| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE #45 | |
| Edited by Jimmy Maher (maher SP@G grandecom.net) | |
| July 17, 2006 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #45 is copyright (c) 2006 by Jimmy Maher. | |
| 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 ---------------------------------------------------- | |
| A Look at IntroComp 200(?5?) by Mordechai Shinefield | |
| REVIEWS IN THIS ISSUE ----------------------------------------------------- | |
| The Amazing Interactive Turing Machine | |
| Deadsville (IntroComp version) | |
| Finding Martin | |
| Ghost Train | |
| Glass | |
| OMNIQuest | |
| Swineback Ridge | |
| There's a Snake in the Bathtub | |
| Voices of Spoon River | |
| EDITORIAL------------------------------------------------------------------ | |
| When Paul O'Brian passed the reins of SPAG to me a year ago, one of my first | |
| goals was to improve the magazine's appearance. While the website might have | |
| been cool in that kitschy time capsule sort of way that leads to cinematic | |
| remakes of Starksy and Hutch, this wasn't quite the image I wanted to promote | |
| for either SPAG or IF in general. Unfortunately, my skills with web design are | |
| rudimentary at best, and I always seemed to have others projects that were more | |
| pressing. | |
| Finally I decided to force myself into action by announcing my plans to the | |
| world in my editorial for last January's issue. I also put out a call in that | |
| issue for designers who might be willing to donate some of their expertise | |
| toward a sleeker, more modern SPAG, even though I was doubtful what kind of | |
| response I would receive. Enter Felix Plesoianu. | |
| As it turned out, Felix did not just assist me. I was, as usual, bogged down | |
| with other projects, and so Felix basically did everything himself over a period | |
| of several months, patiently responding to my many requests for changes and | |
| additions. And now his work is finally on display for everyone. Personally, I | |
| think it looks great, and I hope you will agree. If you do, feel free to send | |
| him an email telling him so. You can reach him at felixp7 SP@G yahoo.com. | |
| One of the nicest features of the new site is that it makes it much easier to | |
| submit reviews. Simply click the "Submit a review" link on the right side of | |
| the home page, and fill the form out as best you can, pasting the body of your | |
| review into the appropriate field. Of course you can also continue to submit | |
| reviews by the old method of personal email to me, if you prefer, and I also | |
| always welcome feedback, article proposals, and whatever else IF-related you | |
| care to send me. | |
| We are not done with modernizing SPAG. Indeed, this is hopefully just the | |
| beginning. The individual issues are still not HTMLized, and correcting that is | |
| the next project on the agenda. Further down the road, I hope to start sending | |
| SPAG out to subscribers in HTML format, and I have vague ideas for plenty more | |
| enhancements. Be patient with us, please. We will get there. | |
| As excited as I am about SPAG, I am even more excited about the IF community in | |
| general. I think many of us have had a sense over the last couple of years that | |
| IF needed something, some spark, to galvanize people again. The number of new | |
| games released each year was not only not growing, but had actually begun to | |
| decline, and we often seemed to be coasting on our traditions rather than acting | |
| out of passion. | |
| Inform 7, I am gratified to say, has changed everything in exactly the way I had | |
| hoped it might when I first encountered it. The number of posts to | |
| rec.arts.int-fiction has skyrocketed since Inform 7's April 30 release, and, | |
| even more gratifyingly, the excitement in the community is palpable. We have so | |
| far seen only a few small efforts created with Inform 7, but I have every reason | |
| to believe these are only the first trickles that precede the deluge. I suspect | |
| that Inform 7 will be well-represented in this year's IF Competition. And, | |
| excitingly for a devotee of epics like myself, many people seem to be have been | |
| inspired by Inform 7's power and ease of use to begin long works of | |
| considerable ambition. | |
| Many of those who have taken up the new system are non-programmers who had | |
| previously found traditional IF authorship closed to them. This is exactly the | |
| path IF must take if it is to grow. We must attract writers and readers who are | |
| not computer geeks at all, who indeed were perhaps never even interested in | |
| computers before discovering IF. This is the path to better, more literary | |
| works and acceptance, first by the electronic literature community and then by | |
| literary establishments in general. Pipe dreams? Perhaps, but stranger | |
| things have happened. I get excited when I think of where IF could go, and | |
| cannot express enough gratitude to Graham Nelson and Emily Short and everyone | |
| who has helped with Inform 7 for opening up a new path by which we might get | |
| there. | |
| Pipe dreams aside, though, I have some very interesting reviews for you today. | |
| Mordechai Shinefield has written a very funny overview of (what he thinks is) | |
| last year's IntroComp, just in time for this year's event. Previous SPAG editor | |
| Paul O'Brian has contributed two thoughtful reviews, as has IF Renaissance woman | |
| Emily Short. Throw in reviews from longtime SPAG stalwart Valentine Kopeltsev, | |
| returning contributor Mike Harris, and a couple of much-appreciated newcomers, | |
| and there is much to enjoy. And so, without further ado, I invite you to read | |
| on and do so. | |
| IF NEWS ------------------------------------------------------------------- | |
| One Room Game Competition 2006 | |
| Francesco Cordella recently hosted a one-room game competition, with games | |
| written in either English or Italian being eligible. A healthy nine entries | |
| were submitted, although only two were written in English and are thus | |
| accessible to Italian-challenged players like myself. However, one of those | |
| English games, Sam Gordon's Final Selection, actually won the competition. The | |
| other, Sara Brookside's It's Easter, Peeps!, finished sixth. | |
| http://www.avventuretestuali.com/orgc/orgc-2006-eng | |
| Let's Tell a Story Together | |
| For my undergraduate Senior Honors Thesis this past semester at the University | |
| of Texas at Dallas, I worked up a fairly detailed introduction to and history of | |
| IF. I call it Let's Tell a Story Together, and I have put it online on my | |
| personal page. Response has been gratifyingly positive so far, and I plan to | |
| correct, update, and with luck even expand the work over time. | |
| http://home.grandecom.net/~maher/if-book | |
| IntroComp 2006 | |
| As of this writing, the 2006 edition of the IntroComp is just underway. For | |
| those who haven't participated before, the goal of this competition is to | |
| encourage authors to create longer works by allowing them to submit introductory | |
| sections of possible longer games to be judged by the community, and thereby to | |
| discover whether their concepts are worth expanding into full-length games. | |
| This year's competition has seven entries. Take a few minutes to read Mordechai | |
| Shinefield's belated but enjoyable overview of last year's IntroComp in this | |
| issue to get a feel for how it all works, then download this year's intros and | |
| judge away. The voting deadline is August 6. | |
| http://www.xyzzynews.com/introcomp | |
| Spatterlight | |
| Tor Andersson, who seems to have the energy and interpreter-creating skill of | |
| dozens of normal programmers, has announced a new multi-format interpreter for | |
| Mac OS-X called Spatterlight. Spatterlight can play games in AGT, ADRIFT, | |
| AdvSys, Alan, Glulx, Hugo, Level 9, Magnetic Scrolls, TADS, Quill, and of course | |
| Z-Code formats. Whew! It is still in beta, but looks very usable, and receives | |
| updates at a rather furious pace. | |
| http://ccxvii.net/spatterlight/ | |
| SPAG NEEDS YOU! | |
| So many deserving games are still waiting for reviews. If you have played or | |
| plan to play any of these, please think about setting aside an hour or two of | |
| your time to write up your impressions. You'll feel good afterward, I promise. | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. Eragon | |
| 2. A Spot of Bother | |
| 3. 1893: A World's Fair Mystery | |
| 4. Final Selection | |
| 5. Provenance | |
| 6. When in Rome, parts 1 and/or 2 | |
| 7. Bronze | |
| 8. Dracula: The Arrival | |
| 9. The Reliques of Tolti-Aph | |
| 10. It's Easter, Peeps! | |
| A LOOK AT INTROCOMP 200(?5?) ---------------------------------------------- | |
| From: Mordechai Shinefield (lubbarlubab SP@G hotmail.com) | |
| When I decided to write my own IntroComp submission, checking out past | |
| contenders seemed natural. It.s always a good idea to get an idea of the | |
| competition before crawling into the ring swinging. Here, though, it was more | |
| like watching the video footage from a previous match then scouting out | |
| competitors. Fine. It.s what I had to work with. I read that SPAG was looking | |
| for reviews of IntroComp 2005, so I decided to kill two birds with one stone. | |
| (First the boxing metaphor, now the birds cliche. I.m mixing metaphors like a | |
| bartender on acid.) | |
| At Wit.s End Again | |
| This is apparently the sequel to another game, titled (surprisingly) "At Wit.s | |
| End." Perhaps that game sets up what is going on with this one. Because I.ve | |
| only limited myself to IntroComp games, though, I have no idea. Apparently I | |
| have a narcolepsy, which is a total bummer, because I also dream nightmares | |
| compulsively. I pleaded with the on screen representation of me to lay off the | |
| ambien, but to no avail. To be fair, I don.t know that it was ambien that made | |
| him like that. I.m just extrapolating from my own experience with the drug. | |
| Maybe our protagonist just ate bananas before he went to sleep. I hear those | |
| things will screw you up. | |
| Anyway, apparently my name is Jake, because when the parser talks to me, it | |
| calls me Jake. Maybe I.m the Jack Nickolson character from Chinatown (and The | |
| Two Jakes). Maybe I.m having nightmares because of that dame who got the bullet | |
| in her head. I.ve been waking up in cold sweats. I haven.t taken a case since | |
| then. An NPC taps on my shoulder. "C.mon Jake, it.s only Chinatown," he says. | |
| Well, no. He doesn.t. Instead I wake up in my bed. I.m in a cold sweat. I.m told | |
| "Damn! Another freakin' nightmare. Those sleeping pills are doing absolutely | |
| nothing for you." This tells me two things; one, that I.ve had these nightmares | |
| before and two, I was right. I totally am on ambien. Score. | |
| Much like being on ambien in real life, I have the experience that no matter | |
| what I do, I.m on a fixed track. I try to mess with the system. I type "wait" | |
| until the game forces me to do things. I talk back to the parser. [>stop moving | |
| me around / I don't know the word "moving". / >go to hell / I don't know the | |
| word "hell".] | |
| It.s like talking to Smarterchild, except Smarterchild totally pretends to | |
| understand me. I have an idea: Maybe I can make the parser for my IntroComp | |
| submission interact like Smarterchild. | |
| [>stop moving me around / SmarterChild: You think I should do that? / >yes / | |
| SmarterChild: I should do that, huh? No way. / >go to hell / SmarterChild: I've | |
| heard much better insults than that, Jake.] | |
| Smarterchild? Total snark. So I finally think I.m awake when [SPOILER ALERT] the | |
| elevator I.m in goes into total freefall and the game ends. I wish I could say | |
| I.m literally at my wit.s end, but instead I.m just slightly nonplused. I turn | |
| off my computer and go to sleep. For real. | |
| Except suddenly a giant leper is attacking me! | |
| I go to check out what rating this game got when it was released and notice that | |
| I played a game from the first Introcomp, not the last one. This information | |
| seriously bugs me. I decide to include the review in the 2005 review package | |
| nonetheless and hope no one notices. I realize that announcing this intention | |
| out loud is completely sabotaging myself. | |
| Apparently though, it was the Second Runner-Up in the first ever contest. That.s | |
| like . Bronze medal. I decide to play the winner from the last IntroComp. | |
| Deadsville | |
| First reactions: A village called Deads? Was there a Mr. Deads who founded the | |
| village? Are there ghosts here? Does this star Bruce Willis? [SPOILER ALERT] It | |
| doesn.t star Mr. Willis. [ANOTHER SPOILER ALERT] Turns out Bruce was dead during | |
| the entire duration of Sixth Sense. | |
| Apparently the conceit is that you.re a zombie, risen from the dead. Also, the | |
| guy who raised you messed up, so you still have free will. Also, you.re hungry. | |
| To see if I could die from hunger, I hit the "wait" button about fifty times. | |
| Nothing happened. Apparently waiting to die from hunger as a zombie is like | |
| waiting in the grave. A lot of nothing. Anyway, I decide to kill and eat the | |
| kid. This secretly pleases me as a player. I try to choke him with my zombie | |
| hands, but apparently I.m not an indestructible as I once thought. My arms come | |
| right off. | |
| You know, the kid wants to raise a zombie army to take over his town. Maybe he | |
| should have thought about this detachable limbs thing first. I mean, how am I | |
| supposed to hunt down townspeople when my bones keep coming off? My entire | |
| raison d.etre is gone. Why do I be? Who am I? In pitiful rage I clobber the kid | |
| with his own spellbook and feast upon his brain. The game claims this is because | |
| I am hungry. I know the truth. It is because I am man without purpose. The | |
| zombie is merely a metaphor for the modern man. I walk through the New York | |
| streets. I am in a city of millions of people and yet I feel alone. | |
| I can see why this game won, and yet I am not satisfied. Are we not postmodern | |
| men? Am I not a pastiche of influences? My zombie correspondent lumbers into the | |
| town and I get a "to be continued." Perhaps the rest of the game will shed light | |
| upon these questions. I turn to the second place winner. | |
| Weishaupt Scholars | |
| Weishaupt is the last name of Adam Weishaupt, who supposedly founded the Order | |
| of the Illuminati. The game is either a reference to good old Adam, or to the | |
| Weishaupt Corporation, a wholesale distributer of gasoline. (WC recently | |
| expanded to over 25,000 square feet. Congratulations WC!) The game is either | |
| about studying conspiracies or studying gas companies. I secretly hope for the | |
| latter. | |
| The game starts by talking about an organization with "secret meetings, a | |
| shadowy power structure that stretches throughout the world, and they.ll even | |
| pay your way through college to get there." I.m thinking that this is definitely | |
| about an oil conglomerate. | |
| Well, even after completing the intro, I.m still unsure. I like the multiple | |
| characters you can play as, though. It.s like having MPD (which is a serious | |
| condition, I mock not), or just being generally fractured. The bulk of the intro | |
| involves cultists storming the building, threatening you. I wonder if they | |
| intend to eat you. Perhaps they are the zombie army raised in the last game. | |
| Hopefully those zombies are all wielding spellbooks, I sigh. I also liked that | |
| you can.t lose. Screwing up in one chapter effects all the other chapters. In | |
| the short intro the implications of that are minor, but they may have greater | |
| significance in later chapters. If later chapters ever emerge. I am left | |
| remembering that most IntroComp games are never finished. I take a moment of | |
| silence for those that don.t make it, then load up the third place winner. | |
| The Fox, The Dragon, and The Stale Loaf of Bread | |
| Awesome. It.s like a Marie | |
| de France fairytale. Hopes me | |
| before loading it that he | |
| wrote the entire game in lai. | |
| Inspired, I write the review | |
| in form. Free-verse I eschew. | |
| Then I reconsider. Do I really want to write an entire review in eight syllable | |
| couplets? No. Instead I start the game, and to my surprise it actually is a | |
| fairytale! Not only, but it also starts with five quatrains. The poet-geek in me | |
| is very excited. It is subtitled "A Bizarre Fairytale Adventure." My heart beats | |
| faster. Apparently you.re a bard. A good looking bard. With a blemish in an | |
| unnameable place. I find myself in love with my protagonist. Hopeful he lives | |
| through the adventure. Last time I fell in love with a protagonist was while | |
| reading the Bell Jar. That didn.t end well for either of us. | |
| I.m confronted with a magic fox who begs me not to eat it. Of course I refuse | |
| and eat it. Magic or not, I find the ideal option in any choice to eat whatever | |
| is before me. Sadly, I have nothing to cook the carcass with, and I go | |
| searching. I find a firepit, but can.t light it. I find a cliff, but cannot jump | |
| off it. (The game assures me I will be able to in the full version). I realize I | |
| have a tinderbox on me, and attempt to start a fire. To no avail! .>light | |
| firepit. doesn.t work, nor does .>light tinderbox. nor does any combination of | |
| the two. .>complain. doesn.t work either. It just keeps explaining that "That | |
| dangerous act would accomplish nothing." It would accomplish eating! Is it my | |
| fault that the IF parser if a machine and can.t appreciate the needs of a human? | |
| Who ever gave the keys to the kingdom to a robot anyway? | |
| I go onto IFMud and ask the writer, David, exactly what the proper syntax is. He | |
| isn.t sure either. A little of me dies inside. I think about writing full | |
| reviews for the other entries, but my heart is sad. I decide to express that | |
| sadness by describing the last four entries in haiku form. | |
| The Amazing Uncle Griswold | |
| You I want to play | |
| Adrift I don.t have installed | |
| And I am very lazy | |
| The Hobbit | |
| I keep groping around | |
| Don.t sue me for harassment | |
| I.m lost in darkness. | |
| Negotis: Book 1 | |
| There is much to read. | |
| The game calls me by my name, | |
| Fear for my sanity. | |
| Somewhen | |
| Much has not been done | |
| It feels empty of purpose, | |
| Much like Wittgenstein. | |
| Postscript: David figures out that the correct syntax is "light the kindling | |
| with the tinderbox." It works and I cook the magic fox. I eat it. The game is | |
| now unwinnable. David claims I.m the first player to ever try to eat the fox. | |
| Though I.ve apparently broken the game, I am satiated from eating the fox and | |
| don.t bother restarting. I never find out who the dragon is. Life goes on. | |
| 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: Valentine Kopteltsev (uux SP@G mail.ru) | |
| NAME: The Amazing Interactive Turing Machine | |
| AUTHOR: D. Clemens | |
| EMAIL: jdc20 SP@G psu.edu | |
| DATE: May 2006 | |
| PARSER: Inform | |
| AVAILABILITY: Freeware | |
| URL: http://www.math.psu.edu/clemens/IF/Turing/ | |
| A Turing machine is an abstract device invented by the British mathematician | |
| Alan Turing. It consists of a reading/writing head that moves over an infinite | |
| tape in discrete steps (one step at a time), writing zeroes or ones on it as it | |
| does so. This movement occurs in accordance with a so-called state table (which | |
| effectively represents a program of sorts) containing entries that define, | |
| depending on the state of the machine and on the symbol that has just been read | |
| by the head, whether a zero or a one has to be written to the tape, which way | |
| (left or right) the head has to move next, and to which state the machine should | |
| change. | |
| I'm not sure the previous paragraph doesn't automatically put my review in the | |
| SPAG Specifics section, because, if we assess The Amazing Interactive Turing | |
| Machine basing on canons traditionally applied to IF-games, the "find out how | |
| this weird contraption works" type of puzzle is the only thing it can offer the | |
| player. Seriously, most players probably wouldn't know what a Turing machine | |
| actually is, because it's not a concept taught in every school (well, not even | |
| in every college, at least in Russia). On the other hand, I think 90 percent of | |
| such "uninitiates" would just resort to the Internet. The only reason why I | |
| didn't do so myself is, a couple of months ago I accidentally stumbled upon a | |
| popular scientific magazine that contained an article dealing with the subject. | |
| Thus, as you might have already guessed, the reviewed work is nothing more and | |
| nothing less than a fully functional emulation of a Turing machine. As such, it | |
| probably represents a useful tool for people active in adjacent areas of | |
| science, which can spare them lots of routine paperwork. However, a few | |
| enhancements could help making this tool even more powerful: first of all, a | |
| point-and-click interface for setting up the state table (although it probably | |
| would be a pain to implement in Inform) -- the current editing procedure is | |
| pretty tedious. The second improvement would be a command allowing to skip the | |
| entire computing session of the machine, hiding all intermediate messages, and | |
| only displaying the results of the computation. Currently, the game allows you | |
| to skip up to 59 turns; while this really is a blessing, it's not enough for | |
| more complicated tasks (that can take quite an extended number of steps on a | |
| Turing machine), and the monotonous "The machine churns along" messages become | |
| more and more annoying with the time. | |
| As almost any computer, the Turing machine has something fascinating about it, | |
| so that many people probably will be tempted to fiddle with it. While I'm a | |
| dilettante in this field, I couldn't help programming a few semi-trivial | |
| problems on it. Thus, this work clearly has a certain entertainment value, at | |
| least for a specific category of people; still, it hardly can be considered | |
| interactive fiction by any means. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Mike Harris (M.Harris SP@G spi-bpo.com) | |
| NAME: Deadsville (Introcomp 2005) | |
| AUTHOR: William McDuff | |
| EMAIL: wmcduff SP@G mac.com | |
| DATE: July 24, 2005 | |
| PARSER: Inform 6 | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware; IF Archive | |
| URL: http://mirror.ifarchive.org/if-archive/games/zcode/Deadsville.zip | |
| VERSION: Release 3 | |
| A short, two-location game, Deadsville is a fun twist on a George Romero | |
| premise. Despite a limited palette of one NPC, two locations and a small number | |
| of objects it.s rich and well written, proving that an enjoyable game does not | |
| need complexity. | |
| Defeating the NPC and winning the game is fairly straightforward. It can be | |
| done in less than twenty moves and took me about 15 minutes the first time. | |
| However, that.s not really the point. After the first play I spent over an hour | |
| repeatedly replaying the game to find all iterations. A well-implemented hints | |
| menu contains a number of amusing suggestions including a command that allows | |
| the player to explore all of the losing options without having to restart each | |
| time. Even the .default. responses are entertaining and well thought out and | |
| there were several times I laughed out loud when I got a response that I wasn.t | |
| expecting. | |
| As for technical details, the game is bug free and well implemented, with no | |
| .guess the verb. problems. No .guess the noun. problems, either - the game | |
| accepts a surprisingly large list of nouns to refer to the NPC and objects. I | |
| only found one flaw - after defeating the NPC character, re-examining an object | |
| gives the pre-defeat response . and my only objection is that a single sentence | |
| within the response refers obliquely to the NPC as though still undefeated and | |
| in no way affects the playability. I can only wish that all IF games were this | |
| thoroughly debugged. | |
| Deadsville is .horror. in much the same way the movie .Shaun of the Dead. is | |
| horror . no lurid descriptions of gore to off-put the weak of stomach. You | |
| don.t have to be a fan of the genre to appreciate Deadsville, but if you.re the | |
| sort of person who laughs when the ditzy teenager gets her gruesome comeuppance | |
| you.ll find it especially entertaining. | |
| I look forward to the full game. The atmosphere is dead on and the characters | |
| are as fleshed out as they can be (every possible pun intended). Some tougher | |
| puzzles might be enjoyable. In any case, if the author takes as much time and | |
| trouble with the full version as with the intro, Deadsville could well become a | |
| classic. | |
| On a scale of 1 to 10 I give Deadsville a 3 for difficulty and 8 overall. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Paul O'Brian (obrian SP@G colorado.edu) | |
| TITLE: Finding Martin | |
| AUTHOR: Gayla K. Wennstrom | |
| EMAIL: gayla SP@G qrivy.net | |
| DATE: 2005 | |
| PARSER: TADS | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: freeware; IF Archive | |
| URL: http://www.ifarchive.org/if-archive/games/tads/fm.gam (Archive) | |
| http://www.qrivy.net/~gayla/ (game home page) | |
| VERSION: 1.12 | |
| In an era of bite-sized IF, Finding Martin is a 12-course meal. Actually, it's | |
| more like one of those progressive dinners, where you go from one house to the | |
| next, a different course at each house, for a total of 12 courses in the | |
| evening. Except it's more like going to one of those every night for two weeks. | |
| Seriously, this game is HUGE. This is the kind of game where you might find an | |
| item with ten different modes, many of which can be used to adjust the item to | |
| one of its 720 different settings (and some of which do other things entirely), | |
| settings which are split into twelve different themed sections, many of which | |
| give hints, some of which give red herrings, and some of which perform game | |
| functions. I am not exaggerating. And that's just one item out of dozens and | |
| dozens you'll find in this game way way way before you get anywhere near finding | |
| Martin himself. | |
| If you love yourself a big, juicy puzzlefest, Finding Martin is cause for | |
| celebration. It's several times larger and more complex than anything Infocom | |
| ever attempted, and it's generally quite well-implemented. I encountered a | |
| number of glitches in my journey through the game, but they were all minor -- | |
| typos, missing synonyms, and underimplemented parsing mostly. There are a few | |
| logic errors here and there, but nothing game-crashing, and in fact very little | |
| that even caused me any trouble with a puzzle. Moreover, these problem areas are | |
| a very small percentage of the game itself, and this is a game that implements | |
| some highly complex behavior. A few errors here and there are quite forgivable | |
| in a game this ambitious in scope. | |
| As for the puzzles themselves, the news is again mostly good. Most of the | |
| challenges are logical, and some are quite clever indeed. In particular, there's | |
| a puzzle (or maybe it would be more accurate to call it a suite of puzzles) | |
| toward the end of the game that is astoundingly intricate and deeply satisfying, | |
| the kind of a puzzle that would make up the entirety of another game. It's a | |
| time-travel scenario that takes the groundwork laid by Sorcerer and expands it | |
| by an order of magnitude, asking you to consider the relations between a number | |
| of different time-slices as well as to coordinate the actions of multiple past | |
| selves with the actions of your current self in order to bypass certain | |
| barriers. However, well before you reach that puzzle you'll have made your way | |
| through a large number of obstacles that should scratch any inveterate puzzler's | |
| itch. | |
| Not only that, the puzzles frequently build on each other, and most of the goals | |
| require several components to achieve. Finding Martin's world can feel | |
| astonishingly layered and convoluted. I frequently found that the discovery of a | |
| new item or command would add new dimensions to the pieces of the game I'd | |
| already uncovered, and that their interactions would open up new avenues for | |
| exploration. Of course, the flip side to this is that such a discovery would | |
| often compel me to explore the game's giant world yet again, trying the new key | |
| to see if it would unlock any heretofore unseen doors. At time, the gameworld | |
| feels like an obsessive-compulsive's paradise, but at least most of the | |
| interactions seem logical once they've been found. | |
| Unfortunately, not all the puzzles manage to meet the same high standards. There | |
| are a number of read-the-author's-mind stumpers spread throughout the game. Some | |
| of these just require induction stretched absurdly far, but for several others I | |
| still have no idea how I was supposed to come up with the solution. There's | |
| another category, too: puzzles whose solution required some kind of cultural | |
| referent which I lacked, a la Zork II's baseball puzzle. Finding Martin's | |
| pedigree consists mostly of geek lore like Monty Python and Douglas Adams, and | |
| that stuff I've got covered, but a couple of puzzles require knowledge of Asian | |
| customs that I only learned from the walkthrough. | |
| On the flip side of read-the-author's-mind are "puzzles" whose solution is | |
| entirely arbitrary but so heavily clued that the game pretty much just tells you | |
| what it is. Imagine a dark room with a description along these lines: "It's | |
| impossible to see anything in this room -- this must be what a cinnamon roll | |
| feels like when it's in the oven!" And lo and behold, you just happen to find a | |
| cinnamon roll later in the game, so when you bring it into the dark room and eat | |
| it, the cinnamon-oriented olfactory sensors in the walls detect it and turn on | |
| the lights, just as they've been programmed to do by the house's exceedingly | |
| eccentric and patient owner. That example isn't from the game, but there are | |
| several puzzles in there that are cut from the same cloth. | |
| The substandard puzzles are a minority, and they certainly aren't enough to ruin | |
| the game, but my advice is: don't be afraid to bust out the walkthrough. Yes, | |
| sometimes you may find that a perfectly logical solution was staring you in the | |
| face, but other times you'll be relieved to just take the rather farfetched | |
| solution and move on with your life. Happily, the author is kind enough to | |
| provide a walkthrough on her web page that is broken up into 5-point clusters so | |
| as not to give away too much at once. However, if I may offer one more piece of | |
| advice: download the full walkthrough from that page and tuck it away somewhere | |
| on your hard drive. Otherwise, you may find yourself, as I did, stuck two-thirds | |
| of the way through the game and panicking because the author's site has gone | |
| down. Luckily for me, the page came back up the next day and I found some cached | |
| bits on Yahoo in the meantime, but I could have saved a good deal of time and | |
| stress if I'd just had the full walkthrough to fall back on. | |
| Finally, take heed of the author's advice in the intro text: save your game a | |
| LOT. There were quite a number of times I found myself returning to an earlier | |
| savegame because I was trapped without a necessary item, or I wanted to undo | |
| something I'd done a bit improperly a few hundred moves earlier. Actually, that | |
| brings me to one of my chief gripes about Finding Martin: it sets a few | |
| arbitrary limits, ostensibly in the name of realism but functionally just to | |
| irritate the player. Chief among these is an inventory limit. Let's face it: | |
| this is not a game that holds realism particularly dear. Many of its puzzles | |
| consist of caprice and whimsy, and its entire plot is metaphysical to say the | |
| least. However, for some reason it decided that the player should only be able | |
| to carry a limited number of objects, and it failed to provide any kind of | |
| bottomless sack-type object to circumvent this limit. Not only that, there's a | |
| puzzle component that steals items when they're dropped on the ground. Even more | |
| confoundingly, commands like PUT ALL ON TABLE are met with the response, "One | |
| thing at a time, please." And of course, there are many many journeys to pocket | |
| worlds whose obstacles require that the player has brought a particular item. | |
| Frequent were the times I cursed at this game for the way it forced me into | |
| numbingly dull inventory management tasks when I wanted to be having fun | |
| instead. Also, there are several instances of the game being pointlessly obtuse, | |
| along these lines: | |
| >READ BIG BOOK | |
| First you'd need to open it. | |
| Come on. This is 2006 -- we know by now that READ implies OPEN. Such | |
| obstructionist world-modeling benefits nobody. | |
| I'm not sure if responses like this one and the response to PUT ALL are TADS | |
| default behavior. I do know that I sometimes wished this game had been written | |
| in Inform, so that I could get certain pieces of the Inform default | |
| functionality. Besides the lack of a sack_object, I was jonesing hard for an | |
| OBJECTS verb that would let me see all the items in the game I'd found up to | |
| that point. Similarly, a FULLSCORE command that told me all the puzzles I'd | |
| solved so far would have been most welcome, especially given how many times I | |
| had to restore back to an earlier saved game. Finally, having just played | |
| Bronze, I really missed conveniences like GO TO that allow me to traverse the | |
| game world without rattling off memorized directions to the parser. | |
| Okay, I've been complaining for a while, which makes it sound like I didn't | |
| enjoy the game. That's not true -- overall I had plenty of fun. It's just a | |
| similar feeling to what I had when playing Once And Future, another enormous | |
| old-school puzzlefest. Like OAF, Finding Martin provides lots of opportunities | |
| to feel that satisfying *click* as logical components snap together, but forces | |
| a little too much tedium on the player after that click has happened. It's the | |
| figuring-out that's the fun part of a puzzle, not the follow-through of putting | |
| twenty pieces in just the right place once you know where they're supposed to | |
| go. Several of this game's puzzles would have been much more fun if they'd | |
| provided some way of automating that follow-through once the player has | |
| demonstrated understanding of the basic concept. | |
| Enough about the puzzles anyway. What about the story? Well, actually, the story | |
| is pretty much MIA for the first third or so of the game. We begin with a | |
| reasonably compelling premise: your brilliant but peculiar friend Martin has | |
| disappeared, and his family has asked you to explore his house in hopes of | |
| finding him. Why you and not, say, the police? Well, it seems that you may just | |
| be close enough to Martin's highly bizarre mindset to understand how to find him | |
| when the police wouldn't even be able to get in the door. Strong echoes of | |
| Hollywood Hijinx abound as you poke through rooms laden with fascinating devices | |
| and hidden exits, but there's not much more story to be had for a while. | |
| Finally, the game begins doling out plot in awkward lumps, but about two-thirds | |
| of the way through, these lumps smooth out and the story begins to tie together | |
| as more and more interconnections between Martin's family and friends, as well | |
| as his past, present, and future, reveal themselves. By the time I was rolling | |
| toward the endgame, I had felt genuinely moved several times. In fact, a couple | |
| of times Finding Martin hits a real IF sweet spot, where the solution to a | |
| puzzle not only advances the story but carries strong emotional content about | |
| the PC's role in the other characters' lives. I recall one moment in particular | |
| that gave me goosebumps, as I figured out how something I had done in a past | |
| time-travel scenario had affected the future, and how someone in that past had | |
| sent a message forward in time to me. | |
| Remember how I mentioned the game's geeky pedigree? There are a number of | |
| references woven throughout the story that are pulled straight from the geek | |
| handbook: Star Trek meets Hitchhiker's meets Tolkien. Some of these made me | |
| smile, and some made me squirm. At times I felt like saying, "Yes, yes, I get | |
| it. You like Monty Python." Also, the writing around these references can | |
| sometimes feel a bit flat and ingratiating, as when the PC encounters a used | |
| paperback: | |
| >x novel | |
| It's a book by Douglas Adams, entitled "So Long and Thanks for All | |
| the Fish". Apparently this is the fourth book in the "Hitchhiker's | |
| Guide to the Galaxy" trilogy. It occurs to you that publishing the | |
| fourth book of a trilogy must be the toungue-in-cheek behavior of | |
| someone with a fantastic imagination and an audacious taste for the | |
| bizarre. | |
| Ho ho ho. Nothing like belaboring that "fourth book in the trilogy" joke. I get | |
| it -- you like Douglas Adams. Also, "tongue". | |
| Aside from that, though, the writing worked well. Most of the time it was | |
| transparent, but there were some clever twists and turns throughout, as well as | |
| a few good jokes. Having finished this game at last, and finally found Martin, I | |
| have to express my admiration. It must have been an unbelievable amount of work | |
| to put together a game of this size and scope, and for the most part it's done | |
| really well. If you're hungry for puzzles, Finding Martin should keep you fed | |
| for several weeks. Even if you're not a puzzler, grab a walkthrough and explore | |
| this game -- there are pleasures here for many tastes. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Gemma Bristow (gemma SP@G helical-library.net) | |
| TITLE: Ghost Train | |
| AUTHOR: Paul T. Johnson | |
| EMAIL: paul SP@G wolfman.co.uk | |
| DATE: 2003 | |
| PARSER: Inform 6 | |
| SUPPORTS: Z-code (Inform .Z8) interpreters | |
| AVAILABILITY: Freeware; IF Archive | |
| URL: http://mirror.ifarchive.org/if-archive/games/zcode/ghost.z8 | |
| VERSION: Release 6 | |
| There's inherent drama in trains, hence their frequent use as a setting for | |
| thrillers. Trains move to an insistent rhythm which reminds of the passing of | |
| time. They go speeding through dark tunnels and over rickety bridges. They don't | |
| stop at the protagonist's convenience. And then there's the romance of the | |
| railway in the pre-WW2 era: the trail of steam, the velvet seats and polished | |
| fittings of the carriages. This is the world of Ghost Train, a flawed but | |
| interesting horror tale that exploits all of these elements. | |
| It's Christmas Eve, 1935. The PC is a young man travelling by train through | |
| southern England, accompanied by a female friend, to spend the holiday with his | |
| family. The journey is interrupted by a terrible accident that derails the | |
| train. The PC, seemingly the only survivor, is left to stagger along the track | |
| looking for aid. However, he is soon found by a story involving a mysterious | |
| signalman, a hidden station and an ancient curse, and it becomes apparent that | |
| his friend has met with a fate stranger than death. | |
| The first half of the gameplay flows smoothly. The player is guided through the | |
| actions necessary to advance the plot without feeling figuratively (as well as | |
| literally) on rails. Puzzles are fairly straightforward, and one of the game's | |
| many atmospheric objects doubles as a hint system during a particularly risky | |
| scene. In the second half, things unravel a bit. One scene can trap the PC in a | |
| location, unable to move or do anything unless they ask an NPC about a specific | |
| topic; hard to intuit when the NPC delivers a stock response to most other | |
| subjects. Then there are a couple of puzzles in the endgame that had me | |
| scrambling for a walkthrough. One involved manipulating a piece of machinery | |
| that, as it turned out, couldn't be manipulated in the manner I tried because it | |
| was already at its physical limit. Unfortunately, the resulting message from the | |
| game didn't indicate this physical property of the mechanism. Instead, it was a | |
| non-committal refusal which suggested, misleadingly, that the mechanism wasn't | |
| the solution to the problem. Better playtesting might have caught these trouble | |
| spots. | |
| The game's writing would also have benefited from a good beta, since it's marred | |
| by punctuation errors and some clunky sentence structure, as well as a sometimes | |
| unconvincing tone when narrating action. The opening scene is unfortunately one | |
| of the more poorly written. However, the prose overall is suitably atmospheric, | |
| and it's in atmosphere that the game succeeds most strongly. The events that | |
| first introduce the supernatural, judiciously placed within the storyline, are | |
| genuinely eerie. The author makes good use of scenery objects and colours. One | |
| sequence in particular, in which the PC walks through a series of railway | |
| carriages equipped with graduated, symbolic decor, has a strong visual charge. | |
| The non-visual senses are also catered for, with frequent mention of ambient | |
| sounds heard by the PC as well as the pervasive cold of the December night. A | |
| more subtle effect is the way in which the game employs one potent aspect of the | |
| train as an image: that of a journey whose final destination is set and whose | |
| course cannot be altered. Where the atmosphere falters, it is due to the game | |
| attempting something more graphic. A literal figure of doom that appears in | |
| later portions of the game is less dramatically successful than the intangible | |
| menace of earlier parts. | |
| Ghost Train is worth a ride for players who are in the mood to be unsettled. | |
| Some of its images do linger in the mind. If the opening and closing segments | |
| are the weakest parts of the game, at least it can claim with some relevance | |
| that the adventure is in the journey. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Paul O'Brian (obrian SP@G colorado.edu) | |
| TITLE: Glass | |
| AUTHOR: Emily Short | |
| EMAIL: emshort SP@G mindspring.com | |
| DATE: April 30, 2006 | |
| PARSER: Inform 7 | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: freeware; Inform 7 web page | |
| URL: http://inform-fiction.org/I7Downloads/Examples/glass/ | |
| VERSION: Release 1 | |
| I've barely begun to explore the capabilities of Inform 7 (I7), partly because | |
| its appearance has rekindled my interest in actually *playing* IF. In that vein, | |
| I continue to explore the games that were released with I7 as "Worked Examples". | |
| Having made my way through Bronze, Emily Short's adaptation of Beauty And The | |
| Beast, I came next to Glass, in which she similarly adapts Cinderella. Actually, | |
| perhaps "similarly" isn't the right word here -- where Bronze was all about | |
| landscape and puzzles, Glass resides on the other side of the spectrum, focusing | |
| entirely on character and conversation. There are other differences, too. | |
| Although both works are meant primarily as example I7 code, Bronze feels like a | |
| full-fledged game, while Glass plays much more like a demo, or perhaps an | |
| experimental comp entry. That isn't to say that there aren't interesting ideas | |
| embedded in Glass -- there are, and I plan to discuss them -- but the experience | |
| of playing it feels altogether more slight than solving Bronze. Not only is it | |
| simply a smaller game, it also demands less interaction from the player; | |
| "Z.Z.Z.Z.Z.Z.Z.Z.Z.Z.Z.Z.Z" is a valid walkthrough, though perhaps not to the | |
| best ending. | |
| Those endings are important. Like some other short replay-cycle games, Glass | |
| layers on story elements by making less-than-optimal endings the most easily | |
| reachable. There aren't a terribly large number of endings (another factor | |
| making the game feel a bit thin), but it's unlikely that most players will reach | |
| the best ending first. Along the way, they'll learn more about the motivations | |
| of each character, and in fact more about some hidden details of the game's main | |
| scene. This information in turn adds meaning to the rest of the paths to be | |
| found in the game. It's a variation on the "accretive PC" model of knowledge I | |
| discussed in my review of Lock & Key on IF-Review. The difference is that the | |
| news gained through these sub-optimal endings doesn't so much help the player | |
| better direct the PC or better solve the game, but it does lend additional drama | |
| to the other branches of the story. I suppose this game gives us accretive NPCs | |
| more than an accretive PC. | |
| However, there are some tricks at work with PC knowledge, too. The player/PC | |
| knowledge divide is one of the thornier fundamental problems of IF -- a player | |
| new to the game will almost inevitably know less about the character and | |
| game-world than the PC does, and both the game and the player often start out by | |
| scrambling to narrow the gap. There are some workarounds for this, amnesia being | |
| the more traditional and popular, while accretive PCs are a more recent | |
| innovation. Glass has found another: base your game on a story with which the | |
| vast majority of your audience is already familiar. Bronze was an imaginative | |
| variation on Beauty and The Beast, but it neither shed a great deal of light on | |
| the original tale nor did it require much information about that tale from the | |
| player. Our familiarity with the base story helps us get up to speed on who the | |
| PC is, but it isn't otherwise exploited. However, in Glass, the player *must* | |
| bring to bear knowledge from outside the game in order to reach the best ending. | |
| For anyone familiar with most any version the fairy tale, this gambit should | |
| work well, though perhaps not right away. Still, it's an ingenious way of | |
| bridging the information gap between player and PC -- I'm surprised we haven't | |
| seen more of this strategy before. I suppose there are only a limited number of | |
| stories with which authors can assume widespread audience familiarity, and an | |
| even smaller number of those that aren't still under copyright. | |
| With this bridge in place, then, Glass is free to disconcert us a bit as well. | |
| For one thing, the player character has some rather surprising qualities (and | |
| that's all I'll say...), which are left for players to discover rather than | |
| being announced upfront. Not only that, the game's take on the Cinderella tale | |
| is less than traditional. In keeping with many modern treatments of fairy tales, | |
| its approach to the story's villains is a little more sympathetic, and its | |
| portrayal of the heroes is a little more ambivalent. I would have expected Emily | |
| Short to bring some subversive ideas to any fairy tale she touched, and she | |
| doesn't disappoint here. | |
| One more note: in the article I wrote for the long-awaited IF Theory book, I | |
| mentioned that it was hard for me to imagine how the basic component of | |
| landscape could be extracted from interactive fiction, since as soon as the | |
| first room description appears, the game introduces a concept of geographical | |
| location. Well, Glass is the game that breaks that model -- it has no room | |
| descriptions whatsoever. That doesn't mean it's without a landscape, though. | |
| It's just that instead of presenting a landscape of Place, Glass instead gives | |
| us a landscape of Concept. The NPCs traverse a conversational terrain with | |
| particular goals in mind, and at every prompt the PC can try to steer that | |
| travel to influence its destination. It's a compact territory, but well worth | |
| exploring. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Michael Martin (mcmartin SP@G gmail.com) | |
| TITLE: OMNIQuest | |
| AUTHOR: Chris Barden and Chris Ethridge | |
| EMAIL: Unknown | |
| DATE: March 26, 2006 | |
| PARSER: Inform 6 | |
| SUPPORTS: Z-Code interpreters | |
| AVAILABILITY: IF Archive | |
| URL: http://mirror.ifarchive.org/if-archive/games/zcode/omniquest.z5 | |
| VERSION: Release 2 | |
| This is a port of a 1988 game written in Commodore BASIC, and it shows most of | |
| the characteristics of the old school as a result: no real intro, puzzles that | |
| need to be solved because they're there, and a sizable, if inconsistent and | |
| sparsely implemented map. This was also a reimplementation, not a direct port, | |
| so the parser is full Inform standard. As such, it really needs to be evaluated | |
| at two levels at once; as an old game, and as an Inform game. | |
| As a game, taken on its own terms, it's not that bad. The map is well-designed, | |
| though there's some illogic (most notably a thoroughly modern intrusion into a | |
| supposedly ancient cave in an abandoned ruin). Its cruelty rating is "Nasty", | |
| and is actually the first game I've seen that operated at that level instead of | |
| one of the extremes. Despite this, I actually only ran into a single situation | |
| where I wound up actually locking myself out of victory without being able to | |
| UNDO my way out of mistakes. Not only is it obvious you've done something | |
| irrevocable in OMNIQuest, it's also generally obvious that it was a mistake. | |
| One puzzle that I saw has an alternate solution. However, I wouldn't have | |
| worked the solution out had I not hit the source code (or looked at the object | |
| tree, given that debugging verbs were not disabled in the binary release). | |
| As an Inform port, it's sort of interesting in that it is the most deeply | |
| implemented sparse game I've seen. That is to say, almost nothing is actually | |
| interactive, and the descriptions that actually are implemented are perfunctory | |
| at best. Nevertheless, every first-level noun is implemented. It's just that | |
| it's implemented as "You see nothing special about the [noun]." Flipping | |
| through the source code, I found that each of these props was given its own | |
| object, as well, so some effort put into descriptions would put this at the | |
| complexity and depth one would usually expect of a competent comp-sized puzzle | |
| game. | |
| There's also a lot of excitement and circle-of-personal-friends in-jokes in it | |
| which I am guessing were ported directly from the 1988 CBM BASIC version. These | |
| feel a bit jarring when compared to the rest of the IF-Archive, and would | |
| probably do well with being removed. | |
| In summary: I rolled my eyes a few times while I was playing it, but I did play | |
| it through and enjoyed it. If you can deal with the excesses and the omissions | |
| of late-80s hobby games, this is worth playing. A hypothetical Release 3 that | |
| removes the excited-high-schooler bits and actually expands the scenery to | |
| include descriptions (and possibly some additional interactions) would be | |
| recommendable with no reservations whatsoever. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Mike Harris (M.Harris SP@G spi-bpo.com) | |
| TITLE: Swineback Ridge | |
| AUTHOR: Eric Eve | |
| EMAIL: eric.eve SP@G hmc.ox.ac.uk | |
| DATE: May 8, 2006 | |
| PARSER: Inform 6 | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: Freeware; IF-Archive | |
| URL: http://mirror.ifarchive.org/if-archive/games/zcode/Swineback.z5 | |
| VERSION: Release 1 | |
| Eric Eve described Swineback Ridge as .a fairly easy, slightly tongue-in-cheek | |
| game that should provide brief amusement for an occasion when you're looking for | |
| an IF-Snack rather than an IF-Meal.. It.s a well put together little game, no | |
| more than a diversion really, with no obvious or glaring bugs and fairly well | |
| written text. The puzzles are straightforward and not terribly complicated; | |
| objects and functions are well implemented and despite its short length and | |
| relatively small number of locations it.s clear that it was no throwaway. | |
| The PC is a general with a sword and worn battle armor, who must defeat an enemy | |
| encampment across the river, and that.s pretty much all you need to know about a | |
| slightly hackneyed backstory. The writing is well done which saves the game | |
| from clich� . .As you stoop over him, you recognize General Chorza, your old | |
| friend and comrade, who was meant to be commanding the army here until your | |
| arrival.. | |
| That said, such writing and the game.s subtitle - .A Desperate Battle. - is | |
| somewhat over the top for such a short game which somehow manages not to convey | |
| any desperation whatsoever. To be fair, this may be the .slightly tongue in | |
| cheek. part of the author.s description. If it.s meant to be taken at face | |
| value, however, extremely limited opportunity to interact with NPCs doubtless | |
| contributes to this lack of a sense of urgency, as does a lack of progression or | |
| .time passing. based on number of moves, which I half expected based on the | |
| premise and subtitle. Nothing changes in the enemy camp except in reaction to | |
| the PCs actions. | |
| I can only speculate at the author.s intent but the game as it stands gives the | |
| impression . in its writing at least - that it.s a part of a much larger game | |
| yet to be fleshed out. The simplicity of the puzzles is slightly disappointing | |
| and somehow unsatisfying given such florid verbiage. | |
| All in all, Swineback Ridge isn.t a bad way to kill an hour or so, but | |
| ultimately is no more than a simple object-puzzle game with a needlessly complex | |
| backstory. On a scale of 1 to 10 I rate it a 3 in difficulty and a 6 overall. | |
| From: Emily Short (emshort SP@G mindspring.com) | |
| Swineback Ridge is described by its author as snack-sized and light-hearted, and | |
| both of those are accurate. The premise isn't that funny -- you've been sent to | |
| lead your country's army in a last defense against the invading enemy -- but | |
| when you consider that this enemy worships the demon-god Malodor, it's hard to | |
| take the whole situation seriously. | |
| The puzzles are of moderate difficulty, and are quite well-designed: objects are | |
| reused in inventive ways; physical relationships are described clearly and make | |
| sense; there's plentiful feedback on partial solutions; all of the props have | |
| some logical in-game reason to be there. There were perhaps one or two points | |
| when it wasn't immediately obvious to me what I should try next, and the game is | |
| perhaps a little less perfect at articulating your goal at a couple of points | |
| than at prompting you through the puzzles once you've identified them -- but | |
| then again, I was never stuck for long, so I can't complain too much. Though | |
| I've seen the game described as Fantasy, there's nothing all that fantastical | |
| about what you have to do; if your enemies worship a strange deity, well, | |
| there's no clear evidence that he actually exists. The player's activities are | |
| non-magical; the puzzles can be solved through the application of real- | |
| world principles. | |
| There are admittedly a few points where, in order to make sure the player | |
| doesn't lock himself out of victory, Swineback refuses to allow an action purely | |
| on the grounds that the action isn't something you want to do at the moment. | |
| This makes the game easier, but diminishes the sense of immersion just a bit. | |
| This is a minor and perhaps unavoidable blemish on a charming piece, though. | |
| Swineback Ridge may not be terribly ambitious, but it has a focused story and | |
| tightly designed puzzles; it is also highly polished, with an adaptive hint menu | |
| and plenty of responses to unlikely actions. If you're looking for a puzzle game | |
| that you can play in an hour (or a little less), you'll probably find Swineback | |
| Ridge quite satisfying. | |
| From: Valentine Kopteltsev (uux SP@G mail.ru) | |
| (Disclaimer: in this review, I express a few rather daring speculations about | |
| the development process for Swineback Ridge, as well as about the motives behind | |
| its creation. It goes without saying these speculations are based entirely on my | |
| own opinion, and all I do describe is nothing other than my personal thoughts | |
| and impressions of the game; I also would like to apologize to Mr. Eve if they | |
| have nothing to do with reality.) | |
| By pure coincidence (and it really *was* coincidence -- somehow, I managed to | |
| remain unaware of Swineback Ridge author's name until I looked at the credits | |
| after starting the game) I reviewed another game by Eric Eve, All Hope Abandon, | |
| not too long ago. This fact undoubtedly left its trace on my impression of | |
| Swineback Ridge: it was as if Rolls Royce produced a subcompact. And by | |
| subcompact, I don't even mean a puppet doomed to become a cult object (like the | |
| new Mini), but a genuine mass consumption product -- pretty much the way | |
| Japanese cars used to be in the 1970/80s. | |
| Most of the things a reviewer could say about Swineback Ridge are covered in the | |
| game's own ABOUT section. From there, we can learn that this work was intended | |
| to a) be an exercise in Inform for its author, and b) provide a few (by my | |
| estimation, 30 to 60) minutes' amusement. It seems to succeed in both roles: I'm | |
| quite sure IF-authors having the skill and patience to polish their first | |
| attempt in an IF development system new to them to such an extent are in vast | |
| minority, and the game's entertaining value, albeit relatively modest, can't be | |
| denied, either. | |
| However, speaking objectively, the game's adequacy with the aims and goals set | |
| by its author doesn't save it from being totally unremarkable. Sure, it'd help | |
| you to while away an hour or so -- but after a few weeks, you wouldn't remember | |
| it. | |
| At this point, the reader could ask a completely justified question: so, why did | |
| I bother writing this review at all? Well, because Swineback Ridge is the | |
| perfect mass product, or very close to being it. To explain what I mean, let me | |
| refer to that example with Japanese cars again: they were supposed to transport | |
| a handful of people together with some luggage from point A to point B -- and | |
| they'd never let down their owners in doing so. Of course, things like the | |
| satisfaction of the drivers' ambitions, as well as driving fun were out of | |
| question -- but they weren't included in the contract, so to speak. | |
| And that's the case with Swineback Ridge: its author seems to have formulated | |
| his goals, and then has done everything necessary to reach them -- but not a jot | |
| more than that. This approach threads the whole game: for instance, there hardly | |
| is an object in the room descriptions you couldn't examine -- but none of the | |
| responses are particularly catchy; the puzzles are logical and make perfect | |
| sense -- but not a single one would evoke an "Aha!" feeling after being | |
| solved... | |
| In its current state, Swineback Ridge deserves a place in an IF textbook as a | |
| pearl of pragmatic game design. It embodies all aspects needed for a work to be | |
| of a high technical standard -- methodical pre-planning, consequent | |
| implementation, and thorough beta-testing -- but nothing beyond. Things that | |
| hasn't been invested into Swineback Ridge at all, or only injected in | |
| homoeopathic doses, are of the kind one can't learn from a textbook, anyway: | |
| fantasy, spirit, and ambitions (in a good sense). But hey -- they weren't in the | |
| contract. | |
| SNATS (Score Not Affecting The Scoreboard): | |
| PLOT: Straightforward (1.1) | |
| ATMOSPHERE: The absolutely necessary minimum (1.0) | |
| WRITING: Even and solid (1.2) | |
| GAMEPLAY: Adequate, but nothing striking (1.2) | |
| BONUSES: Thorough implementation (1.2) | |
| TOTAL: 5.7 | |
| CHARACTERS: The closest approximation were two corpses (-) | |
| PUZZLES: Well-clued and logical (1.2) | |
| DIFFICULTY: (Intentionally) pretty easy (3 out of 10) | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Emily Short (emshort SP@G mindspring.com) | |
| TITLE: There's a Snake in the Bathtub | |
| AUTHOR: Edward Griffiths | |
| EMAIL: ? | |
| DATE: 2006 | |
| PARSER: Inform 6 | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware | |
| URL: http://mirror.ifarchive.org/if-archive/games/zcode/bathtub.z5 | |
| VERSION: Release 1 | |
| I came across this game largely by chance: it was announced in the usual "recent | |
| additions to the archive" post, but I don't think it was mentioned on | |
| rec.games.int-fiction or otherwise promoted to the community. So it may not have | |
| gotten much notice. | |
| Mild spoilers about the structure follow; if you want to avoid all contact, stop | |
| reading now, though I think I would have been glad to know these things, myself. | |
| The premise of the game is exactly as given in the title: you get home from a | |
| hot sticky day, ready for a nice long soak, only to find that the tub is | |
| occupied. From there, everything just gets increasingly surreal and out of hand, | |
| eventually requiring visits to alternative dimensions and so on. "Slice of life" | |
| this is not. | |
| There are a number of implementation details that add up to make things a bit | |
| frustrating. There's very little here by way of implicit action handling; | |
| everything has to be explicitly opened and closed for use, for instance. | |
| Disambiguation is sometimes inelegant. There is some mild verb guessing, too. | |
| You'll want to read the list of understood verbs (type HELP at the outset of the | |
| game), but even then, there is one important command where ATTACH FOO TO BAR | |
| works, but ATTACH BAR TO FOO gives a generic failure message, and it's not clear | |
| what's gone wrong. Moreover, there are inventory limits, and they do get in the | |
| way. A hint system is provided, but it doesn't cover nearly everything one might | |
| want hints about, and in most cases it only told me the things about the puzzle | |
| that I'd already worked out myself: my notes say "More of a taunt system than a | |
| hint system." Well, I was feeling cranky. | |
| There are also lots of low-level immersion-breakers (or possibly bugs): for | |
| instance, you can fill a bathtub with water, but this doesn't seem to affect the | |
| other contents of the bathtub in some of the ways you might expect. Sometimes | |
| it's possible to interact with creatures or objects even though they are | |
| technically untouchable at the moment. An action that broke an inventory item | |
| produced the change only some of the time, and I wasn't able to figure out why | |
| (though this turned out not to be game-critical). Likewise, many sensible | |
| actions aren't dealt with; you're not allowed to throw things at a certain | |
| object, even though that would be my first approach if I were in the same | |
| situation. | |
| Worst of all, there is an absolutely fiendish 100-move time limit on the whole | |
| game. I replayed and replayed, trying to optimize, but without any luck. I was | |
| only able to finish the game when -- quite belatedly -- I realized there was | |
| actually a way to disable the limit entirely. It might not hurt to have further | |
| hinting in the game about that possibility. | |
| For all that, "There's a Snake in the Bathtub" is not without charm. Much of the | |
| game revolves around defeating various malevolent figures, and it is generally | |
| quite rewarding when you finally succeed; in this respect the snake reminded me | |
| a little of the lobster in "Gourmet". Many of the descriptions and events are | |
| fairly entertaining, and there's pleasure in the sheer absurdity of many of the | |
| solutions. I have less to say about this than I do about the game's flaws, | |
| because enumerating all the funny moments would ruin them -- but I did find | |
| enough here to keep me playing despite the detractions listed. | |
| In the end, then, this is an exuberant, slightly old-fashioned puzzle-fest, | |
| probably taking several hours to play without outside help. Some of those hours | |
| will be spent retracing your steps. Players in the mood for that kind of | |
| experience will enjoy this piece. Those looking for a strong story or a deeply | |
| implemented setting would be best advised to look elsewhere. "There's a Snake in | |
| the Bathtub" is not for the impatient -- though if you find yourself replaying | |
| endlessly to make that 100-move deadline, do consider ways to make the deadline | |
| go away. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Jimmy Maher (maher SP@G grandecom.net) | |
| TITLE: Voices of Spoon River | |
| AUTHOR: Creative Learning Environments Lab at Utah State University | |
| EMAIL: brett.shelton SP@G usu.edu | |
| DATE: June, 2006 | |
| PARSER: Inform 6 | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: Freeware | |
| URL: http://cle.usu.edu/VOSR_r1.22a.zip | |
| VERSION: Release 1 | |
| Voices of Spoon River was developed by a group of graduate students studying | |
| instructional game theory at Utah State University. Its purpose is to | |
| illuminate a minor classic of American literature, Edgar Lee Masters' Spoon | |
| River Anthology. Before discussing the IF work, perhaps we should talk briefly | |
| about the book on which it is based. | |
| First published in 1915, Spoon River Anthology is a collection of over 200 short | |
| poems. Each is written in the form of a first-person epitaph, describing a | |
| citizen of the small Midwestern town of Spoon River. The stories these citizens | |
| tell about their lives are not, with only the occasional exception, uplifting, | |
| as Masters digs deep beneath the surface of small-town middle American life | |
| to reveal the quiet desperation in which even the upstanding and successful | |
| live. Although each can stand alone, the poems form a web of interrelationships | |
| to be puzzled out by the reader. Thus we see hopelessly dysfunctional marriages | |
| from the standpoint of both spouses and sometimes the husband's other woman, and | |
| hear from both a criminal and the judge who put him away. The poetry is frankly | |
| not very good, but the stories told are often compelling, and piecing together | |
| the various plotlines of the town from fragments of testimony is fascinating. | |
| Equally approachable in any order the reader chooses, these poems would make a | |
| fertile subject of study for students of non-linear, multi-formal literature | |
| even if the Spoon River IF work had never been created. But what of that work? | |
| Voices of Spoon River begins about where one might expect it to, in the middle | |
| of the Spoon River graveyard. All around are tombstones bearing Masters' poetic | |
| epitaphs. The player soon learns that she has a task to perform. She must | |
| restore peace to these lost souls by performing various actions that will | |
| reconcile them to their fates. To do this, of course, she must first determine | |
| just what, or in many cases who, is disturbing their rest. Here enters the | |
| didactic focus of the work in earnest, for in order to solve the game the player | |
| must grapple fairly intimately with the literary world Masters has created. | |
| It is quite a clever conceit, actually, and it works quite well. At its best, | |
| Spoon River gives the feeling of actually getting inside a work of literature | |
| and exploring in a way I have seldom if ever experienced before. One could, | |
| however, argue that the IF work is not really true thematically to the original | |
| work it purports to celebrate. After all, much of the power of Masters' poems | |
| arises from the pathetic futility of all these broken, unsatisfied lives. The | |
| game, though, undermines that by giving the player the opportunity to tack happy | |
| endings of sorts on top of Masters' miniature tragedies, even though the very | |
| lack of tidy resolutions like these is sort of the point of Masters' work. For | |
| Spoon River to work as a game, though, perhaps this conceit is necessary. | |
| Once she determines what needs to be done to satisfy each lost soul, the player | |
| will find some simple puzzles to solve to actually accomplish each good deed. | |
| None are particularly creative -- indeed, you will probably not remember the | |
| details of a single one five minutes after solving the game -- but, thankfully, | |
| none are obscure or unfair. Working out what needs to be done and then solving | |
| the necessary puzzles together give a nice glow of accomplishment that keeps the | |
| player moving through the game, and that is more than enough. Complicated brain | |
| twisters are just not what this one is about. | |
| Spoon River's geography is fairly expansive by modern standards. In addition to | |
| the graveyard of lost souls, the player will also explore the deserted town of | |
| Spoon River itself, full of locations offering further insight into Masters' | |
| characters. Of course, one could ask just why the town is deserted. Where are | |
| the descendants of those in the graveyard? Still, the emptiness suits the | |
| haunted, dreamlike nature of the work, so we will allow it its artistic license. | |
| Although implemented widely, Spoon River is not implemented very deeply. | |
| Scenery is generally non-manipulatible, and character interaction with the | |
| ghosts is rudimentary at best. It does not really matter, though. The | |
| implementation is generally good enough to accomplish the game's goals, and the | |
| player is never left at a loss for how to phrase a command or converse with | |
| others. The game's non-Masters derived prose is similarly workmanlike, being | |
| competent but uninspired. On the other hand, Masters' poetic skills are far | |
| from his greatest strength, and thus the game's prose and Masters' poetry do not | |
| clash horribly at all. One could even attribute to the whole a certain | |
| rough-hewn charm. | |
| More disconcerting is the game's lack of overall polish. It claims that there | |
| are 100 points available to be scored, but I saw no way of reaching even 70. | |
| Typos are not overwhelming, but they are there. Worst of all is the game's | |
| ending, which seems hopelessly bugged. A secret, "bonus" area is apparently | |
| supposed to open up once the player has put all of the souls at peace, but this | |
| does not happen. Luckily, another bug means that the player can enter this area | |
| at any time, even on the first move of the game, so one need not miss anything. | |
| Still, I hope that a cleaned-up, bug-fixed release will be forthcoming at some | |
| point, as the game is definitely worth it. | |
| My biggest disappointment with Spoon River is that there is not more of it. | |
| Only a dozen or so of Masters' 200-plus stories are told here. It is not a | |
| particularly small game by modern standards, and will probably give the careful | |
| player a good two or three hours of enjoyment, but I wanted to spend even more | |
| time in its, and Masters', world. That is perhaps the best compliment I can pay | |
| to it. I hope we will see more IF like it in the future, and encourage | |
| educators everywhere to give it a serious look for possible classroom use, | |
| particularly if some of its rough edges get a bit of polishing sometime soon. | |
| 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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