| /~~\ /~~~\ /\ /~~~\ | |
| \ \/ | |> | //\\ | | |
| /\ \ | _/ ||__|| | ~~\ | |
| The \__/ociety for the |_|reservation of || ||dventure \___/ames | |
| ISSUE # 4 | |
| Edited by G. Kevin Wilson (whizzard SP@G uclink.berkeley.edu) | |
| All email addresses are spamblocked -- replace the name of our magazine | |
| with the traditional 'at' sign. | |
| EDITORIAL-------------------------------------------------------------------- | |
| Let your mind drift a moment. Some soft music would be appropriate, | |
| perhaps Jimmy Buffett, Three Dog Night, or Beethoven. The swells of the | |
| music rise and fall. You find yourself aboard a three-masted schooner, | |
| cresting the waves in grand majesty. The roar of the water beneath the hull | |
| of the ship is relaxing, and strips away your worldly cares. Breathe in the | |
| salty spray that mists before the ship, and grip the old wooden deck with | |
| your bare toes. Your snug sailor's uniform warms you somewhat, the good, | |
| rough pants slightly damp from the salty spray, but they can't quite remove | |
| all the chill of the season. It is refreshing, rather than uncomfortable. | |
| Grip the rough, salty ropes, and pull with all your might. The high whisper | |
| of silk alerts you to the raising of the small sail just above you. You wrap | |
| the rope around a nearby wooden peg and make it fast. All in a day's work. | |
| There, now pop back with me to reality, if you don't mind the | |
| interruption. I'm sure you're curious what the heck that was all about. | |
| Well, it represents a tiny little reader exercise for those of you who like | |
| to write. I would like you to transport, in 150 words or less, the reader to | |
| a place of your choosing. No explanations or apologies for quality are | |
| allowed, I just want the little 'breather'. Don't neccessarily use my | |
| 'breather' as a model. There are lots of ways to write such a thing, and any | |
| of them are just fine to use. There are no particular rewards for doing this | |
| exercise, except a bit of mental wrestling, and seeing it in print if it's | |
| among the better ones I receive. More likely, it'll be among the ONLY ones | |
| I receive. :) So, if you're the slightest bit writer oriented, give it a | |
| try. Some quick hints: | |
| 1.) Effective use of at least 4 senses helps quite a bit. | |
| 2.) Second person point of view removes distance from between the reader | |
| and the setting. | |
| 3.) Short and powerful, rather than long and droning. | |
| And, well, if you haven't noticed, this is remarkably similar to a | |
| room description in a text adventure. Surprise. Now you only need about | |
| another 199 to go for your first game. :) | |
| G. Kevin Wilson | |
| "Whizzard" | |
| LETTERS TO THE EDITOR-------------------------------------------------------- | |
| KEY TO SCORES AND REVIEWS---------------------------------------------------- | |
| Consider the following review header: | |
| NAME: Cutthroats PARSER: Infocom Standard | |
| AUTHOR: Infocom PLOT: Two Seperate Paths | |
| EMAIL: ??? ATMOSPHERE: Well Done | |
| AVAILABILITY: LTOI 2 WRITING: Good | |
| PUZZLES: Good SUPPORTS: Infocom Ports | |
| CHARACTERS: Not Bad DIFFICULTY: Medium | |
| First, you'll notice that the score has been removed, and replaced | |
| by one or two word ratings. These are pretty arbitrary, and should allow | |
| more freedom to the reviewers. The EMAIL section is for the e-mail address | |
| of the game author, not the reviewer. AVAILABILITY will usually have either | |
| Commercial ($price), Shareware ($price), or Freeware. If the commercial | |
| price varies in stores, then it will just say Commercial. If it has been | |
| released in the LTOI collection, this line should say so. Lastly, if it is | |
| available on ftp.gmd.de, the line should add GMD. (Demo) if it's a demo | |
| version. The body of the review hasn't changed. | |
| When submitting reviews: Try to fill in as much of this info as you can. | |
| Also, scores are still desired along with the reviews, so send those along. | |
| The scores will be used in the ratings section. Authors may not rate or | |
| review their own games. | |
| SPAG accepts reviews of any length, letters to the editor, the occasional | |
| interesting article on text adventures (no reprints please), and even just | |
| ratings for your favorite game, if you don't have the time to do a full | |
| review. Please though, at least send me info for each game you have rated | |
| equivalent to the review header for Cutthroats, above. All accepted | |
| materials will be headed by the submitter's name and e-mail address, unless | |
| you request that they be withheld, in which case the header will read as | |
| "Anonymous." | |
| NEW GAMES-------------------------------------------------------------------- | |
| This issue brings text adventure fans several great new TADS games to | |
| play. Veritas, Waystation, and John's Fire Witch are all among the ones that | |
| I know of. They are all available for anonymous FTP on ftp.gmd.de, in the | |
| appropriate game directories. John's Fire Witch in particular has received | |
| rave reviews, even though it is a short game. | |
| [Speaking of appropriate game directories, check out my Whizzard's | |
| Guide to Text Adventures, which should be following this issue sometime in | |
| the near future.] | |
| REVIEWS---------------------------------------------------------------------- | |
| From: "Magnus Olsson" <mol SP@G df.lth.se> | |
| NAME: Another Lifeless Planet And Me With No Beer | |
| PARSER: Pathetic | |
| AUTHOR: Dennis Drew PLOT: Not very original | |
| EMAIL: ??? ATMOSPHERE: Absent | |
| AVAILABILITY: GMD, S10 WRITING: Acceptable | |
| PUZZLES: Standard, uninteresting SUPPORTS: IBM | |
| CHARACTERS: Props DIFFICULTY: Average | |
| One of the most important skills shareware authors have to learn, at | |
| least if they expect to earn any money, is that of promoting their | |
| products - it's a tough world out there, tons of shareware gets | |
| published every year, and if you don't promote your program it's not | |
| very like to get noticed. | |
| Dennis Drew, the author of this particular game, seems to have learned | |
| his lesson well in this regard. Not only the accompanying | |
| documentation, but also the starting - and ending - screens of the | |
| game itself are full of superlatives describing how interesting, fun, | |
| high-quality, professional, and generally amazing it is - as are all | |
| of Mr. Drew's programs; one of the documentation files is a catalog | |
| listing his entire "astounding software line"; "from heavy-duty | |
| business programs to incredibly enjoyable games", all described in | |
| terms such as "incredible", "astounding" and "terrific". | |
| According to the docs, one of his programs was rated by COMPUTE | |
| Magazine as "One of the World's Best 101 Programs". I haven't tried | |
| that program, but from my experience of this game, as well as of my | |
| other sample of his products (included in the distribution was | |
| Compu-Nerd, "a highly professional and technical program designed to | |
| discover the age-old question, 'Am I a nerd?'", which after asking me | |
| some rather leading questions proceeded to feed me a few screenfuls of | |
| platitudes like "You are one of the millions of people who have found | |
| word processing to be an incredibly valuable comptuer function", and | |
| then rated me as a "Minor Nerd" - thanks a lot!), I can only conclude | |
| that Drew is right: it _is_ incredible. | |
| But back to the subject of this review: the game, which starts with | |
| the friendly greeting "WELCOME to another one of my incredibly | |
| interesting and logical adventure games". Does it live up to the | |
| great expectations the author goes to such lengths to build up? | |
| Unfortunately, any user naive enough to take Drew's documentation at | |
| face value is bound to be disappointed. The situation was aptly | |
| described 2000 years ago by Horace: "The mountains are in labour; an | |
| absurd little mouse is born". | |
| This doesn't mean that the game is a failure. Indeed, had it been | |
| written in 1979 or so, for the PET or TRS-80 or some other early home | |
| computer, it would probably have been a great game. After all, there | |
| are quite long room descriptions, a graphic picture for every room | |
| (character graphics with the incredible resolution of 15*15 or so), | |
| and colour (a particularly tasteful colour scheme in light blue, dark | |
| blue, yellow, green, and bright magenta)! | |
| However, the game was actually written in 1989 for MS-DOS, so we'll | |
| have to apply slightly different standards of greatness. | |
| Even by those, more modern standards, the game has a few points to | |
| recommend it. The plot may not be very original - you're stranded on | |
| an alien planet and have to find a way home - but at least the | |
| concept's been proven in hundreds of other games. Just as the author | |
| claims, the game really _is_ logical, in the sense that (in Drew's own | |
| words) "everything (...) has a logical and understandable purpose | |
| behind it". The author clearly knows how to write (i.e. his spelling | |
| as well as his grammar are quite flawless). There are even some jokes | |
| thrown in - rather a lot of them, actually. | |
| Of course, every silver lining has a cloud within it, and the above | |
| doesn't quite suffice to make this game as great as the author claims. | |
| In fact, it doesn't suffice to make it good, or even worth the time it | |
| takes to download it. | |
| To start with, the parser is absolutely pathetic - clearly the worst | |
| parser I've ever seen in a non-freeware game. It's not only strictly | |
| limited to two-word sentences, but its vocabulary is extremely limited | |
| as well. There are no adjectives, which explains the fact that the | |
| first object you encounter is a "small-stone", that can't be referred | |
| to as just "stone". What's even worse is that the parser doesn't | |
| understand _anything_ that you can't do in the current game state, so, | |
| for example, if you try to go north in a room where the only exit is | |
| south, you get the message "I do not understand that. Is that | |
| logical?" (of course, the latter question must be rhetorical, since it | |
| can only be answered with a resounding "no"). | |
| Also, the prose being grammatically correct doesn't make it good, or | |
| even interesting. Even though the genre is the cheapest kind of space | |
| opera (complete with icky monsters and blaster-wielding aliens) which | |
| usually gives lots of opportunities for atmosphere and excitement, | |
| both these elements are conspicuous only by their absense. The | |
| attempts at humour don't improve things; at their best, the jokes | |
| aren't very funny (and, no, Virginia, telling four variations on the | |
| same bad joke in the first thirty rooms isn't four times as funny as | |
| telling it once). At their worst -- well, let me just quote the | |
| response you get when you try to walk north from the initial location, | |
| to see what is blocking your way: | |
| "Trivia question: Do you know what this is? 8P | |
| That's the head of a dead astronaut laying on its side with its tongue | |
| hanging out. That's what you look like after a really giant, huge, | |
| icky, nasty-looking monster standing there munched the rest of you!! | |
| Have a nice day. ;) <---that's a wink and a grin! | |
| (munch munch munch munch....) <---- sound effects" | |
| So for "Another Lifeless Planet And Me With No Beer" - do I have to | |
| continue? I'll just conclude by saying that somehow, I wish that this | |
| game had _not_ been logical; then it might at least have been | |
| interesting (see my review of "Space Aliens Laughed at my Cardigan" in | |
| this issue of SPAG), and perhaps good for a laugh, too. Unfortunately, | |
| it is neither. Of course, if you happen to like humour like the | |
| example above, and if you think that good writing, atmosphere and | |
| logical coherence only distracts you from the puzzles, then this game | |
| may be worth trying. If not it is best avoided. | |
| The prospective IF author would probably also do wisely to avoid | |
| Gamescape, "the ultimate stand-alone adventure writing system", "the | |
| incredible system that allows you to design and then play adventure | |
| games", that was used to create "No Beer" (a fact which is almost | |
| impossible to avoid noticing, since every time one exits the game one | |
| is treated to two promotional screen pages about Gamescape). The | |
| registration fee for Gamescape is $95 + $5 S&H. Considering that TADS | |
| is about half that amount, and Inform is free, and even more | |
| considering the parser and user interface of "No Beer", the | |
| decision about which system to use should be a simple one indeed. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Graeme Cree" <72630.304 SP@G compuserve.com> | |
| NAME: Arthur: Quest for Excalibur PARSER: Infocom Advanced | |
| AUTHOR: Bob Bates PLOT: Very Good | |
| EMAIL: ? ATMOSPHERE: Very Good | |
| AVAILABILITY: LTOI2-CD WRITING: Very Good | |
| PUZZLES: Very Good SUPPORTS: Infocom Ports | |
| CHARACTERS: Very Good DIFFICULTY: Average | |
| In Arthur: The Quest for Excalibur, Infocom's final text game, you | |
| play the part of the boy Arthur. In the space of a few days, you must | |
| develop the traits necessary to lead England, and challenge Lot, a local | |
| chieftain, before he is crowned King. | |
| The parser is Infocom's best ever, though unfortunately this is the | |
| only game it was used in. You can change your viewing mode with the touch of | |
| a function key. The bottom half of the screen is like a standard text game, | |
| but the top changes, depending on your mode. One mode shows you a graphic of | |
| your area. Another gives you an onscreen map, a third shows you your | |
| character's development, another constantly shows you a description of your | |
| area, and another gives you a constant report on your inventory. You can | |
| change modes without expending a turn. | |
| The graphics (in graphics mode) are helpful, but in true text game | |
| fashion they are not necessary. No puzzles require recognizing a clue in the | |
| graphics, and indeed one of the modes, is text-only mode, in which the game | |
| resembles one of the Infocom classics. | |
| While the overall purpose of the game is to do things that will | |
| develop your personal abilities to the point that you are worthy to rule | |
| England, the main quest of the game is to acquire certain magical quest items | |
| that will allow you to get past the Red Knight to where the Lady of the Lake | |
| lies enchanted (Everything you always wanted on a bier...). Only with her | |
| help can you recover Excalibur from where Lot has disposed of it. | |
| Early in the game, Merlin will give you the ability to transform | |
| yourself into a variety of different animals. Many of the puzzles cannot be | |
| solved while you are in human form. | |
| There are few save/restore puzzles. Puzzles that you would be | |
| unlikely to get the first time around generally give you multiple | |
| opportunities to solve. There are not many "guess what the author is | |
| thinking" puzzles, but there are a few. When you try to read the writing on | |
| the wall in the ivory tower (for instance), only a burst of inspiration will | |
| help you along. | |
| Like several other Infocom games, Arthur has onscreen hints. | |
| However, Arthur's have a new twist, in that you are not given the entire clue | |
| menu at the beginning. To prevent you from reading them too far ahead, clue | |
| questions are added to the menu as they become relevant to your current | |
| situation. Sometimes, the clue will tell that you cannot solve a specific | |
| puzzle with the information and resources that you have at hand. | |
| Arthur was the ideal Graphic Interactive Fiction game, with graphics | |
| that helped set the mood and aided gameplay without taking over the game from | |
| the text part. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Graeme Cree" <72630.304 SP@G compuserve.com> | |
| NAME: Ballyhoo GAMEPLAY: Infocom | |
| AUTHOR: Jeff O'Neill PLOT: Good | |
| EMAIL: ? ATMOSPHERE: Very Good | |
| AVAILABILITY: LTOI 1 WRITING: Very Good | |
| PUZZLES: Well Done SUPPORTS: Infocom Ports | |
| CHARACTERS: Colourful, Distinctive DIFFICULTY: Standard | |
| In Ballyhoo, you begin as a typical circusgoer. While wandering | |
| around, you discover that the daughter of the circus owner, Mr. Munrab | |
| (Barnum spelled backwards) has been kidnapped. Anxious for a little glory, | |
| you decide to look into the crime yourself. This turns out to be fortunate, | |
| as the detective Munrab engages turns out to be less than competent | |
| (surprise). Your search takes you on a tour through the underside of circus | |
| life. | |
| When I first played Ballyhoo, I strongly disliked it because of a | |
| technical problem. I got stuck about 3/4 of the way through. When I found a | |
| walkthrough of the game, I solved the problem, but found that I had done | |
| something wrong earlier and had to restart the game. When I did so, I found | |
| that I could not get past a part I had gotten through without trouble | |
| earlier. I then postulated a completely false idea of what I must have done | |
| accidentally the first time, and tried various ways to recreate it. By this | |
| time I was ready to throw the game under Monty Python's 16-ton weight. | |
| Eventually, I figured out what the problem was. It wasn't a bug, | |
| just one of those unfortunate things. It would not give away any part of the | |
| game to say that the command "WHIP LION" does not mean the same thing as "HIT | |
| THE LION WITH THE WHIP". | |
| Seemingly this game is plagued with bad luck, as when Activision put | |
| out The Lost Treasures of Infocom 1, they inadvertently omitted one page of | |
| the original documentation that gave the frequency for WPDL, an all-classical | |
| AM radio station (1170 AM by the way). This information is vital twice; once | |
| in the middle of the game, and again at the very end. | |
| But if you can get past these glitches, you will find quite a nice | |
| little game. There are several characters, all well developed. There are | |
| everal amusing little responses and sidelights, such as when you try to get | |
| the mousetrap, when you jump off the top of the cage, and when you are | |
| standing in line for ice cream. The game captures the circus feel in much | |
| the same way that Hollywood Hijinx captures the Hollywood feel. As an added | |
| bonus, you get an all text blackjack game in the bargain. | |
| Ballyhoo is neither a classic, nor a "must-play", but it is an | |
| enjoyable game well worth the time you will put into it, if you can avoid the | |
| little land mines surrounding it. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Graeme Cree" <72630.304 SP@G compuserve.com> | |
| NAME: Border Zone GAMEPLAY: Infocom Standard | |
| AUTHOR: Marc Blank PLOT: Well Interwoven | |
| EMAIL: ? ATMOSPHERE: Good | |
| AVAILABILITY: LTOI 2 WRITING: Serious but Light | |
| PUZZLES: Very Good SUPPORTS: Infocom Ports | |
| CHARACTERS: Good DIFFICULTY: Slightly above average | |
| Border Zone is another compartmentalized game, in the spirit of Nord | |
| & Bert and Shogun. Unlike Shogun, the chapters don't have to be played in | |
| order, and unlike Nord & Bert there is no single concluding chapter that you | |
| must earn the right to play. | |
| Border Zone involves the attempt to prevent an important assasination | |
| in and around the country of Frobnia. In Chapter 1, you play an ordinary | |
| businessman, who has been given a document with the details of the | |
| assasination, attempting to sneak it out of the country. In Chapter 2, you | |
| play the wounded agent who gave the businessman the document, attempting to | |
| escape from Frobnia himself. In Chapter 3 you play an American double-agent | |
| attempting to prevent the assasination without blowing his cover. | |
| All three chapters are played in real time. If you ponder your | |
| moves too long, the story may go on without you. This is both good and bad. | |
| The puzzles are generally the save/restore type; although they are generally | |
| logical and good, they are not the type that you are likely to hit on the | |
| first time. You have to learn from several failures before you hit on the | |
| correct strategy. This is fine for puzzle fans, but not so good for realism | |
| fans (you can't RESTORE in real life). However, the whole idea of doing the | |
| game in real time seems to be geared towards pleasing the realism fans, | |
| though this may not have been the best game to do it. | |
| The second chapter is the largest and seems to be the centerpiece of | |
| the game, but I liked Chapters 1 and 3 better. Chapter 1 is small and easily | |
| mapped, but rich in detail, and quickly concluded, making it an excellent | |
| introduction to interactive fiction. Chapter 3 has some clever puzzles | |
| (especially how you figure out which room the sniper is in), and like | |
| Plundered Hearts, it has several different relatively successful endings, but | |
| one which is clearly better than the others. Blank does a good job of tying | |
| in events from previous chapters, creating an interlocking "big-picture". | |
| The game is fairly light on gadgetry; featuring only an exploding pen | |
| in Chapter 2. I'd have liked a shoe phone and the Cone of Silence myself. | |
| Still, this is Infocom's only spy story, and is quite a good game. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Stefan Jokisch" <jokisc00 SP@G marvin.informatik.uni-dortmund.de> | |
| NAME: Detective PARSER: AGT | |
| AUTHOR: Matt Barringer PLOT: Strictly Linear | |
| EMAIL: ??? ATMOSPHERE: None | |
| AVAILABILITY: Freeware, GMD WRITING: Poor | |
| PUZZLES: None SUPPORTS: AGT Ports | |
| CHARACTERS: None DIFFICULTY: Very Easy | |
| In this game you play a heroic detective who has to find and | |
| arrest the murderer of the mayor. Surprisingly, the only commands needed | |
| to solve 'Detective' are north, east, south, and west. It is possible to | |
| pick up a few items along the way in order to increase the score, but none | |
| of these items has any effect on the story. | |
| To cut a long story short, the author made every mistake one can | |
| think of; it is not necessary to go into detail. After all, we should | |
| not forget that Matt wrote this game with good intentions and he offered | |
| it for free, so who are we to mock at his efforts? Every computer store | |
| sells a lot of expensive CD-ROMs which are no better than "Detective". | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Inigo Surguy" <phunc SP@G csv.warwick.ac.uk> | |
| NAME: Dungeon Adventure PARSER: Below Infocom Standard | |
| AUTHOR: Level 9 PLOT: Collect the treasure | |
| EMAIL: ??? ATMOSPHERE: Good | |
| AVAILABILITY: See review WRITING: Good | |
| PUZZLES: Good SUPPORTS: PC (+Spectrum,BBC,etc) | |
| CHARACTERS: Good, but limited DIFFICULTY: Medium | |
| Inspired by the history of Level 9 in SPAG 3, I got out my old BBC B | |
| (8 bit British computer, ancestor of the Archimedes and RISC PC), and loaded | |
| Dungeon Adventure. This is a fantasy adventure, set in a similar universe | |
| to the original Adventure, where you play the typical greedy adventurer | |
| in search of treasure. This time, you are looting a demon lord's tower | |
| (after the demon's destruction in Adventure Quest). | |
| At the beginning there are a few unfair puzzles, such as the example | |
| quoted in the Inform manual of carved lions above a doorway, in front of a | |
| pit ("pride comes before a fall"), but the quality of the puzzles throughout | |
| the rest of the game is excellent. The game is large enough to occupy anyone | |
| for some time. | |
| Although the characters are not as advanced as those in the better | |
| Infocom games (Witness, Suspect, etc), they are interesting and numerous, | |
| including an argumentative sword, a helpful dwarf, two giants, an unhappy | |
| will-o'-the-wisp and an army of orcs. | |
| I would recommend this game to anyone with a Spectrum emulator (or | |
| even a Spectrum :), and plenty of time. | |
| This game was originally available for the 8-bit British computers of | |
| the eighties, such as the BBC and the Spectrum. According to SPAG 3, it is | |
| now available for ftp from ftp.ijs.si in the directory /pub/zx/snapshots/a/ | |
| with filename dunadv128k.zip for the graphical version and dunadv48k.zip | |
| for the plain text. A PC emulator for the Spectrum is in the directory | |
| /pub/zx/snapshots/z/ and called z80-201.zip. (Please don't email me about | |
| these; I've only used the BBC version and I haven't tried the emulator). | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Magnus Olsson" <mol SP@G df.lth.se> | |
| NAME: John's Fire Witch PARSER: Excellent | |
| AUTHOR: John Baker PLOT: Linear | |
| EMAIL: baker-j SP@G ix.netcom.com ATMOSPHERE: Very good, Enchanter-ish | |
| AVAILABILITY: GMD, S6 WRITING: Very good | |
| PUZZLES: Standard, with a few nice touches | |
| SUPPORTS: TADS | |
| CHARACTERS: Few, rather simple DIFFICULTY: Easy | |
| It's a cold December's day, and you're visiting your old friend John - | |
| or, rather, you would be visiting him if he were there; but he never | |
| showed up at the pizza place where you'd agreed to meet, his apartment | |
| is empty and unlocked, and you've got nothing better to do than spend | |
| the night on John's living-room floor. The next morning, you wake up to | |
| find that a terrible blizzard has cut off the house from the rest of the | |
| world. When searching the apartment, there's still no sign of John. | |
| There is, however, a deep, mysterious hole in his basement, a hole which | |
| turns out to take you straight into the middle of a conflict between | |
| magical powers... | |
| This is the starting point of "John's Firewitch", a short (in the | |
| author's words, "snack-sized") but extremely well-written piece of IF. | |
| On the surface, this game isn't very remarkable: it's quite simple (it | |
| took me about three hours to solve), neither the puzzles nor the story | |
| are very original, the author doesn't seem to have any high-flying | |
| literary ambitions, and there are no startling new innovations in game | |
| design. | |
| Still, this is one of the best - perhaps _the_ best - shareware games | |
| I've ever played; better, even, than most commercial games. I'm not | |
| quite sure I can put my finger on what makes it so good - it's always | |
| easier to pinpoint what you don't like about something than what you | |
| like - but "John's Firewitch" is simply very good workmanship; those | |
| little irritating glitches and mannerisms that seem to be unavoidable in | |
| non-commercial works are absent; the game is eminently playable (much | |
| thanks to the excellent parser); the puzzles logical with satisfying | |
| solutions; the ending forms a satisfying climax; the writing excellent | |
| and free from mannerisms and bad jokes; everything just feels right. | |
| The atmosphere and style of the game are very similar to Infocom's | |
| games, expecially the "Enchanter" trilogy, with the possible exception | |
| of the beginning which shows a refreshing sense of self-irony (John in | |
| the game being the author's _alter ego_). It is much smaller than a | |
| typical Infocom game, though. If "Enchanter" is a novel, then this is a | |
| short story. This very shortness may be a reason for the game giving | |
| such a good impression. On the technical side, as one reviewer noted on | |
| rec.games.int-fiction), the small size of the game saves the author from | |
| the complexity of large games (which tends to increase very rapidly with | |
| game size). On the literary side, it's much easier to maintain dramatic | |
| tension in a short work than in a long one; and this advantage is | |
| enhanced by the puzzles being easy (but certainly not obvious!), which | |
| keeps down the playing time. | |
| This reviewer, being a busy man with too little time to spend on IF, and | |
| in addition being slightly disturbed by the recent trend towards | |
| "simulationist" IF (where the authors try to provide a good simulation | |
| of their literary world, complete with all objects, an attempt which | |
| will only serve to overwhelm the poor player with useless information) | |
| would certainly like to see an increase in the number of small but | |
| well-written games like this. "John's Firewitch" is an excellent example | |
| to emulate for prospective authors. | |
| And with authors like John Baker around, why should we mourn the passing | |
| of Infocom? | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: <J.J.Farmer-CSSE94 SP@G computer-science.birmingham.ac.uk> | |
| NAME: The KORC Trilogy PARSER: Limited | |
| AUTHOR: AMF the Doomwatcher PLOT: Linear (ish) | |
| EMAIL: ??? ATMOSPHERE: Unique | |
| AVAILABILITY: Freeware WRITING: Brief, Preaching | |
| PUZZLES: Interesting, Moral SUPPORTS: Acorn Archimedes | |
| CHARACTERS: Weird but Shallow DIFFICULTY: Medium-Low | |
| It may (or may not) surprise you to learn that the KORC trilogy | |
| consists of three separate games ("Welcome to the Kingdom of Relative | |
| Concepts", "Return of the Timebringer", and "The Waking of AMF the | |
| Doomwatcher"), the plot of all three being centred around one person's quest | |
| (yours) against corruption in a world moderately similar to ours. | |
| Throughout this quest, you meet all manner of weird characters, | |
| ranging from the author (who descibes himself as a "timid genius" in the | |
| first two games), to Ergol the pi-reciter (whose life is devoted to reciting | |
| pi), to an old guy who asks you to kill him. | |
| This last character sums up the atmosphere of all three games; the | |
| author seems to be trying to preach a number of moral points at you. The | |
| only problem is that occasionally he has you do something that goes against | |
| these teachings (like killing somebody). Whenever this does happen, | |
| though, the feelings of guilt that consume you (and I'm not being sarcastic | |
| here) are a testement to how well the author is getting his message across. | |
| The characters, for all their weirdness, don't seem to have much | |
| depth to them - apart from their purpose in the story, they consist only of a | |
| few "fob off" statements (usually something like "I exist, uncorrupted. | |
| Is that not enough?"). They certainly aren't as fascinating as the | |
| characters in Scapeghost, for instance. | |
| The user interface is a complete washout. Rather than multi-tasking | |
| (as all good adventure games should), the games single-task in Mode 12 | |
| (80 columns by 32 rows, 16 colours, for those non-Archimedes users reading | |
| this), although the colour scheme is at least bareable. | |
| The parser is just plain annoying. It doesn't understand the normal | |
| abbreviations for compass directions (N for North, and so on), and doesn't | |
| even recognise the full compass directions (NORTH, SOUTH, etc). Only | |
| commands like GO NORTH will move the player around; this is extremely | |
| irritating and there is no good reason for it. To be fair, the movement | |
| commands are stored on the function keys (so pressing F1 will move you | |
| north), but this is no excuse. | |
| Despite their limitations, I actually found these games very | |
| enjoyable, especially the third. It didn't take me long to finish KORC 2 and | |
| 3 (although I did cheat and take a peek at the program code once or twice). | |
| I personally found KORC 1 the most difficult, and it is probably the largest | |
| (nothing to do with the presense of a character called Olaf the Fatty!). | |
| In the instructions, the author hints that a second KORC trilogy is | |
| on the drawing board, and I certainly hope that this is true. Until then, | |
| the KORC trilogy is free and reasonably addictive. What more could you want? | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Graeme Cree" <72630.304 SP@G compuserve.com> | |
| NAME: Leather Goddesses of Phobos GAMEPLAY: Infocom Standard | |
| AUTHOR: Steve Eric Meretzky PLOT: Excellent | |
| EMAIL: ? ATMOSPHERE: Excellent | |
| AVAILABILITY: Mail Order (maybe) WRITING: Excellent | |
| PUZZLES: Excellent SUPPORTS: Infocom Ports | |
| CHARACTERS: Very Good DIFFICULTY: Advanced | |
| In this risque imitation of 1930's pulp fiction, you are captured by | |
| the Leather Goddesses of Phobos. For some reason, you escape, and with your | |
| trusted companion Trent/Tiffany, you tour the Solar System searching for a | |
| collection of incongruous objects, which when put together will form a | |
| super-duper-anti-Leather-Goddesses-of-Phobos-attack-machine. | |
| The game begins by patting itself on the back for the outraged | |
| reactions that it will likely induce in old fuddy-duddies, though truth be | |
| told it is not much dirtier than your average beer commercial (though it is | |
| much more clever). The game has three naughtiness modes for dealing with sex | |
| scenes: | |
| TAME - No sex scenes | |
| SUGGESTIVE - You're told that the scene is happening, but no more | |
| LEWD - Level of description about equal to a Harlequin novel | |
| In addition, Lewd mode has one or two 4-letter words, seemingly | |
| thrown in out of some sense of obligation, as they don't mesh very well with | |
| Meretzky's humour at all. | |
| The game wonderfully recreates the feel of 30's pulp fiction, from | |
| the swordfight on the hull of the Space Battleship (without spacesuits, | |
| naturally), to the Sultan and other colourful characters you meet on Mars, to | |
| the delightfully contrived situation at the South Pole, to the marvelous | |
| running gag concerning the lucky escapes of your faithful companion. The | |
| final scene where you try to assemble your machine while under attack by all | |
| of the Leather Goddesses minions is one of the greatest moments in | |
| interactive fiction, and one that would be utterly impossible to reproduce | |
| with graphics. | |
| I generally enjoy games like Spellbreaker that spread the action over | |
| a wide area, and Leather Goddesses has one of the widest areas of all, with | |
| the action ranging between Venus, Mars, Phobos, Earth, and Saturn orbit. | |
| Leather Goddesses has some of the best freebies of any Infocom game, | |
| including a 3-D comic book, 3-D glasses, and a scratch and sniff card. It | |
| was one of the five games made into a Solid Gold edition. The Solid Gold | |
| edition contains not only onscreen hints, but the ability to get through the | |
| difficult catacombs maze with a single special command. The game also allows | |
| you to play as either a male or a female, depending on which restroom you | |
| enter at the beginning. | |
| Some early editions of the game had a Lost in the Desert maze in | |
| place of the Martian Desert room. I have only heard of this edition, not | |
| seen it, and if anyone has a copy, I'd love to see it. The non-Solid Gold | |
| editions of the game had a "Boss key", whereby you could bring a specially | |
| created text file onscreen by hitting Control-B. The file included with the | |
| game was a sample screen of Infocom's Cornerstone database, the easy-to-use | |
| productivity software that almost [Well, did. Let's be honest. -GKW] | |
| bankrupted the company. Later Infocom games that used the same interpreter | |
| also had the Boss key feature, though it was never mentioned. | |
| A sequel is promised at the end of the game. This was released as | |
| a graphic adventure in 1992 by Activision/Infocom, but this is already out of | |
| print, and probably getting difficult to find. LGOP2 promised yet a third | |
| installment, but there is no word on this. | |
| All in all, Leather Goddesses of Phobos is one of Infocom's best | |
| efforts. | |
| [A few brief notes. MINOR SPOILER, beware! That boss key screen is | |
| a real chuckle, and if you have the version with it, definitely read it over | |
| once, just for yucks. Here's the scoop on avoiding the catacombs. As soon | |
| as you descend into them, type $CATACOMB. If it works in your version, you | |
| will have skipped past one of the most insidious and evil puzzles in all of | |
| Infocom-dom.] | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Adam Justin Thornton <adam SP@G phoenix.Princeton.EDU> | |
| NAME: The Multi-Dimensional Thief PARSER: AGT 1.5 | |
| AUTHOR: Joel Finch PLOT: Crappy, on the whole | |
| EMAIL: ??? ATMOSPHERE: Not bad | |
| AVAILABILITY: GMD, F WRITING: Kind of cute | |
| PUZZLES: ______ SUPPORTS: AGT ports | |
| CHARACTERS: Cardboard Cutout DIFFICULTY: ______ | |
| The plot seems pretty standard. You want to be in the Thieves' | |
| Guild. So you're tossed in a dungeon and have to escape, as your bizzarro | |
| frat hazing ritual. | |
| There are early on bits stolen from "The Wizard of Oz" and "Robin | |
| Hood". I don't really know what else is here. The game didn't keep me | |
| interested long enough. It looks like it's supposed to be just a bunch of | |
| puzzles strung together. The portable hole is kind of neat. | |
| I imagine if I were really bored and had a few hours it'd be an | |
| entertaining diversion. It's not bad. The atmosphere is cute; the responses | |
| are often somewhat amusing, if cliched and predictable. | |
| The parser is pretty atrocious. Actually it's standard AGT fare, and | |
| in 1991 probably wasn't that bad. Now that we have TADS and Inform, its | |
| limitations are both obvious and annoying. | |
| If you're really bored, give it a shot. If not, play Curses instead. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Graeme Cree" <72630.304 SP@G compuserve.com> | |
| NAME: Nord and Bert Couldn't Make Head or Tail of It | |
| GAMEPLAY: Infocom Standard | |
| AUTHOR: Jeff O'Neill PLOT: Very Good | |
| EMAIL: ? ATMOSPHERE: Excellent | |
| AVAILABILITY: LTOI 2 WRITING: Excellent | |
| PUZZLES: Very Good SUPPORTS: Infocom Ports | |
| CHARACTERS: Very Good DIFFICULTY: Standard | |
| Nord and Bert Couldn't Make Head or Tail of It is a collection of | |
| interactive short stories, all revolving around the common theme of restoring | |
| the town of Punster, and based on the idea that you can alter the nature of | |
| reality merely by engaging in wordplay with it. | |
| The concept is difficult to explain, so some examples from the game's | |
| sample transcript may illustrate it without giving away any of the actual | |
| story. You wake up, knocking over your alarm clock and a glass of water. | |
| The only way to avoid the debris is to get up on the wrong side of the bed. | |
| Asked to mail your father's tax return, you discover you can't find it. But | |
| that scruffy guy in the corner with the IRS tee shirt, who you're told is | |
| barely male can be transmogrified with the homonym "mail". The return isn't | |
| stamped? You can fix that by Spoonerizing your father's stone lamp into a | |
| lone stamp. And so on. | |
| To prevent this from becoming incredibly confusing, each short story | |
| deals with only one specific type of wordplay. The stories can be played in | |
| any order, except for Meet the Mayor, which must come last. | |
| The parser is a bit better than the usual Infocom one. Compass | |
| directions and mapping are dispensed with entirely, as the Status Line | |
| constantly lists all the areas that you can travel directly to. As the maps | |
| are generally small (one story has only two locations), the map can be easily | |
| internalized in the player's mind. | |
| The puzzles are not the very best. The nature of such a game means | |
| that many of the puzzles will be of the "guess what the author is thinking" | |
| type. Also, since the puzzles don't necessarily build on each other, but | |
| often stand separately, you may finish a story only to be told that there | |
| were more things you could have done, and be forced to return later. | |
| However, since ALL versions of Nord & Bert have on-screen hints, there is no | |
| chance of getting permanently stuck. | |
| The real strength of the game is in it's Writing and Atmosphere. The | |
| mood created is delightfully surreal, and the constant clever descriptions | |
| and responses make this one of the best "reading" text games ever produced. | |
| Text game players like to argue that well-written text produces more | |
| evocative images than graphic games do. Nord and Bert goes beyond this, not | |
| merely doing things BETTER than a graphics game could, but doing things that | |
| a graphics game could never do at all. Definitely one of Infocom's most | |
| underrated classics. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Graeme Cree" <72630.304 SP@G compuserve.com> | |
| NAME: Planetfall GAMEPLAY: Infocom Standard | |
| AUTHOR: Steve Eric Meretzky PLOT: Excellent | |
| EMAIL: ? ATMOSPHERE: Excellent | |
| AVAILABILITY: LTOI 1, Zork Anth. WRITING: Excellent | |
| PUZZLES: <blank> SUPPORTS: Infocom Ports | |
| CHARACTERS: Excellent DIFFICULTY: <blank> | |
| n Planetfall, you start as a deck scrubber on a starship in the far | |
| future. When your ship is destroyed, your escape pod deposits you in a | |
| deserted high-tech building complex on an alien world. With the help of your | |
| faithful robot companion B-19-7 (aka Floyd), you must discover what happened | |
| to the people, and correct various problems before your time runs out. | |
| Planetfall was the first Infocom game I played, and still my | |
| favourite. Often billed as a science-fiction comedy, it really is not. | |
| There are many amusing sidelights and funny responses from the author to your | |
| failed actions, (one of my favourites is when you are looking at the planets | |
| computer datafiles, and come across an Infocom catalog. When you read the | |
| description for Zork, Floyd looking over your shoulder tells you that he | |
| played that game and solved all the puzzles...except for how to get into that | |
| little white house) but it is not at all a straight comedy in the same sense | |
| that Leather Goddesses of Phobos, or The Hitchhiker's Guide to the Galaxy | |
| would be. It merely feels like one because the game is constantly charming | |
| you in one way or another. Floyd, generally remembered as Infocom's best NPC | |
| is useful for only three things in the game, but provides you with a constant | |
| stream of amusing banter, from relating tales of the time he helped someone | |
| find a lost paper clip, to passing along the latest hot gossip about Dr. | |
| Fizpick. | |
| Oftentimes text games fall into the syndrome of providing one and | |
| only one use for each item in the game, so that if you have found a use for | |
| an item you can throw it away, confident that it will not be called for | |
| again. Not so in Planetfall (and Meretzky games in general). Several items | |
| have more than one use, while others have no use at all. | |
| Planetfall's original edition contained Infocom's usual batch of | |
| interesting freebies (I still keep the Stellar Patrol ID card in my wallet | |
| mixed in with the credit cards). However, it was also one of the games | |
| selected to be redone as a Solid Gold edition with onscreen hints. Get both | |
| editions if possible. | |
| The IBM version of Lost Treasures of Infocom 1 contained an original | |
| version of the program. The Macintosh version of LTOI 1 contains the Solid | |
| Gold Edition. PC users who have Macintosh-using friends can of course try to | |
| get a copy of the datafile from the LTOI1-Mac version, and run it off an IBM | |
| interpreter. | |
| Planetfall was one of the games selected for novelization when Avon | |
| Books put out a series of Infocom Books several years ago. The novel version | |
| of Planetfall is really a sequel to Planetfall (and Stationfall). This book | |
| (not written by Meretzky) was much closer to the Battletech universe than | |
| Planetfall's, and was loaded with tiresome, sophomoric, un-clever humour. I | |
| read most of the other Avon Infocom books in a day or so each, but Planetfall | |
| took almost a month to force myself through. | |
| On the brighter side though, another Planetfall sequel is the next | |
| game that Activision plans to release under the Infocom label. The game, to | |
| be called "Planetfall 2: The Search for Floyd", is sheduled for release late | |
| in 1995. As a prelude to this, they included the original (non-Solid Gold) | |
| Planetfall game in their recently released Zork Anthology. | |
| Still, Planetfall remains not only my favourite text game, but my | |
| favourite adventure game. | |
| [Well, we've all got our fingers crossed hoping that Activision | |
| doesn't fumble this game as badly as they did Return to Zork. But I'm giving | |
| public notice, if Floyd looks like either R2D2 or a garbage can, the fur will | |
| fly.] | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Graeme Cree" <72630.304 SP@G compuserve.com> | |
| NAME: Plundered Hearts PARSER: Infocom | |
| AUTHOR: Amy Briggs PLOT: Good | |
| EMAIL: ? ATMOSPHERE: Very Good | |
| AVAILABILITY: LTOI-2 WRITING: Good | |
| PUZZLES: Not bad SUPPORTS: Infocom Ports | |
| CHARACTERS: Not bad DIFFICULTY: On the Easy Side | |
| Plundered Hearts is a romance novel set in the 1600's. You must | |
| rescue your father from the clutches of an evil island governor with the aid | |
| of a pirate captain who lights your fire. | |
| Plundered Hearts takes a rather standard plotline and uses it to | |
| very good effect. The writing feels very much like a Harlequin novel, with | |
| enough amusing puzzles and clever responses to keep me, a | |
| non-romance-novel-reader interested to the end. | |
| The puzzles are a little easier than the standard Infocom fare, but | |
| generally interesting ones that can be reasoned or inferred. There are few | |
| "guess what the author is thinking puzzles". | |
| The game's strongest point though is in its characterization. Not | |
| in the other characters; Crulley, Jamison, Lafonde and the others are rather | |
| standard, thus my character rating of 1.2. Rather, this game characterizes | |
| you, the player, more than any other of Infocom's offerings. | |
| In most Infocom games, who YOU are is either unimportant or doesn't | |
| affect the plot much. In Zork, you're just some anonymous guy who was | |
| walking by the white house. You have no particular personality, or history | |
| before this point. Planetfall makes an effort to paint your character with | |
| the enclosed diary, but it is all chrome. None of it really affects the | |
| story once you're in it. As a result, I always sort of imagined myself as | |
| the main character. To some extent this was Infocom's intention; much of | |
| their early advertising talked about imagining yourself waking up inside a | |
| story. | |
| Plundered Hearts, more than any other game gave me the feeling of | |
| really being inside someone ELSE'S head. Throughout the game, who you are | |
| plays an important part. Disguising your identity and altering your | |
| appearance is important in several places to elicit a desired reaction from | |
| other characters (not to mention avoiding some undesired reactions). As a | |
| result, the game scores very well in "intangibles", thus my high Wildcard | |
| rating. | |
| Plundered Hearts is one of Infocom's more underrated games. A very good | |
| blend of puzzle solving and story. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Graeme Cree" <72630.304 SP@G compuserve.com> | |
| NAME: Seastalker: [Your Name] and the Ultramarine Bioceptor | |
| GAMEPLAY: Infocom Standard | |
| AUTHORS: Stu Galley & Jim Lawrence PLOT: Routine | |
| EMAIL: ? ATMOSPHERE: Good | |
| AVAILABILITY: LTOI 2 WRITING: Passable | |
| PUZZLES: Good SUPPORTS: Infocom Ports | |
| CHARACTERS: Good DIFFICULTY: Very Short and Easy | |
| In Seastalker, Infocom's only adventure designed for children, you | |
| play the part of...yourself, a brilliant young scientist who has designed a | |
| two-man submarine. Before it is completely ready, your aquadome is attacked | |
| by a mysterious sea creature, forcing you to rush to the rescue, encountering | |
| danger without and treachery within. | |
| Obviously, ratings for such a children's game reviewed by an adult | |
| will be somewhat skewed, though I tried to compensate for this in Wildcard | |
| Points. | |
| One of the authors has ghostwritten books for the Hardy Boys, Nancy | |
| Drew, and Tom Swift series, and the writing style carries over very well. | |
| The game has the same oh-my-gosh-golly sense of adventure that those books | |
| have. This is not a criticism, I read and enjoyed the Hardy Boys as a child, | |
| but it has a mixed effect on the ratings, causing the atmosphere rating to go | |
| up a bit, but the plot rating to go correspondingly down, as I had read so | |
| many of these books that the plot seemed rather routine and predictable. | |
| The game scored well in the wildcard category, because I thought that | |
| it was very innovative in three ways. | |
| First, it allowed you to give the main character your own name, or | |
| any other name that you chose (this was later used in Moonmist, also by the | |
| same authors, but in no other Infocom games). | |
| Secondly, unlike other text games, items in a room are not | |
| necessarily visible when you walk in the room, even if they are out in the | |
| open. In one room, there is a pile of miscellaneous equipment that contains | |
| something you need. You are not told that the item is there, and searching | |
| the pile will not help unless you tell the game exactly what it is that | |
| you're looking for (If you have your documentation, you should be able to | |
| figure this out). | |
| Third, the system used for piloting your submarine, gives you an | |
| ASCII readout of your radar screen, similar to the sector maps in those old | |
| Star Trek games (periods for empty sectors, a special character for your | |
| ship, and so on). | |
| There was however, one feature that I didn't like. Seastalker's | |
| documentation comes with maps of both building complexes, and the | |
| neighbouring harbour (not the box-and-line graph paper maps that the players | |
| would make, but floor plans). This is fine in itself, but many times, the | |
| description of a room in the game would not tell you where the exits are. | |
| If you have the documentation you can figure it out of course, and perhaps | |
| this was meant as a form of copy protection, but it was still rather | |
| annoying, as it meant that you had to keep the docs right by your side at all | |
| times. | |
| I did come up with a little joke to counterbalance this. Remembering | |
| the stereotype of the child genius who can design moon rockets, but can't | |
| pronounce his S's correctly, and noting that the title of the game, and the | |
| name of your submarine had three "S" sounds between them (Seastalker, | |
| Scimitar), I decided to play with a main character named Thuthie Thmith. | |
| All children's software today seems to be designed for the preschool | |
| through kindergarten age group. The rest is for adults. Seastalker, like | |
| The Hardy Boys, is for ages 8-14, and even 10 years later it remains about | |
| the only game specially geared towards them. Since the purpose of children's | |
| software is always to educate as well as entertain, an all-text adventure | |
| seems especially appropriate. It's only a pity that there aren't more. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Graeme Cree" <72630.304 SP@G compuserve.com> | |
| NAME: Sherlock: The Riddle of the Crown Jewels | |
| PARSER: Infocom | |
| AUTHOR: Bob Bates PLOT: Very Good | |
| EMAIL: ? ATMOSPHERE: Excellent | |
| AVAILABILITY: LTOI-2 WRITING: Excellent | |
| PUZZLES: Very good. SUPPORTS: Infocom Ports | |
| CHARACTERS: Quite good. DIFFICULTY: Standard | |
| In Sherlock: The Riddle of the Crown Jewels, you play the part of | |
| Dr. Watson. Moriarty has stolen Victoria's regalia, leaving a trail of clues | |
| to follow, and Holmes must recover them before the weekend is out. Fearing | |
| that Moriarty would anticipate his own moves and trap him, Holmes puts the | |
| case in your hands to throw Moriarty off the trail. | |
| Having read all the Conan Doyle Holmes stories, I found Sherlock a | |
| positive delight to play. Both Doyle's writing style, and the atmosphere of | |
| 19th century London are approximated extremely well. Unlike Infocom's | |
| earlier mysteries which took place in one house, Sherlock's action takes you | |
| all over London. Numerous little bits of Holmesian minutia flesh out the | |
| game. The humour is appropriately wry without resorting to the usual | |
| Infocom style of silliness that would not work nearly as well here as in | |
| other games. | |
| Sherlock is remarkably free of save/restore puzzles (i.e. ones that | |
| require death or failure to acquire information that can be used after you | |
| restore the game. You are usually given multiple opportunities to solve ones | |
| that you probably wouldn't get the first time around. | |
| The only place where Sherlock suffers is in its "intangibles". The | |
| concept of the villain laying down a trail to follow is more reminiscent of | |
| Batman's Riddler than Professor Moriarty. Also, the idea of Holmes turning | |
| such a vital case over to a tyro, stretches the imagination a bit, despite | |
| the fact that he personally oversees your activities. The game also suffers | |
| a bit from the "Zork Syndrome", where you as the adventurer go wherever you | |
| want and take whatever isn't nailed down. In the course of the game you must | |
| take or deface items from Scotland yard, Madame Tussaud's, and the Tower of | |
| London, with little consequence or resistance. In e-mail correspondence, Bob | |
| Bates told me that he was aware of this problem when writing the game, and | |
| sought to minimize it as much as possible. To a large extent he succeeded, | |
| but there is a little residual weakness. Finally, it must be remembered that | |
| Moriarty died in the same story that he was introduced (The Adventure of the | |
| Final Problem), and that at that point Watson had never heard of him. | |
| Therefore there is a difficulty in going back and doing a story where | |
| he and Watson meet. To be fair though, Conan Doyle himself made the same | |
| cheat in The Valley of Fear, as did almost all of the movies. | |
| Despite these nits, the game's strong points almost completely | |
| overwhelm them, and Sherlock, Infocom's final all-text game, ranks as one of | |
| their very best. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Preston Landers" <planders SP@G mail.utexas.edu> | |
| NAME: Shogun PARSER: Infocom Graphic | |
| AUTHOR: Infocom PLOT: Linear | |
| EMAIL: ??? ATMOSPHERE: Very Well Done | |
| AVAILABILITY: LTOI 2 ?? WRITING: Very Good | |
| PUZZLES: Fair SUPPORTS: Infocom Ports | |
| CHARACTERS: Very Good DIFFICULTY: Hard | |
| I forgot that I had a copy of one of Infocom's last releases, Shogun, laying | |
| around over Christmas break. So when I found it, I decided to tackle it | |
| because the novel it was based on, James Clavell's SHOGUN, is one of my | |
| favorites. The parser is Infocom's last, the Graphic style similar to Zork | |
| Zero. There is one graphic puzzle (that can be solved "non-graphicly" if | |
| you must.) There are many beautiful illustrations in the style of Japanese | |
| 17th century paintings. | |
| The game itself is extremely linear. If this really turns you off, you | |
| won't like the game. You go through a number of "episodes" or scenes, very | |
| closely based on the book. Honestly, I don't think I could have won the | |
| game if I had not read the original novel (or used the built-in hints | |
| extensively.) For instance, you must know where to go and what do to almost | |
| by magic. If you haven't read the book, or you don't plan on using the | |
| hints, then you might not enjoy this game. Those caveats aside, it WAS a | |
| very enjoyable game. It was done by Dave Lebling (I believe.) | |
| The story, in case you haven't seen the mini-series or read the book, casts | |
| you as John Blackthorne, a 17th century English pilot, sailing a Dutch ship | |
| towards the fabled Japans. The game goes quite a bit into the political | |
| intrigue between the various feuding Daiymos (Japanese kings.) Ultimately, | |
| you must become a samurai and help your Daiymo become Shogun, or Supreme | |
| Ruler. There are a few sub-plots, such as your love interest with the | |
| beautiful courtier Mariko (how many games do you get to type 'MAKE LOVE TO | |
| MARIKO' to score 5 points?) but overall, the game flies from one episode to | |
| the next in a very fast-paced, and overall, enjoyable game. | |
| From: "Graeme Cree" <72630.304 SP@G compuserve.com> | |
| In SHOGUN, you play the role John Blackthorne, an English seaman in | |
| 1600, working for the Dutch to open up a trade route to Japan. Based | |
| upon the book of the same name, the story involves your attempts to | |
| learn Japanese native customs while caught in the middle of the power | |
| struggles between Toranaga, and Ishido, two local warlords. | |
| The writing is much grittier than in any other Infocom game; from | |
| the cockroaches swarming over your cabin floor to the frequent violent | |
| killings to the occasional nude bathing scene. Shogun was the only | |
| Infocom game ever to carry a warning label on the box. If it were a | |
| movie, it would probably be a PG-13. | |
| Shogun is also the first of Infocom's three Graphic Interactive | |
| Fiction games. Unlike the other two however, there is no interaction | |
| between text and graphics (except the automap in the maze in Chapter | |
| 10), and graphics simply pop up at certain times. Ordinarily in a game | |
| like this, the cartoon-like graphics would positively destroy the | |
| atmosphere, but in a historical novel they resemble what you might see | |
| in an ancient manuscript, and thus add to the atmosphere. | |
| One weakness of the game is in compartmentalization. Rather than | |
| one large game, it is divided into 18 separate chapters. It is rather | |
| like Nord and Bert, except that there are more chapters, and they must | |
| be played in a specific order. This does not work as well here as it | |
| does in Nord and Bert. | |
| Your point total is the only thing that carries over to the next | |
| chapter; the items in your inventory are pre-determined. Admittedly, | |
| this is probably the only way to adapt such a novel to game form, but | |
| the effect is still not entirely satisfactory. Many text games end up | |
| being all puzzles and no story. Shogun is exactly the opposite. Too | |
| often the story just seems to go on around you while you get | |
| meaningless points for smiling, nodding, or bowing at the right times. | |
| The result is rather too many "guess what the author is thinking" type | |
| puzzles, rather than puzzles that can be reasoned out. | |
| Two exceptions to this are Chapter 1 (The Erasmus), and Chapter 16 | |
| (The Ninja). Both are outstanding blendings of story and puzzle | |
| solving, and rank with Infocom's best moments. | |
| One nice feature is that the game asks if you want to save at the | |
| end of each chapter. I keep a save file for each chapter on a scratch | |
| disk, so that I can enter the story at any point if I ever feel like | |
| pulling the game off the shelf. Shogun is a very good game to read, | |
| though a bit less satisfying to play. Overall though, a fine effort. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Magnus Olsson" <mol SP@G df.lth.se> | |
| NAME: Space Aliens Laughed at my Cardigan | |
| PARSER: AGT | |
| AUTHOR: Andre M. Boyle PLOT: Confusing | |
| EMAIL: ??? ATMOSPHERE: Utterly demented | |
| AVAILABILITY: GMD, S60 (voluntary) WRITING: Abysmally bad | |
| PUZZLES: Incomprehensible SUPPORTS: AGT | |
| CHARACTERS: Weird DIFFICULTY: Totally unplayable | |
| Initially, it was the title that drew my attention to this game. I | |
| didn't download it, however, until I saw the review by Sean Molley | |
| (a.k.a. Molley the Mage) in SPAG3 - I wanted to see for myself if it | |
| really was possible to have a game as bad as his review indicated. | |
| What I found exceeded my wildest expectations. | |
| This game is not just bad, but unspeakably so, and it's uniformly bad; | |
| the writing, the puzzles, the atmosphere, the plot, the NPCs, the | |
| room descriptions, the attempts at humour are all miserable. If there | |
| was an award for the world's worst adventure game, this game would be | |
| an obvious candidate. In addition, this game must be the most | |
| bug-infested piece of software it's ever been my misfortune to try; it | |
| actually seems as if the author hasn't even tried playing his own game | |
| once, or he would have found the bugs immediately. | |
| You may wonder why I bother to write this review if I'm only going to | |
| tell how bad it is, which Sean did an excellent job of saying in his | |
| review. Well, I think Sean missed an important feature of this game: | |
| its cult value. | |
| In fact, every aspect of this game makes for a truly unique | |
| experience: the total lack of logic, the weird malapropisms triggered | |
| by some player actions, the utterly bewildering atmosphere, the | |
| author's inexplicable hatred for policemen (try examining the | |
| "policeman standing here like a total and utter prune" sometime), the | |
| demented dialogue produced by your interaction with some NPCs, the | |
| attempts at humour (including some utter failures at imitating Douglas | |
| Adams), just to name a few examples. A great source of unconscious | |
| humour is the author's weird, fractured English (it's hard to believe that | |
| he actually lives in the U.K.), that switches freely between | |
| tenses, persons, even gender (human NPCs are referred to as "it") and | |
| spellings. | |
| Playing (or trying to play) this game is sure to create a lasting | |
| impression. It is not to be recommended for the weak of heart or those | |
| incapable of appreciating the beauty of absurdity, but if you'd like | |
| to experience Infocom on acid, as it were, you should by all means try | |
| it out. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Graeme Cree" <72630.304 SP@G compuserve.com> | |
| NAME: Suspect GAMEPLAY: Infocom Standard | |
| AUTHOR: Dave Lebling PLOT: Good | |
| EMAIL: ? ATMOSPHERE: Not Bad | |
| AVAILABILITY: LTOI 1 WRITING: Not Bad | |
| PUZZLES: Very Good SUPPORTS: Infocom Ports | |
| CHARACTERS: Very Good DIFFICULTY: Advanced | |
| In Suspect, you start as a reporter covering Veronica Ashcroft's | |
| halloween party. When she is murdered in a back room, with some of your | |
| personal possessions found at the scene of the crime, you are the prime | |
| suspect (hence the name!), and you've got 12 hours to find the real killer. | |
| Suspect may be a victim of ratings inflation. My numbers for it | |
| totalled 5.8, and assuming that 5.0 means an average game, this still | |
| indicates a pretty good effort. However, it seems to be especially low for | |
| an Infocom game, though I didn't dislike it by any means. | |
| The puzzles are generally well done, but it suffers from a lack of | |
| vividness, and a lack of feeling that you're really there. This problem | |
| afflicted some of Infocom's earlier efforts (except Planetfall which was | |
| extremely well written, and Suspended, where you really aren't there!), and | |
| their early mysteries in particular. One problem might be that in several of | |
| the early Infocom games, there seemed to be a set of stock responses to | |
| various commands that stayed the same from game to game, while later on they | |
| began to tailor them from game to game. For example, in many early Infocom | |
| games, if you try to enter something that you can't, you're told simply "You | |
| hit your head on the [NOUN] as you attempt this." | |
| Also, Infocom's early mysteries, which took place in a single private | |
| residence seemed to lack the sense of exploration and discovery that one | |
| comes to expect in an Infocom offering. This is of course purely a matter of | |
| taste, and may not be experienced by a different player at all. | |
| All in all though, Suspect remains a very solid effort, and well | |
| worth a play through. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Stefan Jokisch" <jokisc00 SP@G marvin.informatik.uni-dortmund.de> | |
| NAME: Tossed Into Space PARSER: AGT | |
| AUTHOR: Graeme Cree PLOT: Non Linear | |
| EMAIL: ??? ATMOSPHERE: Not Bad | |
| AVAILABILITY: Freeware, GMD WRITING: Not Bad | |
| PUZZLES: Simple SUPPORTS: AGT Ports | |
| CHARACTERS: Simple DIFFICULTY: Very Easy | |
| "Tossed Into Space" tells a slightly weird science fiction story: | |
| You are Dr. Schmidt, a saboteur who is trapped on the new colony of Alpha | |
| Centauri. Since the colonists (the Rob-&-Son family) refused to take you | |
| home to earth, you have waited for an opportunity to steal their space- | |
| ship "Jupiter 8". Finally, your time has come: The Rob-&-Son family is | |
| not at home and the Jupiter is only guarded by a robot. You have to get | |
| rid of the robot, refuel the ship, set the course data and lift off. | |
| Apparently, "Tossed Into Space" was written for beginners; the | |
| game is very short, simple and easy. All the player has to do is to | |
| perform the most basic exercises of text adventuring: bringing light to | |
| a dark room, wearing appropriate clothes in a cold place or unlocking an | |
| object with a key. Experienced players will solve 'Tossed Into Space' | |
| within an hour or less. In fact, this game is so short that I cannot say | |
| more without spoiling the entire game. | |
| Nevertheless, playing "Tossed Into Space" was fun. The story is | |
| amusing and the writing is all right as long as you don't mind a few | |
| spelling mistakes. The (AGT) parser is not comfortable, but satisfying. | |
| 'Tossed Into Space' is worth taking a look at, if you don't expect too much. | |
| [By the way, if you haven't guessed it yet, this game is a total | |
| Lost in Space parody, but then, you knew that, right?] | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Magnus Olsson" <mol SP@G df.lth.se> | |
| NAME: World PARSER: Limited | |
| AUTHOR: Doug Mcdonald PLOT: Simple but non-linear | |
| EMAIL: ??? ATMOSPHERE: Superb | |
| AVAILABILITY: GMD, F WRITING: Very good | |
| PUZZLES: Fairly standard, much treasure-hunting and exploration | |
| SUPPORTS: Unix, DOS, VMS, etc (C source included) | |
| CHARACTERS: Few, simple DIFFICULTY: Below average | |
| Five and a half years ago, when I first got full access to the | |
| Internet, one of the first things I did was to look for FTP sites with | |
| interesting software. Finding the Usenet source archives on uunet was | |
| marvellous; finding the source to a large adventure game there | |
| was even more exciting. I downloaded the game, tried it on my Unix | |
| workstation, and liked it so much that I brought it home and compiled | |
| it on my PC at home. The game was called "World" and was _huge_; due | |
| to its sheer size, I never completed it (I got stuck about 75% | |
| through, put it aside for a few days, and never got about to complete | |
| it), but it made a lasting impression. When writing these reviews for | |
| SPAG, I couldn't resist the impulse to dust off my old copy of "World" | |
| to see if it's lost any of its attraction over the years; to my joy, | |
| it hadn't. | |
| "World" is a game in the tradition of the old mainframe adventures | |
| like Colossal Cave and Zork/Dungeon. This means that it's a big game | |
| (several hundred locations), with a heavy emphasis on treasure-hunting | |
| and exploration. Unlike those games, however, the author has managed | |
| to create a much more coherent world - which doesn't stop it from also | |
| being a world that is very varied and offers a lot of surprises. | |
| The story is simple: you, being a lowly latrine orderly on a starship | |
| that's just landed on an alien planet, have volunteered to explore it | |
| on foot. By collecting alien artifacts and specimens of interesting | |
| wildlife, you hope to earn a (long overdue) promotion. The planet soon | |
| turns out to have quite a few surprises in store for you... | |
| While the plot may not be that great, what makes this game memorable | |
| is the outstanding atmosphere. Somehow, the author manages to make a | |
| world which is quite improbable when you think about it, and which is | |
| filled with quite a few of the cliches of Sci-Fi, seem very | |
| convincing. You not only get the feeling that "you're there", you experience | |
| that elusive feeling that is the very essence of science fiction - the | |
| sense of wonder. | |
| The writing is very good, with lots of long, very graphic descriptions | |
| of a weird and wonderful, alien world. The mainframe tradition is | |
| noticeable in that the author doesn't shy away from using long | |
| descriptions - fortunately without falling into the trap of excessive | |
| verbosity or overuse of purple prose. | |
| Unfortunately, the parser and vocabulary aren't quite up to the | |
| standard of the writing, reducing playability and leading to a few | |
| "guess the verb" situations. Still, it's not worse than your typical | |
| AGT parser, and since most puzzles don't require any advanced | |
| manipulation of objects you can get along quite well. Also, some | |
| slight misses (which would surely have been found by more extensive | |
| playtesting) detract somewhat from the overall impression. | |
| As an adventure _game_, "World" isn't very remarkable; it does stand | |
| out, however, in the way its author manages to give credibility, | |
| texture and atmosphere to a totally alien world. | |
| READER'S SCOREBOARD---------------------------------------------------------- | |
| Notes: | |
| A - Runs on Amigas. | |
| AP - Runs on Apple IIs. | |
| GS - Runs on Apple IIGS. | |
| AR - Runs on Archimedes Acorns. | |
| C - Commercial, no fixed price. | |
| C30 - Commercial, with a fixed price of $30. | |
| F - Freeware. | |
| GMD - Available on ftp.gmd.de | |
| I - Runs on IBM compatibles. | |
| M - Runs on Macs. | |
| S20 - Shareware, registration costs $20. | |
| 64 - Runs on Commodore 64s. | |
| TAD - Written with TADS. This means it can run on: | |
| AmigaDOS, NeXT and PC, Atari ST/TT/Falcon, DECstation | |
| (MIPS) Unix Patchlevel 1 and 2, IBM, IBM RT, Linux, Apple | |
| Macintosh, SGI Iris/Indigo running Irix, Sun 4 (Sparc) | |
| running SunOS or Solaris 2, Sun 3, OS/2, and even a 386+ | |
| protected mode version. | |
| AGT - Available for IBM, Mac, Amiga, and Atari ST. This does not | |
| include games made with the Master's edition. | |
| ADVSYS - Available for PC and Macintosh only, or so my sources tell | |
| me. | |
| INF - Infocom or Inform game. These games will run on: | |
| Atari ST, Amiga, Apple Macintosh, IBM, Unix, VMS, Apple II, | |
| Apple IIGS, C64, TSR-80, and Archimedes Acorn. There may be | |
| other computers on which it runs as well. | |
| Disclaimer: These scores have been compiled since issue 1 of SPAG, and as | |
| such, might not be totally accurate. However, they are as close to the | |
| readers' opinions as I can make them. Heh, I always wanted to say that. | |
| Name Avg Sc Chr Puz # Sc Rlvt Ish Notes: | |
| ==== ====== === === ==== ======== ====== | |
| Another...No Beer 2.5 0.1 1.0 1 4 S10_IBM_GMD | |
| Arthur: Excalibur 8.6 1.8 1.7 1 4 C_INF | |
| Ballyhoo 7.0 1.8 1.6 2 4 C_INF | |
| Beyond Zork 7.4 1 x C_INF | |
| Border Zone 6.1 1.1 1.4 2 4 C_INF | |
| Bureaucracy 7.8 1 x C_INF | |
| Curses 8.4 1.3 1.7 5 2 F_INF | |
| Cutthroats 6.3 1.4 1.2 4 1 C_INF | |
| Crypt v2.0 N/A 0 3 S12_IBM_GMD | |
| Deadline 7.2 2 x C_INF | |
| Deep Space Drifter 5.5 1.4 1 3 S15_TAD_GMD | |
| Detective 1.0 0.6 0.2 1 4 F_AGT_GMD | |
| Ditch Day Drifter 7.1 1.2 1.6 1 2 F_TAD_GMD | |
| Dungeon Adventure 6.8 1.3 1.6 1 4 F_SEE REVIEW | |
| Dungeon of Dunjin 7.0 1.0 1.5 1 3 S20_IBM_MAC_GMD | |
| Enchanter 7.0 0.8 1.3 4 2 C_INF | |
| Enhanced N/A 0 2 S10_TAD_GMD | |
| Great Archaelog. Race 6.5 1.0 1.5 1 3 S20_TAD_GMD | |
| Hitchhiker's Guide 8.0 3 x C_INF | |
| Hollywood Hijinx 5.5 2 x C_INF | |
| Horror30.Zip N/A 0 3 S20_IBM_GMD | |
| Horror of Rylvania 7.7 1 1 C20_TAD_GMD (Demo) | |
| Humbug 7.4 1 x S10_GMD (Uncertain) | |
| Infidel 6.9 5 1-2 C_INF | |
| Jacaranda Jim 7.0 1 x S10_GMD (Uncertain) | |
| John's Fire Witch 8.5 1.2 1.5 1 4 S6_TADS_GMD | |
| Klaustrophobia 7.8 1.2 1.4 2 1 S15_AGT_GMD | |
| Leather Goddesses 8.0 1.6 1.7 3 4 C_INF | |
| Lurking Horror, The 6.9 1.4 1.2 4 1,3 C_INF | |
| Magic.Zip 4.5 0.5 0.5 1 3 S20_IBM_GMD | |
| Mind Forever Voyaging 8.4 1.4 - 2 x C_INF | |
| Moonmist 5.8 4 1 C_INF | |
| Mop & Murder 4.9 0.5 1.0 1 4 F_AGT_GMD | |
| Multidimen. Thief 5.3 0.4 1.0 2 2 S?/F_AGT_GMD | |
| Nord and Bert 3.9 2 4 C_INF | |
| One Hand Clapping 6.8 1.0 1.5 1 x F_ADVSYS_GMD | |
| Planetfall 7.1 3 4 C_INF | |
| Plundered Hearts 7.9 1.2 1.2 1 4 C_INF | |
| Sanity Claus 9.0 1 1 S10_AGT_GMD | |
| Save Princeton 5.6 1 x S10_TAD_GMD | |
| Seastalker 5.4 2 4 C_INF | |
| Shades of Grey 7.8 1.2 1.5 2 1-2 F_AGT_GMD | |
| Sherlock 8.5 1.5 1.8 1 4 C_INF | |
| Shogun 7.1 1.5 0.5 1 4 C_INF | |
| Sorceror 7.3 0.6 1.6 4 2 C_INF | |
| Space Aliens...Cardigan 1.6 0.5 0.4 3 3 S60_AGT_GMD | |
| Spellbreaker 8.1 1.2 1.8 3 2 C_INF | |
| Starcross 7.2 4 1 C_INF | |
| Stationfall 6.7 2 x C_INF | |
| Suspect 5.9 1 x C_INF | |
| Suspended 7.0 1 x C_INF | |
| Tossed into Space 3.9 0.6 0.2 1 4 F_AGT_GMD | |
| Treasure.Zip N/A 0 3 S20_IBM_GMD | |
| Trinity 8.8 1.4 1.7 6 1-2 C_INF | |
| Unnkulian One-Half 7.0 1.3 1.7 4 1 F_TAD_GMD | |
| Unnkulian Unventure 1 8.0 1.3 1.7 3 1-2 S10_TAD_GMD | |
| Unnkulian Unventure 2 7.2 1.4 1.5 3 1 S10_TAD_GMD | |
| Unnkulian Zero 9.0 1 1 C25_TAD_GMD (Demo) | |
| Waystation 8.0 1.2 1.5 1 x F_TAD_GMD | |
| Wishbringer 6.3 1 x C_INF | |
| Witness, The 7.0 1.7 1.2 3 1,3 C_INF | |
| World 6.9 1.0 1.4 1 4 F_MISC_GMD (See Rev.) | |
| Zork 0 6.5 1.1 2.0 1 x C_INF | |
| Zork 1 5.9 0.6 1.5 6 1-2 C_INF | |
| Zork 2 6.7 0.8 1.6 4 1-2 C_INF | |
| Zork 3 6.0 0.6 1.4 4 1-2 C_INF | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| The Top Three: | |
| [From now on, a game is not eligible for the Top Three unless it has | |
| received at least three ratings from different readers. This is to ensure a | |
| more democratic and accurate depiction of the best games. So, if your | |
| favorite got dropped from the list because you were the only one who rated | |
| it, you'd better get two friends together and make them play the game.] | |
| 1. Trinity 8.8 6 votes | |
| 2. Curses 8.4 5 votes | |
| 3. Spellbreaker 8.1 3 votes | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| Editor's Picks of the Month: | |
| This month I have three completely different, but equally interesting | |
| games to recommend. First is the game _The Golden Wombat of Destiny_, and as | |
| the name implies, prepare yourself for a large helping of whimsy, and a dash | |
| of wonder. | |
| The second game is none other than Adventions' very own _The Horror | |
| of Rylvania_, a very appropriate tale amid today's Anne Rice craze. Of | |
| course, Adventions takes a rather unique approach to the vampire genre, and | |
| I'm sure you'll enjoy this one. It's at the high end price range of text | |
| adventures, but from what I've seen of it, worth it all the same. | |
| The final game is John's Firewitch. This little game has made quite | |
| a stir since its release, proving that short games are sometimes better than | |
| long ones. Playing time averages from 2-3 hours, but everyone I've talked to | |
| has had nothing but praise for it, including myself. | |
| 'Wombat' is available only for IBM PC compatibles as far as I know, | |
| but 'Rylvania' supports all TADS ports, another chit in its favor. Rylvania | |
| has a demo available on ftp.gmd.de. Wombat is available in full. John's | |
| Firewitch is also a TADS game, available in full, but well worth the $6.00 | |
| registration fee. | |
| Wombat of Destiny and Solution | |
| ftp.gmd.de:/if-archive/games/pc/wombat.zip | |
| ftp.gmd.de:/if-archive/solutions/wombat.sol | |
| Horror of Rylvania Demo & Solution | |
| ftp.gmd.de:/if-archive/games/[your computer]/rylvania.[some | |
| compressed format] | |
| ftp.gmd.de:/if-archive/solutions/rylvania.sol | |
| John's Fire Witch | |
| ftp.gmd.de:/if-archive/games/tads/firwitch.zip | |
| ADVERTISEMENTS--------------------------------------------------------------- | |
| From: "Stephen Granade" <sgranade SP@G obu.arknet.edu> | |
| Newly released! Yet Another Sci-fi Adventure Game (tm)! It's fun, it's | |
| kooky, it's... | |
| WAYSTATIONNNnnnnn..... | |
| While driving home one night, your car mysteriously dies. You get out, pop | |
| the hood, and wham! that's the last you remember...until you wake up | |
| trapped in a cell. With no idea of how you got there and no one to ask, | |
| you must escape and find out why you were kidnapped. | |
| Visit the lovely sewage dump Melica! Tour abandoned Comanis! Avoid Efric | |
| at all costs! The game is guaranteed 99.9% maze free, and is freeware. | |
| That's right, freeware. (I wrote it as an exercise to see what TADS could | |
| do.) | |
| The game is in TADS .gam format, and can be found at ftp.gmd.de in the | |
| directory if-archive/games/tads, under way.zip. (If necessary, e-mail me | |
| at sgranade SP@G obu.arknet.edu, & I'll put a .tar'ed file there as well.) All | |
| comments are welcome, all suggestions are listened to. | |
| See what one man, a twisted imagination, and lots of free time hath | |
| wrought. Waystation! Get yours today. | |
| CLOSING REMARKS-------------------------------------------------------------- | |
| Just a short comment on "Whizzard's Guide to Text Adventures", that | |
| should follow this issue. I was only able to look at things from an | |
| MSDOS user's viewpoint. I am looking for people willing to take a shot at | |
| the other formats, primarily Macintosh. | |
| In other news, both SPAG and other, I have a few comments to make. | |
| First, no, Avalon is not finished, though I'd give my two front teeth to have | |
| it done this week. Maybe expect it this May, or this summer, or possibly | |
| this fall. I can say with confidence that I will beat the new decade at | |
| least. Beyond that, I can only pray. | |
| Next, SPAG starts a new policy this issue, the Unlucky 13. Every | |
| issue, 13 poor, put upon readers will be sent a list of 3 games and asked to | |
| review them. I got a pretty darn good response from this policy in this | |
| issue, and I guess I'll continue it, since readers at rest tend to stay at | |
| rest. There is no penalty for not reviewing these games, other than a | |
| smothering, choking miasma of guilt that will gnaw at your very kidneys. | |
| <Evil Laugh> | |
| *Cough* Ahem. I don't know what came over me. | |
| Well, in the next issue, I'll be running the winning 'breathers', | |
| and I'll see if I can't scrape together a feature article or something. | |
| Seeing as I had two I almost put in this issue, I reckon I'll manage. Welp, | |
| until next issue then. | |
| ----------------------------------------------------------------------------- | |
| Thank you for helping to keep text adventures alive! | |
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