| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE #41 | |
| Edited by Paul O'Brian (obrian SP@G colorado.edu) | |
| July 15, 2005 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #41 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. | |
| REVIEWS IN THIS ISSUE ----------------------------------------------------- | |
| Bolivia By Night | |
| Catseye | |
| Conan Kill Everything | |
| The Dreamhold | |
| Fa�ade | |
| The Fire Tower | |
| Heist | |
| Moonglow | |
| Rock 'Em Sock 'Em Robots | |
| Wumpus 2000 | |
| EDITORIAL------------------------------------------------------------------ | |
| Way back in 1999, Magnus Olsson asked me if I'd like to take his place | |
| as the editor of SPAG. I was honored and flattered to be asked, and | |
| after some consideration, I accepted. Since that time, for the six years | |
| and 24 issues that followed, I've done my best to make SPAG a worthwhile | |
| contribution to the IF community. I hope the reviews and articles | |
| collected herein have been enlightening, or at least entertaining. I've | |
| certainly had a lot of fun producing the zine. | |
| You can probably guess what I'm heading towards here. A lot has changed | |
| in the IF community and in my life over the past six years, and I find | |
| that I no longer have the time, energy, and enthusiasm to devote to IF | |
| that I once did. Given that my son Dante was born just last month, | |
| somehow I don't see a lot of spare time in my immediate future, either! | |
| So I've decided to step down as editor of SPAG. | |
| Fear not, however! The torch has been passed, and the zine will live on | |
| in the capable hands of its new editor, Jimmy Maher! You may recognize | |
| Jimmy's name as the author of Filfre, a nifty new z-code interpreter | |
| (see this issue's news section.) Or perhaps you know him from the fine | |
| SPAG reviews he's written, including this issue's eloquent evaluation of | |
| Wumpus 2000. Hey, you might not even recognize his name at all, but rest | |
| assured, you'll get to know him well. I have a feeling he's in for a | |
| prosperous tenure, so please welcome him if you get a chance. | |
| As for me, I'll be around. Who knows, I might even submit a review now | |
| and then! In the meantime, thank you for helping to keep text adventures | |
| alive. | |
| LETTERS TO THE EDITOR------------------------------------------------------ | |
| From: Richard Otter <rotter SP@G delron.org.uk> | |
| I notice that your list of 'New Releases' never seems to include Adrift | |
| games. | |
| [That's not entirely true, Richard. See, for example, SPAG 37, where | |
| the list includes "Curse of the Dragon Shrine". What is true (as I | |
| say at http://sparkynet.com/spag/newreleases.html) is that the SPAG | |
| New Releases Shelf consists of those games announced on the | |
| rec.*.int-fiction newsgroups. I'd encourage ADRIFT authors (for that | |
| matter, all authors) to post new game announcements on these | |
| newsgroups, particularly rec.games.int-fiction, since that will | |
| publicize their games to a wider audience -- one that includes me. | |
| (Or rather, one that includes Jimmy, since I won't be writing the new | |
| games section of upcoming issues.) | |
| --Paul] | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Peter Hipson <phipson SP@G hipson.net> | |
| Funny what you find on the Internet that is not expected. Though I am | |
| sure you have been told the history of Adventure from IBM, here are a | |
| few things that may not be well known: | |
| 1. Adventure was written to test and develop relational database | |
| techniques on IBM mainframe computers. It was written in Fortran. | |
| 2. The game was so successful that it was ported to PL/I (though the | |
| port was poorly done by today's standards). I worked on the PL/I | |
| version, including extending the cave (many limits had been hardcoded in | |
| the software that needed fixing!) Some of this work was done at AIT (in | |
| Bangkok) with the support of IBM. | |
| 3. The game was first ported to microcomputers around 1980. We did our | |
| first port to UCSD Pascal on the Apple II. (That port was from PL/I, and | |
| we had students retype the entire program as there were no ways to | |
| transfer data between the computers -- before microcomputer networks!) | |
| 4. I hated Pascal. I next ported it to C, on the IBM PC. Along the way, | |
| the Basic version was born, from many different sources, including (so I | |
| understand) Apple. | |
| 5. Some years later, I did a partial port to C++. This port was not | |
| finished properly, but maybe some day... | |
| If anyone is interested in the C code, I think it is still on one of my | |
| servers. I could be convinced to post it... | |
| [Nifty! If anybody's interested in discussing this letter, I suggest | |
| rec.games.int-fiction as the forum, since SPAG isn't published | |
| frequently enough to support an ongoing discussion. (Man, I'm really | |
| shilling rgif today, aren't I?) Also, Adventure/Colossal Cave | |
| enthusiasts really ought to check out Rick Adams' excellent page at | |
| http://www.rickadams.org/adventure/. | |
| --Paul] | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: "El Cl�rigo Urbatain" <urbatain SP@G gmail.com> | |
| First of all, sorry by my bad english ;) As all you know my last | |
| interview was made by a translator in the middle, so here it is my real | |
| bad writing. | |
| I write you to make two add on to the interview, one about my non | |
| partial opinions about the spanish IF community history, of course I one | |
| thinking person and my thought are mine, and are very partial. When I | |
| said that the gold era of PAW spanish IF was a mesh, I must admit that | |
| was at the end, when all collapses, 8 bits died, advetures died, and all | |
| fanzines was falling apart, with bad issues or issues with old info, | |
| articles, and such. However the gold PAW era give us nearly hundreds of | |
| PAW games, and a lot of really good DOS PC games, so thats not bad at | |
| all. | |
| And I must to add context to my egocentric phrase "I'm the Stanley | |
| Kubrick of the adventure", I must add in the sense that Stanley prefer | |
| to "interpreter" good stories of other people than make his own ones. | |
| I'll never thought in compare my skill with such master, but I love to | |
| interpreter and make my own version or "parserize" a story into an | |
| adventure. And so, I hope you enjoy the remake of Dracula I'm nearly | |
| uploading on the net for your enjoy. | |
| See you! | |
| [Thanks for the clarifications, Ruben. | |
| --Paul] | |
| NEWS ---------------------------------------------------------------------- | |
| NEW GAMES | |
| We've got a healthy crop of new IF to peruse this summer, from the tiny | |
| to the honkin' huge. Highlights include a joyous smashfest (reviewed by | |
| William McDuff in this issue), an intriguing puzzle game with a | |
| theological bent, a text-adventure prequel to an as-yet-unproduced | |
| amateur graphic Zork game, and sizable opus on the order of Curses. | |
| Capping the batch is Fa�ade, the culmination of a five-year research | |
| project into interactive storytelling -- check out Nick Montfort's | |
| review in this issue. | |
| * Mini-Adventure demo games by Jon Ripley | |
| * Conan Kill Everything by Ian Haberkorn | |
| * Creepy Mansion by Kevin Lyons | |
| * All Hope Abandon by Eric Eve | |
| * Dawn Of The Demon by Paul Drallos | |
| * Finding Martin by Gayla Wennstrom | |
| * Fa�ade by Michael Mateas and Andrew Stern | |
| NOT NEW GAMES | |
| Andrew Plotkin does right by his old games. He originally wrote Inhumane | |
| in Applesoft BASIC, and then years later ported it to Inform. He | |
| released System's Twilight as freeware even while shareware | |
| registrations were still coming in for it. Now he's done it again with | |
| Praser 5, also known as Fifth Praser Maze. Zarf says that it's a "sort | |
| of logic-puzzle, word-puzzle... thing that I created in 1989." It | |
| originally lived as a collection of files on an academic file server, | |
| but he's ported it to Inform and put it on the archive. | |
| I FILFRE | |
| (I'm about to give a very very minor Enchanter spoiler, if you care | |
| about that sort of thing.) In Enchanter, the filfre spell was known to | |
| "produce gratuitous fireworks," which just so happened to display the | |
| game credits. Enchanter's invisiclues told us that the spell got its | |
| name as a corruption of "feel free," a phrase which game authors | |
| allegedly say a lot. Now, Jimmy Maher has exercised his freedom to | |
| create a different kind of fireworks: a brand new z-code interpreter | |
| known as Filfre. Some nifty things about Filfre are its integrated | |
| scrollback buffer (similar to what we find in the Mike Roberts' TADS | |
| interpreter) and the fact that double-clicking any word on the screen | |
| pastes that word into the command line. In addition, Filfre has the | |
| capability of constructing inventory and verb lists in separate panes, | |
| giving z-code games the feel of the old Legend classics. The interpreter | |
| is available at your friendly neighborhood IF archive. | |
| INFORM SCHOOL. NO, REALLY. | |
| For the past five years, the University of Michigan's Dearborn campus | |
| has offered a Computer Game Design and Implementation class, in which | |
| one of the assignments is to create an Inform IF game. Students have | |
| roughly a month in which to learn Inform and write a small game that | |
| meets a number of quality standards. Do they succeed? Well, you can | |
| judge for yourself, since all the games are posted at | |
| http://www.engin.umd.umich.edu/CIS/course.des/cis487/z5/index.php. Each | |
| one is even available to play online via Zplet, should you be reluctant | |
| to download them. If you're curious about the assignment, it's here: | |
| http://www.engin.umd.umich.edu/CIS/course.des/cis587/if-f02.html. | |
| IF AFTER DARK | |
| SPAG talks a lot about IF, but there are some parts of IF that SPAG just | |
| doesn't talk a lot about. Nevertheless, they are out there, thriving in | |
| their own ways. One of these is the AIF ("Adult Interactive Fiction", | |
| aka X-rated IF) community. Luckily, this group has a newsletter of its | |
| own, posted monthly at http://newsletter.aifcommunity.org. Obviously, | |
| this site is not suitable for children, nor for viewing at work. But if | |
| you like that sort of thing, you might well find it's the sort of thing | |
| that you like. | |
| JIMMY NEEDS YOU! | |
| It's true that I'm stepping down as editor, but SPAG must go on! I'm | |
| counting on you guys to come through for Jimmy and send him some reviews | |
| for issue 42. In case you're stumped for what games to review, here's a | |
| little list to help prompt you: | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. All Hope Abandon | |
| 2. Dawn Of The Demon | |
| 3. 1893: A World's Fair Mystery | |
| 4. Finding Martin | |
| 5. Future Boy! | |
| 6. Mystery House Taken Over games (any, some, or all!) | |
| 7. Narcolepsy | |
| 8. Return To Ditch Day | |
| 9. Threnody | |
| 10. Whom The Telling Changed | |
| 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: Eric Woods <ewoods SP@G cocenter.org> | |
| TITLE: Bolivia By Night | |
| AUTHOR: Aidan Doyle | |
| EMAIL: aidandoyle SP@G rushpost.com | |
| DATE: March 9, 2005 | |
| PARSER: TADS | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/springthing/2005/bbn.gam | |
| VERSION: One | |
| Bolivia By Night is a typical mystery-based interactive fiction game | |
| and, therefore, there's nothing particularly innovative about it. You | |
| play a journalist for an English-speaking newspaper, The Bolivian | |
| Herald. Initially you find yourself in an editorial meeting where you | |
| discover that David, the head reporter, has been missing for over a | |
| week. You also get the assignment of interviewing two Bolivians with | |
| interesting jobs, a cook with a nationally televised show and a Ninja | |
| master. The game doesn't allow the story to progress until these | |
| interviews are completed. The whole game moves along in a similar | |
| fashion, giving the player only one course of action at a time. Bit by | |
| bit you discover a murder or two, the supernatural background of the | |
| motives for these murders, and the only course of action to make | |
| everything in the world right. Like I said, it's pretty typical. | |
| The author obviously had a political and moral motive in creating this | |
| game. There are many interesting geographic, historical and cultural | |
| facts about Bolivia woven through the storyline as well as some cracks | |
| on Republicans. These cracks often are presented when you touch photos | |
| of Presidents after you have been given heightened senses. The political | |
| figures making cameos in this story are the Bush boys, Margaret | |
| Thatcher, and Reagan. I found it ironic that if you choose to be | |
| American at the start of the game you find a photograph of Lincoln in | |
| your desk drawer. This is apparently a sign of admiration for Lincoln. I | |
| wonder if the author knows that Lincoln was a Republican. | |
| The game play is very smooth in Bolivia By Night. The author recommends | |
| that players use a multi-media interpreter though I didn't. I didn't | |
| notice any difficulties with making progress without those features. The | |
| author also recommends that you keep the game in verbose mode which I | |
| generally don't like. There were two points where this would have been | |
| helpful since room descriptions sometimes change when you return to them | |
| and you won't get any of the changed description upon re-entering. This | |
| was easy enough to overcome with a simple look command, though. | |
| There were some nice features in this game which I haven't seen in | |
| others. The C command gets you a list of characters with whom you have | |
| already interacted or about whom you have learned something. The a T | |
| command gets you a list of topics on which you have discovered some | |
| information. These innovations made note-taking during playing | |
| unnecessary, which I found to be very helpful. There is also a | |
| well-implemented hint file contained within the game, though the game is | |
| simple enough that a gamer with experience probably won't need it. | |
| There is an Internet caf� which you can enter and check your email. You | |
| get some choices as to how you can respond to these emails and the story | |
| does a good job of implementing your choice in later scenes. For | |
| example, if you decide to order the Rodriguez Twins DVD Volume III you | |
| will find it in your apartment, all packaged up, later in the game. You | |
| can collect all three DVDs throughout the game if you care to. | |
| The puzzles range from very easy to easy. Even those that border on | |
| clever are given direction through unprompted statements by your | |
| sidekick. Your sidekick, by the way, is a talking T-shirt. Again, due to | |
| the linear nature of the game, I didn't find any problem with following | |
| the storyline or deciding what I had to do next. I don't generally mind | |
| being pushed through a story but a little less of this would have suited | |
| my tastes more. | |
| By the time you've discovered the nature of the mystery, gained some | |
| super natural powers and thwarted the bad guys and their evil plot to | |
| return Bolivia back to the days when it was ruled by drug lords you'll | |
| have a clear idea of the author's motive for producing the game. It's a | |
| good notion, of course, but perhaps a little predictable. Overall I | |
| found the game enjoyable though not very engaging or memorable. | |
| Certainly it is well written with no bugs, typos, or grammatical errors | |
| if you don't include the rare preposition at the end of a sentence. | |
| There are also some points where the humor made me crack a smile. While | |
| the map able area is relatively small it does a decent job of | |
| representing Bolivia though I assume I was supposed to feel more like | |
| the people were struggling than I did. Have a whack at it if you have a | |
| couple of hours to kill and you aren't overly sensitive about some mild | |
| Republican bashing humor. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Niz" <snowblood SP@G bigfoot.com> | |
| Maybe its just me, as the IF community has not been showering it with | |
| glowing reviews, but Aidan Doyle's BOLIVIA BY NIGHT (2nd place in 2005's | |
| Spring Thing competition) should have all the ingredients required to | |
| sweep the XYZZY awards next year, especially if the author can release a | |
| post-competition bugfixed version soon. It probably won't, but hey, | |
| that's awards for you. | |
| Initial feelings that the author made the game just to say, "Hey look, I | |
| went to Bolivia on holiday and instead of boring you with my photo album | |
| I'm gonna bore you with an IF game I made about it" are thankfully | |
| quickly shaken off as you head off on various reporting tasks for the | |
| "Bolivian Herald", investigate a murder, and uncover a conspiracy. The | |
| scenery feels right throughout: locations are never a chore to plough | |
| through simply looking for nouns to "examine". The writing is plain, | |
| simple and funny -- the author is thankfully not a frustrated poet | |
| trying to wow you with his turn of phrase. It's refreshingly | |
| down-to-earth. The characters feel alive (especially the TV chef and | |
| your chauvinistic colleague). The puzzles are just simple enough not to | |
| get in the way of the story, and entertaining enough to complement it. | |
| The whole thing is reasonably long (several hours' worth for an average | |
| player, divided into convenient chapters to allow for short spells of | |
| gaming), and the story could easily have come straight out of Robert | |
| Anton Wilson's ILLUMINATUS! trilogy of novels (a good thing). | |
| Okay, the tone of the game is somewhat silly, but let us compare for a | |
| moment with THE CABAL, an XYZZY nominee for best story of 2004: sure, | |
| THE CABAL didn't have talking Che Guevara t-shirts, ninjas and the ghost | |
| of Klaus Barbie, but it comes from the same "school" of piling on the | |
| conspiracies and craziness until you give in and just go with the flow | |
| hippy-style... its a style you either "dig" or you don't, and if it was | |
| "dug" for THE CABAL, why not here? | |
| The locations are fantastic. You can really taste the dusty, dry | |
| atmosphere, the slow pace of life, the coffee and cocoa. Every South | |
| American cliche is thrown in, from drug lords to llamas to witch-doctors | |
| to ancient Incan secrets to Shakira. Best compliment: I'm seriously | |
| considering travelling there now. | |
| Puzzle-quality is very high, often providing unique spins on standard | |
| fetch-quest type puzzles, and incorporating what could have just been | |
| storyline-asides into the main fabric of the game. The range and style | |
| of these puzzles is very varied: one such fetch-quest is solved rather | |
| literally (and gruesomely); another (to derail the bad-guys' actions) is | |
| solved by making use of what could have been just a throwaway gag; yet | |
| another is solved via a callback to your early reporting missions. As | |
| for the climactic "boss battle", any puzzle that involves a sun bed, a | |
| racy DVD, and a portable camera could never be considered derivative. | |
| Yes there are some technical flaws, in particular an annoying bug with | |
| the framed photo in Richard's room, and some awkward syntax requirements | |
| at times, but these things can easily be fixed. The tricky bit is | |
| getting the story, setting and puzzles right, and there the author has | |
| definitely nailed it. | |
| I get the feeling the game might be lost in the shuffle before the | |
| awards season comes round, as it doesn't feature any amazing new | |
| technical innovations or break the narrative conventions of IF. It's | |
| just a very solid, very playable, very entertaining romp that does | |
| something few other games can achieve: it's fun. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Mike Tulloch <tarage SP@G bellsouth.net> | |
| TITLE: Catseye | |
| AUTHOR: Dave Bernazzani | |
| EMAIL:daveber SP@G gis.net | |
| DATE: October 17, 2004 | |
| PARSER: Simple (Microform parser) | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: Freeware -- Author's site | |
| URL: http://www.gis.net/~daveber/miniventure/ | |
| VERSION: 3 | |
| A 10k adventure? How good could it be? With visions of Scott Adams' 16k | |
| (master)pieces in mind, I began with trepidition. I found the game, | |
| converted it to pdb format, and loaded it on my aging Handspring Visor | |
| PDA. | |
| The intro is concise and informative, and gets you into the action right | |
| away. The game possesses a pulp fiction or a Golden age comic book feel. | |
| Your quest? Retrieve the necklace of your uncle Xevion from his | |
| mysterious house. It's straight-ahead youthful mystery-fantasy. | |
| The room descriptions are sparse, occasionally omitting words, | |
| presumably to save memory. Some of the error messages are unhelpful | |
| because of their brevity. For example, a simple one word response with | |
| nary a period in sight shows up quite a bit. Still others are errors, | |
| where a blank line displays as the response to your actions. You'll also | |
| notice some familiar synonyms missing, the most annoying of which is | |
| "get" -- you must use "take". | |
| Frustration builds into a claustrophobic spiral, brought on by the small | |
| number of rooms, the crippled parser, and the unhelpful responses. Only | |
| occasionally do zephyrs of humor lighten the mood. Want to take a | |
| breather? You can't, because the game can't be saved. Granted, that's | |
| not a problem on the PDA, unless you wanted to play another IF game and | |
| resume where you left off. Still, I'm of the opinion that all | |
| frustrating games should allow you to save. | |
| Catseye consists of one puzzle that starts off simple and rapidly | |
| becomes maddening; you have to play "guess the verb" and also "guess the | |
| input format for the verb". I finally resorted to r.g.i-f to find enough | |
| clues to win the game. I say that to my embarrassment, but to the | |
| author's shame. Even when you've won, you feel like the game's getting | |
| the last laugh. Your effort is rewarded with a scant two sentences. | |
| Unfair! | |
| I congratulate Bernazzani for cramming a game into 10k. However it feels | |
| like more of a programming triumph than an artistic one. The game is | |
| playable, but inordinately frustrating. It has an interesting feel, but | |
| not enough to compensate for the parsing problems and lack of feedback | |
| (both of which seriously interfere with gameplay). The lack of verbs and | |
| missing punctuation are also drawbacks. In short, thumbs down. | |
| Score: 3/10. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: William McDuff <wmcduff SP@G mac.com> | |
| TITLE: Conan Kill Everything | |
| AUTHOR: Ian Haberkorn | |
| EMAIL: haberkornj SP@G yahoo.com | |
| DATE: April 12 2005 | |
| PARSER: Infocom Standard | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/inform/ConanKillEverything.z5 | |
| VERSION: Release 1 | |
| "I hope it is adequately stupid. Comments are appreciated." | |
| -- Ian Haberkorn on Conan Kill Everything | |
| Fear not, Ian! You game is most definitely "adequately stupid". Which is | |
| meant in the best way possible, of course. | |
| Though perhaps Ian Haberkorn is a bit confused about which competition | |
| he entered with "Conan Kill Everything". When the title placed second in | |
| StupidTitleComp (a voting mechanism test for the 2005 Spring Thing) he | |
| seems to have thought he entered IntroComp, and created a playable game | |
| with that title, possibly hoping to claim a prize before the year was | |
| up. Alas, he will win nothing for creating this game other than the | |
| renown for creating such an amusing, if small, game. | |
| In this game you play the legendary Cimmerian barbarian, Conan, and your | |
| objective is simple. Kill everything. No, not every living thing. | |
| Everything. The walls of the room only escape Conan's mighty wrath | |
| because they "are already dead. Conan suspects that he killed them in an | |
| earlier episode." | |
| Although a one room game, and as mentioned before, very short, some | |
| interesting puzzles exist here. None will stymie a veteran IF player for | |
| long, but they puzzles are fair and logical, if progressing to a logical | |
| extreme. There's not much of a plot or story to speak off, but given the | |
| source of the game, expecting one seems silly. | |
| The game itself is technically sound, although more verbs could be | |
| implemented as with most games, and what can be reached from the table | |
| is perhaps a bit generous. Also, the actions of the fly in the room seem | |
| to be a bit too random at times, which can make a long wait. The writing | |
| is terse, tight phrasing emulating the 'action, not words' approach of | |
| your average barbarian stereotype. This simplistic style actually | |
| generates some of the humour, and there are also some great lines | |
| sprinkled here and there. | |
| Significantly, the game endings take a step back to a director's view of | |
| the action as a movie, giving a view that this farce is something of a | |
| play within a play. This decision actually helps, as some distance from | |
| the absurdity keeps the player from getting too involved and turned off | |
| by the stupidity of the main action. Not that these aren't amusing as | |
| well. | |
| The main complaint against the game is that it is, as I've said | |
| repeatedly, quite short, finishable in less than half an hour even if | |
| you get stuck at one point or another. More could certainly be added: | |
| for instance, Conan's association with beautiful women is a significant | |
| part of the mythos, and is missing here. Besides, with such an addition, | |
| there's a got to be a joke about the 'little death' that could be | |
| inserted somewhere. | |
| Still, considering the inspiration, this is an excellent little game. | |
| One can only hope that "You Get Transported To Another Dimension and | |
| Find This Weird Machine In A Maze And Then Some Other Stuff Happens, | |
| It's Really Cool" will be as good if Jacqueline H. decides to produce | |
| it. (Though it's certain to be stupid.) | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Paul Lee <bainespal SP@G yahoo.com> | |
| TITLE: The Dreamhold | |
| AUTHOR: Andrew Plotkin | |
| EMAIL: erkyrath SP@G eblong.com | |
| DATE: December 2004 | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: Freeware, IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/zcode/dreamhold.z8 | |
| VERSION: Release 5 | |
| The Dreamhold, in my opinion, strikes the mark of a well-done adventure | |
| game. This game is written with people new to the lore of interactive | |
| fiction in mind; in fact, there is a "Tutorial Voice" narrator that | |
| guides you through your endeavors, helping you with the basic concepts | |
| of IF. One thing that distinguishes this game is that all aspects of | |
| this game -- not just the ever-helpful Voice -- seem to be written to | |
| encourage and bring satisfaction to the player. Rather like a parent, | |
| this game guides and directs you. It is not that you are not allowed to | |
| fail, but when you make a mistake, you are gently admonished, then shown | |
| the right way around an obstacle. As I am fairly new to IF, I found this | |
| game both insightful and refreshing. Although I already knew how to | |
| travel and manipulate objects with commands, I was delighted to glimpse | |
| the sage and kind mind of an interactive-fiction master and the art to | |
| which I am an infant. | |
| From my perspective, the story is the weakest point of "The Dreamhold." | |
| That is saying much, for it really is not that bad. At the start of the | |
| game, the motives for the player character are escape, exploration, and | |
| self-discovery. As the game moves forward, the plot becomes much more | |
| interesting. Still, the game does not explain its story as it presents | |
| it to the player, and I was incapable of figuring it out. I knew there | |
| was meaning there, yet at best I could put together a few pieces of | |
| background, which would seem unrelated to each other if it were not for | |
| a common detail or two, the significance of which I could only muse at. | |
| I was especially confused at the ending -- it was definitely an attempt | |
| to tie everything together, but for me it just confused and muddled the | |
| little bit that I thought I had worked out. Still, the story was not a | |
| complete failure -- the scenes of background were so nicely integrated | |
| with the puzzles as to keep me interested in both the narrative and the | |
| crossword. While irritating, it was fun to try to figure out the meaning | |
| of the scenes and the history of the player character. Also, my | |
| difficulties with the story may have been personal; perhaps other people | |
| would find it all to make perfect sense. Maybe the game was not even | |
| written to have a clear meaning at all, in which case with story as with | |
| puzzles "The Dreamhold" succeeded in its goals. | |
| More than making up for the story are the puzzles. Solving the puzzles | |
| is pleasantly rewarding, and new areas to explore and more story to | |
| unfold come as results of your efforts. The game never forgets about its | |
| striving player -- all the puzzles are fair and to my knowledge cannot | |
| be made unwinnable. Most are probably easier from the norm, but figuring | |
| out how objects work can sometimes be a bit complicated, although never | |
| frustratingly so. In addition to the Tutorial Voice, which sometimes | |
| offers help, the game offers a thorough hint system that will not at | |
| first spoil the puzzle you are working on, if it tarnishes the joy of | |
| solving it just a bit. The whole makes "The Dreamhold" very enjoyable. | |
| In fact, I, being introduced to IF after it had taken a turn toward | |
| narrative, was shown by this game the value and excitement of good | |
| puzzles. | |
| The mechanics of the game were excellent to the high standard as a | |
| tutorial that the game sets initially for itself. I do not try every | |
| possible action or close every door behind me just for the sake of | |
| ensuring that it works properly, but I found no bugs in the game. It is | |
| especially mandatory for this game to be bug-free because of its status | |
| as beginner's IF; it was created in such a way that it could actually be | |
| someone's very first game, so imagine the confusion on the part of the | |
| poor newbie when something did not work as explained. Not only is the | |
| game without bugs, but also I recall running into no grammatical errors. | |
| For even those folks who have their playtime experience ruined by minor | |
| slips of grammar, "The Dreamhold" will likely immerse you in its perfect | |
| prose. | |
| As a game in general, "The Dreamhold" raises the bar high, not just as a | |
| tutorial. It builds up the player's trust by never failing to live up to | |
| its high standards, and the result is great. You become the game's | |
| friend and feel it encouraging you in your difficulties and delighting | |
| with you in your triumphs. At any rate, for beginners and advanced | |
| players alike, I recommend anyone the awesome glow of satisfaction that | |
| comes from "The Dreamhold." | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Nick Montfort <nickm SP@G nickm.com> | |
| TITLE: Fa�ade | |
| AUTHOR: Michael Mateas and Andrew Stern | |
| EMAIL: feedback SP@G interactivestory.net | |
| DATE: July 2005 | |
| PARSER: Custom | |
| SUPPORTS: Windows, >= 1.6 GHz, >= 256MB RAM, OpenGL | |
| AVAILABILITY: http://www.interactivestory.net/download/ | |
| URL: http://www.interactivestory.net/ | |
| VERSION: 1.0 | |
| Not another one-room game set in an apartment! | |
| Well, actually, you probably couldn't call Fa�ade a game in the typical | |
| sense -- even though a pre-release version was a finalist in the 2004 | |
| Independent Games Festival, and the New York Times called the system | |
| "the future of video games." Fa�ade may or may not even be IF, for that | |
| matter. But it's clearly something closely related to it, and whether | |
| you're willing to award it the IF label or not, there are good reasons | |
| that a lot of people -- myself included -- think that Fa�ade is a | |
| tremendous advance in interactive storytelling. | |
| This "one act interactive drama" is the outcome of a research project | |
| that has spanned more than five years, one that you can read more about | |
| in the two creators' dozen-odd academic papers and in Mateas's | |
| dissertation, done as the last publication of the Carnegie Mellon | |
| University Oz Project. Fa�ade is not just good research, though. It can | |
| provide an intense, compelling experience, even though a session can be | |
| played in about fifteen minutes. | |
| When you download and fire up the system, you'll get to visit with your | |
| old friends Trip and Grace -- 3D illustrated characters whose statements | |
| have all been recorded by voice actors -- as their marriage falls apart. | |
| You'll be able to type short statements to converse with them, move | |
| around the room using the arrow keys, and use the mouse to manipulate | |
| objects. Fa�ade lacks adventuring, a clear way to win, and the typical | |
| IF command structure -- if you type "PICK UP THE MAGIC EIGHT BALL" | |
| you'll be saying that to Trip or Grace, not instructing your character | |
| in what to do. You can manipulate objects, however, and can say whatever | |
| short statements you like to the two other characters. If you manage to | |
| keep your comments fairly relevant to the conversation, or apartment, or | |
| situation, the two are likely to react appropriately, both in an | |
| immediate sense and in terms of the overall development of the | |
| conversation and the drama. | |
| Before getting deeper into why Fa�ade is so great, I'll mention that the | |
| two authors and developers, Michael Mateas and Andrew Stern, do happen | |
| to be my good friends and fellow bloggers with me at Grand Text Auto, | |
| where I made the official announcement of the release of Fa�ade. So, you | |
| may choose to take my evaluation of the system with a grain of salt. But | |
| then, if no one reviewed interactive fiction by people they knew, there | |
| would be a lot less reviewing going on. | |
| I'll also mention a few other things by way of preface: Fa�ade is a | |
| working prototype, one quite capable of providing a powerful experience | |
| that is both interactive (in a meaningful way) and dramatic (in the | |
| tradition of drama, going back to Aristotle). But it's also capable of | |
| breaking. Trip and Grace can fall eerily, permanently silent and remain | |
| planted in the same spot. You can get stuck walking in the door. Things | |
| that you type can be interpreted by the system in what seems to be | |
| exactly the wrong way. As is the case with interactive fiction, you have | |
| to learn something about how to interact fruitfully before you can | |
| interact fruitfully. Trying to play along, and not getting it quite | |
| right, can lead to frustration. Fa�ade's excellence is not that it has | |
| some sort of dramatic Turing-Test-like ability to handle everything you | |
| can throw at it; there are plenty of ways to run aground, even when | |
| you're not trying to. | |
| The thing about Fa�ade, though, is that when things go right, which | |
| isn't all that difficult to achieve, they can go brilliantly right. Your | |
| conversation can take you in an exhilarating free ride over the Freytag | |
| diagram of Trip and Grace's soul-searching and their coming to terms | |
| with their relationship, a ride that is not just funny, but manages to | |
| be touching. And, it's a ride that you get to steer: once a good typist | |
| is keyed into the way to talk to Trip and Grace, he or she can provoke | |
| reactions, draw the conversation to different topics, side with one or | |
| the other character, and nudge the drama in different directions. Grace | |
| and Trip are not stateless Elizas; they are closer, if anything, to | |
| Galateas, but they also maintain an awareness of the way the | |
| conversation has progressed so far, and they work together to achieve | |
| dramatic goals, and they use a complex behavior control system to blend | |
| their high-level and low-level actions together smoothly. | |
| The Oz Project at CMU, the major academic effort in interactive drama so | |
| far, sought to develop systems that were "highly interactive," that is, | |
| ones that allowed the player to move, talk, and act at any point, rather | |
| than only at the end of a turn. Fa�ade realizes this goal, among others. | |
| Grace and Trip react fluidly to comments from the player at any point, | |
| given the somewhat asymmetric typed text interface. They player is | |
| always free to move around and check out things in the apartment. The | |
| system structures events beginning at the level of the dramatic beat (a | |
| visible action and reaction) and allows the player to intervene between | |
| beats or to interrupt a beat. | |
| Fa�ade is also impressive in how it deals with language. It is able to | |
| understand many statements that are relevant to the current situation, | |
| and to correctly handle jokes, praise, agreement, disagreement, | |
| flirting, rudeness, and so on. Not that every possible statement is | |
| always correctly classified and acted upon, of course. But the natural | |
| language understanding system works well enough, enough of the time, for | |
| the drama at hand. Again, the amazing thing isn't that this system is | |
| flawless. It's that players can manage to get through an entire act | |
| without a noticeable slip-up -- even though this framework for | |
| interaction, unlike the venerable ">" prompt in IF, has few precedents, | |
| and players can't build on their previous knowledge of how to interact. | |
| It's as if you found someone who had never played interactive fiction | |
| before, sat this person down at a new version of Adventure, and found | |
| that after a few minutes of typing the game understood practically all | |
| the input it was getting and the newcomer was having a great time. | |
| While Fa�ade looks more like a graphical adventure or a strange | |
| first-person shooter than like most text-based IF pieces, the insights | |
| that Mateas and Stern have gained in working on the system can certainly | |
| trickle into more traditional IF. It's not the place of a review to | |
| start outlining all the ways in which they might do that, but I will | |
| note that Mateas, with his student Mark Nelson, has already looked into | |
| how some of the techniques employed in Fa�ade can be used in the context | |
| of an existing interactive fiction. Those two discuss this topic in a | |
| paper presented at the Artificial Intelligence and Interactive Digital | |
| Entertainment conference, "Search-based Drama Management in the | |
| Interactive Fiction Anchorhead." | |
| Currently Fa�ade only runs on Windows XP, 2000 or ME. It's pretty | |
| processor intensive, and will refuse to run on processors slower than | |
| 1.6 GHz. It's also an 800 MB download via BitTorrent. (You can spend $14 | |
| plus shipping to get Fa�ade on two CDs, which Mateas and Stern sell at | |
| cost.) If you're an IF fan with an adequate Windows machine, it's | |
| certainly worth the download time or CD cost. I had to ask around my | |
| department for a while to find a suitable computer to borrow for Fa�ade | |
| installation and play, so I envy those who only have to wait for the | |
| download to finish. A Mac version is planned, and will happen whenever | |
| the two developers (hopefully with some volunteer help) can manage the | |
| port, but it isn't imminent. In the meantime, if you're lucky enough to | |
| have a system on hand that will run Fa�ade, check it out! I'd venture to | |
| guess that it will be the most impressive one-room game in an apartment | |
| that you'll play all year. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Mike Penman <mike SP@G penman.org> | |
| TITLE: The Fire Tower | |
| AUTHOR: Jacqueline A. Lott | |
| EMAIL: jacq SP@G allthingsjacq.com | |
| DATE: 28 May 2004 | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: IF Archive, Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/art/if-artshow/year2004/firetower.z8 | |
| A map is located at: | |
| ftp://ftp.ifarchive.org/if-archive/art/if-artshow/year2004/firetower_map.jpg | |
| VERSION: 1 | |
| Writing for the IF Art Show isn't easy, I know. Faced with the remit | |
| "explore interactivity", where do you begin? | |
| Jacqueline A. Lott chose to begin with an engaging character. The | |
| protagonist of The Fire Tower is consistently drawn, from the results of | |
| ">look at me", ("You glance down and the first thing you see are your | |
| hiking boots. They're serious hiking boots...") to knowledgeable asides | |
| made during the IF. She even has a purpose, having come to the fringes | |
| of Mount Cammerer in the Appalachians to walk solo and get away "from | |
| everything: work, responsibilities..." | |
| Though it was good to find such a well-presented character, it's Mount | |
| Cammerer that stars in this piece. This was an entry in the 2004 IF Art | |
| Show "landscape" section. It took best of show and "best setting" at the | |
| following XYZZYs. | |
| The first, powerful impact is of a beautiful landscape beautifully | |
| presented. It's tempting to describe sweeping scenes with flowery prose | |
| but the author resists that temptation. The text is sparse and | |
| transparent; it doesn't get in the way of the country depicted and | |
| everything is described with an infectious enthusiasm. I was left | |
| feeling relaxed, as though I'd been there, at least in part. I presume | |
| that was the main objective of the piece, so it's a success from the | |
| first play through. | |
| That sense of "being there" is enhanced by the sheer interactivity of | |
| the piece. Faced with something that says, in essence, "See how | |
| interactive I am!" I start to verb the nouns. This setting is deeply | |
| implemented. Almost everything can be examined, heard, smelled, felt and | |
| tasted. I know more about Appalachian flora now than I did before | |
| playing. | |
| Sometimes a lack of options left me feeling frustrated. I wanted to go | |
| back on myself or try routes that I wasn't allowed to. I was | |
| particularly miffed to find that I missed the work's titular tower | |
| because, having moved away from it without entering in order to re-check | |
| a previous description, I was barred from returning. But this isn't a | |
| game -- the author's trying to guide the player around a landscape -- | |
| nor would route reversals or unplanned diversions be in character for | |
| the experienced lone-walker protagonist. | |
| Time -- always a difficult dimension in landscape -- is well handled. | |
| The protagonist's watch counts one minute for each turn and each travel | |
| description adds a number of minutes dependent on the terrain covered. | |
| There's a sense of time passing at a realistic rate, adding to the sense | |
| of "being there". | |
| I was disappointed with the centre of the game, the fire tower. It being | |
| the target and title of my walk, I was looking forward to finding | |
| something extra there. It's as beautifully described as everything else, | |
| but I'm not sure it deserves its pivotal placement. | |
| It's a good sign if the only major gripe I can raise about an IF is that | |
| I was left wanting more. In particular I wanted to explore the issues of | |
| stilting and entrapment -- barely but skillfully hinted at -- that led | |
| to this walk in the first place. I wanted to turn the protagonist to an | |
| equipment shop and then along the whole Appalachian trail, fulfilling | |
| her lifetime dream. For a player like me, without any real interest in | |
| puzzles, it wouldn't take much to turn this into a full length game in | |
| the Sunset Over Savannah mode. | |
| Perhaps the best praise I can offer the piece is this: I wish I'd | |
| written it. Its clean, artless-seeming approach fosters the illusion | |
| that I could have. In fact, I think I feel a landscape entry for next | |
| year's IF Art Show coming on. But first I'm going back to see if I can | |
| find the bear that Emily Short saw. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Valentine Kopteltsev <uux SP@G mail.ru> | |
| TITLE: Heist | |
| AUTHOR: Andy Phillips | |
| EMAIL: pmyladp SP@G pmn1.maths.nottingham.ac.uk | |
| DATE: 1997 | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/zcode/heist.z8 | |
| In the last few years, a lot of talk could be heard about IF "growing | |
| petty" (which effectively means, text adventures becoming shorter). | |
| Well, there certainly are objective factors calling forth the numerical | |
| superiority of shorter works -- after all, a simple arithmetic | |
| calculation shows that in the period of time it takes an average author | |
| to write a hundred-room game, the same author can create about five | |
| games of equal quality with only twenty rooms each. (In fact, the real | |
| statistics could turn out even less favourable for longer games, because | |
| the beta-testing work usually increases at a rate outstripping growth). | |
| Of course, there're also a number of subjective factors that make this | |
| quantitative imbalance even harsher, but this isn't the proper place for | |
| discussing them; I'd just like to mention that, as usual, several | |
| opinions about the optimal size for a modern text adventure exist. My | |
| personal point of view on that matter can be best expressed with a | |
| paraphrase of a saying popular in Russia: More IF games, good and | |
| different! Of course, if we had three or four Curses!-sized works | |
| released each quarter it'd probably be a bit too much, but if they | |
| vanished from the IF scene completely, a certain vacuum would be left | |
| behind. | |
| Andy Phillips seems to be one of the people who don't want the latter to | |
| happen, and who don't just restrict themselves to idle talk but take | |
| active measures to prevent it. Heist certainly can be considered a | |
| contribution to the struggle against the extinction of IF giants. | |
| At this point, I'd like to take the bull by the horns, and call the game | |
| by its proper name: it's a puzzlefest. Those of you who don't feel like | |
| spending the next period of time (quite an extended one -- the | |
| walkthrough for Heist includes over 1000(!) moves) hearing about logical | |
| problems can stop reading right now -- the rest of this review is | |
| dedicated entirely to puzzles. Of course, the game has a story, and a | |
| setting, but it really isn't what it is about. ;) | |
| Well, the opening section of Heist could probably be as off-putting as | |
| the beginning of this review. From the very start, the author | |
| demonstrates he's not inclined to any compromises -- once the player has | |
| decided to take her brain to the gym, she has to sweat her guts out from | |
| the very start. No warming-up exercises are provided for; the prologue | |
| is at least as hard as the rest of this work. | |
| In some respects, it's even harder: you see, as you progress, you begin | |
| to get accustomed to the author's design style, and start to know what | |
| to expect of him. The early stages of just *any* game, on the contrary, | |
| have chances (at least, theoretically) to take the player by surprise. | |
| Heist doesn't quite miss these opportunities. | |
| The first thing the player needs to get accustomed here is, uh, let's | |
| call it adventure game logic. What do I mean by that? Now, suppose your | |
| relative is going to die, and wants you to visit his place after his | |
| death. (BTW, this also represents the first problem to solve in Heist). | |
| On the other hand, he intends to make getting there some sort of | |
| challenge (for whatever reason), so that he doesn't just send you the | |
| key by mail. There are several ways to accomplish that, but in real | |
| life, something like travelling to India to kill a tiger whose stripe | |
| pattern matches that of your relative's door-mat, reading the | |
| combination tattooed on the beast's stomach, then returning and using | |
| the combination on the safe in your relative's office to open it and | |
| discover there the key sought for hardly would come to anyone's mind, | |
| although it can't be contended that this action sequence has no logic at | |
| all. What is more, even a "lite edition" of this solution based on a | |
| visit to the local zoo, or even on catching a like-coloured cat on the | |
| nearby garbage heap wouldn't be much of an option, either; however, it | |
| probably would fit reasonably well into a text adventure. While this | |
| very example isn't adopted from Heist, the game often uses similar | |
| approaches to puzzle creation, and heavily relies on the assumption that | |
| people will fiddle with certain things/visit certain places not because | |
| there's any indication it's going to help them, but just because it's | |
| possible. | |
| There are a couple more things one needs to get used to, regarding | |
| technical aspects of game creation. The first of them is illustrated | |
| best by yet another abstract example. Let's imagine that in some text | |
| adventure, the player gets to an abandoned airfield, finding there a | |
| wreck of a plane. So, (s)he types "X PLANE", and sees the following | |
| lines: | |
| This aircraft hardly will ever fly again: the hull is all rusty, and | |
| the covering of the wings has rotted through here and there, | |
| revealing the underlying ribs. The undercarriage, its posts twisted | |
| and bent, rests on two flat-tyred wheels. The cowl is missing, as are | |
| a few other, more essential motor parts. From where you're standing, | |
| you can't look inside the pilot's cockpit, but its shattered hood and | |
| a bundle of wires sticking out of it quite unambiguously hint at the | |
| fact marauders already have been there. A glance at the empennage | |
| brings you to two important conclusions: 1. judging by the rests of | |
| the markings, the airplane once belonged to the Royal Ligutanian Air | |
| Force, and 2. even if all its other parts were intact, this machine | |
| still wouldn't be able to take off. | |
| Further on, our player randomly tries out, say, "X WINGS", "X COCKPIT", | |
| and "X EMPENNAGE", each time getting the same description. I think 99% | |
| would give up after that, rightfully deciding the aircraft was | |
| implemented as a single object, and stop examining its parts. How could | |
| they possibly know that, if they happened (by chance or by persistence) | |
| to enter "X WHEELS", they'd be rewarded with an entirely different | |
| response: | |
| You never thought of the reasons why the airplane had been left here | |
| to rot away, but as you look at the wheels you realize that at least | |
| one of them was sabotage: protruding from the left tyre is a sturdy | |
| steel needle (needless to say, it appears to be crucial for your | |
| further progress). | |
| Such situations are very common in Heist, so that inspecting every | |
| single element of a multi-part object is a good idea. To be fair, it's | |
| to be said the whole is by far not as draconian as it might have been, | |
| because the game does its best in limiting the scope of objects the | |
| player can interact with by using the standard "That's not something you | |
| need to refer to..." response. Still, not being aware of this | |
| particularity could be pretty confusing. | |
| The other feature requiring getting used to is a strange minimalism of | |
| some descriptions (as with the previous issue, examples are scattered | |
| all over the game). For instance, somewhere in the middle of the story, | |
| I found a remote control unit, which claimed to have "three simple | |
| buttons", yet gave no hint about how I could distinguish between them. I | |
| tried "X BUTTONS", but was told that I couldn't see any such thing. | |
| Pressing the remote control didn't earn me any information about the | |
| buttons' unique characteristics either (it merely replied with "Nothing | |
| obvious happens"). As it turned out, this cul-de-sac could be overcome | |
| by typing "PRESS BUTTON" (note the singular) and learning the | |
| distinctive features for the buttons from the standard disambiguation | |
| response -- "Which do you mean, ...". OK, this method worked, but don't | |
| tell me it's a good game design style! | |
| Normally, I'd dismiss something like that as slopwork; however, it's | |
| hardly applicable in this case, because Heist clearly isn't sloppy. | |
| Thus, I tend to see these features as some sort of the author's | |
| conceptual design choices I'm just failing to understand. | |
| After the prologue, the game splits up into a number of sub-games -- a | |
| decision amiable for both the author and the players. The author has | |
| obviously spared a lot of coding work, especially considering the fact | |
| that the player's inventory can't be transferred between the game parts; | |
| the players have received an additional chance to complete at least a | |
| major section of Heist on their own (while solving the entire game | |
| without help from outside probably also is possible, it'd certainly | |
| require more time and efforts most people could afford to spend on a | |
| text adventure). And, of course, there are puzzles, puzzles, puzzles. | |
| Puzzles abound. Most of them are decent, original and fun to solve, | |
| although they make massive use not only of adventure game logic, but | |
| also of adventure game conventions (you know, things like the player | |
| becoming able to pick up an object that previously had been too heavy | |
| for him to carry after (s)he swung the dumb-bells a few times). One of | |
| the puzzles seems to be loaned from Zork II, but I think the reason for | |
| it lies in the author just being unfamiliar with the immortal | |
| masterpiece by Infocom; since there's enough proof in Heist of Mr. | |
| Phillips' creativity regarding puzzle design, I can't blame him for that | |
| -- not having played Zork certainly isn't the worst crime in the world | |
| (actually, it's no crime at all). | |
| And this is pretty much all that can be said about this game. It's not | |
| without faults, but true puzzle-lovers will forgive all of them: | |
| occasional typos (admitted, their rate is kept quite low, especially | |
| considering how huge the whole thing is), a few wording problems, and a | |
| couple non-fatal bugs. As to those who aren't true puzzle-lovers, they | |
| shouldn't play this game, anyway. | |
| As to me, I'm completely happy with Heist, and I hope games of this kind | |
| (and size) will be kept being released. At times, it's great to have | |
| something you could put your brains to work onto, and to do so (with my | |
| inclination to bad puns, you could bet I was going to say it!) without | |
| haste. | |
| The SNATS (Scores Not Affecting The Scoreboard): | |
| PLOT: OK for a puzzle-oriented game; otherwise, I'd rate it lower (1.2) | |
| ATMOSPHERE: See PLOT, although a few places are really atmospheric (1.3) | |
| WRITING: Even and solid (1.2) | |
| GAMEPLAY: Well, puzzlefest. An entertaining puzzlefest, though (1.4) | |
| BONUSES: The amount of work that obviously has gone into a work so huge | |
| automatically deserves at least... (1.2) | |
| TOTAL: 6.3 | |
| CHARACTERS: Well-implemented and not annoying - what else can be | |
| required of a NPC in that kind of game? (1.2) | |
| PUZZLES: Lots of 'em, a vast majority being decent, original and fun to | |
| solve (1.4) | |
| DIFFICULTY: The game is obviously intended to keep the player busy for a | |
| very, very long time (10 out of 10) | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Mike Tulloch <tarage SP@G bellsouth.net> | |
| TITLE: Moonglow | |
| AUTHOR: Dave Bernazzani | |
| EMAIL: daveber SP@G gis.net | |
| DATE: October 4, 2004 | |
| PARSER: Simple (Microform parser) | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: Freeware -- Author's site | |
| URL: http://www.gis.net/~daveber/miniventure/ | |
| VERSION: 3 | |
| Moonglow exudes a 50's Sci-Fi feel, that some may find to be cliched, | |
| but it does provide a familiar backdrop in an economy of words. You see | |
| a UFO crash in your field; you can guess what unfolds next. | |
| Moonglow, like Catseye, is a 10k adventure, but it feels more polished | |
| due to its more robust parser. Like the aforementioned game, it is lean | |
| on description, terse with its replies, and consists of only a few verbs | |
| and objects. I also discovered an instant death routine that seemed a | |
| bit capricious. As with Catseye, you can't save the game, should the | |
| need or desire arise. | |
| The puzzles here are a medium level of difficulty, but I found them | |
| rewarding. First, they are separate puzzles (not simply part of one big | |
| puzzle as in Catseye); second, they are creative, in that they made | |
| sense, weren't immediately obvious, and yet weren't insanely difficult. | |
| The plot proceeds linearly but does involve a lot of "guess the verb" | |
| towards the end, however, due to the lack of helpful responses. In | |
| comparison to Catseye, Moonglow is more descriptive, more interesting, | |
| and more realistic. (Yes, it's a realistic SF.) | |
| Moonglow is diverting and worth an hour or two of playing. Bernazzani | |
| hit the mark with this one. | |
| Score: 6/10. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Paul Lee <bainespal SP@G yahoo.com> | |
| TITLE: Rock 'Em Sock 'Em Robots | |
| AUTHOR: Benjamin Mullins | |
| EMAIL: benmullins SP@G gmail.com | |
| DATE: February 2005 | |
| PARSER: Inform | |
| SUPPORTS: Z-code ports | |
| AVAILABILITY: Freeware, IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/zcode/reser.z5 | |
| VERSION: Release 1 | |
| This is a cute little game in which you play the blue "rock 'em | |
| sock 'em" robot and are determined to defeat your eternal adversary, | |
| Red. The obvious goal comes very easily; it is the bells and easter-eggs | |
| that make this game worth your five or ten minutes. Many actions give | |
| funny responses, and there are several humorous ways to end the game. | |
| Although the game will draw its laughs, there are not really enough | |
| things to do to make it a serious endeavor. Still, it accomplishes its | |
| goal well enough for what it is. | |
| Neither the coding nor the writing are very spectacular, but they both | |
| pass. The game has been tested and is not terribly buggy, although the | |
| Inform debugging commands are still present. Most everything works the | |
| way it obviously should. The only thing that disappointed me was one | |
| object that when used suggested something that the game did not | |
| incorporate. The writing similarly is fine. In fact, in places the prose | |
| is pleasantly witty. At any rate, the small amount of time that you put | |
| into this little work should be fun. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Jimmy Maher <maher SP@G grandecom.net> | |
| TITLE: Wumpus 2000 | |
| AUTHOR: Muffy St. Bernard | |
| EMAIL: muffysb SP@G hotmail.com | |
| DATE: November 2004 | |
| PARSER: Inform | |
| SUPPORTS: Z-code ports | |
| AVAILABILITY: Freeware, IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/zcode/wump2ka.z5 | |
| VERSION: Release 1 | |
| Wumpus 2000 is a rather bold amalgamation of everything the average | |
| member of the IF community hates the most. We have hunger daemons, | |
| randomized combat, and arbitrary death. Best of all, the whole game is a | |
| gigantic five-level maze. Don't move on to the next review just yet, | |
| though. There are some interesting things going on here. | |
| As its name would imply, Wumpus 2000 is an homage to the early '70's IF | |
| progenitor Hunt the Wumpus. However, Wumpus 2000 adds to Hunt the Wumpus | |
| at least a suggestion of a plot and more interactive elements, thus | |
| changing its form from an elaborate logical puzzle to a full-blown, if | |
| rather unusual, text adventure. The player is a newspaper reporter whose | |
| expose has angered the wrong people, resulting in her being deposited | |
| into a monster-infested toxic waste dump below her city. The objective | |
| is simple survival and, ultimately, escape. To do this, the player must | |
| explore a 5-level, 100 room dungeon which is randomly generated for each | |
| game, building up equipment and experience in preparation for her | |
| showdown with the game's ultimate foe, the wumpus itself. In classic | |
| dungeon crawl style, the monsters and challenges get steadily tougher as | |
| one progresses, but the rewards -- in the form of more powerful weapons, | |
| and treasures which can add to the player's score upon escape -- also | |
| increase. You will also have the opportunity to get physically stronger | |
| in a couple of different ways, a nice stand-in for the conventional RPG | |
| experience level trope. Taking advantage of these opportunities is | |
| essential if you are to have any hope of defeating the tougher monsters | |
| on level 3 and below. | |
| Yet the heart of Wumpus 2000 remains mapping. There has been | |
| considerable discussion on the IF newsgroups about potential | |
| alternatives to the traditional compass style of navigation. Wumpus 2000 | |
| is interesting in this regard, for it dispenses with directions | |
| altogether. Rooms are numbered from 1 to 100, with rooms 1 through 20 on | |
| level 1, 21 through 40 on level 2, etc. Exits from each room are listed | |
| not with their direction but with their destination. For instance, the | |
| exits from the first room of my game looked like this at the beginning: | |
| Exit 1 corkscrews toward an unexplored room. | |
| Exit 2 corkscrews toward an unexplored room. | |
| Exit 3 corkscrews toward an unexplored room. | |
| After I had explored a bit, they looked like this: | |
| Exit 1 corkscrews toward room 1 (A vast, rough chamber.) | |
| Exit 2 corkscrews toward room 17 (A vast, rough chamber.) | |
| Exit 3 corkscrews toward room 18 (A vast, rough chamber.) | |
| Mapping this is not really that difficult, although it does require a | |
| slightly different frame of mind. One must stop thinking directionally | |
| and start thinking solely in terms of connections. Deeper in the | |
| dungeon, things start to get a bit more complicated. You will encounter | |
| steep slopes upon which you can lose your footing, rushing water which | |
| can sweep you away in undesired directions, and other such obstacles. | |
| Things get really tough in the bottom couple of levels, when you run | |
| into things like this: | |
| Exit 1 corkscrews toward a familiar part of this room. | |
| Exit 2 corkscrews toward an unexplored part of this room. | |
| Exit 3 corkscrews toward a familiar part of this room. | |
| Exit 4 rises steeply toward room 85 (A vast, dark chamber.) | |
| As you can see, there are now multiple locations located in the "same" | |
| room. Mapping this sort of thing requires some real ingenuity, as well | |
| as resorting to the old standby of dropping items about the place and | |
| hoping no wandering monsters carry them off. For the truly masochistic, | |
| there is an option to turn off the room numbers altogether throughout | |
| the dungeon. Needless to say, I didn't partake. | |
| Other than exploring and mapping, you will spend your time collecting | |
| and experimenting with a variety of useful and not so useful items, | |
| fighting monsters, and slowly building up your character. There really | |
| are no traditional set-piece puzzles. The game is completely simulation | |
| oriented, with it challenges all arising organically from the | |
| environment. I would say its gameplay has as much in common with Nethack | |
| and its cousins as it does with traditional narrative IF. | |
| Dungeons and Dragons tropes get pretty unbearable pretty quickly for me, | |
| but the game's saving grace is that it never takes itself particularly | |
| seriously. Monsters are silly and fun, and you will even find some very | |
| humorous little notes left by the dungeon's earlier (doomed) explorers. | |
| It isn't the sort of thing I usually enjoy, but I had quite a good time | |
| with Wumpus 2000 for the first few hours. I found it fairly challenging, | |
| but not ridiculously so like, say, Nethack, and figuring out how things | |
| worked and reading the game's humorous little descriptions and asides | |
| was a lot of fun. Eventually, though, things got simultaneously more | |
| difficult and tedious, and I started to cheat, making copious use of the | |
| UNDO command. The presence of UNDO destroys much of the challenge in a | |
| game like this, for virtually any combat can now be won by UNDOING | |
| anytime the result in a given turn is unfavorable to your character. I'm | |
| frankly rather surprised that the author didn't disable it, although I'm | |
| not disappointed. I seriously doubt I would have ever completed the game | |
| without it. | |
| Even with UNDO, winning the game for me involved some more extensive | |
| cheating. I found myself on the last level of the dungeon, having killed | |
| the dreaded wumpus, with two of the three keys I needed to make my final | |
| escape. Naturally, I couldn't find the third. In the end, I hacked into | |
| the object tree to find that last elusive key and win the game. | |
| Sometimes a man must do what a man must do... | |
| The prospective player should be aware that there are a few bugs to be | |
| found. The worst of these is that doing an INVENTORY while holding the | |
| gem pouch you find on one of the later levels will crash the game with | |
| an illegal opcode. Perhaps another release will be forthcoming to | |
| correct this issue, and a few other more minor niggles. | |
| For me, the problem with a game like this is that increased challenge | |
| just feels like increased tedium. At some point it all becomes work | |
| rather than fun, and then I either give up or cheat. I suspect that many | |
| other IF players are, like me, looking for something fundamentally | |
| different in their computer entertainment than that which Wumpus 2000 | |
| provides, and so I am not surprised that there has been virtually no | |
| discussion of this game in the community since its release. Still, if | |
| you think you might enjoy a heaping dose of RPG-style simulation and | |
| old-school mapping puzzles to go with a little bit of narrative, give | |
| Wumpus 2000 a try. It really does do what it does very well, and I don't | |
| know of any other modern parser-based game quite like it. | |
| 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, | |
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| For a more detailed version of this policy, see the SPAG FAQ at | |
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| ----------------------------------------------------------------------------- | |
| Thank you for helping to keep text adventures alive! | |
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