. Naturally, I'm wrong -- I really should have had at | |
| least a quick look at the materials accompanying the game. My apologies | |
| to Mr. Koch and to everybody who has been deluded by this mistake -- | |
| AUGUSTINE is an ORIGINAL work, and one with a GREAT plot. | |
| [Thanks for the correction, Valentine. --Paul] | |
| NEWS ---------------------------------------------------------------------- | |
| NEW GAMES | |
| Freshly released games this time around include Emily Short's long- | |
| awaited opus City Of Secrets. Nobody's submitted a review of it to me | |
| yet, but I sure would like to see one. Hint, hint. But CoS isn't the | |
| only game in town -- there's erotica, treasure hunts, z-machine abuses, | |
| and a couple of games in Swedish as well. Also released recently was | |
| the perceptual experiment Rat In Control, reviewed by Jessica Knoch in | |
| this issue, and authored by none other than the subject of the SPAG | |
| Interview, Mike Roberts. | |
| * The Treasury of Zan by Richard Murchy | |
| * Dear Brian by "Choices IF" (erotica, for ages 18+) | |
| * ASCII and the Argonauts by J. Robinson Wheeler | |
| * Drakmagi by Johan Berntsson (this game is in Swedish) | |
| * Rat In Control by Mike Roberts | |
| * Z-Tornado by Sophie Fruehling | |
| * Dark Forest and Dark Forest II by Paul Allen Panks | |
| * City of Secrets by Emily Short | |
| * Vanyar by Johan Berntsson (this game is in Swedish) | |
| * Shapes by Radical Al | |
| MANY MANY MINICOMPS | |
| If you're a classical music fan, the Rite of Spring will probably make | |
| you think of Stravinsky. For IF fans, though, the Rite of Spring is | |
| minicomps, and this Spring we had as many as ever. Detailing the | |
| premise, rules, and results of each one is too much for this humble | |
| little news section, so I'll just give you some leads and let you have | |
| the fun of discovery all to yourself: | |
| * IF Art Show: http://members.aol.com/iffyart/ | |
| * IF Library Comp: http://www.iflibrary.com/default.aspx?pageid=IFLibComp | |
| * Introcomp: http://www.mountainmemoirs.com/ifMUD/IntroComp2003.html | |
| * Logic puzzle comp: http://www.eblong.com/zarf/comp/logicpuz | |
| * Minigames: http://groups.google.com/groups?selm=BAC9E74E.1A77%25ben%40hayscaplan.org | |
| * Spring Thing: http://www.adamcadre.ac/springcomp.html | |
| For the most part, all the games are available on the IF Archive under | |
| /games/mini-comps. | |
| KEEP YOUR FRIENDS CLOSE, AND YOUR NMs CLOSER | |
| Nick Montfort, known as nm on ifMUD, has established an indisputable | |
| position as one of the world's premier academic scholars of IF. Sure, | |
| there may not be a lot of competition for the title right now, but | |
| Montfort's first book, Twisty Little Passages, may change all that. The | |
| book is due in December of this year, but in the meantime, his webpage | |
| at http://nickm.com/if/ assauges our appetites with a bushel of | |
| articles, including treatments of Adam Cadre's Varicella | |
| (http://nickm.com/if/Varicella.pdf) and ifMap, a new mapping system for | |
| IF (http://nickm.com/if/ifMap.pdf). | |
| SILLY AAS | |
| This April, a group of IF wags took satirical aim at homebrewed | |
| development systems with an elaborate hoax centered on the Advanced | |
| Authoring System (abbreviated, naturally, to AAS), a new development | |
| system that purported to have been created by an isolated bunch of IF | |
| enthusiasts, but was in fact the brainchild of Iain Merrick and a number | |
| of other co-conspirators. And just to prove how far some people will go | |
| for a joke, AAS is an actual, working system that you can use to produce | |
| games... just not very good ones. Of course, that didn't stop Sam Kabo | |
| Ashwell from reviewing every single one of them (except his own) for | |
| this issue of SPAG. The AAS web site is http://aas-ta.com -- be sure to | |
| check out the Store, which includes marketing masterstrokes like the AAS | |
| thong, "made for strutting!" | |
| 'N ZINC | |
| What if there was one interpreter that could play both z-code and TADS | |
| games? What if that interpreter included a mapping utility? Wait! What | |
| if it *also* included network capabilties, so that multiple players | |
| could see the game screen and map, and control the game session via | |
| voting or a "hotseat" mechanism? Now how much would you pay? Wait! | |
| Before you answer, check out http://www.bits.bris.ac.uk/zinc/. You might | |
| just be pleasantly surprised. | |
| PLEA FROM A RELUCTANT SURFER | |
| I've noticed that for the past several issues, there's been a sort of | |
| crest-and-trough pattern to review submissions. This issue, I'm happy to | |
| be riding the crest, with reviews from lots of different contributors | |
| and an unprecedented surge in pieces for SPAG Specifics. However, the | |
| higher the crest, the more I dread what comes next. I live in Colorado, | |
| and I'm a lot more comfortable on high ground than on rough seas -- put | |
| me back on dry land (and get me out of this rapidly deteriorating | |
| metaphor) by keeping those submissions coming! If you're looking for | |
| inspiration on what to review, here are ten suggestions to get you | |
| started. | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. City Of Secrets | |
| 2. Dr. Dumont's Wild P.A.R.T.I. | |
| 3. Dutch Dapper IV: The Final Voyage | |
| 4. 1893: A World's Fair Mystery | |
| 5. Hollywood Hijinx | |
| 6. IF Art Show 2003 games (any, some, or all!) | |
| 7. IFLibraryComp 2003 games (any, some, or all!) | |
| 8. Insight | |
| 9. Katana | |
| 10. Spring Thing 2003 games (any, some, or all!) | |
| THE SPAG INTERVIEW--------------------------------------------------------- | |
| Simply stated, Mike Roberts is one of the architects of the IF | |
| Renaissance. He's participated in the newsgroups since 1993 and authored | |
| several stellar games, including Perdition's Flames, Ditch Day Drifter, | |
| Deep Space Drifter, and The Plant. But far and away his most prodigious | |
| accomplishment is his creation of TADS, the Text Adventure Development | |
| System, which has given birth to an amazing number of top-notch games, | |
| including Lost New York, Worlds Apart, Once And Future, the Unnkulia | |
| series, Losing Your Grip, and literally hundreds of others. Nowadays | |
| he's still active in the newsgroups and still writing games (including | |
| the recent Rat In Control), and beyond that he's looking to top himself | |
| by creating TADS 3, a next-generation rewrite of TADS, rebuilt from the | |
| ground up to make it an even more powerful tool for the creation of | |
| great IF. He was kind enough to answer a few questions for this issue. | |
| SPAG: First off, the usual opening question: Could you tell us a | |
| little about yourself? Who are you, what do you do for a living, and | |
| so forth? | |
| MR: I live in the part of the San Francisco area known as Silicon | |
| Valley, which was once well known as the center of a technology industry | |
| boom. My day job is writing software, as you might guess, although it's | |
| just boring system software that has nothing to do with games. | |
| SPAG: Tell us a little about your history with IF. How did you get | |
| interested in the form, and what led you to take on a project like | |
| the creation of TADS? | |
| MR: I first ran into IF back in maybe junior high, just home-brew stuff | |
| that someone had probably found in one of those write-your-own-adventure | |
| books. There was something about the idea that really intrigued me, and | |
| I played around on and off with building little BASIC programs that did | |
| the same kind of thing. | |
| After a few attempts, I realized that what I needed was a way to factor | |
| out all the difficult program code that was always nearly the same in | |
| every game -- things like parsing, and managing inventory, and | |
| maintaining the map of room connections. Ideally, you'd just have a | |
| bunch of data definitions giving the room layout, the names of objects, | |
| and so on, and one generic program to run it all. That idea worked | |
| pretty well, but it separated things too much. The problem was that you | |
| still needed special-case code once in a while, to make a room do | |
| something special, for example. It was too hard to tie the special code | |
| to the separate data definitions. What I really wanted was a way to put | |
| both the code and data together, but I couldn't see how to do that. | |
| In high school, I got interested in compilers and programming languages, | |
| and I wrote a couple of toy compilers for fun. Later, in college, I | |
| discovered object-oriented programming, and I realized it was the | |
| solution to my unsolved mystery of how to put the code and data together | |
| in an adventure game. That, plus my interest in programming languages, | |
| led pretty directly to TADS. | |
| SPAG: Your latest game, Rat in Control, is really more of a | |
| psychological experiment in spatial perception than a flat-out | |
| adventure game, though it does have some clever setting and puzzle | |
| elements. Did you think it was a successful experiment, and what were | |
| the results? | |
| MR: Only a couple of people ever sent me their timing numbers, so it | |
| didn't succeed in the sense of producing statistically significant | |
| quantitative data. I'm not sure numbers would have convinced anyone | |
| anyway, though, since the construction of the experiment was probably a | |
| bit hokey. | |
| Even so, I think it was successful just as a way to directly compare the | |
| subjective experiences of compass and relative direction systems. I | |
| actually found it surprising how usable the relative system is -- it's | |
| definitely more work for me than the compass system, but it's not as | |
| hard as I'd expected. Other people have said they found it harder than | |
| they'd expected. | |
| I also see it as a sort of informal FAQ contribution. The | |
| compass-vs-relative question is one of those perennial raif topics, and | |
| it always seems unproductive because everyone talks in the subjunctive | |
| about it -- "I think I'd like it more" this way or that way. The next | |
| time someone joins the newsgroup and points out how unrealistic compass | |
| directions are, and asks why no one's ever thought of using | |
| LEFT/RIGHT/FORWARD before, I can point them to this game and let them do | |
| the comparison for themselves. | |
| SPAG: When I played the game, it seemed to me that lots of other | |
| factors could have influenced those results -- not only demographic | |
| things like gender and age but also the fact that IF-ers are | |
| themselves a somewhat self-selecting group, as people who tend to | |
| enjoy wandering around a virtual environment. What are your thoughts | |
| on these sorts of factors? | |
| MR: That's an interesting point -- self-selection could well be | |
| significant, since people who don't find it easy to navigate around an | |
| imaginary map probably can't stand IF. If I had been able to get any | |
| real numbers out of the experiment, it would have been interesting to | |
| see how they'd change with a more extended group that included people | |
| who didn't play IF. | |
| SPAG: Playing Rat In Control reminded me how much I enjoy your game | |
| writing style. What, if any, are your plans for future games? | |
| MR: Thanks! Actually, I'm working on a new game right now -- it's a | |
| full-sized sample game for TADS 3, analogous to what Ditch Day Drifter | |
| was for TADS 1 and 2. I've planned out the game, and I've implemented | |
| most of the introductory sequence. Implementation work has been | |
| punctuated by detours to work on TADS 3 itself, since working on the | |
| game keeps turning up little (and some big) areas that have needed more | |
| work in the system or the library. My philosophy about sample games is | |
| that they should be real games with published source code, so my goal is | |
| to write something that people will want to play even if they don't care | |
| about learning TADS 3. | |
| SPAG: About the games you've written in the past: how do you view | |
| them now? Any memories that stand out as particularly special about | |
| the writing of them? | |
| MR: I always have mixed feelings about my past games -- each one is such | |
| a learning experience, mostly in terms of learning what not to do, but | |
| they were all a lot of fun to work on. I feel like they're all terribly | |
| flawed, but I also feel like I've been getting better at it, and maybe | |
| I'll actually write a good one someday if I keep trying. | |
| The most memorable moment writing the games, I think, was when a friend | |
| was play-testing Deep Space Drifter. I like to do at least some | |
| play-testing in person, actually sitting next to someone while they play | |
| the game, just watching what they do and taking notes. So my friend gets | |
| to the Cave Maze - if you haven't played DSD, part of it is this truly | |
| huge maze, around 160 rooms, with the clever trick that a flood every | |
| six turns washes you back to the starting point unless you're on high | |
| ground. My friend starts mapping the maze, placing the usual one-inch | |
| square at the center of a piece of paper. He maps out a little and | |
| realizes that the map is going off the edge of the paper, so he starts | |
| over with a smaller scale. After a couple of iterations of this, he's | |
| getting kind of exasperated, so he asks if I could suggest a proper | |
| scale. I don't usually like to give out hints while watching a | |
| play-tester, but this time I couldn't help but show him, from across the | |
| room, the original map, which was drawn very carefully on | |
| half-centimeter graph paper from the very bottom to the very top. I must | |
| have considered play-testing a mere formality at that stage in my | |
| game-writing career, because his reaction should have given me a clue | |
| about the wisdom of keeping that maze in the game. | |
| SPAG: Okay, SPAG is generally focused on players rather than | |
| programmers of IF (though of course there's a huge overlap between | |
| the two), but we can't do a Mike Roberts interview without talking | |
| about your monumental new project: TADS 3. For those not in the know, | |
| can you summarize just what it is, and what makes it different from | |
| TADS 2, a.k.a. TADS As We Know It? | |
| MR: It's really a complete overhaul of the system, so it's almost easier | |
| to put it in terms of what hasn't changed. The flavor of the programming | |
| language is pretty similar, although it's a bit more java-like and a bit | |
| more consistent. The run-time user interface is pretty much the same; | |
| the one big chunk of code that's carried over from TADS 2 is the part | |
| that interacts with the operating system to display text on the screen | |
| and all that stuff, because I didn't want to have to rewrite ten | |
| different OS versions. That means, by the way, that the HTML display | |
| features are all the same as in TADS 2. The bulk of writing a game still | |
| involves defining objects for rooms, portable items, actors, and so | |
| forth. | |
| One obvious change from TADS 2 is that the parser is entirely | |
| implemented in the library now, so you can customize anything and | |
| everything. The design of the parser is also completely different; the | |
| new parser uses a declarative grammar, kind of like the formal syntax | |
| diagrams you sometimes see for programming languages, or the sentence | |
| diagramming that I remember doing in elementary school. It sounds a | |
| little scary at first, but once you see what's going on, it's amazingly | |
| easy to extend the grammar. | |
| The other big change is the library. At the simplest level, it provides | |
| a lot more in the way of pre-defined classes for the common types of | |
| objects that show up in nearly every game. The deeper change is that the | |
| execution model and world model are a lot more sophisticated, so they | |
| can do more for you automatically. This should all mean it's less work | |
| for an author to create a desired effect in a game. The trade-off is | |
| that there's more to learn, but my hope is that the design makes the | |
| learning curve gentle, so new authors can figure out how to do the basic | |
| things very quickly and then pick up the more complex stuff gradually. | |
| SPAG: Since we are focused on players, what will be the differences | |
| between the two development systems from a player's standpoint? | |
| MR: The changes probably won't jump out at you right away, because the | |
| interpreter look-and-feel is almost the same as in TADS 2. But players | |
| will probably notice a number of things just under the surface. | |
| One change that'll affect most games is that the default library | |
| messages are very "neutral" in the new library. The TADS 2 messages | |
| imitate the early Infocom style, which had a sarcastic parser/narrator | |
| "character" that occasionally referred to itself in the first person. I | |
| think a lot of the early authors conceived of text games as a teletype | |
| conversation between the player and a puppet who carried out the | |
| player's commands and reported back. This has changed, though; most | |
| authors these days want something a lot more like the modern | |
| third-person narrator in static fiction, where the parser/narrator is | |
| this submerged, unseen presence. The new library messages aim for that | |
| effect, which I think will let the standard messages be used without the | |
| risk of clashing with each game's own style. | |
| Another thing that players might notice is that the parser can take care | |
| of a lot more of the tedious details for you. It's always irritating | |
| when a game responds to a command with something like "you'll have to | |
| open the door first"; I mean, if the game knows enough to tell you to | |
| open the door, why doesn't it just do it for you? Anyone who's written a | |
| game knows the answer, which is that it's a lot easier to program the | |
| message than the cascading action, since there are all sorts of | |
| complications to worry about in the cascading action. Well, the new | |
| library has a whole mechanism for this sort of thing, which it calls | |
| "implied" actions, and it's very easy to use and control. The result | |
| should be that players see a lot fewer of those irritating "you'll have | |
| to first" messages in TADS 3 games. | |
| There are lots of other little details that players will encounter from | |
| time to time. The parser is overall a lot smarter, and it accepts a more | |
| flexible range of inputs. You can use possessives pretty consistently to | |
| indicate which object you mean, and you can refer to things by location, | |
| as in "look in the box on the table." There are little niceties that | |
| authors can enable, such as always showing a list of exits in the status | |
| line. Hopefully these will all add up to make the playing experience | |
| noticeably more convenient and pleasant. | |
| SPAG: Why do this project? What are its goals? | |
| MR: The initial goal was merely to move the parser out of the | |
| interpreter and into the library. The biggest weakness in TADS 2 is that | |
| the parser is written in C and embedded in the interpreter, so games | |
| can't customize it except at the specfic points where there are | |
| customization hooks. I probably could have just "ported" the parser's C | |
| code to TADS code and stopped there, and if I'd gone that route it would | |
| have been done three years ago. But once I started looking into it, I | |
| decided it would be a pain to rewrite the parser without automatic | |
| garbage collection in the VM, and that kind of opened the floodgates. | |
| Garbage collection essentially required a VM rewrite, and if I was going | |
| to rewrite the VM anyway then I might as well fix other things at the | |
| same time -- switch to Unicode, add exception handling, add a modular | |
| type system, add a modular UI layer, and on and on. | |
| Even with all of those changes, it probably would still have been a | |
| pretty modest rewrite if I hadn't started talking about it with more | |
| people. After I'd been working on the new VM a while, an informal | |
| discussion group had formed, so we set up a mailing list. Several very | |
| good computer language experts were on the list early on, and they had a | |
| lot of great ideas that made their way into the language. They also | |
| helped steer me away from some of my more foolish ideas, fortunately. | |
| Once the library got under way, there was a strong consensus that it | |
| would be a waste of time to just duplicate what was in the TADS 2 | |
| library, so the ambitions got raised there, too. Just about everyone on | |
| the list has a lot of IF experience and know-how, so the library | |
| discussion has been very focused and productive -- not just a bunch of | |
| crazy blue-sky stuff that would never happen. | |
| That's kind of a long answer. I think the short summary is that the | |
| goals have turned out to be to take what we know about IF authoring in | |
| the existing systems, and iterate to the next level, so that the common | |
| problems that authors have to solve over and over are handled in the | |
| system. | |
| SPAG: Finally, what's its status? When can we expect to see it in a | |
| stable beta form, and more importantly, when do you think it'll be | |
| out of beta altogether? | |
| MR: I always try to avoid speculating about schedules in terms of the | |
| real-time calendar, since I'm impossibly bad at it. I can at least try | |
| to give you an idea of the tasks I see ahead, though. The main thing I'm | |
| doing right now is working on the new sample game, with detours for | |
| library work as I run into things that need fixing or elaboration. The | |
| latest library detour has gone on for a few weeks, but this one was | |
| probably uniquely large, and I think it's mostly done now. (I'm also | |
| fixing bugs as they're reported, but that's essentially always the case. | |
| My philosophy is that you have to fix known bugs before you add new | |
| code, throughout every stage of a project, because otherwise you're | |
| building on a crappy foundation.) The game itself is pretty much planned | |
| out, so it's just a small matter of coding. | |
| Once the game is finished, I plan to declare beta. "Beta" is kind of | |
| arbitrary for non-commercial software, but to me it means that I'll be | |
| mostly fixing bugs rather than making functional changes, and that | |
| future updates should remain backward-compatible. The next task after | |
| the sample game will be to write a new Author's Manual. That's a little | |
| more predictable in terms of schedule than writing code, I think, but I | |
| haven't really scoped it out yet, so I'm not sure what to expect. It | |
| should provide long enough for a thorough beta test, though, so once the | |
| manual is done, the official first release should happen. | |
| 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: Francesco Bova <fbova SP@G mts.net> | |
| TITLE: ASCII and the Argonauts | |
| AUTHOR: J. Robinson Wheeler | |
| EMAIL: jrw SP@G jrwdigitalmedia.com | |
| DATE: 2003 | |
| PARSER: Inform | |
| SUPPORTS: Z-code (Inform) interpreters | |
| AVAILABILITY: Freeware | |
| URL: http://raddial.com/if/games/asciargo.zip | |
| VERSION: Release 2 | |
| An issue ago, I reviewed the IF-Classic game Savoir-Faire. Savoir-Faire | |
| is a game that illustrated some of the beautifully nostalgic flair of | |
| the old Infocom games while also improving greatly on Infocom's parser | |
| system and playability. ASCII and the Argonauts is another IF-Classic of | |
| sorts, but instead of having an Infocom-based backdrop as its focus, | |
| ASCII takes a light-hearted poke at some of the surreally awful Scott | |
| Adams games that featured poor punctuation, anemic descriptions, and | |
| less than robust NPCs. While obviously not as polished as Savoir-Faire, | |
| I found the tribute aspect of ASCII to be more endearing, and the | |
| dichotomy of a strong parser in a minimalist-type setting very | |
| entertaining. | |
| What also makes ASCII remarkable is that it was conceived of and created | |
| for a Speed IF competition in about 12-15 hours. Here was the premise | |
| for the competition (which was taken from an ifMUD conversation): | |
| Trivia question: Which is a famous text adventure? a) Zork, b) Dark | |
| Tower, c) ASCII and the Argonauts). | |
| Jacqueline says, "Did they make that ASCII and the Argonauts thing | |
| up? I've never heard of that, and it sounds scary, but I wouldn't be | |
| surprised if it existed." | |
| Gunther | Your search - "ASCII and the Argonauts" - did not match any | |
| | documents. | |
| Gunther says, "of course, now it has to be written in a speedIF. You | |
| have two hours. GO!" | |
| And with those very broad parameters, Wheeler created a bare-bones | |
| tribute to not only the myth of the same name but to many of the Scott | |
| Adams games created years ago. | |
| So what do I mean by bare-bones? Well, as I've already mentioned, this | |
| game follows a very minimalist sort of pattern. The only area where it | |
| doesn't diverge too greatly from a typical Inform game is with its | |
| parser. Unlike the typical Scott Adams game, the parser was able to | |
| handle any of the standard vocabulary you would expect in a typical | |
| Inform game. This set up an interesting dichotomy for me because even | |
| though the parser was sophisticated, the default responses were not. | |
| Wheeler essentially hacked the default response code for most verbs and | |
| dumbed them down (i.e. two-word responses, poor punctuation) from their | |
| original Inform standards, with the game's default message for just | |
| about any action being, "I CAN'T". That's right, "I CAN'T", replete with | |
| capital letters and no period. Oh the joy of writing sophisticated | |
| sentences such as: PUT THE ROCK IN THE URN only to have I CAN'T spitted | |
| back as the response. | |
| The minimalist style continued with the game's setting. The room | |
| descriptions were non-existent, and were instead summarized at the top | |
| of the game's split-screen simply with the room's title and a list of | |
| NPCs and objects that the player could interact with. Following the same | |
| motif, that list of players and objects was not expanded upon either. | |
| They were listed solely by their names regardless of what context you | |
| found them in. Examining objects typically provided descriptions as | |
| verbose as, "VERY SHINY!" to ones as barren as "NOTHING SPECIAL". | |
| Examining NPCs would typically have the NPC give a one-line description | |
| about how they'd interact with you, and talking to them had no outright | |
| benefit whatsoever as they repeated the same default responses whether | |
| you asked, told, or ordered them to do something. Still there was | |
| something that felt so right about the simplicity of it all. | |
| The game map was fairly small and, with a few notable exceptions, most | |
| areas could be traversed without too much death without warning. What | |
| impressed me about the map though, was that there were some fairly | |
| crafty puzzles buried in its structure. These puzzles typically revolved | |
| around strategic inventory management; the net effect of which was that | |
| if you solved certain puzzles too early, you could put the game into an | |
| unwinnable position. Unwinnable positions aren't new to IF and certainly | |
| not new to Scott Adams games, but unlike many of those games, the | |
| unwinnable states here were not caused as a result of poor game design | |
| choices. Rather, they were caused by what I feel was the author forcing | |
| the player to conserve his limited resources in an attempt to come up | |
| with a strategy that took into account the entire game as opposed to one | |
| individual puzzle. To win, the player has to have a comfortable feel of | |
| his surroundings and what the hurdles are before he proceeds. Only then | |
| will he be able to envision the best way to use what he has. I found | |
| that this process also made the game feel more like a whole gaming | |
| experience rather than a string of unrelated puzzles that were loosely | |
| tied together, and I obviously enjoyed that. A mite bit deeper than the | |
| games ASCII appears to be spoofing, methinks. | |
| So anyways, to sum up: I guess for me the bottom line is that a lot of | |
| game designers today try to write more impressively than their skill | |
| level provides and either overplay their theme, or overwrite their | |
| dialogue, or whatever, and it was interesting that I felt just the | |
| opposite way about ASCII. As I finished playing, it occurred to me that | |
| despite the clunky grammar, skeletal room descriptions, and poor | |
| writing, there was an extremely solid structure and a very talented | |
| programmer behind its creation and all the wonky game design choices in | |
| the world weren't going to hide that fact. If you have an hour to kill | |
| or your brain needs a break from its daily grind, I would definitely | |
| give this one a shot. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Miguel Garza <looper SP@G access4cheap.com> | |
| TITLE: A Crimson Spring | |
| AUTHOR: Robb Sherwin | |
| EMAIL: beaver SP@G zombieworld.com | |
| DATE: 2000 | |
| PARSER: Hugo | |
| SUPPORTS: Hugo interpreters | |
| AVAILABILITY: Freeware (IF Archive) | |
| URL: http://www.ifarchive.org/if-archive/games/hugo/scourgdos.hex | |
| (Note: this is the no-sound, no-pictures version of the game) | |
| VERSION: Release 1.0.04 | |
| I enjoyed Robb Sherwin's A Crimson Spring quite a bit. It is well-paced | |
| and enjoyable to read and play. It sucked me in like a good book or a | |
| good movie, something I often find myself wishing for in a text | |
| adventure game but rarely find. Paradoxically, one vehicle for achieving | |
| this end in A Crimson Spring is what is frequently derided in | |
| contemporary discussions of good interactive fiction: the game is very | |
| much "on rails". | |
| For instance, about half of the game is driven by conversation that | |
| moves in one primary direction. Conversation progress is accomplished | |
| through a TALK TO system, in which the player chooses the number of the | |
| conversation-opener the player character (PC) wishes to use. The PC can | |
| keep on talking until there are no more openers left. I personally have | |
| no problem with this system, because the responses are intriguing and | |
| entertaining. They propel the story. I do not feel as if I am reading a | |
| dry transcription of a chain of events, but rather that I am | |
| participating in those events. I think this is primarily due to the | |
| quality and pacing of the writing. | |
| By "pacing of the writing", I am referring to the interplay between plot | |
| or exposition and player action. In some games, the player is required | |
| to discover what the plot is, and this as much as anything is the | |
| central conflict and motivating factor for the PC, at least in the | |
| beginning. Not so with A Crimson Spring. From the beginning, we are | |
| presented with a fleshed-out protagonist with a problem and a goal. This | |
| was a boon to me because I do not enjoy wandering around randomly | |
| examining things and trying to logically discern what goes with what. | |
| Instead, in this game the player is much more limited in terms of where | |
| the PC can go or what the PC can do, but it doesn't *feel* limiting, | |
| because at any one point in the game there are usually only a few | |
| choices that would make any sense for the protagonist to make. | |
| At points where there is really only one choice that the PC would make, | |
| the choice becomes automated. For example, at one point in the game the | |
| PC intends to visit a non-player character's (NPC's) home. At that | |
| point, the player doesn't need to manually move the protagonist to the | |
| NPC's house by typing in directional commands -- once the player moves | |
| the protagonist out of his house, the game takes the protagonist to the | |
| other person's house. | |
| This is where the quality of the writing comes in: at junctures where | |
| events occur outside the player's jurisdiction. Without good writing at | |
| those junctures, the player gets bored. The player won't be interested | |
| in the PC or his damn problems. Fortunately, Robb Sherwin is a good | |
| writer, and I found myself intrigued rather than bored by his | |
| descriptions of events occurring outside my control. | |
| Despite the fact that the story moves primarily in one direction, the | |
| game feels like it is in the player's control. There is more than one | |
| ending to the game, and much of the conversation is supplemental, rather | |
| than essential, to the story itself, so there is room for | |
| experimentation. The author does a good job of treading the line between | |
| dictating the story and letting the player find it. | |
| That said, there are a few minor qualms that I have about the game. | |
| There are some continuity problems, such as that, after a certain point, | |
| a certain minor NPC will say the same thing to you each time you meet | |
| him, or that an NPC inexplicably knows how to contact you even though | |
| only one other character in the game besides yourself knows where you | |
| are, and those two NPCs probably have not spoken to each other. This | |
| problem shades over into a realism problem. The game is set in a gritty | |
| superhero world (I can hear people grumbling, wondering why I am | |
| concerned with realism). I gladly accept the poetic conceit of | |
| superheroes existing in a modern-day world, but when a major villain and | |
| the superheroes get together to duke it out and there are no bystanders, | |
| no police, and no discernable threat made by the villain to the populace | |
| at large, I find it difficult to swallow. Nonetheless, the | |
| aforementioned battle is an exciting and well-written part of the game. | |
| I cannot stress enough that the storyline and the writing in this game | |
| are both very good. There is a sense of drama evoked by the events in | |
| the game that I find lacking in many games which are more open-ended in | |
| terms of what the player can do and in what order. The "on rails" | |
| quality of A Crimson Spring works because it is not difficult to move | |
| forward in the plot, on the one hand, and the plot itself is | |
| well-written and intriguing, on the other. The puzzles are not difficult | |
| at all, and primarily consist of getting information (by talking to | |
| people) so that the PC will know what to do next. I enjoy the easy | |
| puzzles because it returns the player's attention to the story at hand. | |
| As I said earlier, the game pulled me in. It has a well-paced and | |
| interesting story, and that is its shining glory. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: T. Henrik Anttonen <henrikanttonen SP@G hotmail.com> | |
| TITLE: Escape from Pulsar 7 | |
| AUTHOR: Brian Howarth & Wherner Barnes | |
| EMAIL: ??? | |
| DATE: 1983 | |
| PARSER: DOS | |
| SUPPORTS: DOS | |
| AVAILABILITY: Freeware | |
| URL: http://www.ifarchive.org/if-archive/games/pc/pulsar7.zip | |
| The reason I wanted to review this old game was that I have a very | |
| special attachment to it since it was the very first text adventure I've | |
| ever played. The story to that is actually quite sad. I got a package | |
| about five years ago that contained some game collection titled 'Big | |
| 100' that actually contained 100 games in five floppy disks. Well, we | |
| can all imagine the quality of these wonderful gaming experiences, but | |
| there was this game titled Pulsar 7. All of the other games were graphic | |
| games except this one and when I started the game, I was hooked. I | |
| thought it was a revolutionary idea! No graphics, just text! Brilliant, | |
| why hadn't anyone else thought of this before!? That was the thing I | |
| wondered for about two years without even noticing that the game was | |
| released in 1983. | |
| Well, enough of my sad story about my first contact with text | |
| adventures. I was supposed to review the game, not myself... | |
| In Infocom masterpieces collection, G. Kevin Wilson wrote that the | |
| reason text adventures still keep a good amount of players and | |
| programmers, is because of the stories. Well, this game proves that you | |
| can write a text adventure without much story to back it up. Of course, | |
| the game is not very good. In the game, you are the only survivor of the | |
| galactic freighter Pulsar 7. Apparently, a group of monsters have | |
| boarded the ship and eaten everyone else. Now you have to save the | |
| character from the ship full of aliens who have an urge to tear you to | |
| pieces. Now, this must've been a really original idea in 1983 with only | |
| about couple of million other games using a similar concept. | |
| As far as actual gameplay, it's at about the same level as the creative | |
| force behind the story. The screen tells you where you are without any | |
| description. Then follows a list of the items you can see. About half of | |
| these are totally useless and you can't even examine them since the | |
| parser is at a complete loss if you try to examine those. For example, | |
| in the very beginning of the game I can see a warning sign. I wanted to | |
| see if the warning sign contained any text, but I couldn't do that since | |
| the parser does not understand what 'warning' means. | |
| After the list of items follows a list of exits. There is a significant | |
| problem there. In the very beginning of the game, the game says that | |
| 'Exit: SOUTH WEST'. I spent the better part of my childhood trying to | |
| get to southwest. What I failed to realise was that you can go south OR | |
| west, not southwest. This was of course my fault as well, but a bit | |
| clearer way of presenting things would not hurt. | |
| The parser's level is about the same in all situations. There seems to | |
| be only one way of presenting the game with ideas, and unfortunately | |
| that way has nothing to do with English grammar. At the time it was | |
| really hard for me since I am from Finland and English is not my primary | |
| language, so the parser's total failure to understand words like 'to', | |
| 'the', or 'a' brought me great difficulties. These days I don't have | |
| that problem, but sometimes still it gives me difficulties to make | |
| sentences that the program would understand. For example, commands like | |
| 'use key door' are hard for me when 'to' would come naturally. Then | |
| again, commands like 'unlock door' or 'use key' are out of the question | |
| since the parser fails to understand those too. In the latter case you | |
| would get a message like this: | |
| It is no use trying to use | |
| KEY | |
| Well, as I found out, the parser doesn't understand even 'use key door', | |
| because that would result a message like this: | |
| It is no use trying to use | |
| KEY DOOR | |
| So 'use key door' doesn't work either, but it's a good example of the | |
| language you have to use in the game. The parser seems to have a | |
| language of its own and some of the basic commands we're accustomed to | |
| using in interactive fiction are completely useless as the parser does | |
| not understand them. That makes the gameplay really hard, especially to | |
| someone like me who have only just found the joy of playing text | |
| adventures and who is totally helpless in all of them. For example, the | |
| parser does not understand the 'look' command. In some games, the 'look' | |
| command would work the same way as the 'examine' command except that | |
| it's a lot shorter to write. In this game, you have to write the | |
| 'examine' command over and over again. If the 'look' command would have | |
| different function than the 'examine' command, I would understand that, | |
| but it's really hard to understand why there is no 'look' command at | |
| all. | |
| The danger of the game is to fall asleep. If you do, a MUTANT CREATURE | |
| rips your head off and the game makes it clear that 'I have landed | |
| myself right in to MANURE this time!!'. Maybe it is the best to let the | |
| game stay in there and try to forget it as soon as possible. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Francesco Bova <fbova SP@G mts.net> | |
| TITLE: Heroes | |
| AUTHOR: Sean Barrett | |
| EMAIL: buzzard SP@G nothings.org | |
| DATE: Oct 1st 2001 | |
| PARSER: Inform | |
| SUPPORTS: Z-Machine interpreters | |
| AVAILABILITY: Freeware (IF Archive) | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2001/inform/heroes/heroes.z5 | |
| VERSION: Release 1 | |
| At first glance, Heroes appears to be another typical D&D-influenced IF | |
| game, with perhaps a few novel ideas scattered throughout. For starters, | |
| you begin your quest by choosing between five different D&D staples as | |
| the player character. You can choose among the following: a dragon, an | |
| enchanter, an adventurer, a thief, and a member of the royal family. You | |
| then work your way through some puzzles in an attempt to acquire the | |
| fabled Dragon Gem and upon your quest's completion, you replay the same | |
| scenario but this time with one of the other characters. You then repeat | |
| this process until you've won with each character. So, Heroes is typical | |
| standard fantasy to be sure, with the interesting twist of multiple and | |
| diverse playing experiences. However, what you'll soon realize after | |
| completing each player-character's perspective is that there is a | |
| macro-story present here that encompasses all five characters and some | |
| subtleties in each of their stories. For those not paying careful | |
| attention to the storyline, the game's final epilogue (which is | |
| triggered once all 5 player character perspectives are completed) will | |
| come as a shock and be next to unexplainable. Come to think of it, you | |
| might still feel that way even if you followed closely. Still, the | |
| macro-story that has to be inferred is an interesting and novel concept, | |
| and for the most part, a success. | |
| The subtleties in each of the stories about the true nature of the | |
| game's chief antagonist are, for the most part, beautifully woven | |
| together if a bit obscure. The big picture in Heroes is a complex one | |
| and probably won't be easily inferred by many except the most | |
| perceptive. The weaving of the story is not direct or blatant. Instead, | |
| interesting facts and tidbits are sprinkled throughout each character's | |
| prologue and epilogue; the interactions they have with other NPCs; and | |
| the various scenery, room, and object descriptions that change with each | |
| new player viewpoint. | |
| The landscape, although fairly small, is beautifully rendered, | |
| specifically because each of the characters' games takes place in the | |
| exact same setting (i.e., same locations, same items to be found, etc.) | |
| but with each character's personality coming through in the scenery | |
| descriptions of their relevant story. For an example, try viewing the | |
| garden in the town's square as each character for some unique | |
| perspectives. Each individual game will also bring different objects and | |
| structures to the forefront of each player's perception. For example, | |
| there is a crate leaning up against a building near the entrance to the | |
| city, but it is only visible in the scene's description by the thief | |
| (which is understandable as he'd be used to lurking in the shadows), and | |
| the adventurer (which is also understandable as he's a roughshod | |
| mercenary-type who would notice it). The same crate is not in the | |
| dragon's description of the same room (because it is understandably | |
| insignificant to him) nor the enchanter's (as he views things on a | |
| metaphysical and magical level) nor the royalty character's (as the | |
| crate is also insignificant to him, albeit for significantly different | |
| reasons than the dragon). Although not in the room's description | |
| however, the enchanter and royalty character can still interact with the | |
| crate and I thought was interesting. Essentially the crate was still in | |
| scope, and if you remembered that it was there from a previous | |
| character's experience you could still attempt to manipulate it. It was | |
| a nice way to maintain mimesis because obviously a crate or any other | |
| object shouldn't just disappear when it's not essential to a specific | |
| player's storyline. | |
| In terms of each character, I found the writing style fairly distinct. | |
| The enchanter, for example, notices the magical chemistry and ley lines | |
| present in his surroundings, while the dragon perceives things in a way | |
| completely foreign to the other characters. However, there was a big | |
| difference between characters in terms of how relevant their individual | |
| stories were to the story as a whole and their relative levels of | |
| playability. The following is a critique of each character and their | |
| respective degrees of influence on the story and levels of playability: | |
| DRAGON | |
| The dragon is a lot of fun to play with because the geography | |
| descriptions change dramatically with his viewpoint. He's got very | |
| straightforward goals, with some interesting puzzles. Storywise, he | |
| fleshes out the relevance of the Dragon Gem, but doesn't do much to add | |
| to the mystery of the chief antagonist's motivations. | |
| ENCHANTER | |
| The enchanter is a great character and has a great story all around. I | |
| found I didn't learn much about the overall story in this section, but I | |
| did learn a great deal about the world the game takes place in, and | |
| about the magic that forms such and integral part of it. The puzzles are | |
| wonderful and most are solved with Enchanter-style spells, some of which | |
| you start with and some of which you acquire throughout the game. The | |
| end game of this story is the strongest of the five (there's a great | |
| sequence of puzzles to conclude this section) and provides some insight | |
| into the chief antagonist's motivation. This section is, all around, a | |
| logical and entertaining section. | |
| ADVENTURER | |
| The adventurer is a fairly dull character and story in my opinion. He | |
| didn't really bring much to the table story-wise and his claiming of the | |
| gem is pretty straightforward and mundane. Not much is added to the | |
| story as a whole either during his prologue or epilogue and the puzzles | |
| here are solved more often through brute force and trial and error | |
| rather than by elegant puzzle design. There is some bonus information | |
| generated by one NPC that fills in some missing gaps in the story, but | |
| approaching him with the relevant conversation topic is neither | |
| intuitive nor reasonable, in my opinion. A bit of a filler chapter, | |
| overall. | |
| THIEF | |
| The thief is an interesting character whose relevance to the story as a | |
| whole is significant. The gamplay aspect however suffers a bit from some | |
| guess-the-syntax and some actions that require more guesswork than is | |
| strictly necessary. The thief has an interesting cache of thieving | |
| tools, but not all of them have to be used to complete the section. This | |
| fact saw me spend a bit too much time wondering what they should be used | |
| for. Otherwise, I sped through this section rather quickly except for | |
| one bottleneck that was caused by having no real indicator of how to | |
| proceed. An interesting story, and the epilogue in particular was quite | |
| relevant. | |
| ROYALTY | |
| The royalty character is another integral character, story-wise, to the | |
| entire plot. However, the gameplay aspect suffers more with this | |
| character than with any other. For starters, there are some serious | |
| problems in this section with guess-the-syntax. For example, ordering | |
| NPCs in a certain way yielded a desired result but ordering the same NPC | |
| in another way albeit with the same intent, yielded nothing of interest. | |
| I struggled with this section for quite a while, convinced that I was on | |
| the wrong path while really, I had the right idea but was getting bogged | |
| down in the grammar. Also, receiving the default responses "There is no | |
| reply" and "I know not of which you speak", while ordering around and | |
| questioning various NPCs got to be a bit frustrating. I'm the king | |
| dammit! You'd better reply. | |
| Other bits of annoyance came from the king/queen's substantial | |
| entourage. This section of the game spits out randomly created gossiping | |
| noble NPCs that crop up in whatever location you happen to be in. They | |
| were amusing at first, but eventually became tiresome as their constant | |
| babbling actually got in the way of my reading the text. The author | |
| thankfully parsed some applicable royalty-type verbs to get rid of the | |
| bothersome NPCs such as dismiss, arrest, and execute (execute in | |
| particular was quite unintentionally funny, as the executed corpse | |
| remained in the room of its execution), but as soon as you got rid of | |
| one NPC, another one unfortunately took its place, so the glee was short | |
| lived. | |
| Also, because you're a royal, you don't do anything for yourself. This | |
| includes various sundry tasks such as picking up objects, turning dials, | |
| or pulling levers. You unfortunately have to order other people to do | |
| it. This convention maintained mimesis perhaps, but boy was it tedious | |
| to have to ask an NPC to pick something up, and then ask him to give it | |
| to you. A more fluid method, I would think, would have been to just type | |
| in the command and have the closest NPC do whatever it is you asked. | |
| One final piece that had me guessing for a while came while trying to | |
| acquire one of the game's central objects (an object, in fact, that is | |
| featured prominently in each storyline). The problem arose when I tried | |
| to acquire the aforementioned object in a fashion similar to one of the | |
| other characters. For the most part, the game created good reasoning as | |
| to why each character had to interact differently with this object to | |
| acquire it. Incidentally, this aspect of the game was one of my | |
| favorites, because essentially each character had to interact with the | |
| object on a different level which typically related well to their | |
| substantially different backgrounds. With the king however, these same | |
| rules didn't apply. Following the exact same steps as a previous | |
| character I was sure I would eventually acquire the object the same way, | |
| but the process yielded no results and even worse, no rationale as to | |
| why my efforts weren't successful. | |
| So, overall, this section was a bit of a drag to slog through although | |
| the prologue and epilogue, as well as some smaller bits within this | |
| section, were very important to the story as a whole and integral to | |
| having a shot at understanding what the final prologue meant. | |
| All in all, I loved this game. I'm a little biased, I suppose, because I | |
| love the fantasy genre to begin with, but even the most contemporary IF | |
| player will find something to enjoy here. After having completed Heroes, | |
| it occurred to me that the writing and subtle hints reminded me a lot of | |
| another fantasy series penned by one of today's great static fiction | |
| writers, Robert Jordan. His Wheel of Time series (at least the early | |
| novels) were brilliant because they incorporated subtle hints amongst | |
| the different books that, when combined, could be used to infer the | |
| solution to some of the many mysteries present in the series. Heroes, | |
| again, follows a similar style although obviously, on a much smaller | |
| level. If you don't think you've figured out what's going on after one | |
| playthrough, I would encourage you to play it again. Following that, | |
| visit the author's website at | |
| http://nothings.org/games/if/heroes/story.html and read his take on all | |
| the innuendo and intrigue. (Warning: major spoiler at this link.) | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: R. N. Dominick <rnd SP@G bookmice.net> | |
| TITLE: Mountain | |
| AUTHOR: Benjamin Penney | |
| EMAIL: revolutionary_dust SP@G hotmail.com | |
| DATE: February 2003 | |
| PARSER: Platypus standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (IF Archive) | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/zcode/Mountain.zip | |
| http://users.tpg.com.au/penney/z | |
| VERSION: 6 | |
| Mountain is a game that, like several recent games, plays at being much | |
| older than it is. An accompanying "cover scan" indicates a price point | |
| of $1.99 and is of a size that suggests ziploc bags and 5.25" | |
| diskettes. The in-game help suggests that the game will be arbitrary and | |
| guess-the-verbish. I was willing to play along; I even set up Frotz to | |
| mimic the display of the Apple][ I originally played IF on back in the | |
| day. | |
| Unfortunately, shortly after starting to play, I started to actually | |
| think about what was going on. | |
| The text is sparse, and almost immediately jokey -- the PCs name is Gary | |
| Hikerson, he's accompanied by his "lesser, uglier and much shorter | |
| companion Biggs". | |
| Here's the first room description: | |
| Foot of Burly Mountain | |
| You are standing amidst the snow covered trees of Burly Forest, | |
| looking upward to the mountain you're delaying climbing. | |
| None of them get much longer than that. Some room descriptions describe | |
| actions you take, which are repeated when you "look" again. Much of the | |
| writing in the game is muddled, especially with regard to punctuation. | |
| An example: | |
| >kick biggs | |
| "Oww!", cries Biggs, "Sir, that hurts. Above the waist, please!". | |
| Implementation is sparse, perhaps intentionally so. True to the promise | |
| in the help text, the game is very arbitrary. Items are hidden in | |
| nonsensical places. Things only happen when obscure criteria are met. | |
| You can't command Biggs to do anything in the usual Infocom fashion; in | |
| one location where you have to ask him to do something, you do so with | |
| the command "talk to biggs". There's an item that needs to be "use"d. | |
| Points are given out for seemingly random things. You can never tell | |
| what items mentioned in text will be implemented and which ones won't; | |
| sometimes this is very frustrating, especially when Biggs suffers an | |
| injury you can't even refer to. There's a total of 32 points you can | |
| score, but you can't possibly score them all in the same game session. | |
| As I noticed these things, I kept thinking "Well, that's excusable, | |
| because this is a parody of That Sort of Game". As the list grew, | |
| though, I began to wonder: wouldn't this be better if the game laughed | |
| at these flaws along with me, instead of just actually containing them | |
| and expecting the humor to come from that? I disliked games like this | |
| back in the day, so why should it be inherently funny to play one now? | |
| I grew tired of the arbitrary nature of the game after finishing it a | |
| few times in different ways, so I took TXD to it to see what I'd missed. | |
| (Please excuse me if you think this is wrong; I had only the best of | |
| intentions.) Doing so revealed a few interesting things, best of all a | |
| (truly) humorous set of alternate versions of game events apparently | |
| tied to the Tandy bit. Unfortunately, setting the Tandy bit in three | |
| different interpreters had no effect, leaving me unable to accompany the | |
| cranky bear to the Tandy store. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Jessica Knoch <jessandcarlk SP@G mindspring.com> | |
| TITLE: Rat in Control | |
| AUTHOR: Mike Roberts | |
| EMAIL: mjr_ SP@G hotmail.com | |
| DATE: 10-Apr-2003 | |
| PARSER: TADS3 | |
| SUPPORTS: TADS3 interpreters | |
| AVAILABILITY: IF Archive | |
| URL: http://www.ifarchive.org/if-archive/games/tads/spatial.t3 | |
| VERSION: 1.0 | |
| The first thing to note about "Rat in Control" is that it isn't a | |
| regular game, at least not as we tend to think of them. Mike Roberts | |
| wrote it to gather some statistics on how quickly IF players process | |
| spatial directions when using compass words (north, south, etc.) as | |
| opposed to relative directions (ahead, backward, left, right). This is | |
| an experiment designed to test some theories proposed in a thread on the | |
| rec.arts.int-fiction newsgroup -- see: | |
| http://www.google.com/groups?th=f07753ec2f847121 | |
| for the thread. The "game" consists of finding your way through a simple | |
| maze, using either set of directions (although you can switch at any | |
| time). The game then reports to you your time, to the nearest | |
| millisecond, so that you too can contribute to the statistics-gathering. | |
| This might sound a bit boring and dry. It would have been, too, if the | |
| author hadn't made the game much more compelling by giving it a | |
| fleshed-out setting, a real character, and even a storyline. You play | |
| Fred, a lab rat, who has finally had enough of captivity and is ready to | |
| escape. Besides conjuring images of Pinky and the Brain, this gives you | |
| a valid reason for exploring the "maze" (really the arrangement of | |
| furniture in the lab where your cage is) and also for needing to do it | |
| quickly (before the humans come back). | |
| Rat in Control accomplishes its purpose well. You are given one of the | |
| direction sets -- compass or relative -- at the start of the game, | |
| chosen at random so that the author can get an even sampling of players | |
| using each set on their first play-through. The first stage of the game | |
| allows you to explore the room, using your set of directions, and gives | |
| you a chance to acquaint yourself not only with the layout of the | |
| obstacles, but also with the (potentially unfamiliar) direction | |
| commands. After that is complete, the time trials begin. There are three | |
| timed sequences, each between a different pair of locations in the room. | |
| The game thoughtfully sets the timed sections apart by prompting you to | |
| push the space bar when you are ready to begin. In each, you are to | |
| traverse part of the maze using the set of directions chosen by the | |
| game. The idea is that everyone who plays the game will send their | |
| results to the author, who can then compile them and maybe come up with | |
| some useful, or at least interesting, information. | |
| I was a bit disappointed that my random pick was "compass" directions, | |
| instead of the relative directions. I'd been hoping I would get to try | |
| the less conventional commands on my first time through. But playing | |
| through with compass commands was in itself enlightening. First of all, | |
| I didn't make any kind of map of the lab. Some parts of it made sense, | |
| but there were a few parts which wouldn't fit in my head coherently. For | |
| instance, when I arrived in a previously-visited location via a new | |
| route, I had serious trouble taking that new path into account on my | |
| mental map. From this I must conclude that it was a map very well suited | |
| to its purpose -- straightforward enough to not require a map, but | |
| complicated enough to require actual spatial cognition (which was, after | |
| all, the point of the discussion). | |
| Secondly, the experience revealed that I type the wrong letter for | |
| compass directions pretty frequently. For instance, I interchange "e" | |
| and "w" a large percentage of the time. I knew I did that sometimes, to | |
| see "east" and think west, or to think west and type "e." I also type | |
| "u" for north and vice versa. And in the timed race through the maze, my | |
| tendency to type the wrong letter was much more pronounced than usual. | |
| I also discovered that the first key I hit when under pressure in an | |
| Interactive Fiction game is "n." I looked closely at the "n" key on my | |
| keyboard -- the letter is practically worn away from the key! I've been | |
| playing too much IF. | |
| Here's the big surprise: Even with switching "e" and "w," even typing | |
| "n" at random times and "u" instead of "n" at other times, my time on | |
| the timed sequences was *better* when using compass directions than when | |
| I used the relative directions. I finished using relative directions in | |
| fewer moves, and longer times, without even taking into account the fact | |
| that I should have been more familiar with the layout (it sure didn't | |
| feel like the same layout!). | |
| Although the object of the game is to test how quickly the brain | |
| processes relative vs. fixed (compass) directions, I think there's a lot | |
| to be said for familiarity with typing the commands. Using f, b, r, and | |
| lf (forward, backward, right, and left) is not only unfamiliar, it's | |
| *so* strange as to be a major hindrance. In addition to thinking of | |
| which way I wanted to go, I had to think about what letter (or letters) | |
| to type in order to move that way. With compass directions, I only have | |
| to worry about the former. But having "f" for forward and "lf" for left | |
| guaranteed I would type the wrong thing a lot. (Although, I didn't | |
| actually type the wrong thing very often -- except for continuing to | |
| type "rt" and getting an error. Instead, I froze up while my brain tried | |
| to remember what to type.) | |
| Another note: using relative directions makes it impossible to scan | |
| through a transcript and get any sense of the layout of the place. | |
| In any case, this is a fascinating attempt at a community-wide thought | |
| experiment. But it's also a short, fun laboratory break-out by a group | |
| of intelligent rats with names like Fred and Mr. Tails, and you get to | |
| play the one rat who makes it all possible. Somehow, this manages to be | |
| funny at times, convey a true sense of urgency, and a satisfying sense | |
| of accomplishment upon reaching the end. Download it, play it, e-mail | |
| the author with your times, and be a part of the experiment. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Francesco Bova <fbova SP@G mts.net> | |
| TITLE: Ribbons | |
| AUTHOR: J.D. Berry | |
| E-MAIL: berryx SP@G earthlink.net | |
| DATE: 2001 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (IF Archive) | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/zcode/ribbons.z5 | |
| VERSION: Release 2 | |
| Many a newbie author enters the annual interactive fiction competition | |
| with dreams of taking first place amidst a plethora of accolades and | |
| positive reviews. The reality is that most first-time efforts, with some | |
| notable exceptions, tend to lack something, be it cohesive game design, | |
| passable prose, or consistent game continuity. This doesn't come as a | |
| result of a lack of trying, mind you, but instead is a symptom of the | |
| fact the most newbie authors haven't had a chance to perfect and hone | |
| their programming and writing skills. The net result is that when it | |
| comes time for the piece to be reviewed, newbie authors often have their | |
| lofty expectations shattered. Some authors can accept both praise and | |
| harsh criticism in stride, while others find the whole process quite | |
| difficult, and shrink away from the community with badly damaged egos. | |
| This is unfortunate when it happens, as the first releases from most | |
| authors, again with some notable exceptions, aren't usually exceptional. | |
| In fact history shows that the trick to being a successful IF author is | |
| to stick with it, learn from your mistakes, and try again, as future | |
| efforts almost always invariably improve in quality. Here are a few | |
| concrete examples of how a sustained effort has lead to better results | |
| in the past: | |
| � Laura Knauth: placed 15th in her first IF Comp, 7th in her second, | |
| and took 1st in her third with Winter Wonderland. | |
| � J.D. Berry: who took 10th place in his first comp, 14th place in | |
| his second, Best of Show in the 2001 IF Art show for his fine work | |
| Ribbons, and finally, a whole host of XYZZY nominations for his | |
| surreal '02 Comp work, When Help Collides. | |
| More than ingenious ideas and perilous puzzles, the real trick, it | |
| appears, to becoming a good IF author is resiliency and the realization | |
| that all criticism no matter how harsh, should perhaps be taken with a | |
| grain of salt and viewed as a vehicle for improvement. | |
| The ideas of criticism and perception are the principle theme of | |
| Ribbons, an IF Art piece that looks at 4 separate pieces through the | |
| eyes of different judges. As a piece of IF Art, Ribbons is interesting, | |
| but I'll get to that later. Where Ribbons really shines, in my opinion, | |
| is as a commentary on art criticism (and perhaps on a micro-level, IF | |
| criticism) and on the way that the preconceived notions we hold often | |
| affect the way we evaluate games. The basic message of Ribbons is that | |
| we have preconceived notions of what we expect from certain artists (or | |
| IF authors, for that matter). What we get when the artist's identity is | |
| less than certain is often more representative of our true feelings in | |
| most cases, but even those may be skewed because of the newness of the | |
| artist. After all, how could a relative unknown create something | |
| incredible? Ribbons illustrates this dichotomy by presenting two pieces | |
| that are created by the same artist. One of the pieces is signed off | |
| using the artist's real name, and the other piece is signed off using | |
| the artist's pseudonym (an anagram of sorts). Interestingly, the | |
| critics' comments of the pseudonymed art are much harsher than the piece | |
| using the artist's real name. | |
| This point leads me to another interesting aspect of Ribbons and that is | |
| that each critic's comments shape the way you view the piece. For | |
| example, viewing a piece before reading a critic's comments will | |
| generate a more benign response as compared to viewing a piece after | |
| first reading a critic's comments, which will generate a response more | |
| inline with the critic's viewpoint. It was a great simulation, as our | |
| perception is often influenced by the opinions of those who we hold in | |
| great respect. This truth transfers easily to the IF Comp as well. | |
| Speaking from personal experience, I've often caught myself playing Comp | |
| games and wondering what some of the premier designers in the field | |
| would have thought about the game I just played. On occasion, I've even | |
| rated a game with a negative or positive bias as a result. | |
| So I think it's evident that Ribbons provides a fantastic simulation of | |
| the critiquing process, but how does it stack up in terms of | |
| playability? Well, Ribbons has a novel approach for an IF Art concept. | |
| Each art piece is tactile in a way, and is meant to be experienced | |
| through more than just sight. Certain aspects of the art pieces are | |
| malleable, and require interaction although often to little or no end. | |
| That's to say that the manipulation of an aspect of a certain piece | |
| doesn't necessarily have an impact on how you interact with it. It was | |
| neat to move stuff around, although there seemed to be no rhyme behind | |
| the reason. And I sort of ended off feeling not wholly satisfied, as if | |
| I had left some task unfinished. The interesting scoring system, which | |
| measures your progress based on how much you've experienced (i.e. | |
| looked at, touched, etc.), pushed me to keep trying new things, but when | |
| I exceeded the maximum scoring potential I slowed down, because I didn't | |
| know when I would hit the ceiling of my experience or if I had in fact | |
| passed it. | |
| I think that's one of the pleasures of experiencing art, mind you. | |
| There's obviously no formula to it, but having played IF for so many | |
| years I've gotten used to common parameters, and I found Ribbons' lack | |
| of direction a little frustrating. Still, the experiential aspect of | |
| Ribbons was interesting and I still enjoyed the different colors shown | |
| to me throughout the game on the artist's palette. There really are no | |
| puzzles to speak of in Ribbons, although there is a common theme running | |
| through all four of the pieces (i.e. use of colors, similar objects). | |
| Perhaps there is a puzzle in there somewhere about discerning the | |
| linkages between the four pieces. For a while, I even thought that it | |
| might be possible that the same artist created all four pieces, but I | |
| wasn't entirely certain how the game's author intended for that to | |
| affect me. In the end, there is perhaps not enough motivation to delve | |
| too deeply into these linkages, as again, you're not necessarily | |
| rewarded whether you find something interesting or you don't, so I just | |
| let it be, and looked at the pretty pictures. | |
| To be honest, a reviewer more knowledgeable in the area of art than I am | |
| may be more suited to critiquing this game as a piece of art, because | |
| although I enjoyed the experience, I don't know if the right side of my | |
| brain can drum up much more in the way of commentary. Maybe I'll just | |
| stick with this quote from frequent Homer Simpson antagonist, C. | |
| Montgomery Burns: "I don't know art but I know what I hate... and I | |
| don't hate this." :) | |
| Where I think I can comment conclusively, however, is on how well the | |
| critics' comments mirrored many post-Comp comments on r.g.i-f following | |
| the IF competition, and to be honest that's where I found the game at | |
| its strongest. In fact, I think Ribbons might even serve as an | |
| invaluable tool for any aspiring rookie Comp author. The message that | |
| Ribbons delivers to any rookie Comp author is this: No matter how great, | |
| no matter how revolutionary you think your new piece is, you will have | |
| to live with the reality that some people just won't get "it" and that | |
| often times the newness of your name may cause reviewers to be more | |
| critical of your piece. | |
| There. Now that you're aware of that fact, please don't stop writing IF. | |
| You'll only get better over time and we need aspiring and creative new | |
| talent in the community to keep it thriving. Take the criticism as an | |
| opportunity to grow and improve your programming and writing skills and | |
| keep a determined focus on creating games. Who knows? Maybe that | |
| persistence will help you ascend to the top of the IF world. It | |
| certainly worked for J. D. Berry. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Emily Short <emshort SP@G mindspring.com> | |
| TITLE: Words of Power | |
| AUTHOR: Stark Springs | |
| EMAIL: (I wasn't able to find one listed) | |
| DATE: 2002 | |
| PARSER: Glulxe | |
| SUPPORTS: Glulxe interpreters | |
| AVAILABILITY: Freeware, IF archive. | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/glulx/words.zip | |
| VERSION: 4 | |
| My initial reaction to this game was, to say the least, mixed. It is a | |
| Glulx work, with a complicated UI, pictures, and (though I couldn't hear | |
| it on my computer) sound: clearly a lot of effort had gone into the | |
| production. On the other hand, one of the first things I encountered was | |
| a talking cat. My natural allergy to excessively cute cliches kicked in, | |
| and I set the game aside for a time. Eventually I came back to it, and | |
| I'm glad I did. | |
| Stark Springs' game is ambitiously packaged. It comes with two pdf files | |
| of background material, which represent reading matter you find during | |
| the course of the game; only a password (learned in-game) can unlock | |
| them. Considering that there's quite a lot of this material, I | |
| appreciated the chance to read that material in the pdf format rather | |
| than from the game screen. Having the huge amount to read early in the | |
| game reminded me, negatively, of a similar effect at the beginning of | |
| Fort Aegea, where I didn't care for it. All the same, having a pdf | |
| worked in Springs' favor: I knew that I could always come back and refer | |
| to the file later if necessary, and it was also possible to skim it | |
| without reading everything, so that I knew roughly what I was going to | |
| be in for later. The massive infodump is still not my favorite way of | |
| revealing backstory, but if there had to be an infodump, this is as good | |
| a way as any. | |
| Besides the pdf files, there's a complex graphical interface. Along the | |
| right side of the screen is the conversation menu; along the top, the | |
| status bar; and along the bottom, buttons representing the Words of | |
| Power. The text color and background are frequently changed, a la | |
| Photopia, to suggest changes in setting and atmosphere. | |
| All this UI gadgetry could have been confusing, but, on the whole, I | |
| didn't find it so. The conversation menu looked perhaps a bit awkward | |
| crammed into a narrow space where all the sentences had to wrap -- I | |
| think I would have designed that differently, and perhaps put the power | |
| buttons on the right and the conversation menu at the bottom of the | |
| screen -- but I found that I quickly got used to the effect. The | |
| conversation menu was also decorated with an illustration of whichever | |
| NPC you're talking to, a bit like Fallacy Of Dawn. In a game with a fair | |
| number of NPCs, this is quite useful, because it provides a visual hook | |
| in addition to the NPC's name to help the player remember who everyone | |
| is. | |
| Speaking of the conversation menu, conversation in the game uses a | |
| technique similar to some I've used myself: the player is allowed to | |
| choose a piece of dialogue from the menu, or else to change the topic of | |
| conversation to something else. Important bits of dialogue can be | |
| repeated ("Tell me again what you know about the forest..."), and the | |
| topics available to switch to are listed in the menu as well. I found | |
| this fairly effective and easy to use, except that there were a number | |
| of times when I would have liked to be able to talk about something that | |
| wasn't available: for one NPC I met repeatedly during the game, it would | |
| have been nice if additional conversation items had appeared over the | |
| course of the plot so that I could have discussed more of my discoveries | |
| with him. But it's always a challenge to provide what the player will | |
| experience as "enough" conversation in a game, and I understand the | |
| limitations that might have prevented Springs from adding more. | |
| As for the Words of Power mentioned in the title: Springs has invented a | |
| magic system based on combining elements to construct a complete spell. | |
| The elements can be verbs, nouns, or modifiers, and they are all | |
| represented as buttons at the bottom of the screen, so that there's no | |
| need to memorize the vocabulary. This gives the player a nice range of | |
| action, using a syntax that is not much different from the standard | |
| command structure used to communicate with an IF game in the first | |
| place. It's easy to work out new combinations to suit new occasions. As | |
| a concept, such magic is more sensible than the spellcasting system of | |
| Enchanter and its followers, and it lends itself more readily to | |
| exploration or invention by the player. | |
| There are a few flaws. I would have liked to see a more interesting | |
| treatment of the effects of failure when the magic was cast incorrectly | |
| or on the wrong thing; a few inventive messages here would both have | |
| helped teach the player how to use the magic correctly, and provided | |
| some local color. But even so, I didn't find it particularly difficult | |
| to learn to use the Words. In fact, I would have liked to see a larger | |
| selection of them -- the system has more potential than this game | |
| actually exercised, I think. The number of words available befits a | |
| relatively short game (as this is), but I would have enjoyed playing | |
| with the combinations even more. | |
| The setting is something of a mixed bag. Examining objects tended to | |
| reveal no more than was already in the room description. For instance: | |
| Stone Road | |
| When the path leads you out of the tree cluster, the scene in front | |
| of you seems unreal and it takes you a few moments to figure why. A | |
| large plain stretches to the west, but you can see no horizon line, | |
| only a hazy band, far far away, of a darker blue than the sky. The | |
| sun, huge and orange like a basketball hangs low in the sky. A | |
| neglected road, paved with round, irregular stones and overgrown with | |
| grass makes its way from north to south and its both ends are lost in | |
| the same haze that replaces the horizon line. | |
| The cat ambles along. | |
| >x road | |
| The road is paved with round stones and looks neglected. | |
| There's nothing to be seen here that we haven't seen already, and I was | |
| initially disappointed by the effect. As I played on, I got used to it: | |
| this is not a heavily puzzle-centric game, and obsessively examining | |
| everything is not the point. Ultimately the game succeeds in teaching | |
| the player what sort of interaction is required by politely discouraging | |
| fruitless kinds of action. | |
| Speaking of the descriptions, the writing is somewhat unpolished in | |
| spots -- the sentence that begins "A neglected road" goes on a bit too | |
| long, while the phrase "its both ends" seems a bit unidiomatic. | |
| For all that, if you look past the form of the writing to the content | |
| itself, that content is fairly evocative. Here is a fantasy game (sort | |
| of -- there's magic, and a talking cat), but it is set on a planet built | |
| like a science fiction planet, with a different diameter and a more | |
| distant sun. The effect, an impression of great age and distance, is | |
| both beautiful and melancholy. In fact, the whole map of the game is | |
| built on the same massive scale, with locations that encompass entire | |
| ruined cities and forests. Some elements of the story are a little too | |
| familiar, perhaps -- the race of forest-dwellers and the race of miners | |
| smacks of Tolkien, and other pieces of the backstory ring a little too | |
| familiar -- but not all of them. So on the whole the setting could have | |
| been more sharply imagined and better described, but there were enough | |
| intriguing elements to keep me engaged. I found that I liked it best if | |
| I mentally translated the descriptions into a kind of cinematic | |
| treatment, with many desolate landscape shots. | |
| The story likewise turns out to be more interesting than I originally | |
| anticipated; it takes several bends without ever ceasing to make perfect | |
| sense, and it also manages finally to fuse the story and the puzzle | |
| system into a bit of in-character decision-making of the kind I like | |
| best, where the player has the power to make a critical decision based | |
| on the puzzle-solving skills and plot knowledge she's picked up. It's a | |
| technique I associate with really great game design, and though the | |
| effect here isn't quite as powerful as the effect of a similar juncture | |
| in "Spider and Web", it's still in excellent company. | |
| Despite some early apprehension, I also found the game extremely | |
| playable. The story controls the pacing: I was never stuck at any point, | |
| and those few times when I found myself even slightly at a loss soon | |
| resolved themselves. There's enough for the player to do that the effect | |
| doesn't feel completely linear and closed off, too -- and this is not an | |
| easy balance to strike. | |
| The final verdict, then: this is a pretty good game in several ways. If | |
| it had been sharpened a little on a couple of fronts -- the magic system | |
| deepened, the characters given a bit more edge and complexity, the | |
| writing polished -- it could perhaps have been a great game. As it is, | |
| it falls shy of great, even occasionally slips into mediocre, but there | |
| is still plenty to make it worth playing. I liked the magic system quite | |
| a lot, and liked the way the UI helped the player with it; if there were | |
| to be a sequel or another game using this system, I would be interested | |
| in playing it. I have even forgiven the presence of the talking cat. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| ######################################################################### | |
| ###### REVIEW PACKAGE: THE FRENETIC FIVE VS. PHLEGMATIC REVIEWER ###### | |
| ######################################################################### | |
| [Note: Valentine provides scores with his reviews in the old style of | |
| the SPAG scoreboard. I've chosen to leave these scores in, since I think | |
| they provide interesting and useful information, but they shouldn't be | |
| construed to mean that the scoreboard has returned. It's still dead, and | |
| these scores won't be added to it. --Paul] | |
| From: Valentine Kopteltsev <uux SP@G mail333.com> | |
| When I decided to review the Frenetic Five series, I suspected it was | |
| going to be another ordeal for my objectivity: parody superhero stories | |
| definitely are my thing, and a game whose world is inhabited by such | |
| personages as the Microwave-Popcorn Boy, the Incredible X-Ray Brain | |
| Surgeon, the Human Meteor, and the like, certainly can claim its | |
| rightful place in my heart. In the end, these suspicions turned out to | |
| be mostly correct -- but I'm getting ahead of the story, for my | |
| acquaintance with the first game of the series resulted in... | |
| -=-=- | |
| A Not Entirely Convincing Storm and Onset | |
| TITLE: The Frenetic Five vs. Sturm Und Drang | |
| AUTHOR: Neil deMause | |
| EMAIL: neil SP@G demause.net | |
| DATE: 1997 | |
| PARSER: TADS Slightly Hacked | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition97/tads/ | |
| frenfive/frenfive.gam (original competition version); | |
| ftp://ftp.ifarchive.org/if-archive/games/tads/frenfive.gam (version 1.1) | |
| The opening sentence of the game -- "It's been another long day at the | |
| office (they all seem to be, lately), but at last it's over" -- already | |
| hints at the fact that a superhero's life isn't as exciting as the | |
| general public usually sees it. To begin with, the superheroes aren't | |
| freelancers; no, they're mere employees, like so many of us, and | |
| defeating evil isn't their hobby but their job. It's not even a very | |
| well-paid job, as we can tell from their style of living -- they share | |
| their quarters (which are most reminiscent of a students' hostel) with | |
| each other, and when another supervillain has got to be overcome in some | |
| distant area, there's no Batmobile at their disposal, heck, not even an | |
| old Yugo -- they've got to use public transportation. | |
| Such a lowered status is partly justified by the exclusive abilities of | |
| our superheroes being somewhat... uhm... specific. These powers reminded | |
| me of the spells so widespread in text adventures since the Enchanter | |
| trilogy -- something like the "Ekab spell: makes a 2.4 square feet large | |
| piece of flaky pastry fold into a seven-sided bun". For instance, you as | |
| the leader of the Frenetic Five team, Improv, have the ability to "adapt | |
| any object into a tool of your wishes", which just means that you're | |
| very good at finding the most appropriate, albeit non-conventional, uses | |
| for various things (a handy skill for an experienced adventurer, isn't | |
| it -- though I hardly would call it a "superpower"). But it's not only | |
| inanimate items you're supposed to apply properly; during your mission, | |
| you also have to find an appropriate task for each member of your team | |
| -- the rather chaotic Pastiche, the dreamy Lexicon, the somewhat languid | |
| Clapper, and the omniscient Newsboy. Most puzzles in the game are about | |
| using your resources wisely, which makes it fit into the Text | |
| Adventure Tradition neatly. The author himself gives a good example of | |
| effective use of assets at his disposal; supported by the vivid and | |
| humorous writing (on the average, every third or so description made me | |
| chuckle silently), the characters (both the PC's teammates and the | |
| villains) made a serious effort, and almost managed, to stagger me, and | |
| immerse me completely. | |
| The word "almost" in the previous sentence represents, to a large | |
| extent, the key to my quibbles about the game -- though admittedly I'm | |
| getting pretty subjective here. My main grievance is the following: you | |
| see, F5 vs. Sturm und Drang is not only the first game of a superhero | |
| series, it's also a Comp game, and when playing it, I had the sneaking | |
| feeling that the author had had some troubles finishing it in time for | |
| the Comp. I'm not saying it's sloppily done, mind you. On the contrary, | |
| the writing and characters are great. The puzzles, while not too hard, | |
| are well thought-out in a fashion that allows you to use the special | |
| powers of each of your comrades to solve them. (I found a couple of them | |
| somewhat obscure, though. Also, some puzzles in the later stages of the | |
| game only can be solved if you previously made sure to pick up a few | |
| objects that have appear pretty useless at the time when they're | |
| available -- but since grabbing everything not fixed meets both the | |
| traditions of text adventuring and the aforementioned special power of | |
| the PC, I think it's by far not as unfair as it seems at first). There | |
| also were a few quite ambitiously programmed features (one of them is | |
| worth a short diversion -- namely, the way the default TADS reaction to | |
| an unknown word has been replaced by "You don't see any <weird text | |
| you've just entered> here." A tip for all those who (like myself) are | |
| fond of cheap, rude jokes of extremely bad taste: this feature provides | |
| for a great response if you type that ubiquitous four-letter word in a | |
| dark location. Probably jokers like myself were the reason why this | |
| message has been replaced by "The word "<unknown word>" isn't important | |
| to your mission" in the post-Comp edition). The game's flaws were minor | |
| ones that spoiled the impression (inapropriate responses here and there, | |
| for instance) -- but still, to entirely and unconditionally win me over, | |
| the game either had to be more polished, or somewhat deeper. I'd like to | |
| point out once more -- I'm aware it's pretty subjective, and the roots | |
| of my criticisms lie, to a no small degree, in my initial expectations | |
| of the game being so high. | |
| SCORE: | |
| PLOT: The plot doesn't seem to have been first priority for the game | |
| author... (1.0) | |
| ATMOSPHERE: ...however, atmosphere does. ;) (1.5) | |
| WRITING: Let's put it the trivial way -- vivid and humorous (1.3) | |
| GAMEPLAY: Working puzzle by puzzle towards the overall goal (that's the | |
| long way of saying "pretty linear" ;) (1.1) | |
| BONUSES: Well, it's one of those "parody superhero stories" that | |
| "definitely are my thing";) (1.2) | |
| TOTAL: 6.1 | |
| CHARACTERS: A wide variety of memorable types (1.4) | |
| PUZZLES: Basically of the "find an unusual way to use something/someone" | |
| type; some people (not me!) might find a couple of them a bit unfair (1.1) | |
| DIFFICULTY: Pretty easy -- except for a few obscure points (5 out of 10) | |
| While F5vsSUD wasn't perfect, it worked pretty well as an appetizer for | |
| the next game of the series, where I found myself in... | |
| -=-=- | |
| A Kingdom of Excessiveness | |
| TITLE: The Frenetic Five vs. Mr. Redundancy Man | |
| AUTHOR: Neil deMause | |
| EMAIL: neil SP@G demause.net | |
| DATE: 1999 | |
| PARSER: TADS Slightly Hacked | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/tads/fren5-2.zip | |
| My first impression of Frenetic Five II was that the world rather | |
| sketichly outlined in part one finally got a finished appearance. It's a | |
| world with a comically distorted logic; in a sense, it's a reflection of | |
| our reality in a funhouse mirror. For instance, one extremely witty | |
| manifestation of the peculiar nature of this universe is the shoe phone, | |
| which effectively represents a mobile phone disguised as a shoe. | |
| Naturally, to make (and answer) calls, our superhero has got to take it | |
| off (just imagine, say, Superman hopping on one leg!) At the same time, | |
| within these boundaries, the game world is amazingly consistent; each | |
| and every one of its aspects complies with the weird rules defined by | |
| the game author. | |
| One of those aspects is the puzzles. While the core approach of function | |
| division between your teammates from the first game still applies, the | |
| problems you have to solve (and the ways you've got to do that) receive | |
| a hint of craziness, even absurdity. It's difficult to get more specific | |
| and to avoid spoilers at the same time; therefore, I'll just confine | |
| myself to an example. If you had to win a battle in this world, your | |
| only option probably would be to convince the leader of the opposing | |
| force that martial art isn't his vocation, and that he should | |
| immediately turn to potato cultivation instead. | |
| Still, the puzzles themselves are not too arduous -- once you understand | |
| the logic of the game world. Personally for me, however, there was a | |
| catch: I was playing Frenetic Five II in a period of time when my mind | |
| was busy with lots of other rather boring matters of minor importance | |
| (like work, etc. ;) Naturally, this circumstance not only negatively | |
| influenced on my ability to solve logical problems, but also caused an | |
| overall torpor, which, in its turn, had two effects, one bad and one | |
| good. The bad one: I didn't enjoy the puzzles as much as I could if I | |
| managed to solve them myself. The good one was, I got acquainted with | |
| the game's splendid built-in hint system. | |
| Its basic principle is quite simple: once you get stuck, you just ask | |
| your teammates (or, to be more precise, one particular teammate) for | |
| help, and receive more and more directed suggestions. It works (and | |
| keeps track of the current situation) pretty well, but such an approach | |
| itself doesn't represent a big novelty in IF. What makes this hint | |
| system unique is the way the hints are presented to the player. | |
| Officially, Frenetic Five II doesn't penalize you for using in-game help | |
| (since it doesn't record any score). Still, a certain penalty is present | |
| -- don't forget, you are playing as Improv, the head of the team, and by | |
| using the hints you practically let others decide for you, and thus in | |
| effect make a cat's-paw of them. The comments your teammates make | |
| alongside their hints dissipate all your illusions (if you had any) | |
| regarding your leading role, and what the others think of it. Great job! | |
| (A short disclaimer -- the post-Comp release of Frenetic Five I features | |
| a similar hint system; I didn't mention it in the appropriate review | |
| because I had played the original Competition version, which provides no | |
| help, and only had had a cursory look at release 1.1. My impression was | |
| that it didn't work as well as in FF II, but I might be wrong.) | |
| This review wouldn't be complete if I didn't mention the writing, which | |
| largely determines the appearance of the game. The author outcdid | |
| himself in turning the prose into another prop for his work's bizarre | |
| atmosphere by making it excessively ornate, and squeezing as many puns | |
| and word plays in each sentence as only possible. One of the less | |
| refined samples: | |
| You've seen her do this trick too many times, so you're unfazed when | |
| her hand phases through the blade as she slams it down. | |
| Incredibly funny references to other superheroes (like the Stupendous | |
| Tweezer-Fingered Girl, The Defenestrator, etc.) not directly involved | |
| into the action, which already occured often enough in Frenetic Five I, | |
| become even more frequent. The final performance of Mr. Redundancy Man | |
| made the supervillains from the preceding game seem like two stutterers. | |
| All in all, it was exactly the writing, with its wide assortment of | |
| decorations, that helped me to formulate my somewhat subliminal thoughts | |
| on this work more clearly. | |
| So, if I had to summarize the essence of the game in one word, I'd | |
| choose "rococo". This architectural style is known for a wide use of | |
| fancy decorative elements, and produced quite a number of impressive, | |
| whimsical buildings. However, it had another side: it also represented a | |
| certain stagnation, even decadence in architecture, a lack of new ideas. | |
| In my opinion, the same is true for F5vsMRM: in a way, it is the acme of | |
| the genre, and gets as much as possible out of the basic ideas the | |
| author initially has put into the series -- but exploiting this ideas | |
| any further would be overdoing it: another game in this vein would be a | |
| step back. | |
| SCORE: | |
| PLOT: The plot still doesn't seem to have been first priority for the | |
| game author... (1.0) | |
| ATMOSPHERE: ...the atmosphere still does. (1.6) | |
| WRITING: (Intentionally) exaggeratedly ornate (1.6) | |
| GAMEPLAY: Pretty linear (that's the short way of saying "working puzzle | |
| by puzzle towards the overall goal" ;) (1.1) | |
| BONUSES: The slightly crazy, yet so consistent and "real" game | |
| world (1.4) | |
| TOTAL: 6.7 | |
| CHARACTERS: As great as in Frenetic Five I (1.4) | |
| PUZZLES: Often use the logic of absurdity (1.2) | |
| DIFFICULTY: Still quite easy -- once you understand the game world's | |
| rules (6 out of 10) | |
| For the reasons described above, I wasn't quite sure what to expect of | |
| the next game of the series, where... | |
| -=-=- | |
| Things Got Deadly Serious -- as Deadly as the Dwarves | |
| TITLE: The Frenetic Five vs. The Seven Deadly Dwarves | |
| AUTHOR: Neil deMause | |
| EMAIL: neil SP@G demause.net | |
| DATE: 2002 | |
| PARSER: TADS More Seriously Hacked | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/tads/fren5-3.zip | |
| "I may make you feel but I can't make you think." | |
| -- Gerald 'Little Milton' Bostock, "Thick as a Brick" | |
| ...And it started pretty much the same way as its predecessor, with the | |
| atmosphere made even more grotesque by the PC being quite drunk. The | |
| obligatory preface smoothly passed into a light-hearted Zork parody. It | |
| was done competently enough, with the puzzles cleverly set up to form a | |
| part of the joke; to be honest, I had some problems solving them -- | |
| mainly because of my rushed situation I described in the previous | |
| review. This time, however, the built-in help, formally based on the | |
| same principles as in Frenetic Five II, didn't support me nearly as well | |
| -- for some reason, instead of working as a hint-on-demand system, it | |
| instead used the "it's me who decide when you need hints" approach, | |
| which sometimes became very frustrating. Anyway, one couldn't deny it | |
| was a fairly good game, but -- well, it seemed to do the very thing I | |
| mentioned in the previous review: it went on exploiting the same idea, | |
| and thus started to get somehow too predictable, maybe even repetitive. | |
| Then, everything changed. | |
| I'm intentionally going to be quite vague here, because this sudden | |
| shift in plot and atmosphere represented one of the main attractions of | |
| this game (at least, for me); heck, I'm not sure that even mentioning | |
| this change at all is not a spoiler already! But here you go -- what had | |
| begun as a comedy suddenly turned into something entirely different. | |
| Into a "thoughtful piece" maybe? No -- because, for one thing, it'd be a | |
| crime to talk about it in such cliches, and for the other, take a look | |
| at the epigraph. I'd say, it became a feelingful piece. An | |
| emotion-loaded piece. A disturb-your-freakin'-complacency-and- | |
| indifference piece, damn it! | |
| That'd be the right point to finish this review, but a single final | |
| observation is needed. The way Frenetic Five III ends now, it literally | |
| cries out for a sequel. The genre requires it, and probably many players | |
| will beg for it, too. However, this work is blowing up the boundaries of | |
| the genre, and I sincerely hope the author resists the temptation, and | |
| lets it be the final game of the series. Maybe I'm totally wrong -- but | |
| that's what it made me feel like. | |
| SCORE: | |
| This game moved me so much that I con't coolly dissect it into single | |
| categories, and rate them individually. However, if I brought myself to | |
| doing that, the total would be at least an 8. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| ######################################################################### | |
| ###### REVIEW PACKAGE: THE JOY OF AAS ###### | |
| ######################################################################### | |
| [This review package is a little different from the normal SPAG fare, | |
| straying closer to satire than to analysis, but given its topic (see | |
| SILLY AAS in the news section), the approach seems only fitting. --Paul] | |
| From: Sam Kabo Ashwell <ska24 SP@G hermes.cam.ac.uk> (for everything but | |
| "Dead By Morning") and Anonymous (for "Dead By Morning") | |
| Dear Sir / Madam, | |
| As a renowned stalwart of the fine art that is Literary Criticism, a | |
| pillar of the Text Adventure community and environs and a universally | |
| acclaimed arbiter of good taste, it falls to me as an inescapable | |
| (though oftimes insalubrious) moral imperative to scour with an | |
| all-encompassing eye the vast and fetid squabblings promiscuously | |
| spawned upon the World Wide Web like so many lascivious coypu; | |
| consequently, it is my lot to engage (at intervals, happily, of as | |
| elevated a magnitude as may be deemed prudent) in perusals of your | |
| organ. Upon one such occasion I had the misfortune to partake in an | |
| observance of such degraded condition as to appall a leprous official | |
| gatherer of the waste of donkeys. Upon the list in which you invoke the | |
| titles of those works of our elevated Art that you are most desirous to | |
| obtain artful reviews upon, an absence, a privation, a gaping abyss to | |
| scare small children leapt from the crudely fashioned HTML and tore | |
| jackal-clawed at the gusset of my soul. Due, doubtless (for even my | |
| opinion of your ability cannot afford such cretinous wrongdoing) to the | |
| incompetent fumblings of a concave-witted lackey, none of the games | |
| under order of request were members of that illustrious class of mastery | |
| known to the world as AAS. | |
| Since it seems beyond the realms of the humanly credible to imagine that | |
| this scandalous omission was in any way intentional, I have sought to | |
| apply balm to this weeping sore of aesthetic injustice by conferring | |
| upon you my humble thoughts upon the entirety of this portmanteau of | |
| prodigy. Also included is a review of my own trivial effort in the | |
| field, Dead by Morning, supplied by my learned colleague and | |
| international lady of letters Conchita T. Antyoghurt. If you wish to | |
| stave off the righteous indignation of the literary world, I implore | |
| you, lest your organ be trampled in the mud, to publish them in their | |
| entirety, that the world may hear of the greatness of AAS. | |
| Yours, &c, | |
| Sam Kabo Ashwell | |
| -=-=- | |
| TITLE: Sexual Conquest | |
| AUTHOR: Gunther Schmidl as Linc Abrahams | |
| EMAIL: gschmidl SP@G gmx.at | |
| DATE: April 2003 | |
| PARSER: AAS | |
| SUPPORTS: AAS Interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/aas/SexualConquest.aas | |
| VERSION: 1 | |
| Postfeminist contexts are evoked with subtle brilliance reminiscent of | |
| the early de Beauvoir. The stark nullibeity of the protagonist's agency | |
| (meaningful or otherwise) connects the audience directly to the | |
| soul-crushing vis inertiae of an inescapably misogynist society, while | |
| the unrelenting, almost sexually dithyrambic counter-rhythm concealed | |
| beneath the prose's deceptively terse form calls to mind both the raw | |
| sensuality of protoculture and the sexual act itself. The nolus volens | |
| treatment of the game's solitary female (and she is solitary; a point | |
| that deserves greater consideration than I can afford it here) as an | |
| inanimate object speaks for itself; the repeated emphasis on the word | |
| 'ravish' both appalls and enthralls us, bringing forth with a few | |
| strokes of the pen the demons that dwell within us all. Her | |
| disappearance after climax (both of game and protagonist) underlines her | |
| role in chilling unambiguity. The hollowness of the phrases employed, | |
| the futile lack of purpose pervading the final puzzle reflected in the | |
| bitter change of the initial room's description -- 'tonight WAS the night | |
| for hot steamy sex!' not only reveals our society for the straw dog it | |
| is, but draws forth the image of the night as a metaphor for the dark, | |
| sordid nature of life itself. | |
| While many have taken the name of the heroine (if she may be considered | |
| such) as an indicator of the game's primarily Christian subtext, I | |
| contend that the frail inadequacy of the game's ending is intended as a | |
| stern warning that while life is bleak, no hope may be sustained to | |
| follow it. A hellish masterpiece, guaranteed to turn the stomach and | |
| soul of the most heartless Lothario; not for the faint-hearted. | |
| -=-=- | |
| TITLE: Pride and Prejudice | |
| AUTHOR: Iain Merrick as ??? | |
| EMAIL: iain SP@G diden.net | |
| DATE: April 2003 | |
| PARSER: AAS | |
| SUPPORTS: AAS Interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/aas/PrideAndPrejudice.aas | |
| VERSION: 1 | |
| A witty, piquant and not unfriendly little satire upon Austen's | |
| best-known work, P&P delights the heart not only with the gentle barbs | |
| for which it is best-known, but also for its evocative and stylish | |
| rendering of the setting. Tongue-in-cheek enthusiasm, drifting in a rich | |
| gravy of exclamation marks, emulates the best of the naive Austen | |
| heroines, while good-naturedly poking fun at the modern consumerisation | |
| of a sharp satirist into a prettily becostumed bodice-heaver. | |
| In a masterful stroke, the complex gender politics and fiercely | |
| competitive marriage market of the day are reduced to a unidimensional | |
| 'scoring' system; the knowing nod to early text games does not pass | |
| unnoticed. That the percieved aim of 100 points is patently unachievable | |
| adds an air of pathos to the otherwise light-hearted mood. Subtle | |
| touches -- the whip, the fact that all men violently attack you on sight | |
| -- hint at deeper layers of sexual complexity; Jungian archetypes | |
| abound. It would be unfair, however, to deconstruct too rigorously an | |
| essentially comic work; we stand here in the realm of Wodehouse and | |
| Waugh, and should not let our footsteps be dogged by a spirit of | |
| gravity. | |
| -=-=- | |
| TITLE: Pleasure Palace | |
| AUTHOR: Storme Winfield as Cindy Phillips | |
| EMAIL: stormew SP@G yahoo.com | |
| DATE: April 2003 | |
| PARSER: AAS | |
| SUPPORTS: AAS Interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/aas/PleasurePalace.aas | |
| VERSION: 1 | |
| In this engaging, expertly crafted piece, the protagonist is compelled | |
| to seduce a triad of Eastern nymphs; from this elegantly simple | |
| framework, however, a veritable banquet of enthralling story and | |
| monumental emotional force arises. The smouldering coitus that forms the | |
| core of this tract is brought to life with almost corporeally organic | |
| force, and this reviewer must confess that he personally experienced | |
| distinct and prolonged symptoms of arousal upon the reading of the more | |
| delicate passages, a phenomenon that he has ascertained to be all but | |
| universal among readers of both sexes. The exotic surroundings, | |
| described in a level of detail unsurpassed in the entire field of AAS, | |
| contribute magnificently to that enchanting paradoxical air of | |
| sophisticated animal lust that so characterises faux-Oriental pieces. | |
| Echoes of The Arabian Nights are stifled beneath a host of references to | |
| the belly-dancer-populated Arabia of dodgy movies of the 1950s-70s, and | |
| we are never allowed to play for long without I Dream of Jeannie being | |
| called to mind; this basic desire to return to an age devoid of the | |
| disquiet of complex moral nuance adds a charming touch of innocence to | |
| the heart of the rampant, joyful promiscuity, much as the early misuse | |
| of apostrophe introduces a flicker of awkwardness that only heightens | |
| the piece's glamour. A sensual tour de force that is guaranteed to cross | |
| over far beyond its humble AIF roots. | |
| -=-=- | |
| TITLE: Office Ahoy! | |
| AUTHOR: Storme Winfield as Ken Taylor | |
| EMAIL: stormew SP@G yahoo.com | |
| DATE: April 2003 | |
| PARSER: AAS | |
| SUPPORTS: AAS Interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/aas/OfficeAhoy.aas | |
| VERSION: 1 | |
| For years the literary community has bewailed our lack of a single, | |
| definitive rites-of-passage text from a female perspective. The | |
| appearance of Office Ahoy! against the figurative horizon, reflected in | |
| a sea of praise, is likely to be seen by history as the answer to our | |
| prayers. A veritable feminine Catcher in the Rye has arisen, the | |
| seagulls of imitation crowding in its wake as it steams forth into | |
| oceana incognita. The discarding of the trappings of immaturity to | |
| revert to a state of blankness (represented here by an asexual nudity | |
| that reappropriates the Everyman for the voice of women) in order that | |
| one may advance to a higher level of existence is universally | |
| understood, and so devauled a currency is it that it is easy to despair | |
| of any fresh approach; but Taylor regales the imagination with such a | |
| tsunami of image and symbol (stabbed through with a staccato of | |
| exclamation marks) that one's breath is taken away. The timeless | |
| simplicity of a Chaucer or a Coleridge pervades the work; the box, the | |
| ship, the garb of office; all these are symbols recognised by every age. | |
| But it is not here wherein the mastery lies, but in the game's | |
| bittersweet resolution; the tragic conflict with the sailor that | |
| suggests we can never realise our dreams without struggling against | |
| them. | |
| -=-=- | |
| TITLE: Fabled Caves Of R'th-nylch | |
| AUTHOR: Adam Biltcliffe as Pat Vickers | |
| EMAIL: amgb2 SP@G cam.ac.uk | |
| DATE: April 2003 | |
| PARSER: AAS | |
| SUPPORTS: AAS Interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/aas/FabledCavesOfRthnylch.aas | |
| VERSION: 1 | |
| In a literary context laden down to the point of exhaustion with | |
| recycled pretention and complication for its own sake, R'th-nylch goes | |
| straight for the jugular and taps into our most primal fears: of fire, | |
| of poison, of beasts from the night; our own screams of agony and the | |
| equal horror of those of our foe. Ostensibly a cave-crawl, this game | |
| swiftly reveals depths of gory brutality that never strays away from its | |
| profound import. The aut vincere aut mori struggles between our hero and | |
| his enemies are presented in a fractured and paragraphless | |
| stream-of-consciousness format, the typed commands of the player lost in | |
| the massed howl of violence and exclamation marks. | |
| This work has set an undisputable seal in the hinterlands between genius | |
| and conformity, and never has convention seemed so much the poorer | |
| cousin. | |
| -=-=- | |
| TITLE: Caverns of Doom | |
| AUTHOR: Iain Merrick as Roddy Ramieson | |
| EMAIL: iain SP@G diden.net | |
| DATE: April 2003 | |
| PARSER: AAS | |
| SUPPORTS: AAS Interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/aas/CavernsOfDoom.aas | |
| VERSION: 1 | |
| Ramieson has constructed a tautly balanced allegorical humdinger of a | |
| game, intended not only to make us question our deepest beliefs, but to | |
| drive home with uncompromising force the emotional content of the | |
| answer. Ramieson is not above making nods to the ancients; a | |
| pseudo-Socratic dialectic is constructed within the conflict between | |
| audience and goblin, and the player takes the part of interlocuter, | |
| controlling the pace and rhythm both of the prose and of the game's | |
| events. | |
| The repetitive nature of the focal combat's text conjures up sinister | |
| overtones of Zarathustran recursion (reflected in the Judeo-Christian | |
| symbol of the flaming sword); condemned always to die of poison even if | |
| his foe is defeated, the nameless protagonist dully obeys commands he | |
| cannot comprehend, and is constantly returned to life as the player | |
| desperately restarts in a doomed attempt to achieve success. This | |
| metatexual manipulation is carried out with an adroit and fine touch | |
| belied by the apparent simplicity of the prose, creating (if you can | |
| find it; it took me several sleepless nights) a striking and detailed | |
| system of parallel between the game's plot and its levels of meaning. | |
| Subtle changes (the system can handle randomness to an alarming degree) | |
| make for a good replay value, as well. A must, if your head can take it. | |
| -=-=- | |
| TITLE: Cave of Adventure | |
| AUTHOR: Stephen Granade as Roddy Ramieson | |
| EMAIL: stephen SP@G granades.com | |
| DATE: April 2003 | |
| PARSER: AAS | |
| SUPPORTS: AAS Interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/aas/CaveOfAdventure.aas | |
| VERSION: 1 | |
| An audacious attempt to transpose the artistic qualities of the Cubist | |
| movement onto an interactive fiction canvas; while there is very little | |
| here for anyone not intimately familiar with the subject, for those | |
| willing to venture into the tortured world of Ramieson's visual | |
| imagination the journey is not without its rewards. The most important | |
| clue is the juxtaposition of angular and absolute cardinal directions | |
| onto a supposedly natural cave; from this humble beginning one can | |
| extrapolate a frenzied hive of half-logic and disturbing beauty. (I | |
| won't spoil it for you, though; the joy lies in the mental wrestling). | |
| -=-=- | |
| TITLE: Cloak of Ultimate Darkness | |
| AUTHOR: Iain Merrick as Roddy Ramieson | |
| EMAIL: iain SP@G diden.net | |
| DATE: April 2003 | |
| PARSER: AAS | |
| SUPPORTS: AAS Interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/aas/darkness.aas | |
| VERSION: 1 | |
| This game has a vampire. Vampires are cool. 'Nuff said. | |
| -=-=- | |
| TITLE: ADVENT | |
| AUTHOR: Iain Merrick as Arthur Tavistock Jr. | |
| EMAIL: iain SP@G diden.net | |
| DATE: April 2003 | |
| PARSER: AAS | |
| SUPPORTS: AAS Interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/aas/advent.aas | |
| VERSION: 1 | |
| Christian IF in the truest sense of the word has previously been | |
| considered to be an impossible and unrewarding task to take on; to | |
| express one's faith in a manner that is original, interesting and | |
| acceptable to Christians, while avoiding accusations of saccharine, | |
| simplistic proselytising from everyone else. The subject's reputation | |
| makes any attempt commendable for bravery, if nothing else. | |
| Tavistock makes an attempt that, if it fails to achieve the | |
| unachievable, is certainly a striking example of how to carry off such a | |
| failure with good grace. Adopting the classical medieval model, the | |
| spiritual struggle is represented in the form of physical conflict | |
| against Blakesque foes, laden with metaphorical content; in this | |
| struggle, God is never far away, aiding the protagonist in a manner that | |
| I (as an agnostic) found a little overdone, but which would probably not | |
| seem so to Tavistock's target audience. Although the game will play | |
| adequately in a colourless parser, the mood is superbly supplemented by | |
| subtle colour changes, and a great deal of the game's vibrancy is lost | |
| without it. A few crucial flaws -- the conversation system could have | |
| done with a little more betatesting -- but otherwise a solid piece. | |
| -=-=- | |
| TITLE: AAS Masters | |
| AUTHOR: Stephen Granade as Dr. David Banner | |
| EMAIL: stephen SP@G granades.com | |
| DATE: April 2003 | |
| PARSER: AAS | |
| SUPPORTS: AAS Interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/aas/aasmasters.aas | |
| VERSION: 1 | |
| Reminiscent of the best of Dumas, this is a swashbuckling tale of | |
| concealed identity and duels to the death with erudite noblemen across | |
| dramatic landscapes, while the omnipresent hand of Ramieson hovers | |
| menacingly over all. Drama abounds as the story builds gradually to its | |
| climactic denouement, amid a blizzard of learned literary references | |
| that clearly demonstrate Banner's comprehensive intellect. It would be | |
| all too easy to characterise as immature the plethora of abtruse | |
| references intended only for members of the immediate community; but | |
| this would be a churlish and ill-thought-out mode of criticism. The | |
| work's central intention, indeed, is to represent the vital dynamic | |
| between work and reader, man-as-author and man-as-himself, community and | |
| genre. | |
| AAS Masters is far more than this, however; it provides the literary | |
| context, the creative background, the collective voice which previously | |
| the AAS ouevre so bitterly lacked, and both justifies games previous to | |
| it and gives those who follow on after a vital frame of reference. | |
| Without playing AAS Masters, no enterprising student can truly | |
| understand the great body of work that is AAS. | |
| -=-=- | |
| TITLE: Dead By Morning | |
| AUTHOR: Sam Kabo Ashwell as ninjaschlong | |
| EMAIL: ska24 SP@G hermes.cam.ac.uk | |
| DATE: April 2003 | |
| PARSER: AAS | |
| SUPPORTS: AAS Interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/aas/deadbym.aas | |
| VERSION: 1 | |
| This game is the metaphorical jewel in the AAS canon. Scattering | |
| literary allusions around in a profuse and liberal fashion, one might | |
| wonder if some of the nuances are lost on the casual player. From the | |
| pathos of the opening scene -- reminiscent of some of the most elegant | |
| phrasings that Orwell ever constructed -- to the fractured beauty of the | |
| fight scenes (almost Joycean in their organic fluidity), this | |
| masterpiece is more erotic than Lawrence, more spine-tingling than | |
| Shelley, and more packed with hot babes than a pay-per-view porn | |
| channel. | |
| One might conceivably draw attention to the lavish misspellings with | |
| which this game is strewn, but I believe this to be a deliberate attempt | |
| on the part of the author to draw the player into the text more fully, | |
| for, in the heat of passion and adventure, such trivialities as pedantic | |
| attention to spelling melt away to be replaced only with a burning | |
| desire to progress further into the heart of the mysterious and | |
| bewitching world available. The indefatigable manner in which one is | |
| prevented from exploring adds a touch of frustration (at the kind of | |
| level hitherto seen only from Yeats in his quest for Maud Gonne) to what | |
| might otherwise be an overly simplistic allegory of one's journey | |
| through life. An absolute gem, and should be acclaimed as what it truly | |
| is: a modern classic. | |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
| !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! | |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
| ___. .___ _ ___. ___. | |
| / _| | \ / \ / ._| / _| | |
| \ \ | o_/ | | | |_. \ \ | |
| .\ \ | | | o | | | | .\ \ | |
| |___/ |_| |_|_| \___| |___/ PECIFICS | |
| SPAG Specifics is a small section of SPAG dedicated to providing in- | |
| depth critical analysis of IF games, spoilers most emphatically | |
| included. | |
| WARNING! SPOILERS BELOW FOR THE FOLLOWING GAMES: | |
| A Crimson Spring | |
| Fine Tuned | |
| No Time To Squeal | |
| Sunset Over Savannah | |
| PROCEED NO FURTHER UNLESS YOU HAVE PLAYED THESE GAMES! | |
| THIS IS NOT A TEST! GENUINE SPOILERS TO FOLLOW! | |
| LAST CHANCE TO AVOID SPOILAGE! | |
| From: Miguel Garza <looper SP@G access4cheap.com> | |
| TITLE: A Crimson Spring | |
| AUTHOR: Robb Sherwin | |
| EMAIL: beaver SP@G zombieworld.com | |
| DATE: 2000 | |
| PARSER: Hugo | |
| SUPPORTS: Hugo interpreters | |
| AVAILABILITY: Freeware (IF Archive) | |
| URL: http://www.ifarchive.org/if-archive/games/hugo/scourgdos.hex | |
| (Note: this is the no-sound, no-pictures version of the game) | |
| VERSION: Release 1.0.04 | |
| TITLE: No Time To Squeal | |
| AUTHOR: Robb Sherwin and Mike Sousa | |
| EMAIL: beaver SP@G zombieworld.com (Sherwin); mjsousa SP@G attbi.com (Sousa) | |
| DATE: 2001 | |
| PARSER: TADS | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware (IF Archive) | |
| URL: http://www.ifarchive.org/if-archive/games/tads/ntts.gam | |
| VERSION: 1.0 | |
| Mothers and Whores: The Ambiguous Woman in A Crimson Spring and No Time | |
| To Squeal | |
| I have played and finished two games written by Robb Sherwin: No Time To | |
| Squeal (written with Mike Sousa) and A Crimson Spring. After finishing A | |
| Crimson Spring, I was struck by a theme that the two games shared. In | |
| both games, the protagonist relates to a woman in his/her life | |
| ambivalently, with both fear and longing, and this ambivalence is | |
| reflected in the protagonist's perception of the woman. The uncertainty | |
| of the protagonist's relationship with the woman becomes a source of | |
| discomfort and a motivation for the protagonist to resolve the | |
| ambivalence of the relationship. | |
| In both games, the protagonist at one point travels through a | |
| psyche-space, rather than an actual physical space, while on his/her | |
| quest for resolution of the relationship. The protagonist's ambivalent | |
| attitude towards the female characters in the games is reflected in the | |
| protagonist's perception of them in both the physical reality of the | |
| stories and in the protagonist's psychic reality. In No Time To Squeal, | |
| the protagonist's mother, normally conceived of as life-giving force, is | |
| portrayed in the protagonist's psychic space as a deathless and yet | |
| death-dealing prostitute who is indirectly responsible for putting the | |
| protagonist, her daughter, in a life-threatening situation. However, it | |
| must be noted that the prostitute/mother has not attacked her child; in | |
| fact, the mother herself is a victim who has been used to attack the | |
| child protagonist. In A Crimson Spring, one of the protagonist's best | |
| friends is a woman known as Succubus, which is the name given (in the | |
| medieval myth) to beautiful witches who come to men at night and seduce | |
| them, taking away the men's vitality in the process. Indeed, in A | |
| Crimson Spring, Succubus can read the thoughts of people who are | |
| sexually attracted to her. But the protagonist notes that he is not | |
| attracted to her and thus she has no power over him, a potentially | |
| antagonistic or at least ambiguous attitude on the part of the | |
| protagonist towards his friend. Yet it is primarily Succubus who | |
| supports the protagonist during the game, and she is among the | |
| characters whom the protagonist must confront and judge during his | |
| journey through his psychic space. Another female character in A Crimson | |
| Spring has been promiscuously and knowingly spreading a quick-acting and | |
| deadly STD to her many partners: much like the mother/prostitute in No | |
| Time To Squeal, she is a killer who cannot be killed. The protagonist is | |
| also asked to judge this woman in his psychic space, and so decide his | |
| relationship to her. The resolution of these relationships between the | |
| protagonist and the women in A Crimson Spring is crucial to the outcome | |
| of the protagonist's life. In No Time To Squeal as well, the | |
| relationship of the protagonist to her mother is integral to how the | |
| protagonist develops. | |
| The protagonists of these games have ambivalent feelings of both fear | |
| and love towards significant women in their lives, as reflected in their | |
| perception of women as deadly prostitutes or succubi and simultaneously | |
| as a source of solace and object of love. In both games, the ambivalent | |
| relationship between the protagonist and a woman is a source of internal | |
| conflict for the protagonist, and therefore a driving force in the | |
| protagonist's actions as he/she struggles to resolve the ambivalence. In | |
| No Time To Squeal, the conflict is quite explicit: the protagonist is | |
| trying to get out of the woman's body alive, and finishing the game | |
| reflects the resolution of this psychic struggle for independence and | |
| life. In A Crimson Spring, there are two possible resolutions of the | |
| conflict: the protagonist either moves further away from the female | |
| characters and relates to them antagonistically, or moves closer to them | |
| and relates to them from a more intimate and vulnerable position. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Emily Short <emshort SP@G mindspring.com> | |
| TITLE: Fine-Tuned | |
| AUTHOR: Dionysius Porcupine (a.k.a. Dennis Jerz) | |
| EMAIL: jerzdg SP@G uwec.edu | |
| DATE: 2001-2002 | |
| PARSER: Inform Standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (IF Archive) | |
| URL: http://www.ifarchive.org/if-archive/games/zcode/FineTune.z8 | |
| VERSION: Release 8 | |
| When "Fine Tuned" appeared in the IF Competition, it was widely | |
| considered to be the best unplayable game ever entered. The opening | |
| scene was full of humor and style, but once you started rolling down the | |
| road there were so many bugs that it was more or less impossible to | |
| finish -- in fact, it eventually emerged that no actual ending had been | |
| implemented. I thought this was quite a pity, since once a game has been | |
| played in the competition, even a bugfixed version has (it seems) | |
| relatively little chance of garnering a large audience; so when I heard | |
| that Dennis Jerz had released a more polished and complete form of his | |
| game, I promised myself that I would try to play it at some point. | |
| The good news is that the fixed version is (as far as I could tell, | |
| anyway) effectively debugged, and that there's a great deal more to the | |
| game than I ever saw on the first playing. The bad news is that this | |
| expanded game -- though it does a number of quite intriguing things -- | |
| is still a bit shaky around the edges in terms of playability, not | |
| always consistent in tone, and still doesn't entirely end. | |
| The game is billed as a romance. In the competition version, I didn't | |
| get far enough ever to meet the second party of the romance, but I | |
| assumed that Troy Sterling was destined to meet and love Melody Sweet. | |
| In the expanded version it's clear that that's not the romance in | |
| question -- Troy seems intrigued by Melody, but she doesn't return the | |
| feeling, and ultimately it's hard to see Troy as capable of really | |
| deeply loving anything but his own self-image. Instead, in the last | |
| chapter of the game (at least, the last chapter currently implemented), | |
| there are sparks flying between Melody and Aloysius Pratt, Troy's | |
| self-effacing but much smarter side-kick, who just happens to have a | |
| pretty good singing voice. I was charmed by this twist of the plot -- | |
| the earlier phases of the game had done a good job of preparing me for | |
| Troy and Melody not to wind up together -- but I felt that there was too | |
| little set-up for Pratt's side of it, and (even more disappointingly) | |
| too little pay-off. The game ends maybe four fifths of the way through | |
| the plot, with a "to be continued", and I've rarely been so vexed | |
| (though the last episode of "Twin Peaks" comes to mind). What remains of | |
| the plot is far too little to make a game of its own (unless Jerz | |
| expands considerably on what I had assumed would be perhaps one more | |
| action sequence and then some character interaction); without it, *this* | |
| game falls on its nose. We've done all the hard work, we've completed | |
| the puzzles, and we ought by rights to get a payoff: to gloat over the | |
| defeated villain, see the love plot tied off properly, and ride into the | |
| sunset. I don't know what Dennis currently plans to do with the game, | |
| but I wonder whether it's realistic to expect another game consisting | |
| only of the ending of this one. What I'd really prefer is a *complete* | |
| version of "Fine Tuned" -- you know, one with all the chapters. | |
| (This also makes me curious about the viability of an IF serial, to be | |
| released chapter by chapter. The only thing I know of that comes close | |
| is the "Earth and Sky" series, but its episodes more or less have their | |
| own complete narrative arcs. The first one may be brief, but it does at | |
| least address the major problem that arises and has some kind of | |
| resolution; "Another Earth, Another Sky" is long enough and complete | |
| enough to stand on its own, and this is presumably part of the reason it | |
| did so well in the competition. I'm not sure whether there's room in the | |
| IF world for a plot that unfolded in several separately-released pieces, | |
| no one piece a complete narrative; but if that's what Dennis intended | |
| with this game, I hope he still means to write the ending.) | |
| A smaller sin, but still one that interfered with my full enjoyment of | |
| the game, is the way that "Fine Tuned" becomes humorously self-aware at | |
| the wrong times. References to and parodies of older IF works are not | |
| infrequent elements of modern games, and the punning name of one of the | |
| objects in the professor's cabinet is a just-acceptable entry in that | |
| collection. (A groaningly bad pun, but are there ever any really good | |
| puns?) What grated on me were the moments of meta-commentary, when the | |
| game or its characters became aware of their IF-ness -- as when the | |
| professor warns Melody that she is going to have to complete a quest | |
| involving placating trivially interactive characters, and so on. It's | |
| mildly funny, but, to my mind, too jarring to be worth the humor. The | |
| game world, with its melodrama characters and its stylish puzzles, is | |
| otherwise so well-constructed that it seems a pity to break the | |
| illusion. | |
| Having said all that, I'd like to look at some of the ways that the game | |
| does succeed -- particularly, at how it succeeds in building up the | |
| setting and restrictions on player action that make it so amusing. Adam | |
| Cadre, in his competition review | |
| (http://adamcadre.ac/calendar/10147.html), commented on "Fine Tuned"'s | |
| success at participatory comedy -- slapstick that the player is tricked | |
| into performing himself -- and I more or less agree with his analysis of | |
| how this works. The player is encouraged to do one thing or another by | |
| the explicit goals of the plot; naturally, he charges ahead, and finds | |
| himself tripped up by some niggling aspect of the environment. This kind | |
| of thing occurs mostly in the Troy Sterling sections: Adam talks about | |
| the humor with the parking brake, but similar techniques govern Troy's | |
| race with the train (which leads to a breakdown of the car and an | |
| embarrassing trek back to the livery stable for water) or with his | |
| attempts to break into the professor's house undetected. The game | |
| doesn't force the player to screw up in any one particular way, but the | |
| deck is stacked against Troy, and he can't win. Even if you have the | |
| prescience to bring a full bucket of water with you on the drive north, | |
| the bucket will spill when you have to stop the car -- the embarrassing | |
| return to the livery stable is unavoidable either way. | |
| To some extent, writing IF like this is a bit like strewing a room with | |
| banana peels. The author doesn't necessarily know which of various | |
| mistakes the player will make, but if he lays enough traps, it's more or | |
| less inevitable that the player will trigger one of them. The other | |
| thing that makes this successful in "Fine Tuned" is that most of these | |
| mistakes, though funny, are obviously not fatal; there's no reason to | |
| undo them or try to work out a way to avoid them, so they don't feel | |
| like puzzles. They're just part of the narrative. | |
| Discussions of IF design often touch on intentionality -- teaching the | |
| player how to interact with the game world so that he can solve puzzles | |
| and push the plot forward while maintaining a sense that he's an active | |
| agent in the game. What Jerz fosters here is more or less the opposite | |
| -- inadvertency, perhaps? -- which I might define as a tendency for the | |
| player's actions to have unintended consequences that nonetheless | |
| advance the plot, characterization, and humor of the game. This kind of | |
| treatment wouldn't (I think) stand entirely on its own -- giving a | |
| player an environment in which to bumble around, with no idea of his | |
| goals or the means by which he might achieve them, is a recipe for | |
| disengagement and disaster. But Jerz does give the player goals and | |
| well-defined puzzles; he just makes the route to solution as | |
| entertaining as the outcome. | |
| Another interesting point is the way the game handles player-character | |
| behavior. Like "Christminster" or "Plundered Hearts," "Fine Tuned" | |
| refuses to let its female protagonist do anything excessively | |
| unladylike, such as climbing a tree or walking into the bedroom of her | |
| sleeping (male) host. But the other PC, the autoist Troy Sterling, is | |
| characterized by a more interesting device: a number of odd or | |
| inappropriate behaviors are permitted, but if Troy tries them he loses | |
| points. Failing to wave to strangers, say, or treating a young lady with | |
| disrespect -- these things detract from Troy's decorum score. Soon the | |
| player is obediently doing all the things Troy is "supposed" to do, | |
| however silly or irrelevant to the progress of the game's larger goals | |
| -- in other words, cooperating in the character of someone whose chief | |
| concern is how he appears to others. (That he in fact looks like a bit | |
| of an idiot is clear not only from the reactions of the other NPCs, but | |
| from the view that we have of him when playing Melody Sweet. The player | |
| knows that Troy is being silly, but the game shepherds him into playing | |
| the character as written, even so. Troy's refusal to drive as far as the | |
| length of his own driveway without a full kit of automobile attire is | |
| more comical evidence of this same trait.) | |
| The segments with Melody are less broadly played. Melody isn't as much | |
| of a figure of ridicule, and she's allowed to succeed at more of what | |
| she does; there are fewer pratfalls set up for her to take. It is in | |
| Melody's portions of the game that the setting is allowed to shine most: | |
| the backstory of the artifact fits perfectly into an early-20th-century | |
| kind of archaeology, and at times it's somewhat creepy, though for the | |
| most part the game's lightheartedness prevails. Still, I was a bit | |
| unnerved when, as Melody, I started speaking ominous nonsense. | |
| I might have liked there to be slightly more attention lavished on the | |
| room descriptions, some of which are little more than lists of exits. | |
| Even so, there's enough there to provide interest and serve as a | |
| counterpoint to the broader Troy-centric sections of the game. The use | |
| of the period song about automobile drivers, for instance, and a few | |
| other accurately researched touches do a good deal for the setting; I | |
| was reminded of some of the things I like best about Peter Nepstad's | |
| 1893. This game, naturally, is attempting something different, and uses | |
| its researched details much more sparingly, but they are valuable | |
| nonetheless. | |
| Also charming were Melody's interactions with Pratt in the final | |
| chapter, which work on a similar principle to the Troy slapstick: the | |
| author provides a number of opportunities to interact (somewhat | |
| flirtatiously) with Pratt. The player's natural inclination to explore | |
| the game -- to interact where obvious interaction is available -- leads | |
| her into and through these little scenes, without any real sense that | |
| her hand has been forced. Though there was actual puzzle-solving to do, | |
| I was finding it much more fun hanging around Pratt, and was disinclined | |
| to leave until I had to; in the meantime I was content to let Troy | |
| bumble around, trying unsuccessfully to solve the puzzles himself. | |
| Overall, I see a great deal of potential in this game -- if it were | |
| finished, which it still isn't. Until the plot concludes, it will always | |
| be a bit unsatisfying. All the same, the author has developed certain | |
| aspects of game design to a high art, with excellent characterization | |
| for PCs and NPCs alike, and an original premise and setting. And the | |
| management of the humor is ground-breaking. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Adam Myrow <amyrow SP@G midsouth.rr.com> | |
| TITLE: Sunset Over Savannah | |
| AUTHOR: Ivan Cockrum | |
| E-MAIL: ivan SP@G cockrumville.com | |
| DATE: 1998 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware (IF Archive) | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/tads/savannah.gam | |
| Version: 1.0.3, 3/5/98 | |
| Sunset Over Savannah was one of the most experimental games of the 1997 | |
| competition, and to my mind, tried something more daring than most games | |
| before or since. I honestly can't think of any other game that has you | |
| play the role of somebody else so completely. The story is simple | |
| enough: you play a person on the last day of his/her vacation. This | |
| person has realized that they hate their job and are thinking of | |
| quitting. That's it. This is such an ordinary situation that it would | |
| take some serious effort to make it interesting. In many respects, the | |
| author of this game succeeds at doing that. The method is to have the | |
| player go walking on the beach and try to come to a decision. This isn't | |
| just any old beach, however. It's Tybrisa Island in Savannah, Georgia. I | |
| have a feeling that Ivan Cockrum has been to this place. The | |
| implementation is so detailed that I honestly hope it's accurate. I | |
| really feel like I've been there. How many games will take the time to | |
| let you build sand castles, swim in the ocean, even do dumb things to | |
| get hurt? On top of that, it even gives clever responses when you try | |
| going up or down in a location where you can't. | |
| >d | |
| Going to dig a hole to China, are you? | |
| >yes | |
| But you'd burn up at the earth's fiery core! | |
| The status line shows your current state of mind, which serves both as | |
| score and as a temporary description of your physical state. My favorite | |
| moment was when I foolishly put my hand in boiling water and the status | |
| line changed to "boiled." | |
| The game is so detailed that it even lets you eat a live shrimp! It's | |
| not something I'd do in real life, but the description of it gave me an | |
| idea of what it might be like. In fact, I didn't even notice that this | |
| passage contains a grammar error until just now! | |
| >eat shrimp | |
| You look with trepidation at the live, wriggling shrimp. Well, if | |
| it's good enough for sushi eaters... You pop the shrimp into your | |
| mouth and crunch down on it, shell, legs and all. You're struck with | |
| a brief sense of nausea that passes as quickly as it came. The | |
| shrimp's juices roll over your tongue and trickle down your throat, | |
| at the same both time [sic] sharply salty and subtly sweet. In the | |
| end, you decide it's not that bad. Not that bad at all. | |
| Yet, with all this hard work, I ended up filling strangely empty after | |
| completing the game. I almost feel guilty about it, because it may be | |
| the most interactive environment ever to be written. The problem I had | |
| with the game was that its environment was so realistic that when | |
| something that didn't quite fit with real life occurred, it broke the | |
| rhythm. Yet, these events are what makes the game into something besides | |
| an interactive art piece. Here's what I'm talking about. | |
| Right at the beginning of the game, we get this: | |
| A sign advertising boiled peanuts points east, into the pavilion. | |
| You see a clam shell here. | |
| Your stomach grumbles at the sight of the boiled peanut sign. You | |
| realize that, in your agitated state, you've completely forgotten to | |
| eat dinner. | |
| This was a perfect start. It gives the player an initial goal which fits | |
| right in with the introduction. It's perfectly reasonable to imagine | |
| that you would have forgotten to eat if you were in the preoccupied | |
| state described in the intro. So, my natural response is to go east and | |
| work my way to the snack bar to buy some peanuts. Of course, as luck | |
| would have it, the vendor is about to close. Well, I was lucky enough to | |
| catch him in time and this is what happened. | |
| >buy peanuts | |
| You clear your throat to get the vendor's attention before asking, | |
| "Pardon, could I have some peanuts?" "Oh, sure," says the vendor. "I | |
| think I've got a few left... yup, you're in luck. I'm closing up for | |
| the night. Another few minutes and I woulda tossed 'em." He takes a | |
| pot holder from beneath the counter and uses it to grab a wireframe | |
| sieve resting in the boiler. He bends over the boiler, and as he | |
| does, a small steel key slides out of his shirt pocket and falls into | |
| the bubbling water. Using the sieve, he scoops up the bobbing | |
| peanuts. He waits a moment while the sieve drains, and then dumps the | |
| peanuts into a brown paper sack. You dig a dollar out of your pocket | |
| and hand it over, and he in turn hands you the sack of peanuts. | |
| Apparently, he hasn't noticed his missing key. | |
| Now, I'm not thinking at all like an adventure game player right now. | |
| I'm role-playing. What would I do in this case? I'd say "hey, you | |
| dropped your key in the water. You'd better get it out of there." The | |
| vendor would get the key with his sieve and be quite grateful. It could | |
| be his house key, car key, or any number of other important keys. So, I | |
| tried to tell him about the key. | |
| >tell vendor about key | |
| It occurs to you that you ought to keep that bit of information to | |
| yourself. If the vendor recovers the key, you may not get another | |
| chance to acquire it. | |
| Suddenly, the game has slapped me in the face and said in essence, "Hey, | |
| you're an adventurer! Don't you know that you should value any key with | |
| your life and not let anybody else have it?" Now, I realize that there | |
| had to be something to keep it from being dull, but I think it would | |
| have been much better to not have shown the player the key until the | |
| vendor left. What this demonstrates is just how hard it is to make an | |
| ordinary setting into a game. | |
| Compare this to the opening of Lurking Horror. It starts out in an | |
| ordinary setting with the player merely being told to write a term | |
| paper. I won't get into the specifics, but basically, it becomes very | |
| obvious that something weird is going on and the player will become | |
| interested in such things as crowbars and keys. In other words, I feel | |
| that by prompting the player to buy peanuts immediately and not giving | |
| any chance for exploration, there is no motivation for getting the key. | |
| Of course, that key turns out to be incredibly important. Getting the | |
| key is not a particularly easy thing. After the vendor pours out the | |
| boiling water and remaining peanuts, a flock of gulls shows up to fight | |
| over the trash. So, you now have to get that flock of gulls out of the | |
| way before you can sift through the trash and find that key. This was a | |
| fairly natural puzzle. Once I had the key, I was able to open the gate | |
| and find a crowbar and two barrels. One barrel was full of aluminum cans | |
| and the other was full of glass bottles. With further exploration, I | |
| found the glass mites. These are insects which take glass and build | |
| their home out of it. I was also now seeing an intriguing flash of light | |
| from the water pipes. Something was up there, and I wanted to get it. | |
| This was the way the first puzzle should have been handled. Show the | |
| player the obstacle first, then he or she will want to solve the puzzle | |
| instead of treating it like real life. | |
| This also began a second turn from realism into text adventure mode. | |
| That is, destruction of property. However, this first act of | |
| destructiveness is apparently not expected by the PC. Perhaps, he or she | |
| was thinking that by getting the glass bottles near the mites, it would | |
| be possible to have them help out in getting that mysterious object. The | |
| plan works, but not quite as expected. | |
| >push canister east | |
| You put your shoulder to the canister again and try to move it | |
| further east, fighting the friction of the sandy floor. Sand piles up | |
| against the leading edge of the canister, but still you struggle | |
| onward, making slow progress. You make it almost to the far end of | |
| the pavilion, where the canister freezes in the sand. You brace | |
| yourself and try to force it with a good, strong shove... until | |
| crash! the canister goes over on its side, and you with it. You look | |
| up to find that the canister has begun rolling down the slope towards | |
| the ocean. You chase after it, but it's picking up speed. It | |
| continues its descent, heading towards one of the pier's cement | |
| pylons. You redouble your efforts to catch it, and it looks like you | |
| just... might... make it... Crash! The canister rebounds off the | |
| pylon and shatters with a hideous cacophony, spewing bottles and | |
| chunks of thin blue plastic in a rain of broken glass. | |
| Now, it was fairly easy to get the mite into a glass bottle of water and | |
| drop the bottle on the pile of glass and plastic. Presto, a castle is | |
| built which reaches the mysterious object and we score a first step. So, | |
| this was a pretty well-done puzzle. The object turns out to be a scuba | |
| mask. | |
| Next, we notice an old bottle that doesn't get used by the glass mites. | |
| It turns out to have a treasure map in it! So, I thought the game had | |
| pulled a brilliant bait and switch, giving me a new goal. Why not? | |
| Finding treasure would certainly give the PC more money and they could | |
| quit that dull office job without a care in the world. So, how to get | |
| that treasure? Well, this involves yet more destruction of property. | |
| This time, it's deliberate. It includes breaking a stave on a trash can, | |
| ripping a shingle from a roof, and moving benches into a staircase. The | |
| staircase thing isn't destructive, but it would sure get some weird | |
| reactions in the morning from tourists who saw it. In the mean time, | |
| there is a scoring opportunity when looking at the sunset from the roof. | |
| We are told of a weird vision where the PC sees himself leaving his body | |
| and floating high into the sky to overlook the area. A little strange, | |
| but tolerable. | |
| I don't know why, but I really thought the destructive things the PC | |
| does just didn't fit. For one thing, the default response to violence is | |
| to the effect that the PC is at one with the world and not violent | |
| especially after the vacation. Ok, so if the PC is so at peace with | |
| things, why is he/she tearing the place up? Oh well, back to the | |
| treasure hunt. That turns out to be another let-down. After improvising | |
| the shovel with the shingle, we dig like mad until, just as we hit | |
| something, the hole collapses. Buried in sand, the PC has another | |
| vision. This time, it is a vision of being tied up and captured by | |
| pirates. When the PC comes out of it, an elderly couple helps him/her | |
| out of the sand and asks what he/she was digging for. After brushing off | |
| the question, the PC is left alone to wonder what just happened. It also | |
| gets another scoring chance out of the way. By this time, the only goal | |
| left for the PC is to talk him/herself into quitting their job. I was | |
| quite frustrated at this point. It would have been much easier to type | |
| "quit my job" at the prompt. However, I had to keep motivating the PC | |
| towards that goal. The rest of the puzzles became less and less | |
| believable. The destruction of property continues at a break-neck pace. | |
| By the end of it, there will be a 200-year-old brick missing from the | |
| sidewalk. It is permanently lost in the waves. The PC will have another | |
| weird vision of dancing in the 1920's or so just from seeing part of the | |
| floor of the old pavilion and later typing "dance." They will finally | |
| catch a crab which must be boiled to get it out of its shell. Of course, | |
| since the boiler at the vending stand is locked up with a clamp, the PC | |
| will just have to rip the lid off with that ever handy crowbar. The | |
| shell, once relieved of its occupant, fits perfectly into that sculpture | |
| of a dragon. Surprisingly, the sculpture turns into a real dragon and | |
| flies off! So, the PC decides to quit their job. The game ends here with | |
| the PC ready to write that resignation letter. | |
| So, a game which started with great promise of how to make a natural | |
| setting into an interesting place had to resort to wild inconsistency to | |
| make an adventure out of it. If the game had stuck to things like the | |
| glass mites and a coral reef that the PC encounters, it would have | |
| worked better for me. It would have also been nice to undo some of the | |
| damage. For example, having the brick wash ashore so it could be | |
| replaced, and somehow having an optional puzzle to fix the roof. | |
| The bottom line is that this game was hampered by trying to be an | |
| adventure when the author clearly wanted a work of art. I suspect that | |
| it could have been released in the IFArt Show many years later and would | |
| have been able to go for pure setting and dispense with the artificial | |
| puzzles and fantasy elements. What I learned from Sunset Over Savannah | |
| was that while realistic and detailed settings are important to me, | |
| believable plot is just as important if not more so. | |
| 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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