| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE #40 | |
| Edited by Paul O'Brian (obrian SP@G colorado.edu) | |
| April 12, 2005 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #40 is copyright (c) 2005 by Paul O'Brian. | |
| Authors of reviews and articles retain the rights to their contributions. | |
| All email addresses are spamblocked -- replace the name of our magazine | |
| with the traditional 'at' sign. | |
| ARTICLES IN THIS ISSUE ---------------------------------------------------- | |
| The SPAG Interview: International IF Special | |
| * Roberto Grassi of the Italian IF community | |
| * Ruben "Urbatain" Nieto of the Spanish IF community | |
| REVIEWS IN THIS ISSUE ----------------------------------------------------- | |
| The Golden French Fry | |
| Isle Of The Cult | |
| Paint!!! | |
| Reefer Island | |
| EDITORIAL------------------------------------------------------------------ | |
| Usually, when it comes time to write this editorial, I look around at | |
| what's happening in the world of IF, and try to come up a coherent | |
| thought or two about some aspect of it. This time, I'm really not too | |
| sure what's happening in IF, because my real life has simply swept me | |
| away. Not only has it been extremely busy time at my job, but my wife is | |
| seven months pregnant with our first child, and my home life seems to | |
| have turned into one long string of baby prep. Consequently, I lift my | |
| head and suddenly it's not even March anymore, making me almost a full | |
| month late on when I'd planned to have this issue hit the digital | |
| streets. What's worse, it's an issue with some really cool stuff in it, | |
| including interviews with members of the Spanish and Italian IF | |
| communities, and here I am just sitting on it. | |
| Sorry about that, folks. Coherent thought doesn't really seem to be an | |
| option for me this time around, so let me just get this issue out the | |
| door before another month escapes my grasp. | |
| LETTERS TO THE EDITOR------------------------------------------------------ | |
| From: Iwan Roberts | |
| I.m part of the Gumshoe Online development team and I.d like to tell | |
| your readers about the title. Gumshoe Online is a private detective game | |
| set in the crime ridden streets of 1930.s America. The player must use | |
| all their powers of deduction to crack the case and prove they are the | |
| greatest online detective. | |
| I should start by saying that Gumshoe Online is a graphical point and | |
| click adventure, and I know that SPAG is primarily an interactive | |
| fiction/text adventure zine, but in many respects Gumshoe Online is | |
| closer to the text adventure genre than many of the PC or console titles | |
| that are now considered to be adventure games. Gumshoe Online.s gameplay | |
| is the classic adventure game mix of exploration, puzzle solving and | |
| conversations. | |
| The game can be found at http://www.gumshoe-online.com. | |
| [Thanks, Iwan. I've checked out the site, and it looks pretty | |
| interesting. Good luck with the game! --Paul] | |
| NEWS ---------------------------------------------------------------------- | |
| AND THE XYZZY GOES TO... | |
| Another year of XYZZY Awards has come and gone, and another batch of | |
| awards has been delivered to a host of deserving authors. The ceremony | |
| was perhaps a touch more subdued, but still full of the typical | |
| brilliant madness. The games glittered, the wit sparkled, and so on. | |
| Here are the official winners of the 2004 XYZZY Awards: | |
| * Best Use of Medium: The Dreamhold, by Andrew Plotkin | |
| * Best Individual PC: Julia, from Sting of the Wasp, by Jason Devlin | |
| * Best Individual NPC: Audrey, from Necrotic Drift, by Robb Sherwin | |
| * Best Individual Puzzle: The time puzzle, from All Things Devours, | |
| by half sick of shadows | |
| * Best NPCs: Sting of the Wasp, by Jason Devlin | |
| * Best Puzzles: The Dreamhold, by Andrew Plotkin | |
| * Best Setting: The Fire Tower, by Jacqueline A. Lott | |
| * Best Story: Blue Chairs, by Chris Klimas | |
| * Best Writing: Blue Chairs, by Chris Klimas | |
| * Best Game: Blue Chairs, by Chris Klimas | |
| NEW GAMES | |
| The games that have been released this spring are a surprising and | |
| varied bouquet. They range from a mad interactive play written in 24 | |
| hours (kind of a slightly less speedy SpeedIF) to an enhanced version of | |
| "Hunt The Wumpus" to a tiny little 2K science fiction adventure to a | |
| dark, literary CYOA story. Not only that, six new games were just | |
| released under the auspices of the Spring Thing, being held this year by | |
| Greg Boettcher, who has taken up the mantle from Adam Cadre. So get out | |
| there and start playing some games! (Then send me reviews of them!) | |
| * Within A Wreath of Dewdrops by Alphonse de L'Entaille | |
| * Wumpus 2000 by Muffy St. Bernard | |
| * Lost Kingdom by Jon Ripley | |
| * The Great Machine: A Fragment by Jonas Kyratzes | |
| * Spring Thing games by various authors | |
| I READ THE NEWS TODAY, OH BOY | |
| IF has been getting some very nice press lately. It started with a | |
| column in the New York Times business section about Peter Nepstad's epic | |
| game 1893: A World's Fair Mystery. (Which, by the way, has still not | |
| been reviewed in SPAG. C'mon, somebody help me keep up with the Gray | |
| Lady!) Not too long afterwards, The National Post (which is apparently | |
| Canada's answer to USA Today) featured a nifty little article about the | |
| IF community, including sound bites from Scott Adams, Stephen Granade, | |
| and yours truly. The Times piece is only available via purchase now, and | |
| because of the delays in getting this issue out, the Post piece is no | |
| longer online either. However, there is a copy of it archived on Google | |
| Groups at: | |
| http://groups-beta.google.com/group/rec.games.int-fiction/msg/7892daf66fb15fc1 | |
| EVERYBODY'S GOT SOMETHING TO HIDE EXCEPT FOR ME AND MY WIKI | |
| David Cornelson and David Welbourn's latest contribution to the IF | |
| community is the wonderful IF Wiki at http://www.ifwiki.org. This site | |
| contains loads of useful information about the people, events, and | |
| creations of the IF community, and because it's a Wiki, you can make | |
| your own contribution to it. For a brand new site, it's got a terrific | |
| wealth of information -- I highly recommend the current events page. | |
| ROLL UP FOR THE MAGICAL MYSTERY HOUSE | |
| In 1980 Ken and Roberta Williams (through their company, On-Line | |
| Systems, soon to become Sierra On-Line) released Mystery House, the | |
| first text-and-graphics interactive fiction game. In 1987, Sierra | |
| released Mystery House into the public domain. Now, a cadre (sorry) of | |
| authors has moved into the Mystery House and taken it over, each | |
| refashioning the game to a new purpose. They call themselves the Mystery | |
| House Taken Over Occupation Force, and they make their headquarters at | |
| http://turbulence.org/Works/mystery/. The Force includes such IF | |
| notables as Adam Cadre, Nick Montfort, Yoon Ha Lee, Michael Gentry, Dan | |
| Shiovitz, and Emily Short. They've even created an occupation kit so | |
| that you can join the Force too! Check it out! | |
| HELP! | |
| Look at the top of this issue. See there, right under where it says | |
| "reviews in this issue"? See how there are only four games reviewed | |
| there? (Okay, one was reviewed twice, but still...) That's a pretty | |
| meager showing. SPAG continues to rely on your contributions to remain | |
| alive, so review some games for me, people! I feel like a bit of a | |
| hypocrite complaining about this when I can't even manage to get the | |
| issue out on time, but without contributions, there's no SPAG at all, | |
| even a late one. If you're looking for inspiration on what to review, | |
| try one of these: | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. Dead Reckoning (Nick Montfort's translation of Olvido Mortal) | |
| 2. The Dreamhold | |
| 3. The Fire Tower | |
| 4. Future Boy! | |
| 5. The Great Machine: A Fragment | |
| 6. Guild Of Thieves | |
| 7. Lost Kingdom | |
| 8. Mystery House Taken Over games (any, some, or all!) | |
| 9. Spring Thing games (any, some, or all!) | |
| 10. Wumpus 2000 | |
| THE SPAG INTERVIEW--------------------------------------------------------- | |
| For quite a while now, I've been interested in doing SPAG interviews | |
| with members of IF communities whose primary language isn't English. | |
| Aside from the usual time and priority constraints, the main obstacle to | |
| this goal has always been the language barrier. English is the only | |
| language in which I am fluent, and while some of my potential interview | |
| subjects have a pretty good grasp on English, I still felt that an | |
| all-English interview would lack some of the depth that I try for in | |
| this feature. It was ifMUD that came to my rescue. Within that friendly | |
| community, I found some multilingual people who offered their services | |
| in translating my questions and the respondents' answers. So, with a | |
| thousand thanks to Vika Zafrin (Italian translator) and H. Helfgott | |
| (Spanish translator), I'm proud to present the following interviews with | |
| Roberto Grassi of the Italian IF community and Ruben "Urbatain" Nieto of | |
| the Spanish IF community. | |
| =-=-=-=-=-=-=-=- | |
| Roberto Grassi, translated by Vika Zafrin | |
| -=-=-=-=-=-=-=-= | |
| SPAG: Hey, Roberto. | |
| RG: Hi Paul. Before responding to your questions I'd like to thank you | |
| for giving me the opportunity of being interviewed in the name of the | |
| Italian community. It's a big honor for me. | |
| SPAG: It's my pleasure. Thanks for agreeing to be interviewed. Before | |
| we get into the Italian IF community at large, could you tell us a | |
| little about yourself? Who are you, what do you do for a living, and | |
| so forth? | |
| RG: My name is Roberto Grassi, I work as a Project Manager for an | |
| Internet service provider. In March I will turn 35 years old. I have | |
| been happily married for almost four years now to Paola (who is | |
| adorable, and allows me to dedicate myself to IF when I can). We have a | |
| son named Cesare, who turned one in January (he, unlike Paola, does not | |
| allow me to dedicate myself to IF when I can... :D). | |
| On to the Italian IF community. It's rather small. There are about ten | |
| active authors, and every year an average of about 6-7 games are | |
| written. There is a Usenet newsgroup | |
| (news://it.comp.giochi.avventure.testuali) and every year there are two | |
| competitions. One is for IF situated in only one location (One Room Game | |
| Comp - http://www.avventuretestuali.com/orgc/orgc2005_eng.html) and | |
| another one for the best game of the year. There's a directory of all | |
| the Italian games (http://www.ifitalia.info), and we publish a fanzine | |
| on interactive fiction called Terra d'IF (IF World, | |
| http://www.robertograssi.net/at/terradif.asp, but soon it will move to | |
| its own site, http://www.terradif.net). | |
| Just a few days ago was born the first Italian software firm | |
| specializing in writing IF games. It's called Mondi Confinanti | |
| (Bordering Worlds, http://www.terradif.net/mondiconfinanti). We hope to | |
| do something good enough to be appreciated by foreign players as well. | |
| SPAG: What is your role in that community? | |
| RG: I'll start by saying that you can find all the things I talk about | |
| on my IF site (http://www.robertograssi.net/at). My "main" role is that | |
| of editor-in-chief of the Terra d'IF fanzine. It is published four times | |
| a year and keeps me quite busy, but I have the support of a great | |
| editing team. | |
| As for writing games, I wrote one in 2003 and have finished two more | |
| games in 2004, one of which, "The Last Hour," is in English. | |
| (http://www.robertograssi.net/at/mieat.asp) | |
| In 2005, I've decided to get serious about things. For this reason I've | |
| sought collaborators, and we've founded "Mondi Confinanti," upon which I | |
| rest big hopes. I contribute as the writer of stories, of dialogue and | |
| of music. The first game we will release in English is Beyond; we're | |
| working hard on it these days. | |
| From this year on I've decided to take on organizing the LoTech Comp, | |
| which was held in 2001 by Mark Silcox, but then abandoned. Since I've | |
| always loved the CYOA genre, I thought that it would be a shame to let | |
| this game genre fall into oblivion. | |
| (http://www.robertograssi.net/at/lotech) | |
| Finally, I'm the promoter of the "From Hell" project, whose aim is to | |
| find the old 80s adventures in English and translate them into Italian | |
| using the new authoring programs | |
| (http://www.robertograssi.net/at/fromhell.asp). This would accomplish | |
| two goals at once. Those who write will learn to use the applications | |
| and don't have to worry about the story. Those who play will have the | |
| opportunity to play games from the past that perhaps merit attention. | |
| SPAG: Can you give us a little history of IF in Italian? What were | |
| its beginnings, and what have been some important milestones in its | |
| development? | |
| RG: Italian IF has a definite starting point. It was in 1982, when | |
| Enrico Colombini published "Avventura nel castello" (Castle Adventure), | |
| rightly considered a classic of its genre, very very playable. Later | |
| Colombini wrote, in collaboration with his wife Chiara Tovena, four more | |
| text adventures that are still played now. (Colombini's site is at | |
| http://www.erix.it.) The adventures quickly became a commercial and | |
| critical sensation. At this point it is necessary to mention Bonaventura | |
| di Bello, who wrote adventures for the magazines published back then for | |
| the Spectrum and for Commodore 64. In any case, we have a dedicated site | |
| run by Giovanni Riccardi, that tries to gather and make available the | |
| games and the magazines in PDF. (http://www.progettolazzaro.org) | |
| Through the 90s, like in the rest of the world, interest in text | |
| adventures began to diminish here, in part because of their poor | |
| salability; the Italian scene became mostly "silent." | |
| But IF lovers have stayed in contact anyway and, thanks to the Internet | |
| and to newsgroups, the scene never totally died. The release of Inform | |
| and its Italian libraries has reinvigorated the genre, and now there are | |
| a few passionate souls who are starting to write games again. | |
| SPAG: What tools do authors use to create IF in Italian? I know | |
| there's a Italian Inform library -- what other resources are out | |
| there for Italian-speaking IF authors? | |
| RG: Inform is the reference platform [the one used most commonly]. The | |
| Italian libraries have been written and are being maintained by Giovanni | |
| Riccardi (http://www.inform-italia.org). Besides Inform there are two | |
| applications written by two Italian authors: M.A.C. by Paolo Lucchesi | |
| and Modulo Base by Enrico Colombine. The use of these tools, however, | |
| has been diminishing in favor of Inform. | |
| Recently I released ITDrift, which allows people to write games in | |
| Italian using Adrift, although they have not yet been used. I'll | |
| probably do it myself, when I have time. In addition, Alan and Hugo will | |
| also get Italian libraries written for them as soon as possible. | |
| There's also another application called IDRA, also written by Enrico | |
| Colombine, which allows one to write CYOAs playable on the web, but as | |
| far as I know it isn't being used. | |
| Besides the applications, we are proud to say that a product written by | |
| an Italian has received great reviews in the IF world. I'm talking about | |
| JIF (http://slade.altervista.org/jif), written by Alessandro Schillaci. | |
| It's a great Inform editor written in Java and is, most probably, the | |
| best 'dedicated' Inform editor you can find right now. In addition, it | |
| is continually being updated and supported. It's received very positive | |
| feedback, especially from the Spanish community; and this of course | |
| cannot help making us happy. | |
| Nevertheless, I'd say that IF's main problem in Italy is the scarcity | |
| both of authors and of players. This brings with it a series of | |
| interrelated problems that threaten to discourage the people who are | |
| interested in this genre. | |
| SPAG: What games would you recommend for someone fluent in Italian? | |
| What about someone who had less experience with the language but | |
| wanted to use IF as a learning or practice tool? | |
| RG: In regards to your first question, I'd definitely suggest what I | |
| believe are the two best Italian IF games written to date: "La Pietra | |
| della Luna" (The Moon Rock) by Paolo Lucchesi and "Kazan" by Francesco | |
| Cordella. | |
| As for the second question, I'd say that any game would do. | |
| In any case, if someone wants to play Italian games, they can certainly | |
| post to our newsgroup or contact me directly. We'd be happy to give the | |
| best advice we can. | |
| =-=-=-=-=-=-=-=- | |
| Ruben Nieto, aka "Urbatain", translated by H. Helfgott | |
| -=-=-=-=-=-=-=-= | |
| SPAG: Before we speak of the Spanish interactive-fiction community in | |
| general, could you tell us something about yourself? Who are you, how | |
| do you earn a living, etc.? | |
| U: Why, my full name is Ruben Alberto Aguilera Nieto, I am a Spaniard | |
| from Andalusia, and, as Emily Short well put it, I am the kind of person | |
| who lets himself be carried away by his hobbies to such an extent as to | |
| leave behind real life (or such parts of real life as are supposed to be | |
| truly important), with the difference that I am not able to put in the | |
| titanic effort necessary to nevertheless fulfill my obligations in real | |
| life. So, well... I am a failed computer-science student who formed a | |
| family and can barely subsist from one job to another, all involving | |
| hard physical labour. Currently, I clean anything whatsoever for a | |
| general cleaning agency: windows, floors, office buildings, hotels... | |
| The only good thing about such jobs is that they leave you almost the | |
| entire afternoon free for programming, reading and playing adventures or | |
| commercial games, and thus I am able to maintain on a par my cultural | |
| level with my physical brutalization. Otherwise -- I am still trying to | |
| continue my studies of computer science by means of the UNED (the | |
| national Spanish distance-learning university). I do have the feeling, | |
| fortunately, that I've succeeded: ever since I was small, I have always | |
| wanted to program computer games, and that is what I do programming | |
| adventures, no? | |
| SPAG: What is your role in the Spanish interactive-fiction community? | |
| U: One might say I am a rather irritating guru to whom nobody listens, | |
| for he speaks so loudly as to be nearly unbearable. My problem is that | |
| design is my thing. I relish philosophizing on games, and also | |
| beta-testing, and solving programmers' design problems; since, as I | |
| said, it is difficult to curb my enthusiasms, I can almost become more | |
| involved in other people's projects than they themselves. There is | |
| evidently a problem in the difference in motivation between others and | |
| myself; conflicts arise. Thus I have acquired the name of guru or | |
| luminary: critical, egocentric, monopolizing, and a bit of a bastard. | |
| It's been four or five years since I came into the Spanish adventure | |
| community. Since then, I have written a few experimental adventures, of | |
| which only one could be considered a short story in the | |
| interactive-fiction genre. I edited the fanzine SPAC for about a year. | |
| SPAC was initially an unauthorized translation of SPAG, and then went on | |
| to consist largely of original Spanish texts, with a few authorized | |
| translations appearing from time to time. After a while, I got married, | |
| and had the good sense to pass my post onto Dhan, who has taken the | |
| fanzine to its apogee, at least in terms of quality. My contributions to | |
| SPAC are now in the order of commentaries on games, technical or | |
| theoretical articles, interviews, and the occasional translation. I also | |
| organize, and have long organized, competitions and prizes for adventure | |
| writers. This I do by means of yearly threats: "Either one of you will | |
| take care of the competition, or I will do so myself (with all that that | |
| implies)!". | |
| One could also say that I am a guru of informATE! (the Spanish version | |
| of Inform) and, even more so, of Glulx, quite simply because it always | |
| complicated my life, or my adventure-writing, rather; I always try to | |
| push adventure technology a little further. So far, in Glulx, I have | |
| programmed frames, sound, graphics, mouse events... Perhaps all of this | |
| seems rather elementary to you, but in my community such things are not | |
| yet considered to be quite trivia. It is always hard to be the first in | |
| anything, and to have nobody of the same language with whom one can | |
| consult. In such a situation, I always resort to RAIF or to Adam Cadre, | |
| but not always with much success, as I do not know English well enough | |
| to make myself sufficiently understood. | |
| I always keep an eye on your community, and play the top-ranked games | |
| from the IFComp and the XYZZY awards every year; then, of course, I | |
| write reviews of them for SPAC. | |
| I will now give you a brief run of my works, in part because you are not | |
| asking, and in part because I have some interest in possible bilingual | |
| collaborations. My adventures are: | |
| "Astral": My first official release, written in Visual Sintac. VS is an | |
| adventure development system which, being based on Visual Basic, has a | |
| structured language and a fantastic IDE; unfortunately it cannot compete | |
| with Inform & company. "Astral" is, well, about zombies... it is a kind | |
| of dream-like kill-the-zombies-with-an-iron-bar arcade game endowed with | |
| impact localization. I suppose you could call its fighting system | |
| simulationist, since the damage given depends on the size, weight and | |
| bluntness of the objects used; thus, one can fight using a chair or a | |
| sword, or one's bare hands, for that matter -- no special object class | |
| called "weapon" is defined. Towards the end, "Astral" offers something | |
| other than killing and gore; it has the doubtful privilege of having | |
| what must be the longest literary ending -- where by "literary" I mean | |
| "devoid of interactivity" -- in the history of adventures. So, "this is | |
| longer than the end of Astral" has become a common-place. This has | |
| taught me not to go to too great a length when writing an ending. | |
| "Aventurero en el Sega Park": This is a joke based on a script that won | |
| what might be called, well, a script contest, I suppose. It is about an | |
| adventurer that arrives at an amusement arcade full of children playing | |
| at the machines. The objective is to make amends for the failure of | |
| commercial adventures... | |
| "Por la Necedad Humana" ("Because of Human Folly"): This is a | |
| vanguardist experiment involving sounds that can propagate across rooms | |
| (MelHython's sound library). It is based on a story by a colleague of | |
| mine who goes by the name "Undeath". It may be the first fully | |
| non-interactive adventure... sigh. Well -- the main character is an | |
| alien entity invited to witness the last moments in the life of a family | |
| in Hiroshima a few minutes before the fall of the nuclear bomb. The | |
| point of the matter is to look at the scene from various standpoints and | |
| see how the NPCs interact. After a while, I realized that the | |
| interesting thing would have been to let the player enter the role of a | |
| member of the family. It doesn't matter -- I won a contest with this | |
| experiment. | |
| "La Jugueteria de Mago Zacarias" ("The Toyshop of Zachary the Wizard"): | |
| This is a remake of Graham Nelson's "Toyshop". It was an experiment in | |
| developing a hint system that would teach a complete newcomer how to | |
| play -- a system with graphics, sound effects, music... a great deal | |
| like what Zarf has done, but rather simpler, and oriented towards | |
| children, evidently. | |
| "El Extra�o Caso de Randolph Dwight" ("The Curious Incident of Randolph | |
| Dwight"): This is the one that has had the most success -- and the one | |
| that might be considered a serious interactive fiction story. It is | |
| based on another mystery tale by the colleague I mentioned. In this case | |
| I try out a new movement system that eliminates the cardinal points and | |
| allows the player to approach specific objects, obtaining descriptions | |
| whose detail depends on his position. Darkness is implemented in a way | |
| appropriate to the plot. The player character moves from room to room by | |
| means of what I call "stage-doors": the player must use terms such as | |
| "go through the corridor door", "go outside", "enter the hall" -- no | |
| north, west, east or south. I, for one, recommend this game. | |
| Finally, "Dracula, la Primera Noche" ("Dracula, the First Night"): A | |
| remake of Rod Pike's excellent game from the 80's. It is bilingual, but | |
| I have not yet released the English version. In this, I feel I may have | |
| failed a beta tester who helped me greatly -- Yagram Borum; what happens | |
| is that I have not yet remade the final screen, and I would not want to | |
| release the game in the IF archive without it. | |
| All of this can be found on my web-page: | |
| http://usuarios.lycos.es/Urbatain/ | |
| As you can see, only the first adventure is completely mine -- | |
| everything else is either an adaptation or a remake of some sort... I am | |
| a Stanley Kubrick of adventure... fortunately, I do have things of my | |
| own to tell -- it is just that the time has not yet come, and now I am | |
| involved in the second part of Dracula... well... I am already somewhat | |
| tired of implementing others' ideas... Moreover, I always try to carry | |
| out experiments or innovate in one way or the other... what I truly seek | |
| is the use of complex world models derived from simulationism, which... | |
| in my view, gives an enriched fictional experience. Why, it seems I have | |
| ended up on the same wavelength as Emily. | |
| As I said, I always have an eye set on the world IF community, but the | |
| level of my English keeps me from being able to participate as I would | |
| like to -- let alone write an adventure in English without firm support | |
| from over there. Something similar happened to Andr�s Viedma, who wrote | |
| Shattered Memory, later rewritten as Dead Reckoning by Nick Monfort. | |
| Incidentally, Nick, I think it would be a good idea to revive the IF | |
| translation web-page by means of an online forum or mailing list where | |
| we would be able to help each other directly without assuming the | |
| responsibility of translating a complete adventure. Returning to my set | |
| eye -- I am planning an adaptation Genesis's conceptual disc "The Lamb | |
| Lies Down On Broadway", and I would like to make it bilingual, just like | |
| Dracula -- first, I will wait to obtain permission from Genesis, though. | |
| Also -- I am translating the IF Theory Book, little by little and with | |
| some help. For now, Crimenes Contra Mimesis is ready, and, if the author | |
| grants permission, it will be published in SPAC. I am finishing a | |
| translation of the Designer's Manual -- our InformATE! guru, Zak, is | |
| presently absorbed by reality, and the rest of us must complete his | |
| work, little by little. | |
| SPAG: Can you give us a little history of IF in Spanish? What were | |
| its beginnings, and what have been some important milestones in its | |
| development? | |
| U: The first Spanish adventure was Yength, released by Dinamic in 1984. | |
| It had graphics, a ridiculous parser, and a non-existent plot and | |
| script. Little fandom could come from there, but Spectrum magazines and | |
| their ilk talked about a certain Hobbit, and, after a while, some folks | |
| got some not very legal copies of that game. Now, that did dazzle the | |
| multitudes. Also, at that time, some theoretical-practical-didactic | |
| manuals were very popular -- I am thinking of "Spectrum Adventures", by | |
| Tony Bridge and Roy Carnell. Reading that book on adventures, I | |
| discovered I loved them -- it spoke of Adventure, Dungeon Adventure, The | |
| Hobbit, Wumpus, Transylvanian Tower, Velnor's Lair -- unfortunately I | |
| could never play them... until time passed, I got pirated copies of | |
| some, and, later, in the 90's, I came across the Internet and finally | |
| got all the games that I had long yearned for. There were many cases | |
| like my own -- cases of distant admiration, for there was nothing to | |
| play. | |
| Oh -- Dinamic changed name to "Aventuras Dinamic" and developed new | |
| adventures -- among them El Quijote [Quixote] and Los Pajaros de Bangkok | |
| [The Birds of Bangkok]. These adventures generally had great success, | |
| and, thanks to the sections dedicated to the genre by Microhobby and | |
| other computer game magazines, adventures acquired a respectably-sized | |
| public. | |
| In 1988, Dinamic decided to separate Aventuras Dinamic from its main | |
| line, but went on producing and distributing the adventures of the new | |
| company -- "Aventuras AD", where AD stands for "Aventuras Dinamic". | |
| Aventuras AD released the most important commercial adventures in | |
| Spanish: La Aventura Original (a version of Adventure) and Cozumel. | |
| This, together with the commercialization of Tim Gilbert's PAW and the | |
| creation of two mail fanzines, spurred a great growth in fandom and the | |
| writing of hundreds of amateur adventures, which have kept Spanish | |
| adventure alive to our days. | |
| I do not know whether it was an idea of Dinamic's or of "Aventuras | |
| AD"'s, but a new commercial name was introduced to "reinvent the genre"; | |
| much like Infocom used "Interactive Fiction", AD sold its games under | |
| the name "Aventuras Conversacionales" - the player enters a conversation | |
| with the computer. Thus, the Spanish adventure community speaks of | |
| "Aventuras Conversacionales" or AC. As of late, given the evident | |
| influence of the IF community on some of our members and the popularity | |
| of new tendencies for adventures and games that go beyond puzzles -- | |
| games that are more literary and less game-like than before -- | |
| tendencies that have been led, in Spanish, by Photopia, thanks to Zak's | |
| translation, some diverge on the matter of the name of the genre, and | |
| follow the American habit of distinguishing between text games and | |
| interactive fiction. Still, the weight of history -- the weight that is, | |
| in your case, Infocom -- will always tell us that what we deal with are | |
| Aventuras Conversacionales. | |
| Returning to a previous paragraph -- the era of fanzines was very | |
| important; it was the germ of what we are now on the Internet. The | |
| eldest adventurers, or "mummies", as we call each other with some | |
| endearment, know one another from the times when we read what we wrote | |
| in the old paper fanzines. There were problems - the AC community was | |
| divided into two mutually exclusive groups associated to the two main | |
| fanzines (CAAD and ZFZ), thanks to a stupid, absurd and egocentric | |
| dispute between the "leaders" of the two. Things got to a point where | |
| the two groups almost censored each other: if a game was published under | |
| the aegis of one of them, the subscribers to the other one didn't even | |
| catch the smell of it. Oh well... those were sad times, which we | |
| nonetheless call the golden age of Spanish adventure. | |
| Then came the waning of 8-bittery, and all went to the dustbin -- | |
| Spectrum games, adventures, magazines, fanzines, all of it. Thank God, | |
| then came the Internet, which united us more than ever and revitalized | |
| the genre. The most important Spanish-adventure website (CAAD: | |
| http://caad.mine.hu/) was founded in 1997. | |
| Returning to an even more previous paragraph -- on magazines, on | |
| Microhobby, which had a section dedicated to adventures (again, AC, here | |
| in the land of the bulls). The main influence on us, and our sole | |
| information source, came from that magazine, meaning, of course, the | |
| author of those articles: Andr�s R. Samudio. In turn, he, who for us was | |
| a guru of adventures, was influenced by English adventure, by which I | |
| mean adventures from England. Level 9 adventures were the best in the | |
| history of ACs, in our view; of Infocom we heard only sporadically and | |
| on the side, and it is only through your IF community that we have | |
| learnt about their vital importance. I would like to emphasize this: the | |
| main influence on world adventure, as reflected in the IF community, is | |
| American, while, historically, the main influence on the Spanish | |
| community has been British. | |
| Evidently, the main current influence on the AC community is yours, the | |
| IF community's, and so we drink from your well -- from the short | |
| adventure competitions, from the experimental competitions -- from the | |
| new tendencies towards IF with fewer puzzles and more story, from the | |
| formalization of the genre -- we have also started out on our own path | |
| towards the academic world, as Nick Montfort has done. One could say we | |
| are almost at the same stage as you are, or perhaps a few steps before, | |
| saving the enormous differences. It is absurd to compare... last year, | |
| our community wrote 16 games -- how many did you write last year? In the | |
| IF Comp alone there were thirty-six. On one side, we have the efforts of | |
| only one country, aided by three or four South American friends; on the | |
| other side -- the rest of the world. | |
| SPAG: What tools do authors use to create IF in Spanish? I know | |
| there's a Spanish Inform library -- what other resources are out | |
| there for Spanish-speaking IF authors? | |
| U: InformATE! is an odd translation of Inform, in so far as the grammar, | |
| actions and library identifiers are all translated; it is the adventure | |
| system used by the majority. Besides, there are Visual Sintac, which has | |
| a visual IDE and where programming goes much as in Visual Basic, and | |
| Superglus, a PAW-like that compiles to Glulx, and is winning followers | |
| at a speedy rate -- it must be the second most popular system; other | |
| than that, there is nothing much worth mentioning -- as I do not think | |
| obsolete ancient systems would be worth mentioning here. As far as | |
| support materials are concerned, there is JIF in Spanish (thank you, | |
| Alessandro!) and additional libraries, documentation, tutorials, etc. | |
| A paradox arises from InformATE!, in that, since it is a translation of | |
| the entire Inform library, it is automatically incompatible with the | |
| Inform library and its expansion libraries. So, whenever a new version | |
| of Inform is released, we do not know whether to rejoice or get | |
| depressed. What is certain is that we have taken our own path and now | |
| can only work towards the stability of what we do have. | |
| I was forgetting AGE, an system for the creation of adventures and MUDs | |
| in JAVA -- it is still in the alpha stage. As far as the future is | |
| concerned, I can glimpse translations of TADS 3 and Hugo... but it is | |
| certain that a few years will pass before we obtain anything stable | |
| along these lines. | |
| SPAG: What games would you recommend for someone fluent in Spanish? | |
| What about someone who had less experience with the language but | |
| wanted to use IF as a learning or practice tool? | |
| U: I do not believe there is any Spanish game oriented towards teaching | |
| the Spanish language to a foreigner. I can only recommend what to me are | |
| the best games -- games that anyone with a mind sufficiently open to | |
| wish to expand his interactive experience to other countries and | |
| cultures should try. | |
| Take my case -- almost all the English I know is due to adventures from | |
| England. Somebody who knows some Spanish and wants to learn more ought | |
| to try to see whether a game's vocabulary fits well his or her | |
| knowledge. I do something similar myself -- some of your adventures are | |
| textually too dense for somebody who is not a native speaker. | |
| The adventures that, in my opinion, are indispensable for understanding | |
| the history and evolution of the AC community are the following: | |
| * Cozumel, which belongs to the series of Ci-Hu-Tan, Cozumel, Templos | |
| Sagrados [Sacred Temples] and Chichen Itza. | |
| * The Ring, where the main character is a dragon transmogrified into a | |
| ring. | |
| * Eudoxio, a classic adventure with swords and magic. | |
| * El Libro que se Aburria [The Book that was Bored], a tale that teaches | |
| the user how to play adventures (thanks perhaps in part to its easy | |
| vocabulary). | |
| * Del Otro Lado [From the Other Side], a brief adventure with a | |
| transition between two main characters, much like Earth and Sky 3, with | |
| the difference that it takes place in a medieval and oriental world. | |
| * Casi Muerto [Almost Dead], in one room, with an alien language to be | |
| understood. | |
| * La Sentencia, which is The Pit and the Pendulum, by Edgar Allan Poe. | |
| * Olvido Mortal [Fatal Forgetfulness], which you know as Dead Reckoning. | |
| * El Extra�o caso de Randolph Dwight, this one by me, a mystery a la | |
| Poe. | |
| * El Archipielago, a clear example of the introduction of literary | |
| stories perfectly integrated into a classic adventure game. | |
| And, of course, you can always try out and compare the translations with | |
| the originals: Fotopia with Photopia, El Despertar with The Awakening, | |
| I-0 with I-0, Aventura Original with Adventure, and La Intrepida Noche | |
| del Osito with A Bear's Night Out. | |
| 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. | |
| VERSION: Release 23 | |
| When submitting reviews: Try to fill in as much of this info as you can. | |
| Authors may not review their own games. | |
| REVIEWS ------------------------------------------------------------------- | |
| From: Mike Snyder | |
| TITLE: The Golden French Fry | |
| AUTHOR: Paul Panks | |
| EMAIL: dunric SP@G yahoo.com | |
| DATE: November 2004 | |
| PARSER: Custom (simple) | |
| SUPPORTS: MSDOS | |
| AVAILABILITY: Freeware -- IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/pc/frefry.zip | |
| VERSION: 1.26 | |
| In "The Golden French Fry" (an MSDOS-based BASIC game including source | |
| code with the executable) you are a slacker, a stoner, a lazy moocher | |
| left home alone while your parents are gone for the weekend. The PC's | |
| personality is described well enough in the introduction: "You're a drop | |
| out junkie, and it's gonna stay that way, yo!" To make things more | |
| interesting, your mother mentioned that a dragon lurks in the basement. | |
| Fortunately, the single re-spawning french fry is your ticket to this | |
| strange new world (which is somehow the basement). | |
| I was a beta tester for earlier versions of this game. It has improved | |
| in this revision, and the original was already more playable than Paul's | |
| recent Comp 04 entry (Ninja v1.30). I have written additional bug-notes | |
| to send to Paul, but I'll skip most of that for the purposes of this | |
| review. | |
| In short, version 1.26 is still buggy. Some of it is just the inevitable | |
| result of building a quickly-made parser from scratch. Attempting to | |
| climb anything, whether it exists or not, will result in a message | |
| saying that it wouldn't be safe. Birds chirp in several areas -- it | |
| would be nice if "listen to birds" would work, but at a minimum, | |
| "listen" would be a good verb to understand in general. I still noticed | |
| a few typos, but nothing to detract too much from the game. An update | |
| will probably address these and several other things I found while | |
| playing this version. | |
| The larger problem is that the game is just too rigid with what it can | |
| understand. The verb "use" is implemented, but it's not always logical. | |
| An alternate solution to the endgame battle requires you to "use" a | |
| certain object. However, using it will actually "throw" it, even though | |
| "throw" doesn't work as an alternative. In another example, you can't | |
| "give" the troll what he wants -- you simply attempt to go south with | |
| the item in your inventory, and the action takes care of itself. While | |
| that's a nice shortcut, it's also not an intuitive one. If a troll asks | |
| for something, I haven't previously been able to pass him, and now I | |
| have what he wants, my first instinct will be to "give" this thing to | |
| him. I tried a few variations before I found that walking "south" was | |
| the solution. | |
| Paul has implemented a few shortcuts, though. The "x" verb works for | |
| "examine." The "l" verb works for "look" (although "l object" does not). | |
| Version 1.26 introduces a "save" feature, for which I was very thankful. | |
| The "undo" command isn't supported, except in one spot (and then, it's | |
| automatic as a friendly means of avoiding death). I don't mind RPG | |
| elements in a game, but the battles generally take just a couple of hits | |
| to finish (and when longer, it's not really clear what's going on -- you | |
| can massacre a creature shortly before it massacres you). The extra hit | |
| points and "wimpy" mode (run when HP gets low) makes it more playable | |
| for those with a dislike for RPG-style fighting. Usage of colored text | |
| in Interactive Fiction may annoy some, but I found it useful and | |
| appropriate. | |
| All bugs and parsing restrictions aside (the game is playable -- just | |
| not as easily as typical "standard" works), I'm disappointed in the | |
| story and the consistency. Paul did add more to the intro, referencing | |
| the PC's state of inebriation as a clue to why nothing really seems to | |
| make sense. Still, it just isn't enough. If I'm going to see dragons and | |
| trolls and werewolves, a nice twist would have been to reveal what these | |
| things really are at some point, a la Don Quixote -- not just what the | |
| PC believes them to be. As it is, I can't tell if much thought went into | |
| the story. It seems that Paul decided to make a short puzzle game with | |
| various random elements, connected only by the fact that they seem to | |
| reside in the same pseudo-fantasy world. With more thought given to the | |
| story, it might have worked. Instead, "The Golden French Fry" offers | |
| very little to make it memorable, or to separate it from other similar | |
| games. | |
| I mentioned consistency as well. From the beginning, I'm an unmotivated | |
| slacker -- yet I proceed on a quest that involves much walking, | |
| climbing, fighting, and personal peril. I'm able to kill an owl | |
| protecting her egg (in order to take the egg), and the PC offers no | |
| remorse. However, slaying the dragon leads to some brief but personal | |
| soul-searching. A map of the area (not a bad idea) is shown on the wall | |
| of a shed -- but it's written from the author's point of view (with | |
| rooms named and numbered). Shouldn't it appear as if drawn by an in-game | |
| map-maker? | |
| Paul Panks might just be the Ed Wood of Interactive Fiction. He's | |
| motivated and relentless in his efforts, and his enthusiasm is never | |
| deterred by criticism. But, like the director of such duds as "Bride of | |
| the Monster" and the unforgivable "Plan 9 From Outer Space", Paul seems | |
| unable or unwilling to consider compromising his design decisions -- | |
| even though doing so might improve his work and help him grow as an IF | |
| author. | |
| "The Golden French Fry" is by no means unplayable, nor is it "bad" in a | |
| memorable way. As of version 1.26, it's still rough -- but it's getting | |
| better. Paul has been very willing to act upon the suggestions sent | |
| after each of my play-throughs. It could be a much better game if given | |
| a more meaningful, cohesive storyline -- and if the parser had not been | |
| tacked together from scratch. What's most interesting (and | |
| disappointing) is that Paul Panks isn't new to Interactive Fiction. He's | |
| no beginner, yet the game kind of feels like someone's first effort. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Eric Woods | |
| TITLE: Isle of the Cult | |
| AUTHOR: Rune Berg | |
| EMAIL: runeberg SP@G online.no | |
| DATE: Dec. 23, 2004 | |
| PARSER: TADS | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/tads/islecult.gam | |
| VERSION: 1 | |
| Isle of the Cult is the first work from Rune Berg, and I didn't discover | |
| this until after I had completed the game. I went looking for other | |
| games and was disappointed to find that there were none. We don't | |
| usually find such good games as an initial attempt by authors. I am very | |
| hopeful that he will give us another game in the near future. | |
| You play a thief who gets boated to an island that doesn't seem to have | |
| been inhabited for some time. You have been sent by the Guild, though | |
| thanks to seawater smudging your letter, you don't really have much idea | |
| of what you are supposed to do. What's more, you forget all your | |
| supplies in the boat that departs as the game starts. Let's go | |
| exploring. | |
| The setting is very good in this game, allowing for some oddities of a | |
| ramshackle, fantasy, super-natural, genre game. The sense of desolation | |
| and ruin is done well in the village, and the jungle and beach settings | |
| are adequate if somewhat sparse and terse. Overall, I found the island | |
| and its structures and locations to be very believable. One thing I did | |
| notice, however, is that, even though the overbearing sense is that this | |
| place has been run from long ago, there is still the smell of baking | |
| bread in the bakery. Odd, but we allow some discrepancies for the sake | |
| of puzzles. And there are puzzles aplenty. | |
| This game is a puzzlefest from the good old fashioned days of IF. It is | |
| impossible to go through two locations without encountering a problem to | |
| overcome. Personally, I love puzzles in my IF games and the ones you'll | |
| encounter on the Isle are well done, sometimes clever, most always | |
| logically based, and satisfying when you complete them. I only found one | |
| that didn't seem very logical but this can be explained by the | |
| supernatural aspects of the game. With minimal trial and error, | |
| manipulation of the items in your inventory, and a little thought, an | |
| experienced gamer should get through everything. Though ultimately the | |
| game offers only one outcome, many puzzles can be tackled in various | |
| orders without affecting the ending. Your goal becomes apparent through | |
| basic exploration and puzzle solving. You'll know what to do even if | |
| you're not sure why you're doing it at the time. I also liked the fact | |
| that Berg puts in red herrings throughout the game that seem to be | |
| objects or locations that one would expect to find on the Isle. I think | |
| it detracts from a game when you know you'll have to do something with | |
| everything you find or get through every locked door you encounter. | |
| Somehow it makes a game more believable for me if some unimportant stuff | |
| is just lying around. | |
| Technically the game is extremely sound. I noticed two minor bugs but | |
| neither was critical to completing the game or even inconvenient for | |
| that matter. It should be noted that Berg doesn't allow for "brief" mode | |
| in this game which I would have preferred since I became quite familiar | |
| with the lay-out of the setting with the running around and returning to | |
| locations that the puzzles sometimes demanded. There is one point in the | |
| game, however, where the PC has to return to a distant spot on the | |
| island and Berg did a good job of realizing this and incorporating it | |
| into the text so that the player is automatically transported there and | |
| back without the trouble of typing commands. He also doesn't choose to | |
| use the search, look behind, under, etc. functions but lets you know | |
| this the first time you try it by telling you examine will work well | |
| enough. Things like that made the game play easy and smooth. | |
| The story itself is a bit vague. Honestly, I had to play through twice | |
| and do some thinking before I came up with the ultimate reason why I'm | |
| doing what I'm doing on the Isle, and it's still only a theory, based on | |
| some hints in the game. The beginning and ending text is fairly brief, | |
| so drawing concrete conclusions is difficult. Regardless, I found this | |
| game to be very enjoyable in the old school style of IF which I grew up | |
| playing and loving. Those who like and admire good puzzles will feel the | |
| same, I'm sure. Those who like more interaction with NPCs will be | |
| disappointed. There are no other people on the Isle, and once the | |
| boatman leaves you all you can interact with is a monkey and an animated | |
| creature. But for those of us who like to go on an adventure alone, I | |
| strongly recommend you take an afternoon or two and get to the Isle of | |
| the Cult. Hopefully Rune Berg will find another place to cart us off to | |
| in the future. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Jimmy Maher | |
| You are a new member of the local guild of thieves. To give you a chance | |
| to prove your worth, your guildmaster has loaded you into a boat and | |
| deposited you on a remote island as this game begins. Your assignment: | |
| to plunder everything you can get your hands on, then return to the | |
| jetty to meet the boat again and make your escape. | |
| IF old-timers will recognize this setup right away, for it comes from | |
| one of the beloved classics of the commercial era, Magnetic Scrolls' | |
| Guild of Thieves. Oddly enough, however, Rune Berg's new release Isle of | |
| the Cult has the exact same beginning, and is even structured in much | |
| the same way. Like Guild of Thieves, Isle of the Cult never pretends to | |
| be anything more or less than an unabashed puzzle-fest, with just enough | |
| of a stub of a plot to give the player a reason to solve its puzzles. I | |
| do not know if this is coincidence or deliberate homage. If homage it | |
| is, it is odd that no mention of its esteemed ancestor is made anywhere | |
| in the new game's text. | |
| Does Isle of the Cult measure up to its predecessor? The short answer is | |
| no, but the question is perhaps unfair. Taken on its own merits, Isle of | |
| the Cult is a solid and fairly satisfying piece of work, and a welcome | |
| debut effort from an obviously talented designer. | |
| A puzzle game like this must of course rise or fall on the basis of | |
| those puzzles, for there is very little else here. Luckily, this game | |
| largely succeeds. The puzzles are not particularly complex, difficult, | |
| or even imaginative, but they are mostly reasonable. The game is very | |
| solvable as long as the player reads carefully, examines everything, and | |
| uses the objects he finds in fairly common sense ways. Virtually | |
| everything revolves around the straightforward application of items from | |
| the gameworld. There are no elaborate logical setpieces, multi-stage | |
| puzzles, or research puzzles. In short, if this were a graphic adventure | |
| it would be Monkey Island (and not just for the similar subject matter) | |
| rather than Myst. | |
| That is not to say that Isle of the Cult is a trivially easy game. It | |
| started out that way for me, and I acquired the first 20 or so of 100 | |
| points with little thought or effort. However, there is quite a large | |
| area to explore by modern standards, and a fair number of objects to | |
| juggle. By the middle of the game, I found myself wandering over a large | |
| map liberally sprinkled with inaccessible areas and unsolved puzzles. | |
| The game is fairly linear in that there are generally only a few puzzles | |
| that can be solved at any one time, and the combinatorial explosion | |
| factor is significant. And a few puzzles do require some lateral | |
| thinking. The fact that the rest of the game is so straightforward | |
| actually makes these puzzles more difficult, because the player will | |
| likely not be expecting such an obscure solution. | |
| Still, I eventually solved the entire game on my own with no recourse to | |
| hints. While I am an experienced IF player, I am not always the best | |
| puzzle solver. On the old Infocom scale, I would grade this as a | |
| Standard level game. | |
| The TADS2 development system is designed by default to create | |
| traditional text adventures of this kind. Perhaps for this reason, Mr. | |
| Berg appears to have made few or no alterations to the parser and | |
| standard library. Playing this game confirms my perhaps controversial | |
| opinion that the standard TADS2 parser is not quite as robust and | |
| capable as the Inform parser. A fair number of common Inform verbs are | |
| unimplemented here, and it quickly becomes obvious that complex concepts | |
| are simply not possible to communicate to the game. | |
| That is not to say, however, that the parser ever presents a real | |
| problem. I quickly adapted to using only very simplistic commands, and | |
| the author never left me guessing for verbs or phrasing. On a few | |
| occasions, I was actually surprised when my commands led to the game | |
| doing something far beyond what I had intended. I solved one or two | |
| puzzles literally accidentally due to this. Still, I would prefer this | |
| situation to the alternative of struggling to get my point across. | |
| This philosophy of ease-of-use extends to all other areas of the game. | |
| While the game is old-school in form, all of the annoying aspects of | |
| that form have been removed. There are no mazes, time limits, inventory | |
| limits, hunger daemons, or sudden deaths to be found here. At one point, | |
| there is a fairly complex puzzle that the player will likely have to | |
| "solve" multiple times. After the player goes through the motions once | |
| and receives his score reward, the game automatically repeats the | |
| sequence for the player each time it is necessary, thus minimizing | |
| tedium. Such small kindnesses are commendable. | |
| The game's prose is serviceable, if (like everything else) subordinate | |
| to the puzzles. There are rarely more than a few sentences of | |
| description for any given location. Even the About text is unusually | |
| terse. Still, the prose is grammatically correct and clear, and makes up | |
| for in lucidity what it lacks in personality. | |
| This is one of the most well-tested games I have played in years. I | |
| found not a single bug, typo, or inappropriate response in a fair few | |
| hours of gameplay. | |
| Isle of the Cult, in spite of its considerable size, is not an ambitious | |
| game. It sticks to the tried and true, and there is nothing here that an | |
| experienced IF player won't have seen many times before. Yet the whole | |
| is executed with a care and polish that eludes many more daring efforts. | |
| If you are in the mood for a reasonably sizable old-school puzzlefest, | |
| this would make an excellent choice. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Laurence Moore | |
| TITLE: Paint!!! | |
| AUTHOR: David Whyld | |
| EMAIL: me SP@G dwhyld.plus.com | |
| DATE: 2004 | |
| PARSER: Standard | |
| SUPPORTS: Adrift | |
| AVAILABILITY: Free | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/adrift/Paint.taf | |
| VERSION: Release 1 | |
| Paint was originally intended for a one-room competition but that was | |
| aborted due to a lack of entries. In fact, only two games emerged: The | |
| Last Hour and Paint. You certainly couldn't find a bigger gap between | |
| the two. | |
| Initially, I thought that the one room concept would be impossible to | |
| work with (as a writer) and surely dull to play (as a player). Where is | |
| the fun in only describing events, characters and items in one room? | |
| Where is the fun in not being immersed in hundreds of locations? Well, | |
| To Hell In A Hamper, another one-room Adrift game, certainly showed the | |
| quality that can be produced in a one room adventure. With Paint, I feel | |
| there is a healthy second to such a benchmark classic. | |
| The premise of the story is typical of David Whyld material. If you're | |
| unfamiliar with his prolific work (and by prolific, I really do mean | |
| prolific, with 30 titles penned using Adrift) then you'll find the vein | |
| of comedy and silliness at its core. Personally, I don't really get | |
| comedy in IF. It takes quite a lot to raise a smile or even draw forward | |
| a laugh. So, for this game to have the money shot, it's definitely quite | |
| special. | |
| You are in charge of a crew of dozy painters who have to paint an | |
| office. Yep, that's it. Sounds simple, right? | |
| Of course not -- this is IF. As with other Whyld outings, we have an | |
| array of traditional text adventure puzzles from the sublime to the | |
| downright silly. This is tongue-in-cheek stuff and, unlike in some | |
| games, it really works here. I think that is because the initial | |
| scenario is plausible, credible and easy to imagine. It's madcap | |
| nonsense and all the better for it. | |
| From the start, and don't even try to pronounce your client's surname, I | |
| enjoyed having a nosy around the office, looking out the window and then | |
| telling my crew to snap to it with the work. All seemed sane until a | |
| meteor crashed through the roof...oh, yes, it's that kind of game. | |
| Interacting with your crew is vital in solving this game. They hold | |
| items you require and answers that you need. Other characters also pop | |
| in, including your client and a rather interesting female secretary. | |
| I won't give too much away but you'll encounter the meteor very quickly. | |
| From that point on it's one loony encounter after the other. I enjoyed | |
| the game. The witch doctor was my favourite encounter en route to | |
| completion. This is a tough game, but enjoyable, with enough clues -- | |
| some subtle, some less. I came across no bugs or parse errors. | |
| A fun outing! | |
| 8/10 | |
| Recommended. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| [NOTE: This review contains a spoiler, but what it spoils is an action | |
| that makes the game unwinnable without warning. I've left it in, but if | |
| you're strictly anti-spoiler, you should probably skip the second | |
| paragraph. --Paul] | |
| From: Eric Woods | |
| TITLE: Reefer Island | |
| AUTHOR: Steve Barrera | |
| EMAIL: stevebarrera SP@G capband.net | |
| DATE: April 21, 2004 | |
| PARSER: TADS 2 | |
| SUPPORTS: TADS Interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/tads/ReeferIsland.gam | |
| VERSION: 1 | |
| I downloaded Reefer Island on a whim. I prefer to play TADS games, and | |
| by the title I thought this one might be a short, pleasant and maybe | |
| funny, diversion for a little while. I was initially surprised to find | |
| out how involved and elaborate a game it turned out to be. Honestly, | |
| from the title I hadn't expected much. This game would have been a very | |
| good and fun game (probably a *** from Baf's rating), but it only turned | |
| out to be an exercise in frustration, wondering what to do next and | |
| finally quitting with a sense of time being wasted. After a short while | |
| I could only progress via email assistance from the author. He tells me | |
| he is planning to rework the game and design it so as to be more | |
| friendly to the player. I hope he does this because this effort is not | |
| without its merits. | |
| Reefer Island is a large, sprawling island that you'll have to traverse | |
| numerous times in order to complete the goal. The goal is, of course, to | |
| find pot, a lighter, and something to smoke it with. This is made clear | |
| to you at the beginning of the adventure, when the ship that you and your | |
| comrades are on is shipwrecked and you get separated from everyone in a | |
| small lifeboat. You find yourself washing up on shore with nothing but a | |
| watch (which occasionally tells you how many hours it's been since your | |
| last bong hit) and an empty bag of Cheetos. Fair enough. The island is a | |
| very colorful place with a few characters with which to interact and | |
| numerous locations through the town, jungle, and dunes to explore. | |
| Unfortunately, it is quite simple to put the game in an unwinnable state | |
| very early without realizing it. I hope this next statement won't be | |
| considered too much of a spoiler, but when you get pot from a native, | |
| which is what I logically assumed I was supposed to do, you put the game | |
| in an incompletable state without knowing that you've done so. But don't | |
| worry about that. To initially interact with this guy you need to give | |
| him a lighter which you can find easily enough with some exploring. Give | |
| it to him and you put the game out of reach even before you ruin it by | |
| buying pot from him. He gives you the lighter back, will sell you a bag | |
| of dope for two shells (their currency) which you can find just lying | |
| around on the beach, and everything seems great, huh? But you can't give | |
| him the lighter since once he uses it there isn't enough fluid in it any | |
| longer to complete a task for which you'll need it later in the game. I | |
| had dope, and a lighter and thought I was well on my way to winning a | |
| fairly easy game. How was I to know? | |
| Other than the above-listed problems I found the puzzles to range from | |
| the easy and logical to the strange and unintuitive, especially the ones | |
| concerning a dais and a camera at the Mayor's house. Too much mind | |
| reading for me with these. I consider myself a pretty good puzzle solver | |
| but I wouldn't have come across the solutions to those in a hundred | |
| years. | |
| There is some good humor in this game and technically it is fairly | |
| sound. I did run across a bug that seemed to make the game unwinnable | |
| but I couldn't duplicate it afterwards, and the author tells me that it | |
| shouldn't have happened, so take that for what you will. The | |
| descriptions are good, colorful, and thorough, but I felt the fantasy | |
| and supernatural aspects of the game seemed a little forced and awkward. | |
| All the items were implemented well, though there was one location where | |
| I couldn't stand on something even though I needed to get on it. It | |
| seemed that the game would play very smoothly if only whoever was | |
| playing it could read the author's mind at several points through the | |
| journey. | |
| I haven't noticed a walkthrough for this game yet but, if you can find | |
| one, it's worth a play. If the frustrations could be removed it would be | |
| very enjoyable for those of us that like some puzzles in our games. I | |
| hope the author will consider making it more intuitive and follow a more | |
| logical progression of events in a revision. | |
| 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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