| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|reservation of |_|_|dventure \___|ames. | |
| ISSUE # 6 | |
| Edited by G. Kevin Wilson (whizzard SP@G uclink.berkeley.edu) | |
| All email addresses are spamblocked -- replace the name of our magazine | |
| with the traditional 'at' sign. | |
| EDITORIAL-------------------------------------------------------------------- | |
| First off, thanks go out to Gareth Rees, who sent me the nifty | |
| 40-point gothic outline font now used in the title of SPAG. I think it looks | |
| pretty spiffy. | |
| Second, if you look in the Closing Comments section, you will find | |
| the complete rules for the 1995 First Annual IF Tournament. I'm running it | |
| this year, and I'm pretty excited about it. We've got some really nice | |
| prizes (the list may not be complete) including a $100 cash prize donated by | |
| Eileen Muller (the editor of XYZZYnews, see SPAG #3) and copies of Excalibur | |
| (for Macintosh), Save Princeton, Leather Goddesses of Phobos, and Avalon. I | |
| hope to see a huge response. | |
| In the meantime, is there anything you'd like to see SPAG print? If | |
| so, just let me know. As long as XYZZYnews isn't already doing it, I'll be | |
| glad to include it. | |
| G. Kevin Wilson | |
| "Whizzard" | |
| LETTERS TO THE EDITOR-------------------------------------------------------- | |
| From: "Gareth Rees" <gdr11 SP@G cl.cam.ac.uk> | |
| Dear SPAG, | |
| Every artistic pursuit, from poetry to architecture, gives rise to a | |
| body of criticism and analysis. This performs a service for the | |
| consumers of that art form - it tells them what's interesting, what's | |
| enjoyable, what's new (and what isn't) - helping them to be more | |
| discriminating in their choice, and helping them to waste less time | |
| searching for things that satisfy their taste. SPAG serves this purpose | |
| well. | |
| But criticism also has a function for the artists. It explains their | |
| art form to them, makes sense of old work and puts new work into context. | |
| It tells them what works, what doesn't; it gives them an understanding | |
| of the field so that they know what to react against and where the | |
| opportunities for new work are. | |
| It seems to me that the interactive fiction genre lacks good criticism | |
| of the latter type, and that this is an unfortunate consequence of the | |
| nature of the genre. Because adventure games are puzzle-oriented and | |
| because the kinds of people who play the games tend not to want the | |
| puzzles spoiled for them, extant reviews (such as those in SPAG) and | |
| serious discussions (such as Graham Nelson's "Art of the Adventure") | |
| have tended to be very coy about saying *anything* specific about the | |
| games under consideration. | |
| I think this is an unsatisfactory state of affairs; I think criticism of | |
| adventure games needs to get beyond the generalities and into specifics. | |
| At the moment we have a state of affairs where we all have our own ideas | |
| about which games are good and why, but we have no effective means of | |
| communicating our separate understandings to each other. | |
| I would like to see SPAG containing a few in-depth reviews, especially | |
| if they contain major spoilers. | |
| [Well, Gareth. I'm perfectly willing to help organize a body of | |
| criticism geared to the author's needs. I think the difficulty will be in | |
| finding someone to write criticisms that involve such in-depth analysis. | |
| SPAG, as policy, doesn't carry spoilers of the nature you are describing, | |
| so it would have to be more of a rec.arts.int-fiction thing, that could also | |
| be put up on ftp.gmd.de. Again, I can be the editor/coordinator, but the | |
| writing will have to come from interested parties. Anyone interested, drop | |
| me a note. -GKW] | |
| KEY TO SCORES AND REVIEWS---------------------------------------------------- | |
| Consider the following review header: | |
| NAME: Cutthroats PARSER: Infocom Standard | |
| AUTHOR: Infocom PLOT: Two Seperate Paths | |
| EMAIL: ??? ATMOSPHERE: Well Done | |
| AVAILABILITY: LTOI 2 WRITING: Good | |
| PUZZLES: Good SUPPORTS: Infocom Ports | |
| CHARACTERS: Not Bad DIFFICULTY: Medium | |
| First, you'll notice that the score has been removed, and replaced | |
| by one or two word ratings. These are pretty arbitrary, and should allow | |
| more freedom to the reviewers. The EMAIL section is for the e-mail address | |
| of the game author, not the reviewer. AVAILABILITY will usually have either | |
| Commercial ($price), Shareware ($price), or Freeware. If the commercial | |
| price varies in stores, then it will just say Commercial. If it has been | |
| released in the LTOI collection, this line should say so. Lastly, if it is | |
| available on ftp.gmd.de, the line should add GMD. (Demo) if it's a demo | |
| version. The body of the review hasn't changed. | |
| When submitting reviews: Try to fill in as much of this info as you can. | |
| Also, scores are still desired along with the reviews, so send those along. | |
| The scores will be used in the ratings section. Authors may not rate or | |
| review their own games. | |
| SPAG accepts reviews of any length, letters to the editor, the occasional | |
| interesting article on text adventures (no reprints please), and even just | |
| ratings for your favorite game, if you don't have the time to do a full | |
| review. Please though, at least send me info for each game you have rated | |
| equivalent to the review header for Cutthroats, above. All accepted | |
| materials will be headed by the submitter's name and e-mail address, unless | |
| you request that they be withheld, or do not supply them, in which case the | |
| header will read as "Anonymous." | |
| NEW GAMES-------------------------------------------------------------------- | |
| The big news in interactive fiction-land this month is _Theatre_. | |
| I've gotten two, count 'em, two reviews on this real estate/horror/H.P. | |
| Lovecraftian/Victorian romance tale. It's definitely worth a look. Details | |
| on getting ahold of the game appear with the reviews. Besides that, it's | |
| my Pick of the Month. What more praise do you need? | |
| REVIEWS---------------------------------------------------------------------- | |
| From: "Magnus Olsson" <mol SP@G df.lth.se> | |
| NAME: Balances PARSER: Inform | |
| AUTHOR: Graham Nelson EMAIL: nelson SP@G vax.oxford.ac.uk | |
| ATMOSPHERE: Nostalgic, slightly surrealistic | |
| PUZZLES: Some old friends, some quite original ones | |
| AVAILABILITY: GMD, Freeware SUPPORTS: Infocom ports | |
| WRITING: Very good, rather minimalistic PLOT: Simple, non-linear | |
| CHARACTERS: Few and sketchy DIFFICULTY: Below average | |
| It is an interesting fact that one of the most talked-about adventure | |
| games of 1994, and certainly the one that caused the most controversy, | |
| was, according to its author, not intended as a game at all, but just | |
| as a demo. Despite this fact, the game/demo did not only become quite | |
| popular, but the debate about whether its puzzles are in any way | |
| "unfair" or "illogical" reached enormous proprtions, degenerating into | |
| the first big flamewar of rec.arts.int-fiction (a Usenet newgroup | |
| devoted to the art of writing adventure games). I have seen several | |
| people writing very kindly about this game, ranking it among their | |
| favourite pieces of IF; it was recently included on the companion disk | |
| of XYZZYnews; many people have expressed disbelief in the author's | |
| claim that the game is just a demo. [Had our esteemed editor been in | |
| the habit of putting more varied headlines over reviews than just the | |
| name of the game, this review may have been titled "The Game That | |
| Wasn't", or perhaps "The Little Demo That Could" :-)] | |
| The game in question is "Balances" and the author is Graham Nelson, of | |
| "Inform" and "Curses" fame. | |
| If this game is "nothing but a demo", then it is certainly one of the | |
| most ambitious and playable demos ever written; the fact that so many | |
| people played it as a game, never noticed the demo aspect, started | |
| criticizing it as any other game, and seemed to have difficulty | |
| believing the author when he told them it was just a demo, makes a | |
| very clear point. On the other hand, some aspects of the game, which | |
| would be serious flaws had it been intended as a game, are quite | |
| natural in a demo, at least in retrospect - but we're of course all | |
| blessed with 20/20 hindsight. Be that as it may: game or demo, | |
| "Balances" is in many ways a very attractive piece of IF, with great | |
| charm. | |
| Any Infocom fan is bound to recognize the setting of "Balances": it | |
| takes place in the same universe as the "Enchanter" trilogy, as a kind | |
| of epilogue to "Spellbreaker". Not only that, but the user interface | |
| is almost identical to those games; spells are cast in the same way, | |
| and you'll recognize some of the spells, and even some objects. | |
| Indeed, the opening words reflect this: "This transcript is not from | |
| the Enchanter trilogy, but it does show most of the usual things you | |
| can do in those stories..." | |
| If the universe, interface, and general look and feel of "Balances" | |
| are almost identical to Infocom games, then "Balances" is considerably | |
| less detailed: there aren't many objects, there are very few | |
| locations, and neither the object nor room descriptions are very long. | |
| This is, of course, quite in line with the game being a demo: if you | |
| are going to demonstrate that you can implement certain advanced | |
| features of Infocom games, then you don't want to spend too much time | |
| designing or describing the rooms and objects that are the necessary | |
| framework for those features. Still, however, the author has taken | |
| the time to create a coherent, consistent world, albeit a tiny one. | |
| The whole game has a sketchy character to it, but that is sketchy in | |
| the sense of a sketch by a great artist: Leonardo's sketches are still | |
| considered great art. The prose is sparse, but of high quality; | |
| despite the small amount of text, the author manages to create a very | |
| pervasive atmosphere of nostalgia (a feeling of nostalgia for the golden | |
| days of magic before the Change, when seen from the perspective of the | |
| protagonist; from the perspective of the player, the nostalgia is for | |
| the golden days of Infocom), more than a little surrealistic, of a | |
| dreamlike quality that gets a twist in the very concluding paragraph. | |
| The puzzles are of varying quality, most of them rather easy. Some are | |
| familiar to all Infocom players (how do you open a locked door without | |
| a key in "Enchanter"?), while others are quite novel and innovative. | |
| The "lleps" spell in particular is perhaps alone worth the effort to | |
| download this game. Some puzzles have been criticized for seeming to | |
| require exhaustive exploration of all possible actions - this, | |
| however, is only natural for a demo, where you're really expected to | |
| try all possibilities just to see what happens. It is maybe | |
| unfortunate that a critical puzzle hinges on a pun that may be easily | |
| overlooked, but once you've got it, it's quite delightful as puns go. | |
| Perhaps the most notable feature of the puzzles - one which elevates | |
| this game high above the level of ordinary demos, and even of many | |
| serious games - is that many (though not all) of the puzzles not only | |
| advance the plot, but actually act to reinforce the mood of the game. | |
| I'm referring primarily to the puzzles involving balances - the | |
| constant repetition throughout the game of the concept of "balance" in | |
| various forms enhances its dreamlike quality quite a bit. | |
| If the prose and puzzles are of a quality (though not quantity) | |
| comparable to the very best of IF, then the playability aspects of the | |
| game are more "demo-like". According to the author, the game (being a | |
| demo) didn't go through any playtesting; this notwithstanding, its | |
| more playable than, say, most AGT games, but the parser and vocabulary | |
| are not quite up to Nelson's usual standards. The lack of synonyms had | |
| me playing the rather more disagreeable game of "hunt the word" for | |
| quite some time. Another aspect of the game that lowers playability | |
| is the complicated way spells are cast: you must memorize the spell | |
| before casting it, you can only cast it once before having to | |
| re-memorize it, and you can only keep four or five spells in your | |
| memory at once. Of course, Graham Nelson can't really be blamed for | |
| this, since he copied the system from "Enchanter"; still, in a game | |
| like this, where you really have to cast a _lot_ of spells (and the | |
| demo aspect makes you want to try out all possible and impossible | |
| spell combinations just to see what happens) you tire very rapidly of | |
| this rather pointless complication. I can only urge current and | |
| future IF authors _not_ to use this spellcasting system in their | |
| games, but try to find something more convenient, or, if they really | |
| want to make spellcasting hard, something novel, innovative and less | |
| time-worn. | |
| To summarize, is "Balances" really a game or a demo? I'm not certain | |
| of the answer, or even if this choice of categories is the appropriate | |
| one. As a demo, "Balances" has achieved a state of almost | |
| unbelievable sophistication; as a game, it is very enjoyable but rather | |
| sketchy and not quite as playable as one might wish. | |
| Perhaps instead "Balances" should simply be regarded as a piece of | |
| interactive literature. As such, it is original and very charming; | |
| the dreamlike, nostalgic mood is quite memorable - "Balances" is very | |
| small and quickly played through, but the mood and the images are | |
| likely to stay with you for a long time. Finally, let me just quote | |
| one line which might be destined to become a classic quotation of IF; | |
| a line that nicely exemplifies the surreal quality of this game: | |
| "Tiny in the blue sky, a tortoise flaps across the sun". | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Anonymous" <Virus2Wyrm SP@G aol.com> | |
| NAME: Beyond the Tesseract PARSER: 2 Word Syntax | |
| AUTHOR: David Lo PLOT: Science Fact | |
| EMAIL: ??? ATMOSPHERE: Creepy | |
| AVAILABILITY: GMD WRITING: Good, but short | |
| PUZZLES: Great SUPPORTS: IBM | |
| CHARACTERS: Strange, inhuman DIFFICULTY: Hard* | |
| Taken from the docs: | |
| Scenario: | |
| --------- | |
| You have reached the final part of your mission. You have gained access | |
| to the complex, and all but the last procedure has been performed. Now | |
| comes a time of waiting, in which you must search for the hidden 12-word | |
| message that will aid you at the final step. But what choice will you | |
| make when that time comes? | |
| The scenario for the adventure is meant to be vague. Once the adventure | |
| has been completed, the scenario will hopefully become clear. | |
| --- | |
| Vague is the word for it! At first glance the world is 4 rooms large, but | |
| don't worry, soon you'll be popping your stack and collapsing universes, | |
| looking for those key words. Also, you'll have a dream, read an IF book <!> | |
| and have fun trying to get the improbability. | |
| I personally found this game hard...but that's because I'm in 8th grade and | |
| haven't had physics or quantum mathematics. These are the refrences the | |
| author lists for this game. | |
| The Beauty of Fractals. | |
| The Fontana Dictionary of Modern Thought. | |
| The Fractal Geometry of Nature. | |
| Godel, Escher, Bach: An Eternal Golden Braid. | |
| The Heritage Illustrated Dictionary Of the English Language. | |
| Mathematics: The New Golden Age. | |
| The New Lexicon Webster's Dictionary, Encyclopedic Edition. | |
| The Penguin Dictionary of Science, Fifth Edition. | |
| Roget's International Thesaurus. | |
| The Science of Fractal Images. | |
| The VNR Concise Encyclopedia of Mathematics. | |
| The World of M.C. Escher. | |
| Ummmm....I've heard of Escher ;). My favorite part was the dream where if | |
| you think, an idea will become an object, but then the hypothesis will come | |
| and you'll have to prove it. When in the interactive book, you'll find a | |
| machine that doesn't work. Now while you would think from what this game has | |
| been like so far, some heavy mechanical skills would come in handy. Nope. | |
| The charecters are not human, except the Professor, but he's in the | |
| dream. There's a plant that would really like some fluid....could you please | |
| fit it in my klein bottle? And of course the party of numerals! Don't | |
| worry. They won't hurt you. In fact, nothing will. You can't die or get | |
| stuck in this game. | |
| The game plays exactly like a Scott Adams game. Room descriptions are | |
| short and to the point. He does describe objects better than Mr. Adams | |
| though. That brings up another point: VERBS. You'll be doing a lot of | |
| popping and _y_ing. Yes, _y_ is a verb in this game. | |
| Over all this is a fun game that could take a long time to play, or a | |
| very short time to delete. Let it grow on you, and if you're really stuck, | |
| there's a solution on ftp.gmd.de | |
| P.S. The game also comes with a great philosophy on adventure games. Check | |
| it out! | |
| Tesseract: | |
| ---------- | |
| /*--------------/* | |
| / ' / ' | |
| / '| / '| | |
| */----'---------*/ ' | | |
| '| ' | '| ' | | |
| ' | ' | ' | ' | | |
| ' | ' /*----'--|--'---/* | |
| ' | ' / ' ' | ' / ' | |
| ' |' / ' ' |' / ' | |
| ' /*/----'---'----/*/ ' | |
| ' / ' ' ' / ' ' | |
| ' / '| ' ' / '| ' | |
| */----'----'----*/ ' | ' | |
| | ' | ' | ' | ' | |
| | ' |' | ' |' | |
| | ' /*-------|--'---/* | |
| | ' / | ' / | |
| |' / |' / | |
| */--------------*/ | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Julian Arnold" <jools SP@G arnod.demon.co.uk> | |
| NAME: A Fable PARSER: Poor | |
| AUTHOR: Stan Heller PLOT: I couldn't find one | |
| EMAIL: Unknown ATMOSPHERE: Kafka-esque | |
| AVAILABILITY: Freeware, GMD WRITING: Reasonable | |
| PUZZLES: Virtually nonexistant SUPPORTS: AGT | |
| CHARACTERS: Non-interactive DIFFICULTY: Couldn't say | |
| Well, what can I say? In _A Fable_, a game originally written in 1985 by one | |
| Stan Heller, and apparently rewritten three years ago by David Malmberg and | |
| Mark Welch with AGT 1.35, you guide the actions of Max, a somewhat confused | |
| man. Unlike most IF _A Fable_ uses the third person (ie, `Max feels suddenly | |
| like a huge cloud has lifted him up and taken him away'). This adds to the | |
| detached, dreamlike atmosphere which the author has attempted to create. The | |
| introduction tells how Max has gone for an evening stroll through his | |
| neighbourhood in order to `find himself'. Wrapped in self-obsession he is | |
| unaware as his world rapidly disappears, and Max soon finds himself in a | |
| strange place, enveloped in fog. | |
| Apart from a few foggy areas each location (there are apparently only fifteen | |
| so the game is mercifully short) is a one or two paragraph scene reminiscent | |
| in style, but without the content, of some of Kafka's shortest works. They | |
| are apparently unrelated to each other, except that each seems as pointless | |
| and pretentious as the other. In most of these locations there is one item | |
| which you can manipulate, but to what end I could not say. | |
| The only puzzle which I could find (and I quit with a score of 70/75) | |
| involved unlocking a lock with a key... Wow! Admittedly the key was hidden, | |
| but very obviously. The score seems to go up for no reason (maybe for moving | |
| to a new location) and also goes down for no reason. | |
| I guess Max is wandering around his own mind and each location is meant to | |
| reveal something to him about himself, but if this is the case it hasn't | |
| worked. Oh, this is silly. Even four paragraphs is too long a review for | |
| this. Unless I have missed something crucial this game is utter drivel. | |
| Don't bother. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "J. J. Farmer" <J.J.Farmer-CSSE94 SP@G cs.bham.ac.uk> | |
| NAME: Plague Planet PARSER: Fair | |
| AUTHOR: Philip Hawthorne PLOT: Linear | |
| EMAIL: ??? ATMOSPHERE: Very Good | |
| AVAILABILITY: Shareware (BBC Micro), WRITING: Very Good | |
| Commercial (Archimedies) SUPPORTS: BBC Micro, | |
| PUZZLES: Excellent Acorn Archimedies | |
| CHARACTERS: Rather Shallow DIFFICULTY: Hard | |
| Let me start by saying this: Plague Planet is a BIG game. Lots of locations, | |
| hundreds of puzzles, thousands of hours of fun for all the family, and at a | |
| very reasonable price. Which is rather useful, since you will have to employ | |
| somebody to make your food, walk the dog, clean the house, etc., the moment | |
| you buy it. Why? Because this game is so addictive you won't be able to | |
| tear yourself away from it. | |
| The plot is nothing if not unoriginal: you are a peaceful farmer on the | |
| agrarian planet of Azura when a spaceship lands in your field. And | |
| that's pretty much all you know when you start the game. | |
| Like many excellent games, however, you are left to discover the objective | |
| for yourself. In fact, you actually create the objective whilst you are | |
| trying to do this. I'm not spoiling the plot too much if I tell you: like | |
| a prize idiot, you break into the spaceship, releasing the plague virus that | |
| was contained within and condemning every man, woman and child (including | |
| yourself) on the planet to death. | |
| The puzzles in the game are, almost without exception, solvable with nothing | |
| more than the objects to hand and a little logical thinking. There are a | |
| couple of mazes, but hints to the paths through them are lying around, and | |
| there is no need to fall back on the old "drop an object in every location" | |
| routine. | |
| Many puzzles are a joy to solve. I particularly enjoyed learning to fly | |
| the spaceship and satisfying the talking door unhappy with its position | |
| in life. And the sheer number of puzzles means that there is a tremendous | |
| variety, ranging from variations on traditional ones (a key in a lock on the | |
| opposite side of a locked door), to completely original conundrums. | |
| There is only one "what on earth is the author thinking of" puzzle; the | |
| meaning of the initials "BMUS". Just think of a certain American science | |
| fiction serial... | |
| As for the other characters in the game - well, there aren't all that | |
| many. A few robots, a few animals, a few religious maniacs who will kill | |
| you on sight, and one miner with a severe flatulance problem. They don't have | |
| a wide variety of things to say, but there are various reasons why you can't | |
| spend much time talking to them, anyway. | |
| The atmosphere generated by this game is simply wonderful. The descriptions | |
| are verbose without being longwinded, and the problems fit into it all | |
| perfectly - none are "glued on". You could almost believe you are there, | |
| sneaking into a mine on the planet Zanthor, evading a Yillis Gorf on the | |
| planet Aquaria, meeting an "old friend" on the planet Arboreta. | |
| All in all, this game is simply marvellously addictive and amazingly | |
| enjoyable. If you can find a copy, snap it up at once... | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "J. J. Farmer" <J.J.Farmer-CSSE94 SP@G cs.bham.ac.uk> | |
| NAME: Scapeghost PARSER: Very Good | |
| AUTHORS: Level 9 Computing PLOT: Linear | |
| EMAIL: ??? ATMOSPHERE: Excellent | |
| AVAILABILITY: Commercial WRITING: Good | |
| PUZZLES: Poor (part 1), Very Good (parts 2 & 3) | |
| SUPPORTS: Amiga, Amstrad CPC, PCW, Apple II, Atari ST, XE, 800XL, BBC Master, | |
| Enhanced (sideways or shadow RAM) BBC Micro, Commodore 64 or 128, | |
| IBM PC, Apple Mac, Spectrum +2 or +3, MSX 64k, Spectrum 48k or 128k | |
| CHARACTERS: Excellent DIFFICULTY: Moderate-Low | |
| Let's start at the beginning: Alan Chance was a cop. Alan Chance was | |
| infiltrating a drug gang. Someone (or something) tipped off the gang. Alan | |
| Chance got killed, his partner Sarah was taken hostage and his ex-colleagues | |
| think it's all because of his own stupidity. | |
| But all is not lost. Alan Chance has returned as a ghost and, with the aid | |
| of an adventure game-player intrepid enough to actually locate and purchase | |
| a copy of this game, has three nights to rescue Sarah and bring the criminals | |
| to justice. | |
| Scapeghost was the last game Level 9 wrote before they withdrew from the | |
| adventure market, and evidence of their previous experience is obvious. The | |
| parser understands pretty much anything you type in; you can use the command | |
| "FIND" or "GO TO" to take you to any object in the game, and you can order | |
| around characters in the standard fashion (e.g. "JOE, RUN TO MY GRAVE, WAIT | |
| FOR ANDY, FIND THE WATCH, GET IT, FIND ME"), although whether they actually | |
| do it is another thing. | |
| Like most of the later Level 9 games, Scapeghost is split into three | |
| parts; in this case, the three nights on which the game takes place. However, | |
| unlike many of the previous games, they can be played in any order. I'm | |
| not really all that keen on this; the parts follow each other in a logical | |
| and chronological manner, and later parts do all but give you the solutions | |
| to puzzles in previous parts. I exercised restraint and played through the | |
| parts in order. | |
| The first part, November Graveyard, is probably the weakest. You start the | |
| game by waking up at your funeral just before dusk. There are four characters | |
| in the graveyard at this point (a workman, a supervisor, a detective and a | |
| crowd of mourners), and valuable information can be gained from following | |
| them around. | |
| Then night falls and you are introduced to the first of your fellow | |
| sufferers - Joe Danby used to be a publican, but he's stuck in the graveyard | |
| now because his place "doesn't serve spirits"; groans all round. He'll | |
| take you on a guided tour of the graveyard and introduce you to most of the | |
| residents. It doesn't take you long to deduce that each one of them has | |
| a problem, and if you solve it for them they'll help you. | |
| It's all rather routine and there are some awful puns along the way. The | |
| climax of this part involves coordinating your small army of ghosts in | |
| a final effort to delay the drug gang while you wait for part two. | |
| As I said, this part has a good atmosphere but it's pretty much all been | |
| done before. There is only really one innovative puzzle, which I won't | |
| go into detail about because I don't want to spoil it for anyone. It | |
| took me about a day to complete this part. | |
| The location descriptions are very terse; some versions include graphics, | |
| and these help to get the true feel of the locations. I had the BBC Master | |
| version, and whilst the graphics were in an ultra low-res mode, with | |
| the BBC's normal complement of 8 colours not really helping, they were | |
| of surprisingly good quality and quite atmospheric. The back of the box | |
| shows some screen shots from the Atari ST version, and these are of | |
| near-photographic quality. On the other hand, they would put the best | |
| pictures on the box... | |
| Although the quality of the location descriptions is rather poor, all of | |
| the other text is truly excellent. It more than makes up for the other | |
| shortcomings. | |
| Part Two, Haunted House, sees you with enhanced abilities, and you can now | |
| leave the graveyard. Your previous squad of helpers has melted into the | |
| darkness, with only Joe Danby remaining to aid you in your quest to | |
| investigate the gang's old hideout. | |
| The puzzles in this part are really excellent. You must use your ghostly | |
| abilities to piece together your final moments, and to assemble a body | |
| of evidence. All of this can be solved by pure logical thought. There's | |
| still nothing too testing, but it's all good fun. | |
| In part three you can finally get to grips with the criminals - but they're | |
| trying to get to grips with you too, and force a priest to attempt an | |
| exorcism. After your exploits in part two, the police are making their | |
| way to the gang's new hideout - with lights flashing and sirens | |
| blaring. A surprise assault it won't be. | |
| Although it initially seems that you are left to develop your own strategy | |
| to bring them to justice, the instructions actually tell you what to do, | |
| which is a mite disappointing. | |
| The atmospheric touches in this part are excellent. It's worth playing the | |
| part through once just to sit and watch the gang's poker game. The puzzles | |
| are once again very original, and in some parts hilarious. Yet again, | |
| though, there's nothing overly difficult. | |
| Scapeghost is a truly classic game let down by a poor first part and some | |
| very brief location descriptions. Another review (in the magazine "The Micro | |
| User") said that it contained "real brain-teasers", and left the impression | |
| that it was rather difficult. I personally found it very easy - I finished | |
| it in three days, which is the quickest I've completed any game, but maybe | |
| I was lucky. | |
| Availability is probably rather low - it was released in 1989, and | |
| when I purchased my copy three years ago Level 9's supplies of all their | |
| BBC games were running very low (sold out of all but three), and it's a | |
| fair bet that a similar situation exists for the other formats. However, | |
| if you do see a copy anywhere, snap it up at once. You won't be | |
| disappointed. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Donna Mccreary Rodriguez" <drodrig SP@G tenet.edu> | |
| NAME: Sir Ramic Hobbs and the High Level Gorilla | |
| PARSER: AGT | |
| AUTHOR: Gil Williamson PLOT: Slightly linear | |
| EMAIL: ??? ATMOSPHERE: Whimisical | |
| AVAILABILITY: GMD (hobbs.zip), F WRITING: Good | |
| PUZZLES: Clever; logical SUPPORTS: AGT ports | |
| CHARACTERS: Whimsical; "punny" names DIFFICULTY: Easy | |
| You, the main character, are Sir Ramic Hobbs, Knight Errant. You have | |
| made a pledge to rescue Princess Anne de Pea from the clutches of the | |
| High Level Gorilla, who resides in the Pleasure Dome of the kingdom of | |
| Trassch Khan. Corny, yes......but really a light, fun little game with no | |
| pretenses except to entertain the player and present some interesting | |
| puzzles. Gil Williamson, the author, says that---having spent days lost in | |
| the caverns of Zork--he wants to make no unfair demands on the player, and he | |
| is true to his word. In case you get stuck, there is a solution file zipped | |
| in. | |
| Try this one. In my download from GMD there was no information about | |
| registering the game and no contact info on the author, so I suppose | |
| it's a gift. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Gareth Rees" <gdr11 SP@G cl.cam.ac.uk> | |
| NAME: Theatre PARSER: Inform's usual | |
| AUTHOR: Brendon Wyber PLOT: destroy the evil | |
| EMAIL: cctr120 SP@G cantua.canterbury.ac.nz, brendon SP@G caverock.co.nz | |
| ATMOSPHERE: Lovecraft horror | |
| AVAILABILITY: Freeware, GMD WRITING: good spelling, no style | |
| PUZZLES: good SUPPORTS: Infocom ports | |
| CHARACTERS: not convincing DIFFICULTY: easy | |
| [This review contains some plot details, but spoils no puzzles.] | |
| The introduction to "Theatre" explains that you are an estate agent, | |
| trying to sell an old run-down theatre in a slum area of town. It is | |
| late in the evening, and you're in a hurry to see off the buyer and set | |
| out to the opera, when you remember that you left your pager in the | |
| basement. After collecting it, you discover that your car has been | |
| stolen, and a nasty thug turns up to make sure that you don't wander | |
| off. It looks as though you're going to have to spend the night in the | |
| theatre unless you can find a phone and call the police. | |
| You have to play through the above. It takes a minimum of about ten | |
| turns, but it feels very forced because the game won't allow you to | |
| explore until you have finished the opening, and the "You can't do that | |
| yet, because that would be contrary to the plot" messages come thick and | |
| fast. Perhaps the author could have found a more natural way to | |
| restrict access to the rest of the theatre until the opening was | |
| finished. | |
| After the opening, the game becomes much wider. You explore the haunted | |
| theatre, at first in search of a way out, and then in search of magical | |
| items necessary to thwart a certain evil power. You find yourself | |
| collecting the scattered pages of the 1898 journal of Eric Morris, the | |
| man who drew the architects' plans for the theatre, which gradually | |
| reveal a tantalising story of how he fell in love with Elizabeth, a | |
| mysterious and beautiful woman who persuaded him to alter the plans in | |
| nefarious ways. | |
| My first impressions were very favourable. The developing plot was | |
| intriguing, and the atmosphere well-judged. I imagined that the focus | |
| would be on some tragic and melodramatic incident in the history of the | |
| theatre (perhaps, I speculated wildly, this would be a jealous rivalry | |
| between two leading actors over a woman, or a spurned prima donna who | |
| killed herself). The puzzles were logical and not over-hard, and the | |
| programming was excellent: almost everything I tried produced an | |
| intelligent response, and there were never any problems guessing verbs. | |
| The developing journal entries kept me interested in looking around for | |
| more. | |
| If anything lets the game down, it's the quality of the prose, which | |
| feels as though it has been very hastily written, without much attention | |
| to grammar. There are few memorable or vivid descriptions, and lots of | |
| clumsy phrasing. This is a particular problem with the journal entries, | |
| which have an unfortunate Adrian Mole tone. | |
| However, the game becomes weaker as it progresses. The early sections | |
| are original and interesting, but there comes a point where the game | |
| loses its atmosphere and becomes a standard fantasy set in | |
| H. P. Lovecraft's "Cthulhu" mythos. A couple of scenes (the monster in | |
| the library and the rats in the tunnels) feel as though they could have | |
| been lifted straight out of Infocom's game "Lurking Horror", also based | |
| on Lovecraft's books. The interesting exploration eventually comes to | |
| an end with the disappointing realisation that this has been a simple | |
| treasure hunting exercise: you have to find a collection of colour-coded | |
| jewels of power and leave them in the correct place. | |
| The author explained to me that because of time constraints, he hadn't | |
| been able to spend as much time on the ending as he would have liked. | |
| "Theatre" certainly feels as though it reached a certain point and then | |
| was finished off in a desperate rush. There are many loose ends: for | |
| example, it is hinted that there is a cellular phone in the theatre, but | |
| this never materialises. Some of the closing scenes are very | |
| unfortunate: for example, the appearance of Elizabeth near the end | |
| completely spoils the characterisation of her that was established | |
| through the journal. It's very disappointing that there is no real | |
| attempt to link the plot with the potentially interesting milieu of | |
| early twentieth century theatre. | |
| I don't want to sound too negative. "Theatre" is excellent when | |
| considered only as an adventure game, with good puzzles and superb | |
| game-play. I felt that it lacked the consistency and prose that would | |
| have made it a good piece of fiction too. But then I feel the same way | |
| about "Zork". | |
| "Theatre" is a medium-length game written using the "Inform" compiler. | |
| The version 5 story file is available by anonymous FTP at | |
| <ftp://ftp.gmd.de/if-archive/games/inform/theatre.z5>. It runs on all | |
| manner of computers; fetch the following file to find out how: | |
| <ftp://ftp.gmd.de/if-archive/games/inform/how_to_play_these_games>. The | |
| game includes hints which appear as needed. These are nicely judged, | |
| and don't give too much away. | |
| From: "Julian Arnold" <jools SP@G arnod.demon.co.uk> | |
| NAME: Theatre PARSER: Excellent | |
| AUTHOR: Brendon Wyber PLOT: Not too original | |
| EMAIL: cctr120 SP@G cantua.canterbury.ac.nz, brendon SP@G caverock.co.nz | |
| ATMOSPHERE: Inconsistant | |
| AVAILABILITY: Freeware, GMD WRITING: Good | |
| PUZZLES: Mostly logical and intuitive but unoriginal | |
| SUPPORTS: Inform | |
| CHARACTERS: Very few and limited DIFFICULTY: Easy-medium | |
| In this game you are a property agent who, having just shown some clients | |
| around a decrepit theatre, are annoyed to realise that you left your | |
| electronic pager in the old building. The game begins as you re-enter the | |
| theatre with a view to retrieving this object before meeting friends at the | |
| opera. Suffice to say things do not go quite as planned. | |
| _Theatre_ is very distinctly split into the traditional opening, mid-game and | |
| end-game. Indeed, the three sections seemed rather too distinct from each | |
| other, lending a rather disjointed feel to the game. Also contributing to | |
| the feeling of disjointedness is the atmosphere, which changes about half way | |
| through from ghostly psychological horror to semi-Lovecraftian `icky' horror, | |
| more reliant on physical revulsion than a sense of `something's wrong'. This | |
| is a shame, as it reminds the player too much of _The Lurking Horror_ which | |
| is the better game. The opening is nice 'n easy for beginners with plenty of | |
| advice in case you don't know what to do next. This may be frustrating for | |
| more experienced players as it is very linear. The middle game opens up | |
| more, with several well thought out but familiar puzzles open to the player | |
| at once. However, as mentioned above, there is a sudden change of direction | |
| in the atmosphere and style of the game, which was not to this reviewer's | |
| tastes. The end-game is where _Theatre_ really falls down though, with a | |
| short sequence of ill- or un- explained puzzles which, once finally solved, | |
| leave the player with an unsatisfactory ending and a bitter aftertaste. | |
| Hmm, the previous paragraph gives the impression that I didn't like | |
| _Theatre_. This is not true, there are many good points to recommend the | |
| game. For a start it seems an excellent game for the beginning IF player, | |
| boasting several pages of a well written `Introduction to text adventures' as | |
| well as a short non-interactive demonstration and a useful explanation of the | |
| way the parser works. The parser itself, in common with all Inform games, is | |
| excellent. The puzzles, although they've mostly been seen before in various | |
| incarnations, are both logical and fair (again apart from the last few). | |
| There are also some nice little touches along the way, such as the system for | |
| reading the diary pages which you pick up along the way (a clever use of | |
| Informs menu system), the adaptive on-line hints, and the fact that the game | |
| starts in verbose mode rather than brief. | |
| To summarize, _Theatre_ is far from perfect but is perfectly adequate with | |
| several enjoyable moments and a nice `polish' to it. It is a damn sight | |
| better than many shareware games out there, and it's free. Try it, you might | |
| like it. Akk! I can't believe I wrote that... | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Magnus Olsson" <mol SP@G df.lth.se> | |
| NAME: Wishbringer PARSER: Infocom | |
| AUTHOR: Brian Moriarty PLOT: Non-linear | |
| EMAIL: ??? ATMOSPHERE: Horror-comedy | |
| AVAILABILITY: LTOI2 PUZZLES: Innovative but not difficult | |
| WRITING: Excellent SUPPORTS: Infocom ports | |
| CHARACTERS: Vivid DIFFICULTY: Below average | |
| As a postal clerk in the small seaside town of Festeron, your only | |
| problem, apart from the occasional angry poodle, is your even angrier boss, | |
| Mr. Crisp. When he tells you to take a special-delivery letter to the | |
| Magick Shoppe right outside town, you have no idea that this errand | |
| will throw you right into the middle of a life-or-death struggle | |
| between good and evil, or that your idyllic, maybe a little boring | |
| life will be turned into a nightmarish parody of itself... | |
| This is the beginning of _Wishbringer_, one of Infocom's | |
| "introductory" games. That label has led people to dismiss it as a | |
| trifle, or as aimed at a juvenile audience. It is true that the game | |
| is a little smaller, a little easier, a little less complex than | |
| Infocom's "big" games. It is also a little nicer to the player (it's | |
| very hard to get killed, and at some places you get warned to save | |
| your game before attempting some dangerous action). | |
| To draw the conclusion that the game is in any way inferior to other | |
| games would be a big mistake, however. In fact, I regard this game as | |
| one of Infocom's very best products: a small-scale masterpiece. The | |
| puzzles may be easy, but they're original and innovative. The game may | |
| be less complex than, say, Zork, but complexity is not necessarily a | |
| virtue by itself. It may be aimed at a juvenile audience - but aren't | |
| most computer games? | |
| What I like the best about this game is that it works with small | |
| means. There are no horrible monsters, no monstrously evil | |
| super-villains - but the transformation of idyllic Festeron into a | |
| distorted, evil mirror image of itself is far more effective; at least | |
| the first time I played it, it managed to fill me with a fundamental, | |
| existential dread that is much worse than any fear for monsters or | |
| evil wizards. | |
| Still, the game never becomes gothic or macabre; the genre is | |
| horror-comedy, and the balance between horror and humour is nicely | |
| kept. The humour never becomes facetious or intrudes on the plot, but | |
| derives mainly from the sheer absurdity of the situation; the horror | |
| aspects never degenerate into empty fireworks or become so terrible as | |
| to stop the humour from working. All the time, you have this anxiety and | |
| feeling of threat at the back of, but it never gets bad enough to keep | |
| you from enjoying yourself - it's more like watching 'Twin Peak' than | |
| 'Aliens^3'. | |
| The game also has great charm, not only in its loving attention to | |
| detail, but also in its references to other Infocom games (how many | |
| people have seen the family life of grues and lived to tell about | |
| it?). Add to this engaging and memorable NPC's (the most memorable | |
| being, perhaps, something as improbable-sounding as the mailbox from | |
| Zork 1), a set of very clever (though simple) puzzles (the video game | |
| and the blurry room are expecially noteworthy), excellent writing, and | |
| some breathtaking cliffhangers, and you get a very good game indeed. | |
| A nice touch is that the major puzzles have alternative solutions; the | |
| Wishbringer of the title turns out to be an object in the game, and | |
| with that in your possession you can wish for various things, such as | |
| darkness, rain, or flight. I managed to find the "scientific" | |
| solutions to all puzzles; however, for beginning players it may be | |
| nice to have a way around difficult problems - and of course it adds | |
| variation to the game. | |
| The endgame, finally, is everything it should be: brief, not too | |
| difficult, suitably climactic (though not flashy) - and it also | |
| manages to provide a surprise at the very end, when you thought | |
| everything was nicely wound up. | |
| My only major complaint is that it is quite easy at some places to get | |
| the game into an insolvable state, without noticing that until much | |
| later; this lowers the gameplay score slightly, though the puzzles are | |
| sufficiently simple that it's not too difficult to start over again. | |
| All in all, this is a very enjoyable little game, as well as an | |
| excellent piece of writing. As an introduction to Infocom, or to IF in | |
| general, it is superb; for experienced adventurers it provides a | |
| delightful diversion from the complexities of games such as Curses and | |
| Spellbreaker. | |
| READER'S SCOREBOARD---------------------------------------------------------- | |
| Notes: | |
| A - Runs on Amigas. | |
| AP - Runs on Apple IIs. | |
| GS - Runs on Apple IIGS. | |
| AR - Runs on Archimedes Acorns. | |
| C - Commercial, no fixed price. | |
| C30 - Commercial, with a fixed price of $30. | |
| F - Freeware. | |
| GMD - Available on ftp.gmd.de | |
| I - Runs on IBM compatibles. | |
| M - Runs on Macs. | |
| S20 - Shareware, registration costs $20. | |
| 64 - Runs on Commodore 64s. | |
| TAD - Written with TADS. This means it can run on: | |
| AmigaDOS, NeXT and PC, Atari ST/TT/Falcon, DECstation | |
| (MIPS) Unix Patchlevel 1 and 2, IBM, IBM RT, Linux, Apple | |
| Macintosh, SGI Iris/Indigo running Irix, Sun 4 (Sparc) | |
| running SunOS or Solaris 2, Sun 3, OS/2, and even a 386+ | |
| protected mode version. | |
| AGT - Available for IBM, Mac, Amiga, and Atari ST. This does not | |
| include games made with the Master's edition. | |
| ADVSYS - Available for PC and Macintosh only, or so my sources tell | |
| me. (Source code available as well. So it can be ported | |
| to other computers.) | |
| INF - Infocom or Inform game. These games will run on: | |
| Atari ST, Amiga, Apple Macintosh, IBM, Unix, VMS, Apple II, | |
| Apple IIGS, C64, TSR-80, and Archimedes Acorn. There may be | |
| other computers on which it runs as well. | |
| Name Avg Sc Chr Puz # Sc Rlvt Ish Notes: | |
| ==== ====== === === ==== ======== ====== | |
| Adv. of Eliz. Highe 3.1 0.8 0.3 1 5 F_AGT | |
| Another...No Beer 2.5 0.1 1.0 1 4 S10_IBM_GMD | |
| Arthur: Excalibur 8.6 1.8 1.7 1 4 C_INF | |
| Balances 6.6 1.0 1.2 1 6 F_INF_GMD | |
| Ballyhoo 7.0 1.8 1.6 2 4 C_INF | |
| Beyond Zork 8.0 1.6 2.0 2 5 C_INF | |
| Border Zone 6.1 1.1 1.4 2 4 C_INF | |
| Bureaucracy 8.4 2.0 1.8 2 5 C_INF | |
| Castaway 1.1 0.0 0.4 1 5 F_IBM_GMD | |
| Cosmoserve 8.7 1.3 1.4 2 5 F_AGT_GMD | |
| Curses 8.3 1.3 1.7 6 2 F_INF_GMD | |
| Cutthroats 6.3 1.4 1.2 4 1 C_INF | |
| Crypt v2.0 5.0 1.0 1.5 1 3 S12_IBM_GMD | |
| Deadline 7.2 2 x C_INF | |
| Deep Space Drifter 5.5 1.4 1 3 S15_TAD_GMD | |
| Detective 0.7 0.0 0.0 2 4-5 F_AGT_GMD | |
| Ditch Day Drifter 7.1 1.2 1.6 1 2 F_TAD_GMD | |
| Dungeon Adventure 6.8 1.3 1.6 1 4 F_SEE REVIEW Issue #4 | |
| Dungeon of Dunjin 7.0 1.0 1.5 1 3 S20_IBM_MAC_GMD | |
| Electrabot 0.7 0.0 0.0 1 5 F_AGT_GMD | |
| Enchanter 7.0 0.8 1.3 4 2 C_INF | |
| Enhanced N/A 0 2 S10_TAD_GMD | |
| Fable, A 2.0 0.2 0.1 1 6 F_AGT_GMD | |
| Great Archaelog. Race 6.5 1.0 1.5 1 3 S20_TAD_GMD | |
| Hitchhiker's Guide 8.2 1.6 1.8 4 5 C_INF | |
| Hollywood Hijinx 5.5 2 x C_INF | |
| Horror30.Zip 3.6 0.0 0.9 1 3 S20_IBM_GMD | |
| Horror of Rylvania 7.7 1 1 C20_TAD_GMD (Demo) | |
| Humbug 7.4 1 x S10_GMD (Uncertain) | |
| Infidel 6.9 5 1-2 C_INF | |
| Jacaranda Jim 7.0 1 x S10_GMD (Uncertain) | |
| Jeweled Arena, The 8.0 1.5 1.5 1 x ? | |
| John's Fire Witch 7.0 1.1 1.5 2 4 S6_TADS_GMD | |
| Journey 6.9 1.3 0.8 1 5 C_INF | |
| Klaustrophobia 7.3 1.3 1.4 3 1 S15_AGT_GMD | |
| Leather Goddesses 8.0 1.6 1.7 3 4 C_INF | |
| The Legend Lives! 8.2 0.8 1.5 1 5 F_TADS_GMD | |
| Lurking Horror, The 6.9 1.4 1.2 4 1,3 C_INF | |
| Magic.Zip 4.5 0.5 0.5 1 3 S20_IBM_GMD | |
| Mind Forever Voyaging 8.4 1.5 0.3 3 5 C_INF | |
| Moonmist 5.8 4 1 C_INF | |
| Mop & Murder 4.9 0.5 1.0 1 4-5 F_AGT_GMD | |
| Multidimen. Thief 5.3 0.4 1.0 2 2 S?/F_AGT_GMD | |
| Nord and Bert 3.9 2 4 C_INF | |
| Odieus': Flingshot 3.2 0.4 0.7 1 5 F_INF_GMD | |
| One Hand Clapping 7.1 1.1 1.3 2 5 F_ADVSYS_GMD | |
| Planetfall 7.1 3 4 C_INF | |
| Plundered Hearts 7.9 1.2 1.2 1 4 C_INF | |
| Sanity Claus 9.0 1 1 S10_AGT_GMD | |
| Save Princeton 5.6 1 x S10_TAD_GMD | |
| Seastalker 5.4 2 4 C_INF | |
| Shades of Grey 7.8 1.2 1.5 2 1-2 F_AGT_GMD | |
| Sherlock 8.5 1.5 1.8 1 4 C_INF | |
| Shogun 7.1 1.5 0.5 1 4 C_INF | |
| Sir Ramic Hobbs 5.0 1.0 1.5 1 6 F_AGT_GMD | |
| Sorceror 7.3 0.6 1.6 4 2 C_INF | |
| South American Trek 0.9 0.2 0.5 1 5 ?_IBM_GMD | |
| Space Aliens...Cardigan 1.6 0.5 0.4 3 3 S60_AGT_GMD | |
| Spellbreaker 8.1 1.2 1.8 3 2 C_INF | |
| Starcross 7.2 4 1 C_INF | |
| Stationfall 7.5 1.6 1.5 3 5 C_INF | |
| Suspect 5.9 1 x C_INF | |
| Suspended 7.0 1 x C_INF | |
| Theatre 5.4 0.5 0.8 1 6 F_INF_GMD | |
| Tossed into Space 3.9 0.6 0.2 1 4 F_AGT_GMD | |
| Treasure.Zip N/A 0 3 S20_IBM_GMD | |
| Trinity 8.8 1.4 1.7 6 1-2 C_INF | |
| Unnkulian One-Half 7.0 1.3 1.7 4 1 F_TAD_GMD | |
| Unnkulian Unventure 1 8.0 1.3 1.7 3 1-2 S10_TAD_GMD | |
| Unnkulian Unventure 2 7.2 1.4 1.5 3 1 S10_TAD_GMD | |
| Unnkulian Zero 9.0 1 1 C25_TAD_GMD (Demo) | |
| Waystation 8.0 1.2 1.5 1 x F_TAD_GMD | |
| Wishbringer 7.5 1.3 1.2 3 5-6 C_INF | |
| Witness, The 7.0 1.7 1.2 3 1,3 C_INF | |
| World 6.9 1.0 1.4 1 4 F_SEE REVIEW Issue #4 | |
| Zork 0 6.5 1.1 2.0 1 x C_INF | |
| Zork 1 5.9 0.6 1.5 6 1-2 C_INF | |
| Zork 2 6.7 0.8 1.6 4 1-2 C_INF | |
| Zork 3 6.0 0.6 1.4 4 1-2 C_INF | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| The Top Three: | |
| A game is not eligible for the Top Three unless it has | |
| received at least three ratings from different readers. This is to ensure a | |
| more democratic and accurate depiction of the best games. | |
| 1. Trinity 8.8 6 votes | |
| 2. Mind Forevr Voyagn. 8.4 3 votes | |
| 3. Curses 8.3 6 votes | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| Editor's Picks of the Month: | |
| My pick of the month, as you may remember, is _Theatre_. Theatre is | |
| a fun, short game. It uses some interesting techniques, and contains more | |
| plot and characterization that most other IF games put together. While I | |
| agree with my two reviewers that the ending was a let down, I still have to | |
| compare Theatre with other IF works and state that it shines in comparison. | |
| Seldom, when exploring the if-archive, will you come across such a gem. | |
| Just for the sake of convenience, I reproduce the info on where to get it | |
| below. | |
| From: "Gareth Rees" <gdr11 SP@G cl.cam.ac.uk> | |
| "Theatre" is a medium-length game written using the "Inform" compiler. | |
| The version 5 story file is available by anonymous FTP at | |
| <ftp://ftp.gmd.de/if-archive/games/inform/theatre.z5>. It runs on all | |
| manner of computers; fetch the following file to find out how: | |
| <ftp://ftp.gmd.de/if-archive/games/inform/how_to_play_these_games>. The | |
| game includes hints which appear as needed. These are nicely judged, | |
| and don't give too much away. | |
| ADVERTISEMENTS--------------------------------------------------------------- | |
| There are no advertisements this month. Remember, they're free, take | |
| advantage of them. | |
| CLOSING REMARKS-------------------------------------------------------------- | |
| Announcing the First Annual Text Adventure Authorship Competition | |
| This idea has been bandied about on r.a.i-f for awhile, so I am | |
| making it a reality. The original concept of the contest was to get more | |
| Inform source code out in the public domain. However, the TADS authors | |
| wanted to play too, so a category was added for them. Here is my own | |
| personal vision for the contest. | |
| "This competition is to inspire IF authors to write something, | |
| however small, and make it available for people to play. IF as a hobby | |
| cannot survive unless there are people out there writing and playing it. | |
| Hopefully, some of the people who enter the competition will enjoy it, and | |
| decide to write more on their own." | |
| Anyways, here are the rules (I mean, the rule.) | |
| The Rule: The text adventure you enter must be winnable in under | |
| two hours. Judges will be asked to rate it after playing for that long. | |
| That's the main point of the competition. You don't have to enter | |
| something really long to have a chance at winning, because you aren't allowed | |
| to. That way we get more entries. | |
| The rule is not debatable. It's the only rule, and it's not very | |
| unreasonable. | |
| Now, to enter, simply write a game, using either the TADS authorship | |
| system, or the Inform authorship system. The two groups will be judged | |
| seperately. Once you have your game, put anything that comes to mind with it | |
| (that's related to the game) such as maps, read.me files, hints, | |
| walkthroughs, source code, whatever and .zip it. I know some folks may have | |
| trouble with .zips, but I'm here to help. If someone needs their game zipped | |
| or needs a game unzipped, just email me, and we'll work out something. You | |
| cannot enter a game in both categories by porting it over to the other | |
| development language. | |
| Upload your .zip file to: ftp.gmd.de:/incoming/if-archive/competition | |
| The deadline to do this is Midnight on the last day of August. | |
| (That's midnight in Germany obviously. Plan ahead, upload a day | |
| early. I doubt I'll disqualify slightly late entries anyway.) | |
| If you want your entry to be anonymous, then leave your name off it | |
| and email me that it's your entry. I advise a secret command that pops up | |
| the author and copyright message. | |
| Which reminds me. All entries MUST be freeware or public domain. So | |
| don't enter a game you've worked on for 2 years if you don't want to give it | |
| away. | |
| Judging | |
| The judging will be a 'People's Choice Awards' type deal for the | |
| most part. There may be a few prizes that are just awarded by the person who | |
| donated them to whichever game they liked best, but not many. In general, | |
| everyone is able to vote. All you have to do is play every game in the TADS | |
| and/or Inform category (which will be sorted out on the 1st of September) | |
| and then choose your three favorite games, in no particular order, for | |
| that category (or both categories, if you've played them all.) Email me | |
| your votes at whizzard SP@G uclink.berkeley.edu. The games with the most votes in | |
| each category will win. The winners will have their pick of prizes available | |
| in a draft sort of thing. If there are conflicts between the TADS/Inform | |
| choices, a coin flip will decide the matter, with the loser choosing another | |
| prize, if there is one. | |
| The deadline for submitting votes is September 30. Prizes will be | |
| awarded the next day. | |
| The Prizes So Far Include: | |
| .00 cash, donated by Eileen Mullin | |
| 1 free copy of Avalon (upon its completion), donated by me. | |
| One free registration for Save Princeton, donated by Jacob Weinstein. | |
| "Castles and Kingdoms: An electrifying compendium of 15 BASIC | |
| adventures you can type in to your Commodore 64" by Bob Liddil, | |
| donated by Gareth Rees. | |
| 1 year subscription to the printed version of XYZZYnews, donated by | |
| Eileen Mullin | |
| "Arthur: The Quest for Excalibur" for the Mac, complete with box, | |
| etc., donated by Jacob Weinstein. | |
| An autographed copy of my first novel, if and when it's | |
| published--for a winner who feels like taking a big gamble, | |
| donated by Jacob Weinstein. | |
| More might be donated as we go along. If you have something you | |
| want to donate, email me with details. | |
| Good luck, now get out there and write! | |
| ----------------------------------------------------------------------------- | |
| Thank you for helping to keep text adventures alive! | |
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