| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE #36 | |
| Edited by Paul O'Brian (obrian SP@G colorado.edu) | |
| March 16, 2004 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #36 is copyright (c) 2004 by Paul O'Brian. | |
| Authors of reviews and articles retain the rights to their contributions. | |
| All email addresses are spamblocked -- replace the name of our magazine | |
| with the traditional 'at' sign. | |
| REVIEWS IN THIS ISSUE ----------------------------------------------------- | |
| Amnesia | |
| Bad Machine | |
| Hamlet | |
| Insight | |
| Shadowgate | |
| To Hell In A Hamper | |
| SPECIFICS | |
| ========= | |
| The Act Of Misdirection | |
| EDITORIAL------------------------------------------------------------------ | |
| It's a collection of miscellany that I have to discuss today. First up | |
| is the lamentable absence of an interview in this issue. I'm working on | |
| a few different things, but none of them came together in time for this | |
| issue. As a small consolation prize, I can tell you a little of what's | |
| waiting in the wings, or at least what I *hope* the future holds. I | |
| recently canvassed you all for interview suggestions, and one dynamite | |
| idea I received was to interview Stephen Ramsay. For those of you | |
| unfamiliar with this name, Dr. Ramsay is a professor of English at the | |
| University of Georgia who taught a class last fall called Digital | |
| Narratives. This is the first academic course I've ever seen that | |
| focuses entirely on text IF, and that includes many works created by the | |
| IF community in its required reading and playing materials. If you're | |
| interested in the syllabus, it's available at | |
| http://cantor.english.uga.edu/cocoon/classes/engl4890.html. | |
| Unfortunately, though I tried to contact Dr. Ramsay for an interview, he | |
| didn't answer my email and his phone just rang and rang. If any of you | |
| out there know how to contact him, or if you took part in the class and | |
| want to tell SPAG's readers a little bit about your experience, get in | |
| touch with me. The other thing that's cooking is an interview exchange | |
| between myself and Urbatain, one of the luminaries of the Spanish IF | |
| community. If all goes well, the interview with me will be translated | |
| into Spanish and published in SPAC (Sociedad para la Preservaci�n de las | |
| Aventuras Conversacionales, the Spanish equivalent of SPAG), and the | |
| interview with Urbatain will appear here. Sadly, my Spanish isn't strong | |
| enough for me to interview him in his native language, so we'll just | |
| have to muddle through as best we can. | |
| Another change that's recently occurred with SPAG is in the way it | |
| handles email addresses. This zine was started way back in 1994 (Whoa! | |
| It's almost our 10th anniversary!), and in those simpler Internet days, | |
| attaching email addresses to the names of authors and reviewers was | |
| actually a good thing. It encouraged feedback, made communication | |
| easier, and generally added cohesiveness to our small community. | |
| However, in today's spam-crazed Net environment, putting email addresses | |
| in cleartext out on the web is basically like pinning a sign on the | |
| person that says "Spam Me." Consequently, all email addresses appearing | |
| in SPAG will henceforth be spamblocked by replacing the @ sign with the | |
| string " SP@G ". This change has also been made to all addresses on the | |
| website, including everything listed in the review index and back issues | |
| listings. All mailto: links have also been removed, with the exception | |
| of the links to contact me or Joe DeRouen, SPAG Webmaster. It's | |
| regrettable to be driven to such measures by the bottom-feeders of the | |
| world, but there shouldn't be an overall penalty for being published or | |
| reviewed in SPAG, and for some people, the spam overload was becoming | |
| just that. | |
| Finally, I want to mention and publicly mull over a situation that | |
| occurred recently. I received a review that would have been great for | |
| this issue -- it was written clearly, specific in its analysis, | |
| objective, and fair. There was just one little concern, a parenthetical | |
| comment where the reviewer mentioned a plot thread that hadn't been | |
| followed, or, as he said, "at least not in the parts of the game I have | |
| succeeded in reaching so far." When I inquired further about this | |
| comment, the reviewer told me that in fact, he hadn't finished the game, | |
| quitting after reaching 50 points out of 75. In his mind, this wasn't a | |
| concern, since he had spent several hours with the game and had plenty | |
| to say about it. Also, to be fair, SPAG's submission policy has up until | |
| now been completely silent on the topic of whether a game should be | |
| finished before reviewing. | |
| Reluctantly, I had to reject the review, since I feel that completing a | |
| game is a necessary prerequisite to reviewing it. It feels a bit odd to | |
| say that, since I've written plenty of reviews of games I haven't | |
| finished, but those are competition game reviews, which is a bit of a | |
| special case, as the comp's rules dictate that a score must be assigned | |
| after playing a game for two hours, finished or not. In my mind, those | |
| comp reviews served to explain the score, not necessarily to provide a | |
| complete analysis of the game as a whole, though of course many times | |
| they serve that purpose as well. It's a thorny issue all around, though. | |
| When reviewing a book, or a movie, or a CD, the lines are rather clear: | |
| experience the entire thing, and until you do so, you aren't fit to | |
| review it. With games, though, there are a variety of different | |
| experiences of "finishing", and it's a much more subjective call on | |
| whether a reviewer has seen enough of the work to be able to review it. | |
| It's murky enough with traditional IF, but with experimental IF that has | |
| no ending, or that has hundreds of endings, or that has a facile "best" | |
| ending reachable in two moves, the lines blur even further. | |
| Consequently, although I've updated the submission guidelines, I've | |
| tried to leave a fair amount of wiggle room for a wide definition of | |
| "completeness." The bottom line is that if you're unsure how much of a | |
| particular game you need to see before reviewing it, ask me. | |
| LETTERS TO THE EDITOR------------------------------------------------------ | |
| From: Rich Mellor <RWAPSoftware SP@G aol.com> | |
| Just a quick update following on from SPAG #34 - All of the adventures | |
| sold by RWAP Software for the Sinclair QL and PC are now available on a | |
| dedicated website: | |
| http://www.rwapadventures.com | |
| I should be obliged if you would include this in your next issue of | |
| SPAG. | |
| [Consider it included, Rich. --Paul] | |
| NEWS ---------------------------------------------------------------------- | |
| AND THE XYZZY GOES TO... | |
| It was another fantastic XYZZY awards ceremony this year, held on March | |
| 2nd in the Massive Auditorium on ifMUD (http://ifmud.port4000.com). It | |
| was an especially exciting ceremony for me, because for the first time I | |
| was able to be a presenter, though as it turned out, Earth and Sky | |
| stepped into that duty for me. Happily, I've been able to work something | |
| out with the MUD's lawyers so that I won't be billed for the damage my | |
| hapless characters caused. As for the awards themselves, it was | |
| definitely a banner year for Star Foster and Daniel Ravipinto's | |
| steampunk comp-winner Slouching Towards Bedlam, which was nominated for | |
| eight awards and won four, including Best Game. The ceremony itself was | |
| just as fun and chaotic as ever, as you can see if you care to check out | |
| the transcripts Stephen Granade has kindly made available at | |
| http://brasslantern.org/community/comps/xyzzy2003.html. Here now, the | |
| winners of the 2003 XYZZY Awards: | |
| * Best Use of Medium: ASCII and the Argonauts, by J. Robinson Wheeler | |
| * Best Individual PC: The PC from Episode in the Life of an Artist, | |
| by Peter Eastman | |
| * Best Individual NPC: Triage, from Slouching Towards Bedlam, by | |
| Daniel Ravipinto and Star Foster | |
| * Best Individual Puzzle: The Purple Room, from The Recruit, by Mike | |
| Sousa | |
| * Best NPCs: City of Secrets, by Emily Short | |
| * Best Puzzles: Gourmet, by Aaron Reed | |
| * Best Setting: Slouching Towards Bedlam, by Daniel Ravipinto and | |
| Star Foster | |
| * Best Story: Slouching Towards Bedlam, by Daniel Ravipinto and Star | |
| Foster | |
| * Best Writing: Narcolepsy, by Adam Cadre | |
| * Best Game: Slouching Towards Bedlam, by Daniel Ravipinto and Star | |
| Foster | |
| NEW GAMES | |
| And now that we've seen the 2003 XYZZYs, the contenders for 2004 may | |
| begin to emerge. The new games from the past few months run the gamut of | |
| development systems, themes, and annoyance levels. (Hint: the one called | |
| "Annoyotron" is really, really annoying.) I was happy to participate in | |
| a little pre-game promotion for Callico Harrison's excellent new game, | |
| The Act Of Misdirection, and Emily Short kindly provides us with an | |
| in-depth review of it for this issue's SPAG Specifics section. | |
| * Smuggler by Frank Fridd | |
| * The Gate by Owen Parish | |
| * The Last Hour by Roberto Grassi | |
| * The Act Of Misdirection by Callico Harrison | |
| * Annoyotron IV: Affrontotron by Joe Mason | |
| LOST, CONCEALING A DRIFTER (6) | |
| If the only place you read about IF is on the rec.*.int-fiction | |
| newsgroups, you may not be terribly aware that there's another thriving | |
| IF community that only overlaps a bit with the newsgroup crowd. This is | |
| the ADRIFT community, a group of enthusiasts for Campbell Wild's ADRIFT | |
| development system. Luckily for you, a wealth of information is | |
| available in the ADRIFT newsletter, a monthly publication run by Ken | |
| Franklin. The latest version of the newsletter can be downloaded from | |
| http://www.insideadrift.org.uk. Also, if you're interested in becoming a | |
| "drifter", check out the ADRIFT beginner's guide at | |
| http://home.gcn.cx/mystery, in the downloads section | |
| A TWISTY MAZE OF LITTLE ANALYSES, ALL GOOD | |
| For me, one of the most exciting IF-related events of the winter was the | |
| publication of Nick Montfort's book Twisty Little Passages, the first | |
| book-length academic treatment of interactive fiction. Montfort does his | |
| subject justice, treating IF as a new medium worthy of careful study and | |
| possessing enormous potential. I could go on at length about it, but as | |
| it turns out, I already have. If you want to see the results, they're at | |
| http://ucsu.colorado.edu/~obrian/tlprev.html. If you're interested in | |
| somebody else's opinion (a shocking thought, really), check out | |
| Montfort's own TLP page, which contains links to all online reviews and | |
| discussion about the book. It's at http://nickm.com/twisty/. | |
| I'M AFRAID I CAN'T LET YOU DO THAT, DAVE | |
| Finally, a bit of sad news: David Cornelson has come to the end of a | |
| long chapter of IF activism, and is shutting down his IF-related | |
| operations, including the Plover server and the IF Library's publishing | |
| endeavors. Right now, it's looking like another community member will | |
| take up the torch for Plover, keeping the sites it hosts from sliding | |
| into oblivion. As for the Inform Designer's Manual and the Inform | |
| Beginner's Guide, both published by IF Library, the sun is setting on | |
| their printed versions. The IF Theory book is still going forward, and | |
| its editors remain committed to shepherding it into publication. The | |
| latest news on the project is always available at | |
| http://www.iftheory.com. Let me take this space to offer big thanks to | |
| Dave for all he's done for us, and wish him the best of luck in the | |
| future. | |
| KEEP YOUR SPAG ALIVE | |
| I've gotten a nice variety of reviews for this issue, from lots of | |
| different sources, but while SPAG has a pulse at the moment, it's always | |
| touch and go from one issue to the next. Keep this zine's heart beating | |
| strongly by submitting your own reviews of IF games! If you need | |
| inspiration, consider the following list of games that I'd love to see | |
| reviewed here: | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. City Of Secrets | |
| 2. Dr. Dumont's Wild P.A.R.T.I. | |
| 3. 1893: A World's Fair Mystery | |
| 4. The Gate | |
| 5. House | |
| 6. Inevitable | |
| 7. The Last Hour | |
| 8. Max Blaster and Doris de Lightning Against the Parrot Creatures of Venus | |
| 9. Narcolepsy | |
| 10. Smuggler | |
| 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: Neil Butters <neil.butters SP@G sympatico.ca> | |
| TITLE: Amnesia | |
| AUTHOR: Dustin Rhodes | |
| EMAIL: crazydwarf12 SP@G yahoo.com | |
| DATE: October 2003 | |
| PARSER: TADS2 | |
| SUPPORTS: TADS2 interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2003/tads2/amnesia | |
| VERSION: Version 1.0 (competition release) | |
| The first line of Amnesia demonstrates what to expect from the game: | |
| A cool beach where you should have washed ashore and not have been | |
| able to remember anything because you where supposed to have amnesia, | |
| which you didn't, which completly ruins the whole storyline this game | |
| was going to have, so now the auther will have to make a game up on | |
| the spot, enjoy. | |
| Amnesia is a crude, nonsensical, and often hilarious effort, with an | |
| obvious affection for the genre. It certainly seems as though Amnesia | |
| was made up on the spot. For example, there is no story and the goal of | |
| the game does not become apparent until near the conclusion. The parser | |
| is very limited and there are spelling and grammatical errors aplenty. | |
| Often the exits from rooms are not mentioned. This only became a major | |
| problem in one situation. Consulting the walkthrough file did not help | |
| much -- it is in error. The puzzles make very little sense, but are easy | |
| to figure out anyway. And don't expect to finish the game; there's a bug | |
| near the end. A total waste of time? Not really, because I also laughed | |
| quite a bit. The sloppy and crude design often invoked laughter. The | |
| major NPC's sole purpose seems to be to act strange. Don't bother trying | |
| to interact with him (I don't think you can, despite the author's claim | |
| to the contrary) -- just enjoy his antics. Also contributing to the | |
| game's enjoyability is the author's self-mockery and love of the | |
| adventure game. Often the author (or narrator) will acknowledge the | |
| game's absurdities and invite you to play along. Credit has to be given | |
| for its self-consciousness. | |
| It is obvious why Amnesia finished in 27th place in the 9th Annual IF | |
| Competition. I can't say that Amnesia is "so bad it's good." It is not a | |
| good game. However, if you have 15 minutes, a sense of humour, and do | |
| not take it too seriously you may have as much fun playing Amnesia as | |
| the author had creating it. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| [For years I've been wishing for a review of Dan Shiovitz's mind-bending | |
| and idiosyncratic work Bad Machine. My pleas must finally have been | |
| heard, because recently a little hole in the universe opened and | |
| extruded the following piece. I can't vouch for its grounding in | |
| reality, but Dan has approved its publication, so publish it I will. Let | |
| me put it this way: it's the best Bad Machine review I've ever been | |
| sent. --Paul] | |
| From: Valentine Kopteltsev <uux SP@G mail333.com> | |
| TITLE: Bad Machine | |
| AUTHOR: Dan Shiovitz | |
| EMAIL: dans SP@G drizzle.com | |
| DATE: 1998 | |
| PARSER: TADS Hacked | |
| SUPPORTS: TADS2 interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/tads/bmch.zip | |
| A pseudo-inter-RE-view with Dan Shiovitz | |
| ---------------------------------------- | |
| I asked for it, and I got it: a cozy arm-chair next to a fireplace, | |
| where I can lounge while sipping cold beer and interviewing Dan, who's | |
| sitting opposite me in a similar arm-chair. | |
| Valentine Kopteltsev: Danny, partner, would you please tell me some | |
| background info about your game -- maybe something about its history, | |
| the creation process, etc. | |
| Dan Shiovitz: No, no. You're going about it from the wrong end. Look, | |
| for one thing, I agreed to help you with your REVIEW, which is supposed | |
| to be some sort of summary of YOUR OWN, PERSONAL impressions of the | |
| game. For the other, would you mind refraining from calling me Danny? | |
| I'd appreciate it a lot. | |
| V.K.: Well, then, let's begin from the very start. How does it happen | |
| that the trailer for Bad Machine is essentially unrelated to the game | |
| itself? | |
| D.S.: You didn't enjoy it? | |
| V.K.: On the contrary, I did; in fact, I thought it was just great. | |
| However, I found it a tad bit confusing to discover the main game had | |
| nothing to do with it. | |
| D.S.: I see no problem with that. Just take it as some sort of epigraph. | |
| How many books have you read in your life where the epigraph represented | |
| an integral part of the story? | |
| V.K.: M-m-m... Sounds convincing. Let's move on, then. The world of Bad | |
| Machine, this fully automated warehouse, is astounding, even | |
| overwhelming: while it doesn't take too much time to finish the game, | |
| one could spend I think at least a couple of hours exploring | |
| possibilities, gaining information, and trying to figure out how | |
| everything works. And despite its large size, you somehow managed to | |
| maintain both its consistency and a high level of detail. Danny, pal, | |
| please tell me -- was it difficult to create? | |
| D.S.: Could you please stop calling me Danny? You bet it was! You know, | |
| your question appears somewhat... inadequate. | |
| V.K.: You mean, it's stupid. ;) Sure, come to think of it, I have to | |
| admit it is. I mean, considering the dimensions of the warehouse, the | |
| number of different robots you had to implement for it, as well as the | |
| fact that you rewrote the standard TADS parser almost beyond | |
| recognition, one really needn't ask you whether it was a lot of work. | |
| Still, during gameplay, I ran into a few bugs, and there also were | |
| several things I thought I (or, to be more precise, the player | |
| character) should be able to do but wasn't. What do you think of this? | |
| D.S. (smiling): I think you're a nitpicker. | |
| V.K. (also smiling): Probably I am -- after all, none of the bugs were | |
| too critical. Still, there were some issues considering the puzzles and | |
| the overall gameplay. While, on the whole, the puzzles were logical and | |
| quite manageable (while I'm not the best puzzle-solver, I could finish | |
| Bad Machine without resorting to the hints; OK, I used them, but only | |
| after solving yet another puzzle -- as some sort of proof I was on the | |
| right track), there were episodes where I had to wait quite a few turns | |
| for something relevant to happen, and this was a bit confusing. Also, | |
| considering the recent discussion in SPAG about how doors should | |
| automatically unlock if the PC has a key, it occurred to me that some | |
| players (although I'm not one of them) might find the game too pedantic | |
| about always getting explicit commands. Danny, chum, please tell me your | |
| opinion on that matter. | |
| D.S.: Please don't call me Danny. First of all, Bad Machine was released | |
| a few years before this discussion, so referring to it here seems a bit | |
| inappropriate. Besides, the player is controlling a not too advanced | |
| robot in this game; I think that requesting precise instructions is | |
| exactly the behaviour most people would expect of a machine, isn't it? | |
| As for puzzle solutions requiring waiting for a random number of | |
| turns... You already mentioned the action in Bad Machine takes place in | |
| an automated warehouse. This structure has its own production cycles, | |
| and works strictly in accordance with a certain schedule. If it broke | |
| this schedule just to be more convenient for the player, that'd be | |
| rather unrealistic, wouldn't it? | |
| V.K.: OK, I think I can buy this explanation. However, for me, probably | |
| the strangest thing about Bad Machine was its ending. Somehow, I | |
| couldn't make heads or tails of it. You know, I've always had trouble | |
| understanding deeply symbolic games (Losing Your Grip by Stephen Granade | |
| is a good example); I guess that's the reason for my confusion about Bad | |
| Machine. Danny, buddy, please give me some clue for better | |
| understanding. | |
| D.S.: I suspect you also have troubles with your memory, for I have | |
| asked you several times not to call me Danny, and you still do. Well, | |
| I'm afraid I can't help you with that. | |
| V.K.: But Danny, my friend... | |
| D.S.: NOW STOP CALLING ME DANNY WILL YOU!!! | |
| V.K. (only slightly disconcerted): Er... still, a little explanation | |
| would be nice. | |
| D.S. (glancing at his watch): Sorry, I'm afraid we have to skip this. I | |
| suggest you get right over to the SNATS [Valentine's traditional "Scores | |
| Not Affecting The Scoreboard" --Paul] section -- I have another | |
| appointment in a few minutes. | |
| V.K.: Well, let's have a look at what we've got here... the PLOT is the | |
| element of the game that gives me the most trouble (1.1). Then, the | |
| genuine ATMOSPHERE of a robot factory (1.6)... WRITING that manages to | |
| be computer-like and not to degenerate into binary code at the same time | |
| (1.8)... GAMEPLAY with episodes requiring random waiting, but I think | |
| the multiple solutions balance it out (1.4)... and BONUSES for the | |
| overall consistency, lots of background material, as well as for some | |
| responses (in particular, the response to debris manipulation attempts) | |
| (1.3). All this results in a TOTAL RATING of 7.2. Considering the theme | |
| of the game, the CHARACTERS are almost perfect; however, it must be said | |
| that implementing robots probably is easier than implementing people | |
| (1.4). The PUZZLES were interesting and logical enough, although I had | |
| the feeling the game could use a couple more of them (1.3). As to the | |
| difficulty... well, even *I* was able to solve it without resorting to | |
| hints (max. 6 out of 10). But Danny, comrade, would you please give me a | |
| final comme... | |
| D.S. (producing a butcher's axe): HERE! | |
| Disconnect performed -- limb (top, left) removed | |
| Disconnect performed -- limb (top, right) removed | |
| Disconnect performed -- limb (bottom, left) removed | |
| Disconnect performed -- limb (bottom, right) removed | |
| Disconnect performed -- head removed | |
| D.S. (now alone): Time to find someone to bring this to the reclamation | |
| area. | |
| --- | |
| P.S. I honestly hope you play Bad Machine if you haven't already. The game's | |
| definitely worth it. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Andrea Crain <acrain SP@G idea-inc.com> | |
| NAME: The Most Lamentable and Excellent Text Adventure of Hamlet, Prince | |
| of Denmark | |
| AUTHOR: Robin Johnson | |
| EMAIL: rj SP@G robinjohnson.f9.co.uk | |
| DATE: November 2003 | |
| PARSER: Nondescript | |
| SUPPORTS: Web browser with JavaScript | |
| AVAILABILITY: Freeware | |
| URL: http://www.robinjohnson.f9.co.uk/adventure/hamlet.html | |
| VERSION: The page says last bug fix was 1/25/04 | |
| This game is written with Nondescript, a JavaScript game engine the | |
| author wrote himself. Lots of people tend to shy away from games not | |
| written in one of the big IF languages, but have no fear that playing | |
| Hamlet will leave you battling the engine instead of the game proper. | |
| This is a really well implemented piece of JavaScript. A couple of | |
| conveniences are missing that you might be used to -- you can't pick up | |
| or drop more than one item at a time, for example. Also, NPC's seem | |
| pretty shallow, and are rooted to one spot most of the time. However, | |
| things you can do work consistently, and you can use abbreviations the | |
| way you'd expect. | |
| Some Internet friends and I found this game, and we hadn't played any IF | |
| in awhile. I hadn't played anything since an abortive stab at Enhanced | |
| in 1995, in fact, and before that my IF experience was limited to | |
| Infocom games on a mid-80s Macintosh. The game's interface was fairly | |
| natural to pick up, and it got me interested in playing a lot of new IF | |
| games, which is what I've been doing for the past week or so. Now I know | |
| that I should be able to pick up two things at once, but when I played | |
| this game, I didn't, so the lack didn't bother me. That and the fact | |
| that you don't need to download anything and, since the game runs on any | |
| JavaScript enabled browser, make me think it's a good game to show to IF | |
| neophytes to suck them into your shadowy IF world. | |
| The game itself is a fun, silly adventure. You are ordering around | |
| Hamlet, and his mission is clear -- kill his usurping uncle. You don't | |
| need to have read Hamlet recently to finish the game, although I had, | |
| and it helped in a couple of spots, particularly with regard to the | |
| curtain in Gertrude's room. There are also characters from other plays | |
| thrown in for good measure. | |
| Some of the puzzles were so easy that I didn't even know they were | |
| there. For example, a ghostly mist stops you from going downstairs if | |
| you haven't gotten your mission from the ghost yet. Since that seemed | |
| like the only thing to do first off, I never encountered the mist. Other | |
| puzzles, one in particular, are fiendish. In fact, the hint system | |
| gloats that the puzzle in question is the obligatory incredibly | |
| difficult puzzle that must be included in any IF game. Unfortunately, I | |
| didn't know I had a puzzle before me when I got to that point. Well, I | |
| was at a loss for what to do next, and the game obviously wasn't over, | |
| so I knew there must be something I was missing. But there were no | |
| clues, as far as I saw, that a certain room existed, so how was I to | |
| know that I needed to get into it? I even looked in a direction that | |
| should have given me some inkling, but it didn't. Maybe that was just my | |
| failing as a game player, but once I looked at the hint page (available | |
| as a link below the JavaScript window) I started to get the picture. | |
| Anyway, this game was fun to play, fiendish puzzle aside. The | |
| environment was described well and, since I didn't notice there was a | |
| save feature until late in the festivities (it's implemented with | |
| cookies), I replayed from the start so many times I could probably | |
| navigate the whole map blindfolded if I were dropped there in real life. | |
| The humor was engaging, and the easy puzzles you start out with make you | |
| feel triumphant, hooking you in and making you want to finish. It's well | |
| worth playing. I'd give it an 8 out of 10. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Felix Gr�tzmacher <felix.gruetzmacher SP@G gmx.de> | |
| TITLE: Insight | |
| AUTHOR: Jon Ingold | |
| EMAIL: jonnyingold SP@G netscape.net (as given by the game's help text) | |
| DATE: 2003 | |
| PARSER: Inform | |
| SUPPORTS: Z-machine implementations | |
| AVAILABILITY: IF archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/zcode/insight.z5 | |
| RELEASE: 4 | |
| "Before I've arrived | |
| I can see myself coming." | |
| -- Robbie Williams, from his song "Feel" | |
| From his previous games "All Roads", "Failsafe" and "My Angel", we know | |
| that Jon Ingold likes to experiment with the various possibilities the | |
| medium of IF has to offer. "Insight" brilliantly continues in this | |
| tradition. He is not through with us yet, poor experimental subjects | |
| that we are. Interestingly, the help text states that "INSIGHT is a | |
| standard text-game in many ways." Well, it's non-standard in many | |
| others. | |
| "Insight" is not a puzzler in the sense that "The Mulldoon Legacy" is. | |
| Neither is it a static story in the guise of interactive fiction, like | |
| "Photopia". But it also isn't an adventure game of the old school like | |
| most Infocom classics. This one is different. | |
| The game starts off with the PC interviewing a man who is being accused | |
| of murdering his wife. This interview serves the purpose of equipping | |
| the player with certain pieces of information he needs later on when | |
| investigating the scene of the crime, if indeed a crime it was. | |
| The atmosphere balances precariously somewhere between science fiction | |
| and political thriller, the sci-fi feeling resulting from the fact that | |
| most of the action takes place on Mars. These are two genres which have | |
| seldom been combined in literature (Frank Herbert's Dune being an | |
| interesting exception), let alone in IF. To my mind, the combination was | |
| successful. | |
| There are two major puzzles in the game. The PC has a certain special | |
| talent, and one of the puzzles consists of finding out what it is and | |
| putting it to good use. The second puzzle is piecing together what | |
| really happened. You won't find any of the standard adventure game | |
| frustrations such as mazes, battery failures and inventory restrictions. | |
| When I was playing "Insight" for the first time, I eventually felt I had | |
| exhausted every possible way of gaining more information, so I decided | |
| to leave the scene and do something else. The game reacted by simply | |
| telling me my investigation was finished, and asking if I wanted to | |
| restart or quit. Frustrated, I gave it a break. When I came back to it a | |
| few days later, I played with more insight. Don't give up when you feel | |
| stuck, just try again. | |
| As to the experimental nature of this game, I cannot go into any | |
| substantial detail without spoiling the fun. You'll have to find it out | |
| for yourself. But take my word for it, it's worth every second of | |
| download time. | |
| On the technical side, I didn't find any serious flaws. Mackenzie, the | |
| only substantial NPC, has a vast repository of responses, and the | |
| program keeps track of which topics have already been talked about. He | |
| speaks a language foreign to the PC, thus his inability to understand | |
| certain complex questions appears quite realistic. This reminded me a | |
| lot of "Failsafe", "LASH" and "Suspended", where the parser's | |
| restrictions are brilliantly excused with a bad communication channel. | |
| On a scale from 0 to 10, I would rate "Insight" at 8. Difficulty is 3 | |
| out of 10. Experienced IFers will probably complete this one in three | |
| sessions. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Adam Myrow <amyrow SP@G midsouth.rr.com> | |
| TITLE: Shadowgate | |
| AUTHOR: David Griffith (originally published by Icom for the Nintendo | |
| Entertainment System as well as many other platforms) | |
| EMAIL: dgriffi SP@G cs.csubak.edu | |
| PARSER: Inform standard | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: freeware IF-archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/zcode/sgate.z5 | |
| Source code is also available at: | |
| ftp://ftp.ifarchive.org/if-archive/games/source/sgate.tar.gz | |
| Sometimes, a game grows larger in the mind when it is not played for | |
| many years. This was the case for a game called Shadowgate which was | |
| released by Icom for the Nintendo Entertainment System in 1989. I have | |
| been totally blind since birth. Thus, I was never able to play the | |
| original game by myself. However, I was able to play it a few times by | |
| having a friend read the text and I would tell him what I wanted to try. | |
| The game was a mixed graphical/text game with a menu of verbs which | |
| could be applied to objects in your inventory. Anyway, I never got very | |
| far, and eventually, lost access to the game. | |
| Fast forward to late 2003. I was casually browsing rec.games.int-fiction | |
| when I noticed a post announcing that David Griffith had just released | |
| an Inform adaptation of Shadowgate based on the Nintendo version. I was | |
| thrilled. After over a decade, I could now finally play this game by | |
| myself and get past the puzzles which had previously stumped me. I | |
| grabbed it immediately. | |
| What I discovered was that this game had become much more exciting in my | |
| mind than it was in reality. First off, as the original was based on a | |
| menu of verbs rather than a parser, the puzzles were rather simple. With | |
| one or two exceptions, one object is used to solve one puzzle. Once the | |
| puzzle is solved, the object is either removed from play or will never | |
| be needed again. There are no alternate solutions, and few hints. Either | |
| you get past the obstacle, or you die. In fact, dying is extremely | |
| common in this game. There are numerous death traps besides the instant | |
| death puzzles. Take an object, go through a door, or attack a monster | |
| with the wrong weapon, and it's curtains for you. As if that weren't bad | |
| enough, there is the light source problem. When you start the game, you | |
| have a torch. You will quickly notice lots of torches lying around for | |
| the taking. Be sure and grab them! Your torches don't last very long, so | |
| you will find yourself constantly lighting new torches and dropping dead | |
| torches. The good news is that there is no inventory limit. This was | |
| fairly minor, as there are more than enough torches to let you finish | |
| the game. I think I ended up with 10 extra torches at the end of my play | |
| session. It's just a nuisance to constantly be told that your torch is | |
| about to go out and having to light one. There are no mazes, and no | |
| hunger or sleep puzzles, so most of the really annoying puzzles of older | |
| games are absent. It's just that learning by death is not much fun. | |
| Here's a typical example of what I mean. | |
| Tower Prison | |
| You are in a bare, round room. A beautiful woman is chained to the | |
| wall. Moonlight streams in from a window. | |
| You can see a golden blade and a beautiful woman here. | |
| >x blade | |
| It's some sort of spike that is made of precious metals. The tips are | |
| as sharp as needles. | |
| >get it | |
| As you reach for the golden blade the beautiful lady suddenly | |
| transforms into a wolf! With a load [SIC] roar, the wolf pounces on | |
| you, taking your life! The wolf's powerful jaws rip your throat out! | |
| *** You have died *** | |
| It's a sad thing that your adventures have ended here. | |
| Examining the girl gives no hint that she is anything other than what | |
| she seems. So, the only thing you can do is learn by dying, undo, and | |
| try to figure out how to get rid of the wolf. Another even worse example | |
| of this. | |
| Stone Tunnel | |
| This hallway is made of large granite slabs. There are exits up, | |
| west, and north. | |
| You can see four unlit torches here. | |
| >w | |
| Without thinking, you jump through the opening and immediately hear a | |
| loud click. Suddenly, the granite slab above you gives way and | |
| crushes you beneath it. It breaks every bone in your body. | |
| As for plot, it is the standard save-the-world type of plot. You must | |
| overthrow the evil Warlock Lord before he releases the Behemoth to | |
| destroy everything. Of course, this involves collecting various items | |
| and assembling them into a weapon of great power. In other words, | |
| nothing that hasn't been done before. There are a few spells as well. I | |
| don't know how spells worked in the original graphical game since I | |
| didn't get that far, but in this version, the good old Enchanter system | |
| of using gnusto to copy them into a spell book from a scroll was adopted | |
| probably because it is readily available. This really isn't a big deal | |
| as far as I'm concerned since like everything else, the spells each are | |
| used exactly once. | |
| So, overall, I was a bit let down by the game mainly because it had | |
| grown into an epic in my mind. What it is, in reality, is a very short | |
| little fantasy game with loads of death traps and one-use objects. There | |
| are also plenty of red herrings. However, while the plot is minimal, the | |
| writing is fairly decent aside from a few spelling errors. I think most | |
| of the writing comes from the original game, but according to the | |
| "about" text, many descriptions were made longer to account for the lack | |
| of graphics. So, it's not all bad. As for coding, I found a few minor | |
| bugs, but for the most part, things work pretty well. The torches, while | |
| annoying, have had a lot of work done on them to make dealing with them | |
| as painless as possible. I would suggest that any game developers have a | |
| look at this game's source code even if you don't plan on using Inform. | |
| Bundled with the source code are some transcripts of very early beta | |
| versions of the game with embedded remarks from the beta testers. These | |
| serve to illustrate the sorts of bugs to watch out for and the crazy | |
| things players might try when they get stuck. So, for me, I actually | |
| found the source code and transcripts very informative despite finding | |
| the game to be a little annoying. If you treat it like a game from the | |
| late 1980's rather than a modern piece of IF, I think it will sit much | |
| better with you than it did with me. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: J. Robinson Wheeler <jrw SP@G jrwdigitalmedia.com> | |
| TITLE: To Hell In A Hamper | |
| AUTHOR: J.J. Guest | |
| EMAIL: jason_guest SP@G hotmail.com | |
| DATE: 2003 | |
| PARSER: ADRIFT | |
| SUPPORTS: ADRIFT interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/adrift/ToHellInAHamper.zip | |
| This is a short game with a good amount of wit and charm to it, and it | |
| shows that it is possible to make a one-room, one-puzzle (albeit a | |
| layered, Babel Fish type puzzle) game that's entertaining. | |
| The situation is that you are Professor Pettibone, eminent Victorian | |
| Balloonist, on his attempt to circle the world in a balloon. Your | |
| traveling companion has been replaced at the last minute by a Mr. Hubert | |
| Booby, a rather shady character with a suspiciously bulging overcoat. | |
| The puzzle of the game involves throwing enough weight out of the | |
| balloon to clear an erupting volcano, and you have to prise items one at | |
| a time (or sometimes, a half-dozen at a time) from Mr. Booby. | |
| I turned to the walkthrough rather soon, just to get the game moving, | |
| and relied on it a bit too much thereafter, worried that I was going to | |
| do something out of order and make the game unwinnable. In fact, the | |
| author was sometimes careful in this regard, and made it so that you | |
| couldn't toss some items you still needed over the side. (But some you | |
| could.) I had a few challenging guess-the-verb moments, including | |
| figuring out the syntax for throwing things overboard, and the rather | |
| dodgy necessity of using the non-standard verb 'MAKE' at a crucial | |
| late-game step. | |
| Having gotten that far, I decided to play the rest of the game without | |
| looking at the walkthrough, which turned out to be the one time I should | |
| have used it, because the ultimate turn of the game is a win/lose | |
| scenario. I typed "PULL ROPE" instead of "PULL GAS VALVE ROPE," and I | |
| lost. Since I hadn't saved the game, I had to start all over again and | |
| replay the whole thing just to see the winning outcome, which was | |
| irritating. | |
| There were a couple of spelling errors, including one in the concluding | |
| text of the winning scenario, and there were some odd tussles with the | |
| parser on occasion: | |
| > cut buttons | |
| [...] finally, with a great rending sound the coat bursts | |
| open, spilling a multitude of diverse objects onto the floor | |
| of the basket! These items consist of a large framed painting, | |
| an enormous carpetbag, a bundle of twigs, a boomerang, an | |
| ear-trumpet, a toy donkey and a sleeping Saint Bernard dog... | |
| > throw twigs out | |
| I'm afraid the meaning of your words escapes me. Could you | |
| possibly rephrase that? | |
| > get twigs | |
| Take what? | |
| > get bundle | |
| I pick up the smudge stick. | |
| > x it | |
| (the smudge stick) | |
| A bundle of cedar twigs and sprigs of sage bound together with | |
| coloured thread. [...] | |
| > throw twigs overboard | |
| I'm afraid the meaning of your words escapes me. Could you | |
| possibly rephrase that? | |
| > throw stick overboard | |
| I don't understand what you want me to do with the smudge stick. | |
| > throw stick | |
| I don't understand what you want me to do with the smudge stick. | |
| > throw smudge | |
| I'm afraid the meaning of your words escapes me. Could you | |
| possibly rephrase that? | |
| > throw smudge stick | |
| I toss the smudge stick over the side of the basket. After all | |
| I can't imagine what I might have needed it for... | |
| I enjoyed the pop-up introductory picture that set the scene. The | |
| dialogue of the game was very funny, as was the surprise of one of the | |
| last items to be revealed hidden about Mr. Booby's person. If I had run | |
| across this game in the Competition, I probably would have ranked it a 7 | |
| or an 8, depending on how charitable I was feeling. Overall, nicely | |
| done. | |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
| !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! | |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
| ___. .___ _ ___. ___. | |
| / _| | \ / \ / ._| / _| | |
| \ \ | o_/ | | | |_. \ \ | |
| .\ \ | | | o | | | | .\ \ | |
| |___/ |_| |_|_| \___| |___/ PECIFICS | |
| SPAG Specifics is a small section of SPAG dedicated to providing in- | |
| depth critical analysis of IF games, spoilers most emphatically | |
| included. | |
| WARNING! SPOILERS BELOW FOR THE FOLLOWING GAME: | |
| The Act Of Misdirection | |
| PROCEED NO FURTHER UNLESS YOU HAVE PLAYED THIS GAME! | |
| THIS IS NOT A TEST! GENUINE SPOILERS TO FOLLOW! | |
| LAST CHANCE TO AVOID SPOILAGE! | |
| From: Emily Short <emshort SP@G mindspring.com> | |
| TITLE: The Act of Misdirection | |
| AUTHOR: Callico Harrison | |
| EMAIL: calharrison SP@G eudoramail.com | |
| DATE: February 2004 | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/zcode/Misdirection.z5 | |
| VERSION: Release 5 | |
| Like Paul O'Brian, I am pleased to see work from a new author, | |
| especially released outside the competition. It's also excellent to find | |
| that it's such an interesting game. | |
| The first scene of "The Act of Misdirection" is delightful. Everything I | |
| did had a strange and fascinating result, but I still felt as though I | |
| was a step ahead of the audience. Appropriate actions were well-clued | |
| and became increasingly obvious as time went on. The tricks bore enough | |
| resemblance to traditional magic tricks that I had some sense of what | |
| was supposed to happen, but they were still unusual enough to surprise | |
| and entertain. I was also impressed by the way the tricks themselves | |
| become gradually more sinister -- the relatively innocuous card trick, | |
| then the grapefruit which seems to be slightly *off*, then the | |
| definitely-creepy sword-snake-boa. The descriptions of David and of the | |
| newspaper, and your refusal to remove your jacket, also seem odd at the | |
| time, but the flow of the game keeps you concentrating on other things | |
| until their real significance becomes clear. This is nicely handled. | |
| The scene rewards replaying, too. The second time through the act, when | |
| I knew what I was doing, I really got into role-playing the performance: | |
| showing things to the audience before using them in the trick, making | |
| dramatic gestures with the props, varying the details of the routine. It | |
| was wonderful how well "Misdirection" handled all of this, making the | |
| audience ooh and ahh just as I wanted them to. | |
| Such flexibility and responsiveness is something you can only achieve | |
| with careful implementation. There are a few imperfections, but they're | |
| relatively trivial. I didn't find the later scenes quite as richly | |
| implemented as the first, but they still showed a great deal of care and | |
| attention to detail. | |
| The imagery in "Misdirection" is likewise strong. The intense | |
| descriptions of light and darkness reminded me at times of "So Far" | |
| (Andrew Plotkin, 1996), or of the room with the pigeons in "All Roads" | |
| (Jon Ingold, 2001). Smell and sound are used to good effect. The | |
| sacrifice of blood to the ashes of the dead has all sorts of resonances, | |
| too -- though what bothered me most in that sequence was the capture and | |
| destruction of the rat. It's just so pathetic. I felt much sorrier for | |
| the dead rat than for my dead self. (This is nominally the happy ending, | |
| I suppose, but it seemed sad.) | |
| The peripheral features of the game, such as the help menus and the | |
| startup screen, were nicely handled, and made me expect good things even | |
| before play started. | |
| In short, "Misdirection" is well worth playing; if you haven't already | |
| gotten to it, you should (and certainly *not* read the rest of the | |
| review until you have). But there are a few ways in which it doesn't | |
| live up to its considerable promise. | |
| Chief among these is the writing. My sense of how good something is | |
| depends fairly heavily on how well it fulfills its own ambitions, and | |
| this is ambitious prose. Callico Harrison is aware of the sound of | |
| language, of the possibilities in an unexpected metaphor, and of the | |
| pleasure of using a specific word rather than a generic one. She puns. | |
| She nudges the reader. But she needs more discipline. I read a sentence | |
| like this -- | |
| "You pig-headed imbecile," roars the boar-like man in the blue suit | |
| with a smile like fresh hay. | |
| -- and I have to think the author is getting too clever for her own | |
| good. | |
| Or a somewhat different problem, here: | |
| A cat expunges from the fog and disappears a few feet further. | |
| This does not mean what it is pretending to mean. I've sometimes found | |
| that sort of problem in my own prose (or, more embarrassingly, had it | |
| pointed out to me), and my experience is that this is the result of | |
| writing fairly quickly and concentrating on getting the rhythm right. | |
| You grope for the right word, you find a related word that sounds | |
| better, and you go on without quite registering that you just wrote | |
| nonsense. Possibly Ms. Harrison's experience is different, but this is | |
| how it goes for me. I think the word that she was reaching for was | |
| probably "emerges", but I can also see why she might not have wanted to | |
| use it in this sentence. "Expunge" is a strong word, and a rare one. | |
| "emerge" is duller; worse, "emerges from the fog" is a pretty shopworn | |
| phrase. | |
| Most people will probably know what the sentence means anyway: many will | |
| hear the sound of "expunge" and understand the sense of "emerge", | |
| through the miraculous capacity of the human mind to fabricate meaning | |
| where there is none. But you run the risk that some players will slow | |
| down, read the sentence literally, and be perplexed -- or think that you | |
| don't know your vocabulary, which is almost certainly not the problem. | |
| There were more misuses like this, lest anyone think I'm making too much | |
| of a single sentence. Admittedly, they didn't make "Misdirection" | |
| unplayable. If I read quickly, I didn't even mind; I caught the energy | |
| of the prose and missed the sloppy bits. But given the talent that went | |
| into the writing, it could have been much better. | |
| I don't know what to suggest to the author. Having been corrected on | |
| these sorts of errors a few times, I now tend to dump all my text into a | |
| file at compile time and proof-read it that way, preferably weeks after | |
| it was originally written. Even so, I find phrases in my released games | |
| that make me wince. The other possibility is finding a beta-tester who | |
| is also a good editor, someone who won't be fooled by the good qualities | |
| of the writing into not commenting on the bad ones. That's probably the | |
| best choice, if you can find someone you trust in that role. | |
| I apologize to the author for going on at such length. If you're feeling | |
| bitter, someone (I don't know who) wrote some fairly unflattering | |
| comments on a similar issue in Metamorphoses, here: | |
| http://www.geocities.com/risor_iracundus/writing.html. | |
| On a completely different note: I appreciate the misdirection that the | |
| game itself performs, distracting the player on the first playthrough | |
| into ignoring the rat. At the same time, the way this is set up seems | |
| almost like cheating. I *tried* to interact with the rat, but I didn't | |
| have the bun; it requires out-of-character prescience for Sarah to | |
| bother collecting one in advance, and I would have found the effect more | |
| pleasing if that were not part of the puzzle. | |
| Also, this one path is the only path that leads to any kind of escape, | |
| while there are quite a few other plausible things to try (walking away | |
| rather than approaching the shop; not following David into the darkness; | |
| emptying or breaking the ash jar; giving the hat away to another | |
| customer; trying to escape or disobey Eduardo) that aren't allowed. | |
| Sometimes they're denied on the explicit grounds that history is already | |
| established, and this is not what you did. But if history's established, | |
| why are you allowed to change exactly one thing? It makes sense from the | |
| author's point of view -- none of the other escapes makes a good story, | |
| therefore the player can't be allowed to use them -- but it's | |
| frustrating for a player. If I hadn't been told, I'm not sure I would | |
| have realized there was any valid escape route at all, and that would | |
| have been a pity. | |
| Finally, I have a question. I understand the bulk of the plot, but the | |
| exact nature of David's situation eluded me. He was bitten by a snake | |
| and was thereby doomed to follow it; very well. Once you put your blood | |
| into the ash, he is doomed to follow you, instead. Does that make you | |
| the snake? It seems that you're more the victim, all things considered. | |
| But then the relationships of the players becomes a bit obscure. | |
| Maybe I'm missing something obvious, but it doesn't make complete sense | |
| to me no matter how I approach it. This is disappointing, because, in a | |
| plot about a horrific mystery like this, I would really like to have a | |
| moment where everything clicks perfectly into place. It didn't, quite. I | |
| still enjoyed the experience of getting there, but I wanted the final | |
| result to be more coherent. | |
| I want to reiterate at this point that I rarely have such detailed | |
| complaints about a game I dislike. If this had come up in an IF | |
| competition I would have scored it high, probably very high. It gets | |
| more right than it gets wrong, and promises quite a lot from a new | |
| author. | |
| 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, with the exception of reviews submitted to SPAG Specifics, | |
| where spoilers are allowed in the service of in-depth discussion. In | |
| addition, reviewers should play a game to completion before submitting a | |
| review. There are some exceptions to this clause -- competition games | |
| reviewed after 2 hours, unfinishable games, games with hundreds of | |
| endings, etc. -- if in doubt, ask me first. | |
| 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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