| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|reservation of |_|_|dventure \___|ames. | |
| ISSUE # 8 | |
| Edited by G. Kevin Wilson (whizzard SP@G uclink.berkeley.edu) | |
| Feb. 5, 1996. | |
| All email addresses are spamblocked -- replace the name of our magazine | |
| with the traditional 'at' sign. | |
| EDITORIAL-------------------------------------------------------------------- | |
| Well, it's been about three months since last we joined together in | |
| the communal effort that is SPAG. Life has simplified itself, and I now have | |
| a really spiffy school schedule: Tuesday and Thursday classes only. The rest | |
| of the week is all mine, barring homework, and I can't wait to get to it. | |
| It seems like the I-F community has been really busy without me. I | |
| can count at least 2 or 3 new games that I haven't got around to beating yet, | |
| one of the most notable being the _Windhall Chronicles_. But don't think | |
| that I'm neglecting _Shelby_ or _Broken String_. I just haven't gotten | |
| really into them yet, and I plead a busy Christmas. | |
| Arrangements are moving into place for the 1996 I-F Competition. It | |
| looks like we may have as many as twenty entries, but I'm not sure yet. If | |
| so, it will be an exciting event, to say the least. | |
| Just so as not to break the pattern, I have to talk about Avalon for | |
| a sec. It's not done. It's in its final stages of development. I am | |
| investigating printshops for the manual. When will it be done? I really | |
| don't know. Maybe this year. I hope. <Prayer to I-F Gods.> | |
| G. Kevin Wilson | |
| "Whizzard" | |
| LETTERS TO THE EDITOR-------------------------------------------------------- | |
| From: "Christopher E. Forman" <ceforma SP@G rs6000.cmp.ilstu.edu> | |
| Dear SPAG, | |
| What follows is something I've been mulling over for several days now, | |
| something I think should be heard by everyone involved in playing and/or | |
| writing text adventures. | |
| The I-F medium should serve to provide a two-way street for the | |
| facilitation of communication between players and authors. Players should | |
| feel free to discuss how they think I-F should be, authors need to be able to | |
| draw on that discussion when writing their own works, and players need to | |
| give feedback (both positive and -- pardon the gratuitous euphamism -- | |
| "otherwise") to those authors informing them of how closely their work | |
| exhibits the qualities players feel are inherent and necessary in I-F. | |
| Unfortunately, the last of these three basic needs appears, to myself | |
| anyway, to be largely unfulfilled. In short, I just haven't been receiving | |
| the quantity or quality of feedback I'd like to get regarding my work, and I | |
| suspect that many other authors have experienced the same problem. Oh, | |
| there's the occasional "this is a really great game" post on UseNet, but, | |
| aside from requests for hints, that's all I ever see. While such statements | |
| are nice to hear, they tend to lack specific details about just what it is | |
| that the player thinks is "really great". | |
| I bring this to the attention of players because about a week ago, I | |
| discovered in my e-mailbox a lengthy, extremely well-written evaluation of my | |
| work, revealing what one player found favorable about it, and, more | |
| importantly, a number of aspects he rather disliked. This was a revelation | |
| to me, as he'd made some excellent points I'd never considered when coding | |
| the game, and it gave me something to really think about. Although I did | |
| disagree with a few of his statements, and found some others too time- | |
| consuming to be implemented at the present, I most certainly plan to take | |
| everything he said into account to at least some degree over the course of | |
| future projects. | |
| The point of all this is that, believe it or not, game authors will | |
| listen to your comments. They want to hear them. They need to hear them. | |
| Heck, they DESERVE to hear them. Writing a text game means setting aside a | |
| lot of time and taking a lot of effort to give computerists a little fun. | |
| So the next time you play through a game, if it made any sort of impression | |
| on you at all, take ten or fifteen minutes out of your own life to let the | |
| author know what you think of his/her creation. Anything -- positive, | |
| negative, or both -- on any topic -- writing, plot, puzzles, characters, | |
| etc. -- will be appreciated. If you don't tell us what pleases you and what | |
| doesn't, how can we be expected to find out? While we may not agree on | |
| everything (differences of opinion are inevitable within any entertainment | |
| medium), it's encouraging to see just what those differences are. | |
| As a final note, don't let shareware games scare you away from such a | |
| practice. I suspect that many shareware authors suffer a lack of feedback | |
| because players don't want to feel obligated to register, and admitting that | |
| they've finished the game invites such feelings of duty. I'm of the belief | |
| that one should only pay the registration fees if one deems the game worthy | |
| of such a price (although my shameless UseNet promotions may seem to indicate | |
| otherwise B-). Most shareware authors are not going to pressure you into | |
| paying for their games just because you've admitted you've played them. | |
| While receiving a little extra cash from a game is nice, there's more to | |
| writing I-F than that. | |
| With a little help, authors should be able to create games that not only | |
| merit but encourage intelligent discussion everywhere. SPAG and UseNet can | |
| help, but they can't do it alone. That little help also has to come through | |
| direct feedback from the playing public itself. | |
| -- C.E. Forman | |
| 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 only game out of the three that I mentioned in my editorial that | |
| could vaguely be referred to as new at this late date is _The Broken String_. | |
| I have seen the game, and in my opinion, the potential is there, but the | |
| authors did not go the extra mile. They needed more betatesting, a native | |
| english-speaking editor (The authors themselves are not.) and some careful | |
| polish. It is also a tad crude at the beginning. But hey, it's a punk | |
| adventure, so some crude is permissible there. I simply question the | |
| neccessity of it. I suggest waiting for a future release, but at last | |
| count, it was found at ftp.gmd.de:/if-archive/unprocessed/gamebs.zip. | |
| REVIEWS---------------------------------------------------------------------- | |
| >From "Graeme Cree" <72630.304 SP@G compuserve.com> | |
| NAME: Adventure GAMEPLAY: Two Word parser | |
| AUTHOR: Will Crowther PLOT: Good | |
| EMAIL: I wish I knew ATMOSPHERE: Tolkienic | |
| AVAILABILITY: GMD WRITING: Very Good | |
| PUZZLES: Many trial & error SUPPORTS: Practically all | |
| CHARACTERS: Few, but memorable DIFFICULTY: Average | |
| Adventure, aka Colossal Cave, is the oldest, most famous, most | |
| modified, most ported, and most pirated game in the history of | |
| Interactive Fiction. Written in the antiquity of the mid 70's, it was | |
| bootlegged to practically every university in the country on magnetic | |
| tape. It was commercially released by several companies (such as The | |
| Software Toolworks), and has been ported to AGT, TADS, Inform, and | |
| several others. | |
| It has also been expanded several times. Many authors have taken | |
| the layout of the original game and simply added new rooms, items, and | |
| puzzles. For this reason, the game is usually referred to by the | |
| maximum number of points that can be scored. For instance Adventure | |
| 350 (the original version), Adventure 370, Adventure 550, Adventure | |
| 1000, and so on. | |
| Adventure could also be said to be indirectly responsible for the | |
| entire Infocom product line. The original mainframe Zork was begun | |
| when the authors played Adventure and believed that they could improve | |
| on it, especially vis a vis the parser. Zork, the product of their | |
| efforts, was the foundation of Infocom, and owes heavily to Adventure. | |
| The words "xyzzy" and "plugh" will draw a response, and the thief's | |
| maze is lifted directly from the game. | |
| All in all, one might conclude from this that Adventure is the | |
| greatest Adventure game ever written, but this is not quite the case. | |
| It's continued popularity stems from a) it's hauntingly compelling | |
| atmosphere, b) it's colourful imagery, c) the fact that for many it was | |
| their first adventure game, and d) the fact that many people first | |
| played it 70's style. | |
| Playing a game 70's style was very different from playing today. | |
| Since there were few personal computers, playing a game usually | |
| involved a trip to the local university computer room, generally after | |
| hours, with a bag lunch in tow (since the session would usually last | |
| quite a while). My own first experience with Adventure involved | |
| late-night trips to IBM with my programmer father. The long trek | |
| through dimly-lit windowless corridors to the terminal room was | |
| practically an adventure in itself, and since you couldn't | |
| just go and play whenever you wanted to, the game had plenty of | |
| opportunity to grow larger in the imagination in between sessions. | |
| Also, a player is more likely to be forgiving of a first game than | |
| later ones. When you have never seen such a game before and are not | |
| quite sure what it can understand or do, you won't mind a simple | |
| two-word parser, such as Adventure has, unless it is positively | |
| user-unfriendly. Adventure's parser while simple, is adequate for the | |
| game, and produces a good effect by frequently addressing the user | |
| directly ("You don't expect me to do a decent reincarnation without any | |
| orange smoke, do you?"). | |
| Adventure is loaded with memorable imagery (Witt's End, the maze | |
| of twisty little passages, the Pirate, the breath-taking view, "xyzzy", | |
| et cetera) that generally stays with a player long after the game is | |
| completed. | |
| The atmosphere is wonderfully authentic. The game map was based | |
| on Bedquilt Cave in Kentucky, part of the Mammoth Cave labyrinth. | |
| While there are no dragons in Bedquilt, it is said that first-time | |
| visitors have been able to find their way around by virtue of having | |
| played the game. While Zork is simply a collection of interesting | |
| locales that just happen to be underground, Adventure resembles a real | |
| cavern much more, featuring dead ends, fissures, blocked passages, and | |
| passages in the floor. As in Tolkien, magic in Adventure is present, | |
| but tantalizingly remote; not coming out the wazoo, as it is in Zork | |
| and most other fantasy games. | |
| Nevertheless Adventure is not without its problems. As mentioned | |
| previously, the parser is rather primitive, at least in the original | |
| version (the TADS and Inform ports have state-of-the-art parsers). | |
| Also the puzzles are frequently meant to be solved by trial and | |
| error rather than deduction. How are you supposed to figure out what | |
| to do with the rod, or how to kill the dragon, or how to bring light to | |
| the Dark Room, or how to recover the Golden Eggs, or how to get that | |
| final point, anyway? By experimenting, that's how. Of course, in a | |
| first game players are often much more inclined to experiment with it | |
| to discover its capabilities. | |
| That's not to say that there aren't some good puzzles as well. | |
| The object that you need to win at the end is very cleverly concealed, | |
| and only the keen-eyed will detect the subtle difference between the | |
| vending machine maze and the Pirate's maze that allows you to map the | |
| former without dropping objects (unfortunately, this feature is not | |
| present in the Inform version). | |
| There are no save/restore puzzles as such. It is possible to win | |
| on the first playthrough, but not to achieve the maximum score. If you | |
| take too long (and you will), you will be forced to expend one of your | |
| treasures to recharge your lamp (thus lowering your score), but after | |
| you have solved the game, it will be a simple matter to optimize your | |
| time and win before this becomes necessary. | |
| Adventure is an adventure game that every text gamer should play | |
| some time in their lives; the only game that has a genre named after | |
| it. But it would be best to stick with Adventure 350 in either its | |
| original form, or the TADS or Inform ports. The add-ons of the larger | |
| versions simply make the game bulkier and clunkier without improving | |
| the gaming experience. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Christopher E. Forman" <ceforma SP@G rs6000.cmp.ilstu.edu> | |
| NAME: The Awe-Chasm (a.k.a The Chasm of Awe, a.k.a. Snatch and Crunch II) | |
| PARSER: C Adventure Toolkit | |
| AUTHOR: Tony Stiles PLOT: Dungeon Quest | |
| EMAIL: ??? ATMOSPHERE: Very little | |
| AVAILABILITY: Freeware, GMD WRITING: Decidedly unfunny | |
| PUZZLES: Generic/pseudo-logical SUPPORTS: PCs, Atari STs | |
| CHARACTERS: Unresponsive DIFFICULTY: Painful to play | |
| Start with a rather straightforward late-1970s style dungeon | |
| quest/treasure hunt. Now add a remarkably crude and unpretentiously juvenile | |
| sense of humor. Stir in a frustrating parser and some poorly-implemented, at | |
| best semi-logical, puzzles. Blend into this a sloppy overall design, and, to | |
| give a slight flavor of anti-logic, top the whole thing off with a dash of | |
| sheer incomprehensibility. Following this recipe, the resulting mixture is a | |
| serious candidate for the very worst text adventure ever written. | |
| In this case, author Tony Stiles has cooked up an unappetizing little | |
| dish titled "The Awe-Chasm", a.k.a "The Chasm of Awe", a.k.a. "Snatch and | |
| Crunch II". (Personally, I've never seen or heard of "Snatch and Crunch I", | |
| but it must have been good enough to justify the making of this sequel.) | |
| Snatch and Crunch, the two main characters in this game, are, in the | |
| author's own words, a "pokey pervert" and a "monolithic mutant", respectively. | |
| For reasons unknown (good old-fashioned greed perhaps?), they're out to | |
| explore the many caverns and passageways of the Awe-Chasm in search of | |
| treasure. During the course of the game, the I-Fer can type "BECOME SNATCH" | |
| or "BECOME CRUNCH" to switch control back and forth between Snatch and Crunch, | |
| using each one in tasks for which he is specifically suited -- some puzzles | |
| can only be solved using one of our two explorers. Snatch and Crunch can | |
| also work together, with Crunch picking up the smaller Snatch and carrying | |
| him along on his shoulders. | |
| While this may sound promising, the game doesn't really put forth | |
| the extra effort necessary to make it work. Neither Snatch nor Crunch seems | |
| to have much personality, so it's hard to figure out who can do what unless | |
| the game specifically tells you (which, in most cases, it doesn't). Perhaps | |
| the player is expected to bring this knowledge over from the first "Snatch | |
| and Crunch" game. Further, unless Snatch is being carried, the duo doesn't | |
| move around together -- the player must move Snatch and Crunch individually, | |
| and having to retrace your steps is tedious. It would have worked much | |
| better to have the pair stay together for the most part, providing a special | |
| "SPLIT" command for the few times when they need to go their separate ways. | |
| Complicating matters is the sloppy overall design of the game. It's | |
| very linear at the start, until the player figures out how to buy a lamp. | |
| This had me stuck until I stumbled across a walkthrough of the first few | |
| puzzles amongst the myriad seemingly useless files zipped in with the game | |
| executable. My problems were more due to parser quirks than anything else. | |
| Did I talk about the parser yet? Perhaps I should do that now. | |
| The author wrote his own adventure design system, called the "C | |
| Adventure Toolkit" to create this game. While I must bow slightly to such an | |
| impressive feat, the sad truth of the matter is that the parser just isn't | |
| very good -- it's barely adequate for the game. There are very few synonyms | |
| for nouns -- you can't call a pond a "lake", for instance -- and some commands | |
| only work properly if prepositions are used -- "GET EMILY" fails; you must say | |
| "GET EMILY FROM POND". (Emily, in this case, happens to be a fish with whom | |
| Crunch, the "monolithic mutant" is infatuated, and...oh, just forget it.) For | |
| simple interactions (directional moves, two-word commands, etc.) the parser | |
| works okay. For longer, more complex sentences, though, it's not even up to | |
| the standards of AGT, let alone Inform and TADS. (It's dated 1989, BTW.) | |
| But now back to the game, which becomes more frustrating once the | |
| player acquires a lamp and descends into the Awe-Chasm ("a chasm of orgasmic | |
| proportions", the game shamelessly announces). There are several levels to | |
| the chasm, some of which have openings leading to tunnels. What's | |
| particularly noteworthy here is that, when climbing between levels, there's a | |
| good chance you'll fall to the bottom of the chasm and have to climb back up | |
| several levels again. This happens far, FAR too often to even be called | |
| infuriating. After five or six times, you'll want to quit right then and | |
| there. (I didn't even get a quarter of the way through the 500-point game.) | |
| The tunnel openings themselves are equally frustrating to navigate. | |
| They are listed in room descriptions as "an opening", but no compass | |
| directions for them are given or recognized. Players must type "ENTER | |
| OPENING" to go inside, and "ENTER OPENING" again to come back. Doors must be | |
| traversed in the same manner. What's so difficult about allowing directional | |
| commands? | |
| "The Awe-Chasm" showcases an astoundingly juvenile sense of humor. | |
| It almost seems as though the author is attempting to imitate the style used | |
| by Steve Meretzky in some of his racier titles. But Meretzky's writing | |
| exudes personality, and his characterization in "LGOP" and the "SpellCasting" | |
| series makes the "naughty" bits more charming than offensive. "Awe-Chasm"'s | |
| writing offers little characterization and little personality, and the | |
| overall result is decidedly distasteful. | |
| On top of all this, the game just isn't very well planned out. The | |
| best dungeon adventures (by which I mean "Colossal Cave" and the "Zork" | |
| series) employ a degree of continuity between their locations, adding realism | |
| to the layout. In "Awe-Chasm", rooms are slapped together clumsily and | |
| objects are thrown about with no thought whatsoever. One tunnel, for | |
| instance, harbors a band of sex-starved nymphomaniacs to assault our heroes. | |
| Yet for some reason, they've never ventured into the throne room a few levels | |
| down to visit King Tony (another personal appearance by a game author | |
| degenerating into a very tired and unfunny inside joke). Other thrills and | |
| chills awaiting you include a slew of locked doors (at least three more than | |
| ANY adventure game needs), the "magical mystery maze" (three guesses as to | |
| what this is, and the first two don't count), and the "Oh sh*t, all my | |
| treasures have been scattered" room (crusaders for fairness in I-F need not | |
| apply). | |
| The game is not without its cult value, however. Fans of truly | |
| abysmal I-F should get plenty of howls out of the flaws inherent in "The | |
| Awe-Chasm", but everyone else is better advised to leave the "monolithic | |
| mutant" and the "pokey pervert" to fend for themselves. | |
| (Both versions are packaged in the same .ZIP file, at | |
| /if-archive/games/pc/awechasm.zip) | |
| -- C.E. Forman | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| >From "Gareth Rees" <Gareth.Rees SP@G cl.cam.ac.uk> | |
| NAME: A Change in the Weather PARSER: Inform's usual | |
| AUTHOR: Andrew Plotkin PLOT: Highly branching | |
| EMAIL: erkyrath+ SP@G cmu.edu ATMOSPHERE: Good | |
| AVAILABILITY: Freeware, GMD WRITING: Excellent | |
| PUZZLES: Very neat, very clever SUPPORTS: Inform ports | |
| CHARACTERS: None DIFFICULTY: Hard | |
| My second favourite of the competition games, after "The One that Got | |
| Away". This was a fun experiment and a deserved winner of the Inform | |
| category. I found it very challenging, but it wasn't outright | |
| impossible (unlike one or two of the other games in the competition), so | |
| I think the difficulty was well-judged. Three aspects of "A Change in | |
| the Weather" were excellent: the quality of the writing, the changing | |
| descriptions of the scenery, and the way the components of the puzzle | |
| interacted. I was reminded of my decision in "Christminster" to keep | |
| the player indoors from seven p.m. until ten so that I didn't have to | |
| write descriptions of the sun going down! Andrew Plotkin tackled this | |
| problem head on and the result was very impressive. | |
| What I didn't like was the very short time limit and the way it was | |
| incredibly easy to get stuck. To finish "A Change in the Weather" | |
| required an enormous amount of patience: going back to a saved game, | |
| trying something new, observing the consequences, going back again and | |
| trying something else, and on and on. The puzzles themselves were quite | |
| elegant, but I didn't appreciate them very much because I was a bit | |
| fatigued by the process of solving them. I also felt the game lacked | |
| for NPCs (the fox was better than nothing), and the dream was just | |
| willfully obscure. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| >From "Gareth Rees" <Gareth.Rees SP@G cl.cam.ac.uk> | |
| NAME: Detective PARSER: Inform usual | |
| AUTHOR: Christopher Forman PLOT: None | |
| EMAIL: ceforma SP@G rs6000.cmp.ilstu.edu ATMOSPHERE: Unusual | |
| AVAILABILITY: Freeware, GMD WRITING: New material is good | |
| PUZZLES: None SUPPORTS: Inform ports | |
| CHARACTERS: Unoriginal, but good DIFFICULTY: Trivial | |
| I'm only aware of "Mystery Science Theatre 3000" through the genre of | |
| MST3k parodies on Usenet, so I have no idea how faithfully Christopher | |
| Forman reproduced the flavour of the television program. I thought that | |
| this game was interesting as an experiment, and I did find bits of it | |
| funny, but a lot of it was completely meaningless to me, especially the | |
| introduction and the endgame, and I probably wouldn't play another | |
| similar game. | |
| I'm not sure at all that text adventure games are suitable for this kind | |
| of parody by ridicule, and especially free or shareware games produced | |
| by amateurs. Bad films are interesting targets for ridicule because | |
| they are the result of the labours of intelligent adults who should have | |
| known better, and because millions of dollars were wasted on their | |
| production. On the other hand, "Detective" was probably the result of a | |
| couple of hours' work by a twelve-year-old kid, whose main mistake was | |
| to upload it to a bulletin board for the world to laugh at (although the | |
| adventure games I wrote when I was twelve were better than "Detective", | |
| I have more sense than to let anyone see them now!). Activision's | |
| expensive multimedia game "Return to Zork", with live actors pretending | |
| to be characters from an adventure game, would be a much more appropriate | |
| (though also much more challenging) target. | |
| I think that parody of adventure games is very tricky to do well, | |
| because most adventure games sit rather uneasily on the dividing line | |
| between seriousness and humour, and generally incorporate elements of | |
| self-parody already (think of the ongoing Flathead jokes in the "Zork" | |
| series, or the ridiculous names of the spells in "Enchanter" et al), | |
| whereas parody succeeds best when its target is relentlessly humourless | |
| (think of "A Modest Proposal" by Swift or "The Pooh Perplex" by | |
| F.C.Crews). There are some supposed parodies of Infocom games at the | |
| IF-archive ("Pork" and "Disenchanted"), but they end up being pastiche | |
| rather than parody or satire, and rather weak pastiches at that. | |
| >From "Graeme Cree" <72630.304 SP@G compuserve.com> | |
| NAME: DETECTIVE: An Interactive MiSTing | |
| GAMEPLAY: Inform Parser | |
| AUTHOR: C. E. Forman PLOT: Trivial | |
| EMAIL: ceforma SP@G rs6000.cmp.ilstu.edu ATMOSPHERE: Demented | |
| AVAILABILITY: GMD incoming WRITING: Pathetic | |
| PUZZLES: None SUPPORTS: All Inform Ports | |
| CHARACTERS: Cardboard DIFFICULTY: None at all | |
| Normally, looking at the above category descriptions (such as | |
| "Trivial", "Demented", and "Pathetic") one would expect a pretty bad | |
| game. Yet, such is not the case here. In the zany world of Mystery | |
| Science Theater 3000, (MST3K for short) where schlock is fun, and all | |
| involved want "More cheese, please", such descriptions denote an | |
| excellent game. Detective, the game least likely to be ported now | |
| exists (with enhancements) for Inform. | |
| A little background is in order to understand this game. SPAG #4 | |
| featured a review of an AGT game called Detective, which stated that | |
| the author had made every possible mistake, and that the game should be | |
| avoided. In SPAG #5 I wrote a second review in which I stated that the | |
| game, though awful, was in fact loaded with unintentional laughs and | |
| bizarre incongruities that were sure to entertain the player, and that | |
| the game would make an excellent episode of Mystery Science Theater | |
| 3000. | |
| For those who don't know, MST3K is a cable television show (soon to | |
| be a major motion picture) on Comedy Central, that involves a man shot | |
| into space by two mad scientists and forced to watch bad movies so that | |
| his reactions can be monitored. Throughout the movie we can see the | |
| silhouettes of Mike and his robot companions (whose outer casings are | |
| made out of things like a gumball machine, a bowling pin, and a | |
| lacrosse helmet) at the lower right-hand corner of the screen, and hear | |
| them deliver a barrage of sarcastic remarks, pop-culture references, | |
| and suggestive dialogue. For example in "Godzilla vs. Megalon", a | |
| close-up of Godzilla waving his arms and bellowing drew the response "I | |
| am Kirok!!", a reference to a classic bit of Shatner overacting in Star | |
| Trek's "The Paradise Syndrome" episode. In "Marooned", when three | |
| astronauts, stranded in space are arguing over who will leave the ship | |
| (there was only enough oxygen to sustain two until the rescue ship | |
| arrived) one of the robots observed "they could toss a coin, but it | |
| would never come down." | |
| The show is in its 7th season, and each episode is two hours long. | |
| Their bread-and-butter is schlocky sci-fi movies, but they have hit | |
| almost every genre, including the occasional biker movie. Before and | |
| after the show, as well as during intermissions, they do short amusing | |
| skits, often based on scenes from the movie. | |
| Chris Forman has taken this format and adapted it into a text | |
| game, almost seamlessly. The original Detective game has been transferred | |
| verbatim to Inform, even retaining the AGT default responses, and snappy | |
| responses from Mike and the robots have been inserted everywhere; into room | |
| descriptions, item descriptions, response descriptions, et cetera. | |
| Repetition is avoided, enhancing believability. The first time you enter a | |
| room you get one set of responses. The second time you will get either a | |
| different set, or none at all. The jokes are generally top quality, turning | |
| an already (unintentionally) amusing game into a laugh riot. The level of | |
| imitation is flawless; if you have seen the show, you can almost hear | |
| the dialogue coming out of the actors' mouths. | |
| A typical MST3K episode features a short skit and an invention exchange | |
| with the mad scientists before the movie actually begins. Mr. Forman has | |
| represented this by including a special introductory text file that | |
| highlights the robots attempting to write their own text games, and Dr. | |
| Forrester's "fictionary", a device that inputs the vocabulary of a text game | |
| directly into the player's mind, with hilarious results. | |
| The only thing that could put anyone off about this game might be | |
| found in Stefan Jokisch's original SPAG #4 review: "we should not | |
| forget that Matt [the original author of Detective] wrote this game | |
| with good intentions and he offered it for free, so who are we to mock | |
| at his efforts?" Matt Barringer's game is "mocked" here, but previous | |
| MST3K episodes have had movies featuring the likes of Gregory Peck, | |
| Gene Hackman, Linda Evans, Peter Graves, James Earl Jones, and Bela | |
| Lugosi, putting Mr. Barringer in very august company indeed. | |
| This may not be my all-time favourite text adventure, but it is | |
| one of the few that I would recommend to absolutely everyone. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Christopher E. Forman" <ceforma SP@G rs6000.cmp.ilstu.edu> | |
| NAME: Jigsaw PARSER: Expanded Inform | |
| AUTHOR: Graham Nelson PLOT: Complex and entertaining | |
| EMAIL: nelson SP@G vax.ox.uk ATMOSPHERE: Excellent | |
| AVAILABILITY: Freeware, GMD WRITING: Stylish & imaginative | |
| (.Z5 and .Z8 versions) SUPPORTS: Infocom ports | |
| PUZZLES: Varying, clever & logical DIFFICULTY: Hard | |
| CHARACTERS: Accurate but primarily | |
| underdeveloped | |
| The turn-of-the-millennium party at Century Park is something of a | |
| letdown, with little to do but run out the clock and, ultimately, let | |
| yourself succumb to the festive spirit that's already claimed all the other | |
| partygoers. Unless, of course, you found something else to take your | |
| attention away from it all. Something like a time machine, perhaps? | |
| "Jigsaw," the latest wonder from Graham Nelson ("Inform" and "Curses", | |
| for those of you who've been in comas for the last three years) promises to | |
| be every bit as fascinating a diversion as his previous works. As players | |
| jump back and forth through twentieth-century history, they discover pieces | |
| to complete the aforementioned time machine, which is in actuality a large | |
| jigsaw board. In that respect, "Jigsaw" really _is_ a large puzzle to be | |
| solved by the player. | |
| Each of the sixteen timeplaces houses a critical event that needs to be | |
| resolved so that history as we know it can proceed. Solving an area means | |
| you must determine where you are, figure out the critical event that's about | |
| to take place, take action to ensure that it happens as history tells you it | |
| did, and escape back through time to the jigsaw board. | |
| Complicating matters is a mysterious stranger in black, whom you | |
| recognize from the party, alternately hindering and (sometimes seemingly | |
| inexplicably) helping you. As the game progresses, a relationship develops | |
| between yourself and "Black," whose intentional lack of a specified gender | |
| sparked a brush-fire of discussion across r.g.i-f in the weeks following the | |
| release of "Jigsaw." | |
| Comparisons to Nelson's previous work is inevitable. "Jigsaw" stacks | |
| up very well to "Curses," although IMHO, it's not quite as extravagant as | |
| the popular attic search. Perhaps this is because "Curses" was released | |
| during a severe I-F drought, and its superior parser and excellent gameplay | |
| immediately astounded players. There was nothing out there even remotely | |
| close to it at the time. Now that the shortage is comfortably over, "Jigsaw" | |
| suffers a little. | |
| Don't get me wrong, though. It's still one of the very best games out | |
| there, and it does manage to overcome the (few) problems "Curses" had. For | |
| instance, the jigsaw board gives the game's layout a more structured feel, | |
| whereas the whole of "Curses" always seemed slightly fractured and | |
| incoherent, with several seemingly unrelated puzzles simply thrown together | |
| (again, only my opinion). And whereas "Curses" took awhile for me to really | |
| get into, "Jigsaw" drew me in right away with the powerful first meeting | |
| between White (as the player is referred to) and Black, in Sarajevo. | |
| Virtually all of the timeplaces are self-contained and require no | |
| outside information to solve, but this doesn't make the game any less | |
| challenging. Some of the puzzles here are very, very hard -- the ghost | |
| plane, the moon, and the Enigma machine were particularly taxing. Everything | |
| has a satisfying, logical solution to it, and the clues aren't buried quite | |
| as deeply as in "Curses," although you still need to examine everything. | |
| Another game to compare "Jigsaw" to would be Legend Entertainment's | |
| cult classic "TimeQuest," as both share a similar premise -- that of jumping | |
| back and forth between historical events to preserve the timestream's | |
| integrity. Personally, I found the historical figures in "Jigsaw" to be | |
| handled more realistically than those in "TimeQuest." While the "Jigsaw" | |
| player gets to see many of them up close, direct interaction is usually | |
| minimized. "TimeQuest" required the player to speak and act around its | |
| historical personages to influence their actions, often in unrealistic, | |
| sometimes almost laughable, ways. The atmosphere in "Jigsaw" is better, | |
| giving its areas a dark, gritty edge that's necessary to make it convincingly | |
| realistic (in particular, the Berlin chapter is one of my favorites). Sadly, | |
| while the NPC's are very accurate (Graham Nelson did his research), aside | |
| from Black, they are not as interactive as I'd hoped. It would have been | |
| nice to be able to ask them about a larger number of things, for instance. | |
| "TimeQuest" offers a much wider variety of (amusing) queries. | |
| I found "TimeQuest" quite overwhelming at the start, though, with nearly | |
| eighty timeplaces open for exploration at the very beginning (although the | |
| game does make some effort to point you in the right direction). "Jigsaw," | |
| by contrast, keeps just enough timeplaces open at once to give the player a | |
| variety of alternatives to choose from. This furthers the structured, | |
| episodic feel of the game: At the start, you have a small number of places to | |
| visit; in the middle-game, nearly half the board is unexplored; and as the | |
| endgame draws near, the number of unsolved pieces is again reduced. | |
| Speaking of the endgame, I must confess that I felt it tended to drag on | |
| considerably, with nothing for the player to do but solve an extremely linear | |
| sequence of puzzles chasing after a single object. Saying more would | |
| necessitate spoilers, so I'll close by saying that the endgame in the Land is | |
| by far the weakest portion of "Jigsaw." Once the player gets through it, | |
| though, a satisfying conclusion awaits. | |
| "Jigsaw" also sports a nifty performance of the Z-Machine assembler, in | |
| the appearance of the board and puzzle pieces. Graham Nelson again works | |
| wonders with his Inform compiler (but I noticed that "Jigsaw" uses version | |
| 6.0, currently unavailable to the rest of the I-F community). | |
| If you haven't played "Jigsaw" yet, then by all means, do so. You won't | |
| regret it. | |
| -- C.E. Forman | |
| From: "Adam J. Thornton" <adam SP@G phoenix.Princeton.EDU> | |
| [Beware, Adam's review borders on a few spoilers near the end, though | |
| I edited out what I could. -GKW] | |
| _Jigsaw_ is the second full-size game from Graham Nelson, author of | |
| _Curses_ and the Inform compiler. As one would expect, then, it has | |
| been written in Inform, and is thus an Infocom-format story file. There | |
| are actually two separate versions of each release: one the familiar .z5 | |
| Version 5 story file, such as used in _Trinity_, in which the game and | |
| footnotes are separated into separate files, and one in the new Version | |
| 8 format. Infocom never wrote a .z8 story file; the format itself is | |
| new, and was developed by the author as a way to lift the restrictions | |
| of v5 analogously to the way v5 removed certain v3 limitations. | |
| This, then, is the first Inform game that could not, in principle, have | |
| been an Infocom product. That is to say, the sheer quantity of this | |
| game places it outside the scope of even late-period textual Infocom. | |
| The game is certainly one of the biggest currently existing. For sheer | |
| amount of text, only _The Legend Lives_ and possibly _Avalon_ (of the | |
| games in my experience) come close; both of those are TADS games, and | |
| therefore have a different set of limitations and restrictions with | |
| which to cope. | |
| However, quantity does not, of course, imply quality. We need only to | |
| look at the sixteen (?) floppy diskettes of _Leather Goddesses of Phobos | |
| II_. _Jigsaw_ is big. Is it good? | |
| I'll cut the suspense short: yes, it's good. It's very, very good. It | |
| is clearly intended by Nelson as his _Trinity_. I consider this an | |
| awfully ambitious goal, as _Trinity_ is, in my opinion, Infocom's finest | |
| hour. No one else currently working in IF could, I think, write | |
| anything approaching another _Trinity_. This is not to disparage any of | |
| the fine works that have recently appeared or soon will be appearing. | |
| _Avalon_ is a fine game; it also involves a lot of time travel, | |
| modularized puzzles, and a plot of cosmic significance. But it doesn't | |
| try to be _Trinity_; _Legend_ has lots of travel--this time spatial | |
| rather than temporal--between worlds and a plot of cosmic significance, | |
| although its puzzles tend to be much less self-contained; however, it | |
| too does not attempt to be _Trinity_. | |
| The structural similarities between _Jigsaw_ and _Trinity_ are striking. | |
| Both have a motif of a central place from which portals lead to other | |
| worlds; in _Jigsaw_ these worlds are found within the puzzle of the | |
| title; _Trinity's_ mushrooms provide its portals. In each, there is a | |
| specific problem in each world which must be fixed for the game to | |
| proceed. In each game, the fate of the world hangs in the balance, and | |
| devolves onto the player, initially just another IF protagonist--in | |
| _Jigsaw_, a millenarian partygoer, and in _Trinity_ a boorish American | |
| tourist. There are more subtle parallels as well: each game abounds in | |
| animals, and both are liberally sprinkled with quotations from external | |
| sources. | |
| Remember _Trinity's_ quotations? I do. "Tomorrow never yet/ On any | |
| human being rose or set." "Time isn't holding us/ Time isn't after us/ | |
| Same as it ever was/ Same as it ever was." "Tempus edax rerum." It was | |
| the first time I realized that IF was heir to the same wealth of | |
| allusion that traditional fiction is; if you like, the first time it hit | |
| me that IF could be Art rather than mere recreation. Nelson has managed | |
| to find the same sensitivity in choosing appropriate quotations; like | |
| _Curses_, _Jigsaw_ bears the stamp of someone gifted not only with his | |
| own words, but with knowing when to use those of others. | |
| _Trinity's_ historical research was good, particularly in the | |
| painstakingly correct layout of Trinity Site. _Jigsaw_ has raised the | |
| stakes again. It is clear that a great deal of reading has gone into | |
| the recreation of its historical set-pieces: Kitty Hawk, the S.S. | |
| Titanic, Proust's apartment, and others. This, of course, suggests the | |
| other comparison between _Trinity_ and _Jigsaw_. Where do they differ? | |
| _Trinity_ has eight worlds; _Jigsaw_ sixteen. _Trinity_ has the | |
| lemmings, the bees, the magpie, the German shepherd, the lizard, the | |
| rattlesnake, and, of course, the roadrunner. There are sixteen | |
| sketchable animals in _Jigsaw_, and a host of others that make cameos. | |
| "Sketchable?" I hear you cry. Patience. All will be revealed. Up to | |
| now I have told you how _Jigsaw_ is and isn't _Trinity_, but very little | |
| as to what it is. One way of characterizing it might be: _Trinity_, but | |
| with a love story and a sketchbook. | |
| You play White, the generic IF protagonist; you start at a quarter to | |
| midnight in Century Park, somewhere in London, on the evening of | |
| December 31, 1999. You have a party invitation; it instructs you to | |
| wear white--hence your character's appellation--and have seen a brief | |
| glimpse of an attractive stranger, dressed all in black. Shortly after, you | |
| come upon a giant jigsaw piece, and a very bizarre statue of a very | |
| bizarre man, one Grad Kaldecki, whose fault all this will turn out to | |
| have been. Then a monument to him. There's also a strange device, a | |
| rucksack that looks--and acts--surprisingly like the one in _Curses_, | |
| and a sketch book belonging to a girl named Emily, intended to hold | |
| drawings of animals. WIth luck, you can figure out what to do before | |
| the celebrations start and you are sucked into the merriment. | |
| What you find is a giant jigsaw puzzle; and you're already carrying a | |
| piece. Add to this a lovely Victorian clock, and you have the makings of an | |
| adventure, as, when a piece is correctly placed, it opens up a portal to | |
| another area of the game. | |
| There are sixteen pieces. Each one is a self-contained puzzle; in no | |
| place do you need an object from any other, although a certain gadget | |
| found in one scene can be used in another, but is then lost--and | |
| therefore must be put to its intended use before being taken to that | |
| world, and one animal can only, I think, be sketched with the use of an | |
| object from another piece of the puzzle. | |
| Through the course of the puzzles, there seem to be three ongoing goals: | |
| you need to collect the remaining pieces of the jigsaw, you ought to | |
| sketch the animals you find, and you get to know Black, the Mysterious | |
| Stranger, somewhat better. The motivation is admittedly weak here: | |
| putting together the puzzle and sketching the animals are both things | |
| done only because the materials to do so are at hand. While the | |
| rationale behind the puzzle pieces appears early on, until the epilogue | |
| is reached, there is no indication of the point of the sketchbook. | |
| Graham Nelson has done an amazing job with the White-Black romance. | |
| Black is never assigned a gender: she or he can be whatever you want him | |
| or her to be, as long as it's attractive. Black has stayed a caucasian | |
| female for me, though White's gender has fluctuated. | |
| Rec.games.int-fiction has had a long discussion on the technique used. | |
| It is, I think devastatingly effective. I have a theory that Black's | |
| gender may, in fact, be determined, but to give my speculation would | |
| give away a great deal of the game. | |
| Black, it turns out, is trying to modify the course of the Twentieth | |
| Century to make it better, or at least, what Black feels to be better. | |
| After realizing that allowing Black to make his or her changes is fatal | |
| to the progress of the game, it becomes clear that your job, as White, | |
| is to keep history the way it was, or, at least within the context of | |
| the game, should have been. This means thwarting Black at (almost) | |
| every turn; the tension between preserving your future and courting | |
| Black is ridiculously persuasive, despite that fact that Black is no | |
| more interactive than your standard IF NPC and that the depth of your | |
| crush on Black, within the game, makes little sense. This is another of | |
| my criticisms of the game: for someone on whom you're so hung up, you | |
| can do curiously little to elicit responses from Black. And one feels | |
| that, given Black's behavior throughout the game, you may well be | |
| heartily sick of the poltroon by the end. | |
| The endgame takes place in The Land; it includes knowing winks to | |
| _Colossal Cave_ and _Zork_, and is basically one long Rube | |
| Goldberg/Heath Robinson puzzle: what you have to do is obvious, but, as | |
| you try to do it, like the Babel Fish in _Hitchhiker's Guide To The | |
| Galaxy_, obstacles keep interposing. It's charming, and reasonably | |
| climactic. And just when you think it's all over, there's an epilogue, | |
| which (finally) reveals the purpose of the sketchbook, brings closure to | |
| the tension with Black, and, like _Trinity_, drops you back into the | |
| circle of time. | |
| The game fares well as narrative; but how is it as a game? In short, | |
| just fine. There a a few flaws: one has to "look under" too many | |
| things. The Barge scene needs a bit more of a clue; as it stands, it's a | |
| "guess the author's intention" puzzle. For someone so central to the | |
| game, one would hope that Black were more interactive, but he/she | |
| doesn't seem to ever want to talk to you. There is one puzzle of | |
| exhaustion: the Enigma machine. One feels that Nelson was so pleased | |
| with what a spectacular bit of programming modeling an Enigma Machine | |
| in Inform was that he forgot to ask whether it would be a good puzzle. | |
| If one more stecker were given, reducing the problem to brute-forcing | |
| one steckering and one wheel setting, it would be a less annoying | |
| puzzle. There is one maze, thankfully brief and not a standard | |
| drop-and-map maze. There is one egregious "guess-the-verb" puzzle. | |
| There are also a few wonderful puzzles. The Ghost Bomber is one such; | |
| although I've seen complaints from the rgif readers about it, I found it | |
| logical, well-motivated, and well-executed. Berlin is small, but | |
| tightly constructed and entertaining. In fact, most of the worlds have | |
| tight and satisfying puzzles. | |
| At the end of the day, _Jigsaw_ is a masterful game. It lacks the | |
| endearing silliness of _Curses_; it is a much more serious game. It | |
| could not have come from Infocom, and I suspect could never have been | |
| produced as a commercial venture: too much effort went into the research | |
| to have been commercially viable. It is arguably the finest piece of IF | |
| yet written. That includes _Trinity_. I have not yet decided whether I | |
| prefer _Jigsaw_ or _Trinity_; for once, trying to compare _Trinity_ to | |
| anything else is not comparing apples and oranges. However, _Jigsaw_ | |
| ranks, on my personal scale of games, comfortably within the top two, | |
| followed at some distance by _Spellbreaker_. | |
| I close with an observation and three questions: first, I would like to | |
| see a full bibliography rather than just the scattered notes at the end | |
| of each section's footnote. Since the v8 format is huge, and since the | |
| v5 footnote file is small, could we not also have a list of "Have you | |
| tried..." as we had in Curses? Second, shouldn't the bowl in Paris | |
| contain lime, rather than jasmine, tea? Finally, who is Emily? | |
| [By the way, before everyone starts asking if Avalon is done again, | |
| noticing Adam's comments in his reviews, I'd better head you off and say that | |
| no, it isn't, and Adam is one of my betatesters, hence he's actually seen the | |
| thing.] | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Christopher E. Forman" <ceforma SP@G rs6000.cmp.ilstu.edu> | |
| NAME: A Journey Into Xanth PARSER: AGT Standard | |
| AUTHOR: Neil Sorenson PLOT: Quite linear | |
| EMAIL: None Given ATMOSPHERE: Well-adapted | |
| AVAILABILITY: GMD WRITING: Prosaic, with good | |
| (:/incoming/if-archive/agt/xanth.zip) spelling but poor grammar | |
| PUZZLES: Easy, typical, but plot-related SUPPORTS: AGT Ports | |
| CHARACTERS: Nicely developed DIFFICULTY: Easy - Medium | |
| No, this is not the graphical "Companions of Xanth" game released by | |
| Legend Entertainment a couple years ago. Rather, it's a text adventure, set | |
| in the magical land of Xanth, that I stumbled across on GMD (in rather an | |
| odd place, as the header shows). | |
| Xanth (the world, not this game) is the creation of author Piers | |
| Anthony, and is explored in a couple dozen books comprising the popular | |
| series. Unlike our world, known in Xanth as "Mundania", everything about | |
| Xanth is magical, and puns are taken quite literally -- a "card table" is | |
| literally a table made out of a giant playing card! Each inhabitant of | |
| Xanth has a single magical talent, and no two talents are identical. | |
| "A Journey Into Xanth", a charming I-F adaption of Anthony's world, | |
| succeeds admirably in capturing the same whimsical appeal of the books. | |
| Author Neil Sorenson is obviously a dedicated fan -- his game is chock-full | |
| of places, plants, and personages from Xanthian lore, as well as truckloads | |
| of the really bad puns that Xanth is famous for. (You _will_ cringe. I | |
| guarantee it.) | |
| Sorenson's "Xanth" puts the player in the role of Mim, a young | |
| Xanthian with the ability to summon a magical mirror, which he can use to | |
| communicate with anyone else in Xanth. A lengthy but well-written | |
| introduction sets up the plot. When the Sen-Trees (told you you'd cringe!) | |
| that guard Castle Roogna mysteriously wither and die, leaving the palace | |
| defenseless, King Trent sends for your friend Lief, the only one with the | |
| power to restore them. Because you have knowledge of swordsmanship, as well | |
| as the ability to communicate with the king via your magic mirror, you are | |
| chosen to go along as Lief's companion and guide. | |
| The game handles better than most AGT packages I've had experience | |
| with. There are usually plenty of good synonyms, and some amusing responses | |
| (although there's no escaping some of those goofy-sounding AGT defaults). | |
| What impressed me most about "Xanth" and convinced me to write a | |
| review of it were the NPCs, particularly Lief. Rather than attempting to | |
| successfully implement a convincing "ASK <character> ABOUT <thing>" or | |
| "<character>, <command>" routine, Sorenson restricts all NPC interactions to | |
| the simpler "SHOW", "GIVE", and "TALK TO" commands, and leaves plot | |
| advancement to the more lengthy strings of dialogue produced by the actions. | |
| Although it may appear somewhat unrefined by TADS or Inform standards, this | |
| method _works_ here, and it's well-programmed. Dialogues appear when they're | |
| supposed to, and produce different responses based on game circumstances. | |
| This creates the illusion of some of the most realistic NPCs seen in an AGT | |
| game, although they are fleshed out through primarily non-interactive methods. | |
| Unfortunately, while the dialogue routines are quite nicely done, the | |
| rest of the game's writing is marred by a great deal of rather poor grammar. | |
| I found no spelling errors (a plus), but few of the room descriptions are | |
| particularly memorable, and run-on sentences abound. Also, there are no | |
| double-spaces or indentations between the lines of dialogue, which makes it | |
| hard to read in places. Occasionally an event description will be printed | |
| out of order in some locations (a common problem with AGT games) which | |
| furthers the somewhat ramshackle appearance. | |
| While most of "Xanth" is fairly logical (though sometimes in a | |
| strange, punnish kind of way), a few problems -- crossing the river in | |
| particular -- determine success or failure (i.e. life or death) based | |
| entirely on the outcome of a random number generator, a very, VERY big no-no | |
| in my book. Also, while many of the puzzles make perfect sense after you've | |
| solved them, there is often little indication beforehand that a particular | |
| solution is the correct one. Perhaps this is due to the somewhat | |
| inconsistent nature of the AGT play system more than anything else. | |
| It's hard to knock "Xanth" completely though, because it tries so | |
| hard. The author has gone to great lengths to make the game as easy to play | |
| as possible, even including a set of brilliantly rendered ASCII maps (a great | |
| time-saver) with the game files. There's also a walkthrough in case you find | |
| some of the puzzles a bit too obscure. Speaking of the puzzles in "Xanth", | |
| although they aren't terribly difficult or imaginative, they do serve to | |
| actually advance the plot, a feature sadly lacking in so many text games. | |
| The plot itself is a pretty standard fantasy journey, and quite linear. | |
| Unless you do most things in a particular order, you'll either become halted | |
| or stuck. But because of the author's ability to make a good story with a | |
| somewhat limited development tool, I decided to score him fairly high on the | |
| wildcard points, even if the game is otherwise unspectacular. | |
| As an adaption of sorts, the appeal of "A Journey Into Xanth" is | |
| limited primarily by the size of its target audience. It's obviously aimed | |
| at fans of the books. Players familiar with Piers Anthony's world should get | |
| a kick out of it if they can bear the AGT parser. If you're not at all | |
| familiar with Xanth, or if you've tried the Xanth series but didn't care for | |
| it, you'd be advised to look elsewhere, perhaps into a more mundane game. | |
| -- C.E. Forman | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| >From "Gareth Rees" <Gareth.Rees SP@G cl.cam.ac.uk> | |
| NAME: The Mind Electric PARSER: Inform's usual | |
| AUTHOR: Jason Dyer PLOT: None | |
| EMAIL: jdyer SP@G indirect.com ATMOSPHERE: Good | |
| AVAILABILITY: Freeware, GMD WRITING: Good | |
| PUZZLES: Impossible, bizarre SUPPORTS: Inform ports | |
| CHARACTERS: None DIFFICULTY: Impossible w/o hints | |
| I enjoy playing a game in which I am plunged into a new universe with | |
| unfamiliar but logical laws which I can discover by experimentation and | |
| careful thinking. "The Mind Electric" seemed to promise that, but it | |
| didn't deliver. The world it presented made no sense as a real world, | |
| and still made no sense when interpreted as some kind of "Neuromancer"- | |
| style virtual reality (i.e., the objects and landscapes are visual | |
| representations of programs and data in the memory of a network of | |
| computers). I didn't feel as though I was in a world with logical laws | |
| that I could deduce; I felt instead that I was in a world where an | |
| ad-hoc rationalisation could be produced for any event, however | |
| meaningless. I think the majority of those who commented on "The Mind | |
| Electric" on rec.arts.int-fiction (and it was the game which seemed to | |
| receive the most debate) would agree with me. | |
| For example, at some point in the game I need to pick out one of ten | |
| thousand boxes, or else I will die. There is an intelligent cube which | |
| cannot talk, but wants to tell me the number of the correct box. There | |
| are several easy and straightforward ways it might do this. One way | |
| would be binary chop: the cube blinks if the number I guess is too high, | |
| and nods if I guess too low. Another way would be for the cube to | |
| communicate the number directly: "The cube blinks four times, then | |
| pauses, then blinks three times, then pauses...". But instead it | |
| insists on playing "Mastermind" with me, which might have been | |
| appropriate in "The Magic Toyshop", but not in a life and death | |
| situation! | |
| One possibility for improvement would have been to give a set of rules | |
| at the start. Infocom's games "A Mind Forever Voyaging" and "Suspended" | |
| are similar in some ways to "The Mind Electric", and those games come | |
| with manuals explaining the nature of the world into which the player is | |
| plunged, and details on the kind of commands that might be expected to | |
| work in that world. The shareware game "Enhanced" doesn't come with a | |
| manual, but it does have a gentle introductory section in which the | |
| player is prodded into experimenting with the game's capabilities. | |
| Either of these approaches, followed by a consistent way of interacting | |
| with the virtual world, would have helped "The Mind Electric" become | |
| playable. | |
| Even ignoring the debate about the nature of the world and the | |
| difficulty of the puzzles, it was just a dull game! The backstory (who | |
| are the Kaden and the Souden? what was I spying on and why? how did I | |
| got into this mess in the first place? who is the mysterious character | |
| who is trying to get me out?) sounded much more interesting than what | |
| actually happened in the game. Jason Dyer's responses in | |
| rec.arts.int-fiction suggest that he had a much more clearly worked-out | |
| rationalisation for the events in "The Mind Electric" than actually | |
| appears in the game: | |
| As for the paper puzzle, well, the paper was a gift from the tall | |
| man. He had access to the passwords, but, was unable to send | |
| messages that were too long without being detected [...] logically | |
| speaking, knowledge of how a duplicator operates is one thing not | |
| erased in loyalty transfers since both Kaden and Souden use it. | |
| Perhaps there should have been more of this background (and maybe a | |
| character or two?). | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| >From "Gareth Rees" <Gareth.Rees SP@G cl.cam.ac.uk> | |
| NAME: A Night at the Museum Forever PARSER: TADS's usual | |
| AUTHOR: Chris Angelini PLOT: None | |
| EMAIL: cangelin SP@G uoguelph.ca ATMOSPHERE: Poor | |
| AVAILABILITY: Freeware, GMD WRITING: Poor | |
| PUZZLES: Not very logical SUPPORTS: TADS ports | |
| CHARACTERS: None DIFFICULTY: Impossible | |
| I didn't enjoy playing this at all. Ninety percent of the game seemed | |
| to consist of tramping back and forth along the corridor in the | |
| different time zones, and the remaining ten percent was somewhat dull. | |
| No people, no interesting puzzles, no colourful background, no | |
| awe-inspiring future technology, nothing. The game seems to have not | |
| been playtested, and it raises rather more questions than it answers. | |
| Why is the McGuffin something as prosaic as a diamond ring in a game | |
| wanting for colour, when it could have been an exciting Heechee (tm) | |
| gadget with miraculous properties? Is the coal/diamond puzzle a | |
| reference to "Zork I", or is it just serendipity? And anyway, how on | |
| earth did the coal turn into a diamond when it was just buried in a hole | |
| for 2000 years? Why is there a starvation time limit when there is no | |
| food in the game? Is this just the infamous "TADS has starvation and | |
| sleep deprivation time limits unless you explicitly turn them off" bug, | |
| or is it deliberate? Why does the walkthrough think I can refer to the | |
| "glass cover" as a "case"? And so on. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| >From "Gareth Rees" <Gareth.Rees SP@G cl.cam.ac.uk> | |
| NAME: The One that Got Away PARSER: TADS's usual | |
| AUTHOR: Leon Lin PLOT: Linear, very short | |
| EMAIL: unknown ATMOSPHERE: Excellent | |
| AVAILABILITY: Freeware, GMD WRITING: Superb, funny | |
| PUZZLES: Not so good SUPPORTS: TADS ports | |
| CHARACTERS: Excellent DIFFICULTY: Easy | |
| My favourite entry in the competition. The puzzles aren't up to much, | |
| but who cares? The writing is superb, atmospheric, and very funny. I | |
| usually find myself impatient with long sequences of text in adventure | |
| games, but even though "The One that Got Away" was brimful with text, I | |
| enjoyed it immensely. I must have spent ten times as long thinking of | |
| things to say to Bob as I did trying to catch any fish. I suppose I | |
| have a soft spot for this kind of mock American pioneer folklore. | |
| I laughed out loud at some of the more purple passages, especially the | |
| example game sequence in the pamphlet, which is an accurate pastiche of | |
| the Infocom style of sample transcripts and at the same time a hilarious | |
| take on "Moby Dick": | |
| "Curse you, Doby the Mackrel, curse you!" Pete exclaims, shaking | |
| his fist at the sea. "From Hell's heart I stab at thee." | |
| I have a nitpick about an inconsistency in the text: if you type "kiss | |
| bob", then Bob replies, "I've been lonely since the missus died", but | |
| according to his other speeches, he has been mourning his first love | |
| Nellie all his life and has never married: "I always thought Nellie | |
| might come back, and I've waited, just minding this store, but I guess | |
| it'll never be." | |
| However, I think it's a good sign when characters have enough background | |
| that I can worry about consistency like this. No other game in the | |
| competition had anything like this level of backstory. | |
| Carl Muckenhoupt <carl SP@G fox.earthweb.com> wrote the following in the | |
| newsgroup rec.arts.int-fiction: | |
| I'd put ["The One that Got Away"] the category of "could have been | |
| written in AGT with no appreciable decline in quality" [...] I like | |
| detail. I like background objects that are fully fleshed-out. I | |
| like doodads with lots of parts that can be poked at individually. | |
| I like characters that do more that just stand there, waiting to | |
| respond to your actions. These are all things that AGT handles | |
| clumsily, if at all. Neither "Toonesia" nor "The One" gave us much | |
| beyond Rooms containing Objects. | |
| I think this criticism is unfair. The complexity of implementation of a | |
| game should be just as complex as required by the story and | |
| characterisation, and no more. Just because it is possible to write a | |
| sliding-block puzzle in Inform or TADS, doesn't mean that every game | |
| should have some similar piece of complex machinery. Similarly, just | |
| because computers are large enough to store hundreds of thousands of | |
| words of prose, doesn't mean that every game should have pages and pages | |
| of irrelevant descriptive text (which is very hard to write vividly). | |
| It's kinder on the player to just say "that's not important" than to | |
| produce a dull description that nonetheless has to be read carefully for | |
| clues. | |
| When I play "Adventure" today, I don't think, "This game would have been | |
| much improved if the lamp had a wick that had to be cut and adjusted | |
| every 100 turns, or if the nasty little dwarves had Eliza-style natural | |
| language parsers so that `dwarf, why do you throw knives at me' would | |
| produce the response `Is the fact that I throw knives at you the reason | |
| why you are unhappy?'". | |
| If a story can be told well using only objects and rooms, then why not | |
| tell it that way? "The One that Got Away" was a very effective piece of | |
| fiction because it was concerned with people and their feelings and | |
| motivations, rather than mechanical puzzles. I agree that it doesn't | |
| expand the boundaries of what is possible with interactive fiction, but | |
| other entries in the competition (notably "Undertow") demonstrated that | |
| it's extremely difficult to expand these boundaries without losing a lot | |
| of valuable qualities that "The One that Got Away" had. To put it | |
| another way, a genre has boundaries to explore *because* there's a solid | |
| core of technically routine but artistically successful work to react | |
| against. | |
| I hope that Lin writes more interactive fiction, and that he continues | |
| to orient his work towards strong characters. Other peoples' comments | |
| in the newsgroup suggest that he should work on the structure of the | |
| game -- "The One" was too easy to finish without ever having to quiz Bob | |
| about the history behind the game; instead, the puzzles should have been | |
| an inducement to explore the background -- and on the quality and number | |
| of the puzzles. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Brian Reilly" <reillyb SP@G gusun.acc.georgetown.edu> | |
| NAME: Save Princeton PARSER: TADS | |
| AUTHOR: Jacob Weinstein PLOT: Rescue Princeton from | |
| terrorists. | |
| EMAIL: jacobw SP@G cap.gwu.edu ATMOSPHERE: Good | |
| AVAILABILITY: GMD, shareware,$10 WRITING: Good | |
| PUZZLES: FAIR SUPPORTS: TADS Ports | |
| CHARACTERS: FAIR DIFFICULTY: Moderate | |
| Egads! Gun-toting radicals have infiltrated the Ivy League. Nope, it's | |
| not Columbia of '69, but Princeton of today. As a mild-mannered | |
| perspective Princetonian, you duck away from your tour of Princeton | |
| out of boredom and begin to explore the the campus on your own, | |
| only to be startled by the sounds of gunfire erupting in the usually | |
| tranquil Princeton, NJ. When you come out of hiding, you can tell that | |
| something has gone drastically wrong. | |
| Your explorations around Princeton soon lead you to discover that the | |
| Administration Building has been seized, and the President of Princeton | |
| is being held hostage. Now, it's up to you to oust the terrorists, and | |
| rescue President Shapiro. The puzzles in this game are done fairly well, | |
| but some tend to be rather illogical or bizarre. The game is full of a | |
| good amount of humor, although a lot of it is dependent on Princeton | |
| history or a familiarity with the campus. The characters add to the | |
| humor of the game, although many of the characters could have been more | |
| developed. I do have to add though, that I was ecstatic when I realized | |
| that the maze was a non-maze, and did not have to spend hours mapping. | |
| All in all, Save Princeton is a fun, enjoyable game. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Christopher E. Forman" <ceforma SP@G rs6000.cmp.ilstu.edu> | |
| NAME: Shades of Gray GAMEPLAY: Surprisingly responsive | |
| AUTHORS: Mark Baker, Steve Bauman, Belisana Magnificent, Mike Laskey, | |
| Judith Pintar, "Hercules", Cindy Yans | |
| PLOT: Complex and absolutely fascinating | |
| EMAIL: ? ATMOSPHERE: Generally well-done | |
| AVAILABILITY: GMD, CompuServe (Freeware) WRITING: Generally well-done | |
| PUZZLES: Above average SUPPORTS: PCs | |
| CHARACTERS: Varying degrees of realism DIFFICULTY: Average - Difficult | |
| The AGT programming language was designed to be easy to use, to give | |
| non-programmers the power to create their own games. Yet in games I've seen, | |
| its parser has been almost consistently flawed, leading me to believe that | |
| users didn't find this aspect of the programming as user-friendly as AGT's | |
| developers had intended. | |
| But "Shades of Gray" is different. The annoying quirks that plague | |
| every other AGT game simply are not present. The parser generally accepts | |
| multiple methods of phrasing, a move in a wrong direction does NOT repeat | |
| the entire room description, and trying to examine something that isn't | |
| there gives a better message than the annoying "You see nothing special", | |
| which always seems to imply that something is there when it really isn't. | |
| Add to this the fact that the writing approaches the very best in _any_ | |
| text adventure, and you've got something well worth downloading. | |
| What fascinates me about "Shades of Gray" is the fact that it wasn't | |
| written by a single author, or even a creative pair. This game is the | |
| combined efforts of _seven_ authors, from both the U.S. and the U.K. Not | |
| only that, but the authors' only means of communication has been through a | |
| private CompuServe Gamers' Forum! Having collaborated with a co-author | |
| myself, I can appreciate the difficulty in trying to merge the products of | |
| two creative minds into a single streamlined work of art, but SEVEN...! One | |
| would think that conflicting ideas and plot details would crop up incessantly, | |
| reducing the end product to a cluttered, incomprehensible mess. But, | |
| astoundingly, it doesn't. | |
| In fact, "Shades of Grey" has the most fascinating plot I've ever | |
| seen in a work of I-F. You begin with no clue about who you are or what | |
| you're supposed to be doing, shifting back and forth between hallucinations | |
| and reality. Eventually you gain the help of the clairvoyant Lady Magdalena, | |
| whose Tarot cards seek to provide insight into your existence. (I often | |
| wonder if this game was Graham Nelson's inspiration for the Tarot puzzles in | |
| "Curses.") As you learn more about yourself, and your past and future, you | |
| act out the roles of yourself as a young child, a soldier, and Robin of | |
| Locksley and the Sheriff of Nottingham, all culminating in a complex | |
| political thriller surrounding Haiti. To say more would certainly spoil the | |
| entire game, but rest assured that everything fits together beautifully in | |
| the end, after you've faced every facet of yourself and put the events | |
| together. | |
| The use of seven authors leads to a rather segmented design, but | |
| linearity serves the story well. The individual episodes vary in style and | |
| quality (both in the writing and the overall design), yet somehow this | |
| creates the effect of many pieces coming together. And the whole of "Shades | |
| of Grey" is far, far more than the sum of the parts. | |
| Still, it's not perfect. The parser still isn't up to TADS level, | |
| but it's the closest I've seen from AGT. And there are some small mazes and | |
| a few puzzles that involve trying to guess the author's frame of thinking. | |
| But the rest of the game is so breathtaking that these flaws are easy to | |
| ignore. | |
| Give this one a play. Even if you normally hate the AGT system, | |
| you'll enjoy it. | |
| -- C.E. Forman | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| >From "Graeme Cree" <72630.304 SP@G compuserve.com> | |
| NAME: Suspended GAMEPLAY: Early Infocom | |
| AUTHOR: Michael Berlyn PLOT: Save the World | |
| EMAIL: ??? ATMOSPHERE: Changing viewpoints | |
| AVAILABILITY: LTOI1, Sci-Fi Coll WRITING: Good | |
| PUZZLES: Save/Restore SUPPORTS: All Infocom Ports | |
| CHARACTERS: All-Robot DIFFICULTY: Expert | |
| The implicit promise of a good adventure game is that the gaming | |
| experience is just like really being there, or as one of Infocom's | |
| early brochures put it, "It's like waking up inside a story." In | |
| Suspended, the promise is broken; deliberately. You aren't really | |
| there, and you don't wake up. | |
| In Suspended, you play the part of an alien being frozen in an | |
| underground cryogenic chamber that is part of an underground complex | |
| that controls the planetary weather control devices. In the event of | |
| emergency, your mind (but not your body) is activated in order to | |
| coordinate repair efforts. The main characters are your six repair | |
| robots; Auda, Sensa, Iris, Poet, Whiz, and Waldo (Where's Waldo?), who | |
| perform the game's vital tasks, and report to you what they see and do. | |
| Each one has different abilities (one can only see, one can only hear, | |
| et cetera), and must be directed by you to the point where they will do | |
| the most good. | |
| Suspended is a game that will appeal to some players and infuriate | |
| others. It is the ultimate save/restore game. It is flatly impossible | |
| to solve it on the first play through; you must acquire vital knowledge | |
| through failures before you can put it all together to be able to win | |
| the game. | |
| Also, simple knowledge is not enough. The game works on a very | |
| strict time limit, and to win, you must not only know what to do, but | |
| be able to optimize the time it takes to do it. Since the robots take | |
| time to travel through the complex, you must have the foresight to have | |
| them in the proper locations at the proper times, which means ordering | |
| them there earlier. If you take too long, a team from the surface will | |
| enter the complex to take control from you. | |
| It might be best not to think of Suspended as a work of | |
| Interactive Fiction at all. It is a pseudo-simulation game, written | |
| before software technology was developed enough to develop real | |
| simulation games. It is a game for frustrated would-be air traffic | |
| controllers who enjoy coordinating multiple activities from a central | |
| location, much more than it is a work of fiction. It is a game for | |
| people who like to play WITH games, not merely play them. | |
| To help you, the game supplies a game map (the only Infocom game | |
| apart from Seastalker to do so), and markers to track the movements of | |
| your robots. The original edition gave a good, mounted map with rubber | |
| markers. The thin-paper map included with Lost Treasures I is much | |
| more difficult to work with. I haven't yet seen the components for | |
| Activision's new Science-Fiction Collection. | |
| The parser is one of Infocom's early ones, and is missing several | |
| convenient abbreviations that players will be used to. Not merely "x" | |
| for examine, but also "z" for wait, and "g" for again are missing. The | |
| very handy "Oops" feature is also missing. | |
| Suspended features three different levels of play, of increasing | |
| difficulty, designed to give the game more replay value. It might not | |
| be the best computer game ever written, as Rolling Stone said in their | |
| review, but it is worth a look. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| >From "Gareth Rees" <Gareth.Rees SP@G cl.cam.ac.uk> | |
| NAME: Toonesia PARSER: TADS's usual | |
| AUTHOR: Jacob Weinstein PLOT: Mostly linear | |
| EMAIL: jacobw SP@G infi.net ATMOSPHERE: Good | |
| AVAILABILITY: Freeware, GMD WRITING: Good | |
| PUZZLES: Very nice SUPPORTS: TADS ports | |
| CHARACTERS: Fair (a bit static) DIFFICULTY: Easy | |
| I enjoyed playing "Toonesia". It captures a good deal of the flavour of | |
| the cartoons it pastiches, and makes excellent use of the logic of the | |
| cartoon world it takes place in: I found all of the puzzles were | |
| solvable on the first attempt, and the majority were very good. | |
| There were problems with the descriptions (the directions on the mesa | |
| were reversed), and a few minor bugs (e.g., you could type "enter hole" | |
| from the mesa and get there directly, rather than messing about with the | |
| blindfold), but the main reason why I ranked "The One that Got Away" | |
| higher was because "Toonesia" seemed to lack energy. | |
| Palmer Davis <palmer SP@G ansoft.com> wrote the following in the | |
| newsgroup rec.arts.int-fiction: | |
| The writing could use a bit more polish, but still manages to | |
| capture the spirit of Saturday morning. The NPCs don't, however -- | |
| if you encounter Daffy Duck or the Tasmanian Devil in a "real" | |
| cartoon, he'll be in your face until Porky Pig shows up for the | |
| fadeout, rather than just standing around like they do here. | |
| I agree entirely; the characters in "Toonesia" are too static, and the | |
| game is directed too much by the player's own wanderings to be a | |
| completely successful pastiche. In a typical cartoon, Bugs would appear | |
| right at the start and his running battle with Fudd would continue to | |
| the end, with Fudd setting traps for Bugs and Bugs always escaping and | |
| turning the tables. | |
| You can make an NPC more interesting by giving him or her a strong | |
| motivation and an ability to do things on his or her own initiative, not | |
| just in response to the player's actions. They are more interesting if | |
| they react to each other's actions as well as to the player's. And it | |
| helps a lot just to give them many different things that they can do. | |
| So in "Toonesia", the player should have had to make several attempts to | |
| deal with Bud, with interaction at each stage. The other characters | |
| should have had their own motivations and schemes which would either | |
| provide additional hindrances, or present opportunities for subversion | |
| by the player, or be just there for background. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| >From "Gareth Rees" <Gareth.Rees SP@G cl.cam.ac.uk> | |
| NAME: Tube Trouble PARSER: Inform's usual | |
| AUTHOR: Richard Tucker PLOT: Linear, short | |
| EMAIL: rit10 SP@G cl.cam.ac.uk ATMOSPHERE: Claustrophobic | |
| AVAILABILITY: Freeware, GMD WRITING: Good | |
| PUZZLES: Good, very complex SUPPORTS: Inform ports | |
| CHARACTERS: Not interactive enough DIFFICULTY: Hard | |
| I played this game on a BBC micro several years ago, and I was impressed | |
| by the neatness and complexity of the puzzle: I had a feeling of going | |
| round and round on a complex Heath-Robinson mechanism that I had to | |
| nudge a little bit each time it went round until finally I could step | |
| off where I wanted. I did my to best to capture this feeling in the | |
| opening sequence of "Christminster". | |
| From: "Palmer Davis" <> | |
| Not as sketchy as _Toyshop_, and not as pedestrian as _Library_, | |
| this entry still falls prey to the major shortcomings of both games, | |
| to lesser degrees. You are stuck inside the London Underground, | |
| and must find a way to extract food from a run-down old vending | |
| machine in a tube station. | |
| Unlike _Toyshop_, _Tube_'s rather laconic style succeeds in much | |
| the same fashion as _Enchanter_ at making the setting seem real. | |
| Much of the tube station is left to the player's imagination to | |
| fill in, but the setting is familiar enough, and the handful of | |
| words carefully enough chosen to evoke the appropriate image from | |
| the player. Likewise, the vending machine looks and works just | |
| like you'd expect. Of course, relying on a shared experiential | |
| context to fill in atmosphere is hazardous; players in rural areas | |
| who do not normally encounter urban mass transit stations may not | |
| have enough background to provide the needed imagery. | |
| Unfortunately, the limited vocabulary and amount of interaction with | |
| the NPCs (one of whom enters and then promptly vanishes before you | |
| can interact with her at all!) turns a good portion of the puzzle | |
| into a guessing game. This entry may have been an attempt at the | |
| "sudden" IF concept described in Whizzard's Supplement #1, but the | |
| reduced set of possibilities that the author implemented jars the | |
| player out of the tenuous sense of immersion that the writing creates. | |
| Keeping words, locations, and objects to a minimum works if done | |
| correctly; restricting the player's actions without providing a | |
| reason why (beyond "I don't understand ____ as a verb") doesn't. | |
| No help at all was provided, and the author didn't include a | |
| walkthrough, so I still haven't seen a fairly sizeable portion of | |
| the game. Combined with the rather circumscribed nature of reality | |
| and the generally unexciting goal, that fact has kept me from wanting | |
| to return to finish the game. Authors of future entries that don't | |
| implement help systems might want to keep that in mind and at least | |
| provide a walkthrough. | |
| BOTTOM LINE: Tightly written, but misses the train. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| >From "Gareth Rees" <Gareth.Rees SP@G cl.cam.ac.uk> | |
| NAME: Uncle Zebulon's Will PARSER: TADS's usual | |
| AUTHOR: Magnus Olsson PLOT: Linear | |
| EMAIL: mol SP@G df.lth.se ATMOSPHERE: Good | |
| AVAILABILITY: Freeware, GMD WRITING: Competent but dull | |
| PUZZLES: One great, rest pedestrian SUPPORTS: TADS ports | |
| CHARACTERS: OK (there's only one) DIFFICULTY: Easy | |
| My third favourite of the competition games, after "The One that Got | |
| Away" and "A Change in the Weather". I was reminded very strongly of | |
| Infocom's game "Hollywood Hijinx": there's a mysterious will, a hunt | |
| through a deserted house, and plenty of descriptions which are enlivened | |
| by references to my childhood memories of the place. I almost expected | |
| to find Uncle Zebulon still alive at the end, menaced by my evil cousin | |
| Hector. Perhaps the fabled city of "Cyr-Dhool" which I reach at the end | |
| of the game is some kind of reference to Liz Cyr-Jones, co-author of | |
| "Hollywood Hijinx"? | |
| The background to the game suggested a world in which magic takes the | |
| place of science and technology. (The genre is known as "elfpunk" and | |
| is exemplified by the novel "The Iron Dragon's Daughter" by Michael | |
| Swanwick.) This was very interesting, although it was perhaps too | |
| subtly done, and didn't seem as relevant to the game as it could have | |
| been. I wondered if the "train strikes" mentioned in the opening text | |
| (rather than, say, "magic carpet strikes") were evidence that the | |
| background wasn't part of the original design. Certainly the Greek | |
| mythology sits rather uneasily with either the elfpunk world in which | |
| the game starts or the generic-fantasy land in which it ends. | |
| I enjoy games where I have to sift through lots of information to find | |
| material that's relevant to the puzzle I'm working on, and "Uncle | |
| Zebulon's Will" was good in this respect: two letters, a torn note, a | |
| scroll and a poem on a bronze plate. There was a point where I wondered | |
| if I was going to have to replicate Zebulon's alchemy experiments | |
| (shades of "Christminster" here). But it quickly became apparent that | |
| most of the information was redundant, and from there on I found it | |
| an easy game to finish. | |
| The main impression I had of the game was that it was a very solid piece | |
| of work. There were no bugs, all the pieces of the plot fitted together | |
| smoothly, the hook at the start was intriguing, and the ending was good, | |
| though not as much of a surprise as it should perhaps have been. | |
| There were various aspects that disappointed. Apart from the one-object | |
| restriction, which was excellent despite needing a completely gratuitous | |
| demon to enforce it, the puzzles seemed a bit pedestrian. There are | |
| four objects hidden in obvious places and *two* puzzles involving | |
| collecting a set of related objects. The writing was very flat and | |
| lifeless, managing to be lengthy without being either vivid or | |
| humourous. Half a dozen descriptions have some variation on "This room | |
| has been ransacked by your greedy relatives". Magnus Olsson commented | |
| in rec.arts.int-fiction: | |
| I tried not to be too literary; the more flowery the prose, the more | |
| time one has to spend polishing it. | |
| I'm afraid that it shows; perhaps a bit more floweriness would have | |
| helped. And I was hoping for at least some people in the land of Vhyl | |
| to welcome me. Perhaps the sequel will reveal where they've all gone. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| >From "Gareth Rees" <Gareth.Rees SP@G cl.cam.ac.uk> | |
| NAME: Undertow PARSER: TADS's usual | |
| AUTHOR: Stephen Granade PLOT: Mystery | |
| EMAIL: sgranade SP@G phy.duke.edu ATMOSPHERE: Good | |
| AVAILABILITY: $10 requestware, GMD WRITING: So-so | |
| PUZZLES: Obscure SUPPORTS: TADS ports | |
| CHARACTERS: Don't convince DIFFICULTY: Hard | |
| This is a very ambitious work unfortunately let down by its | |
| implementation. Interactive fiction has to come to grips with | |
| characterisation and complex character interaction, but it has to do | |
| that while allowing suspension of disbelief and remaining interesting | |
| and playable. This kind of material was something I considered doing | |
| for the competition, but rejected because I didn't have time, and | |
| because in any case I don't know how to do it! So I think Stephen was | |
| very brave to tackle it. It's just a shame that the result isn't very | |
| good. | |
| The characters in "Undertow" don't seem to have the knowledge that they | |
| should have, based on what they've seen me do. For example, suppose I | |
| tell Carl that I have seen Thom's body in the water. Later on, I still | |
| get the exchange | |
| "What is it?" you ask him [Carl] en route. | |
| "Thom. We've found him dead." | |
| which was clearly written for the case when I hadn't seen Thom's body at | |
| all. The game let's me attack the other characters, but they don't seem | |
| to treat me any differently afterwards than they did before. Then there | |
| are perfectly sensible actions that are prevented for arbitrary and | |
| stupid reasons. The worst such problem I found was that I couldn't pick | |
| up Ashleigh's purse or get her gun! Surely no-one in such a situation | |
| -- a murdered man just discovered -- would leave a gun lying around on | |
| the deck for anyone to pick up? The game says that if I'm seen with a | |
| gun, then people will think I killed Thom. Well then, let me pick up | |
| the gun, and implement the other characters' suspicions! | |
| "Undertow" seems not to have been play-tested much (if at all), when in | |
| fact the mystery genre demands extremely rigorous testing. It's hard to | |
| be a detective when you get responses like | |
| > ask ashleigh about carl | |
| Carl is no longer here. | |
| > carl, tell me about ashleigh | |
| You can't reach that from the dinette bench. | |
| There are lots of little bugs, such as "The battery cover is closed, | |
| revealing a nine-volt battery", the consistent misspelling of "gauge" as | |
| "gague", and the way the "shape" in the water that looks like Thom's | |
| body is still present after Thom's body has been pulled out of the sea. | |
| There are also far too many objects: try typing "tell all about thom" in | |
| the Forecastle -- I counted 25 scenery objects in that one room alone! | |
| This clutter obscures rather than illuminates. | |
| There are basic problems with the way the story develops. After an | |
| extremely hectic opening, suddenly nothing else seems to happen until | |
| the boat explodes (a situation which reminds me of "Plundered Hearts"), | |
| and the player is left with no idea of what to do. | |
| There does seem to have been a lot of work put into this, but the task | |
| facing authors of this kind of game would seem to be greater still. | |
| "Undertow" was too ambitious for the competition, but I'd be intrigued | |
| to see what Stephen Granade could produce if he went back to the code | |
| without any deadlines or time constraints and tried to finish writing | |
| the game. (If you need another play-tester, e-mail me). | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Christopher E. Forman" <ceforma SP@G rs6000.cmp.ilstu.edu> | |
| NAME: Zanfar PARSER: Good ol' AGT | |
| AUTHOR: YAK (Your Adventure Kreator) PLOT: Explore-the-old-mansion | |
| EMAIL: ??? ATMOSPHERE: Very, very ordinary | |
| AVAILABILITY: Freeware, GMD WRITING: Unremarkable | |
| PUZZLES: Generic SUPPORTS: AGT Ports | |
| CHARACTERS: Cardboard DIFFICULTY: Easy, if you can | |
| force yourself through it. | |
| There are a number of ways for authors to draw attention to their | |
| games: by promoting them through newsgroups, web sites, and e-zines; by | |
| creating a favorable (or unfavorable) impression on players, who spread it | |
| by word of mouth; et cetera. A more imaginative trick is to give the game | |
| a name that places it dead last in an alphabetic directory listing on an | |
| FTP archive, so it grabs attention by being the very last thing a user sees | |
| when doing a "dir". Well, it worked on me, anyway. The title I refer to is | |
| "Zanfar", an appellation that seems to have absolutely no significance in the | |
| game itself, apart from the promotional scheme I've just outlined. | |
| In fact, there's very little about "Zanfar" that's significant. | |
| Though it boasts 140 rooms, there just isn't much there. Very few of the | |
| rooms are more than padding, and it's painfully obvious what's important and | |
| what's not (the game doesn't allow you to examine ANY scenery). The | |
| rudimentary plot simply tells you that you're someone who enjoys exploring | |
| old houses like the one in the game, despite the fact that the locals warned | |
| you there's something dangerous there. Before long, though, you find out | |
| that the whole thing is just another collect-all-the-treasures operation, | |
| with no innovations to recommend it. | |
| The puzzles are so cheesy and cliched, they could have come out of a | |
| white box labelled "Acme Jenerik Advenchur Puzzuhlz." Your exploits in | |
| "Zanfar" range from obtaining a light source for dark rooms, to unlocking | |
| things with keys (Did I say "The Awe-Chasm" had a lot of locks? "Zanfar" has | |
| even more!), to solving a drop-an-item-in-each-room maze, to dealing with a | |
| group of cookie-cutter NPCs -- there's an enraged wizard, a "Junk Food | |
| Junkie", and a "Humongeous [sic] Bat", to name a few. All this is strung | |
| together with wholly unremarkable writing. | |
| As a result, "Zanfar" is neither good enough to gain widespread | |
| popularity nor awful enough to be a must-play for bad game aficionados. It's | |
| the kind of game that you forget all about a couple days after you solve it. | |
| If nothing else, "Zanfar" deserves recognition as the most _ordinary_ text | |
| adventure I've ever had the privilege(?) of having played. | |
| -- C.E. Forman | |
| READER'S SCOREBOARD---------------------------------------------------------- | |
| Notes: | |
| A - Runs on Amigas. | |
| AP - Runs on Apple IIs. | |
| GS - Runs on Apple IIGS. | |
| AR - Runs on Acorn Archimedes. | |
| 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. | |
| ST - Runs on Atari STs. | |
| 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 Acorn Archimedes. There may be | |
| other computers on which it runs as well. | |
| Name Avg Sc Chr Puz # Sc Rlvt Ish Notes: | |
| ==== ====== === === ==== ======== ====== | |
| Adventure 8.1 1.3 0.7 1 8 F_INF_TAD_ETC_GMD | |
| Adv. of Eliz. Highe 3.1 0.8 0.3 1 5 F_AGT | |
| All Quiet...Library 4.2 0.5 0.7 2 F_INF_GMD | |
| 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 | |
| Awe-Chasm 2.4 0.3 0.6 1 8 S?_IBM_ST | |
| Balances 6.4 1.0 1.3 2 6 F_INF_GMD | |
| Ballyhoo 7.0 1.8 1.5 3 4 C_INF | |
| Beyond Zork 8.1 1.5 2.0 3 5 C_INF | |
| Border Zone 6.7 1.4 1.4 4 4 C_INF | |
| Bureaucracy 8.3 1.8 1.6 3 5 C_INF | |
| Busted 5.2 1.0 1.1 1 F_INF_GMD | |
| Castaway 1.1 0.0 0.4 1 5 F_IBM_GMD | |
| Change in the Weather 4.5 0.6 0.8 1 F_INF_GMD | |
| Christminster 8.1 1.8 1.6 1 F_INF_GMD | |
| Corruption 6.7 1.4 1.4 1 x C_I | |
| Cosmoserve 8.7 1.3 1.4 2 5 F_AGT_GMD | |
| Crypt v2.0 5.0 1.0 1.5 1 3 S12_IBM_GMD | |
| Curses 8.3 1.3 1.7 7 2 F_INF_GMD | |
| Cutthroats 6.4 1.4 1.2 5 1 C_INF | |
| Deadline 7.0 1.3 1.4 4 x C_INF | |
| Deep Space Drifter 5.5 1.4 1 3 S15_TAD_GMD | |
| Demon's Tomb 6.7 0.7 1.1 1 x C_I | |
| Detective 1.1 0.0 0.0 4 4-5 F_AGT_GMD | |
| Detective-MST3K 5.1 0.1 0.1 2 7-8 F_INF_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 7.1 0.9 1.4 5 2 C_INF | |
| Enhanced N/A 0 2 S10_TAD_GMD | |
| Eric the Unready 7.4 1.5 1.4 1 x C_I | |
| Fable, A 2.0 0.2 0.1 1 6 F_AGT_GMD | |
| Fish 7.1 1.2 1.5 1 x C_I | |
| Gateway 7.5 1.6 1.5 1 x C_I | |
| Great Archaelog. Race 6.5 1.0 1.5 1 3 S20_TAD_GMD | |
| Guild of Thieves 6.8 1.1 1.2 1 x C_I | |
| Hitchhiker's Guide 8.0 1.6 1.6 5 5 C_INF | |
| Hollywood Hijinx 5.7 1.0 1.5 4 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 7.0 1.4 7 1-2 C_INF | |
| Jacaranda Jim 7.0 1 x S10_GMD (Uncertain) | |
| Jeweled Arena, The 8.0 1.5 1.5 1 x ? | |
| Jigsaw 8.6 1.5 1.7 2 8 F_INF_GMD | |
| John's Fire Witch 7.1 1.1 1.5 3 4 S6_TADS_GMD | |
| Journey 6.9 1.3 0.8 1 5 C_INF | |
| Jouney Into Xanth 5.0 1.3 1.2 1 8 | |
| Klaustrophobia 7.3 1.2 1.4 4 1 S15_AGT_GMD | |
| Leather Goddesses 7.8 1.4 1.7 5 4 C_INF | |
| The Legend Lives! 8.2 0.8 1.5 1 5 F_TADS_GMD | |
| Lurking Horror, The 7.1 1.4 1.3 5 1,3 C_INF | |
| MacWeslyan(PC Univ.) 5.6 0.7 1.0 1 x F_TADS_GMD | |
| Magic.Zip 4.5 0.5 0.5 1 3 S20_IBM_GMD | |
| Magic Toyshop, The 3.6 0.5 1.0 1 F_INF_GMD | |
| Mind Electric, The 5.1 0.5 0.8 2 7-8 F_INF_GMD | |
| Mind Forever Voyaging 8.5 1.4 0.6 4 5 C_INF | |
| Moonmist 5.9 1.4 1.3 5 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 | |
| Night at Museum Forever 4.3 0.0 1.0 2 7-8 F_TAD_GMD | |
| Nord and Bert 4.8 0.5 1.0 2 4 C_INF | |
| Odieus': Flingshot 3.3 0.4 0.7 2 5 F_INF_GMD | |
| One Hand Clapping 7.1 1.1 1.3 2 5 F_ADVSYS_GMD | |
| One That Got Away, The 6.4 1.2 0.9 2 7-8 F_TAD_GMD | |
| Perseus & Andromeda 3.4 0.3 1.0 1 x ? | |
| Planetfall 7.4 1.7 1.6 5 4 C_INF | |
| Plundered Hearts 7.8 1.4 1.3 2 4 C_INF | |
| Sanity Claus 9.0 1 1 S10_AGT_GMD | |
| Save Princeton 5.8 1.2 1.3 2 8 S10_TAD_GMD | |
| Seastalker 5.5 1.1 1.0 4 4 C_INF | |
| Shades of Grey 7.9 1.2 1.4 3 1-2 F_AGT_GMD | |
| Sherlock 8.2 1.5 1.6 2 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 5 2 C_INF | |
| South American Trek 0.9 0.2 0.5 1 5 ?_IBM_GMD | |
| Space Aliens...Cardigan 1.8 0.5 0.4 4 3 S60_AGT_GMD | |
| Spellbreaker 8.2 1.2 1.8 4 2 C_INF | |
| SpellCasting 101 7.0 1.0 1.2 1 x C_I | |
| SpellCasting 201 7.8 1.5 1.6 1 x C_I | |
| SpellCasting 301 7.5 1.4 1.5 1 x C_I | |
| Starcross 7.0 1.1 1.3 5 1 C_INF | |
| Stationfall 7.6 1.6 1.6 5 5 C_INF | |
| Suspect 6.2 1.3 1.2 2 4 C_INF | |
| Suspended 7.5 1.3 1.2 4 8 C_INF | |
| Theatre 6.1 0.7 1.0 2 6 F_INF_GMD | |
| TimeQuest 8.6 1.5 1.8 1 x C_I | |
| TimeSquared 4.3 1.1 1.1 1 x F_AGT_GMD | |
| Toonesia 6.3 1.1 1.2 2 7 F_TAD_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 8 1-2 C_INF | |
| Tube Trouble 3.3 0.5 0.4 1 F_INF_GMD | |
| Uncle Zebulon's Will 7.7 0.7 1.0 1 F_TAD_GMD | |
| Undertow 5.2 1.0 0.8 1 F_TAD_GMD | |
| Undo 1.9 0.1 0.4 2 7 F_TAD_GMD | |
| 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 7.6 1.3 1.3 4 5-6 C_INF | |
| Witness, The 7.1 1.6 1.2 4 1,3 C_INF | |
| Wonderland 7.5 1.3 1.4 1 x C_I | |
| World 6.5 0.6 1.3 2 4 F_SEE REVIEW Issue #4 | |
| Zanfar 2.6 0.2 0.4 1 8 | |
| Zork 0 7.1 1.3 2.0 2 x C_INF | |
| Zork 1 6.0 0.7 1.5 8 1-2 C_INF | |
| Zork 2 6.5 0.9 1.5 6 1-2 C_INF | |
| Zork 3 6.1 0.6 1.4 5 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 8 votes | |
| 2. Mind Forevr Voyagn. 8.5 4 votes | |
| 3. Curses 8.3 7 votes | |
| Bureaucracy 8.3 3 votes | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| Editor's Picks of the Month: | |
| My two picks for this issue are _Shelby's Light_ and | |
| _The Path to Fortune: Volume 1 of the Windhall Chronicles_. Both are | |
| engrossing, somewhat difficult (I'm still stuck in both), and well | |
| implemented. _Fortune_ has a ton of characters to play around with, which is | |
| a plus in my opinion. _Shelby_, while less populated, has an intricate plot | |
| that has kept me interested through the entire game so far. | |
| Both of these are available on the ftp.gmd.de FTP site. Shelby is a | |
| TADS game, available in /if-archive/games/tads/shelby.zip, I believe. | |
| Windhall is a v8 Inform program, and as such requires jzip rather than zip to | |
| run. I don't have the info on me, but jzip is on ftp.gmd.de as well. | |
| Windhall is in /if-archive/games/infocom/windhall.z8. | |
| ADVERTISEMENTS--------------------------------------------------------------- | |
| [Well, better late than never, I suppose. -GKW] | |
| Soon, the unlikeliest of heroes will be chosen to embark on the unlikeliest | |
| of adventures.../\ | |
| / \ | |
| / \ / / | |
| \ \/ / | |
| \ / | |
| THE PATH TO / \ \ | |
| ___________ / /\ \ | |
| | _________| / / \ / | |
| | |_________ _/ / | |
| | _________| ______ _____ __| |__/ _ _ _____ ____ | |
| | | | __ | | ___| |__ __| | | | | | _ | | o__| | |
| | | | |__| | | | / | |_ | |_| | | | | | | |__ | |
| |_| |______| |_| / /|___| |_____| |_| |_| |____| | |
| |___/ | |
| VOLUME ONE OF "THE WINDHALL CHRONICLES" | |
| BY JEFF CASSIDY AND C.E. FORMAN | |
| Windhall has fallen upon hard times. Lord Osrich, ruler of the realm of | |
| Rysch, has threatened to reclaim the tiny village and send its inhabitants | |
| away, unless a great debt is paid. The town's only hope lies in finding | |
| and recovering the treasure of the great dragon Kirizith, hidden and nearly | |
| forgotten for so many centuries... | |
| Meet Aerin. | |
| A simple blacksmith's apprentice, nothing more. Certainly not the hero | |
| selected by the village to seek out the dragon's lair... | |
| ...Or is he? | |
| Meet the cast. | |
| Fifteen fully-developed characters help and hinder Aerin in his quest: | |
| Borthur, the dwarven blacksmith, Aerin's mentor and best friend. | |
| Mielon, the mayor of Windhall (since no one else wanted the job). | |
| Idah, his wife, the finest storyteller in the land. | |
| Baezil, preparer of Windhall's finest culinary delights. | |
| Sir Gunther IX, the most incompetent and tongue-tied knight in Rysch. | |
| Creston the cleric, master of alchemy...when he feels like it. | |
| Kytan the thief (guard your gold closely). | |
| Denvil, the jovial (or is it pain-in-the-neck?) wood elf. | |
| Midknight, swordsman extraordinaire. | |
| Kaela, the enchanting young wizardess of Aerin's dreams. | |
| Mighty Nostrophidius, an ancient sorcerer whose powers are unmatched. | |
| The ever-rhyming Mire Cat, master of riddles and wordplay. | |
| The Haughty Chameleon, appearing and vanishing in the blink of an eye. | |
| Grrarr, werewolf of the Forest of Ansalon. | |
| And of course, the mighty Kirizith himself. | |
| Meet the quest of a lifetime. | |
| In a world where magic is the ultimate power of mortals, | |
| where only the most skilled warrior can survive, | |
| where only the most clever explorer can uncover the secret, | |
| ADVENTURE IS INEVITABLE. | |
| "The Path to Fortune" | |
| Volume One of "The Windhall Chronicles" | |
| Available on a ZIP Interpreter near you. | |
| CLOSING REMARKS-------------------------------------------------------------- | |
| Excitement abounds. The 1996 I-F Competition looms in September. | |
| For those of you planning to enter, here are some preliminary things to keep | |
| in mind: | |
| 1. Your game can be written in any format: TADS, Inform, C++, whatever. But, | |
| if it isn't played and voted on by at least 10 people, it will be | |
| disqualified. Votes will be on a scale of 1 to 10 for each game. and | |
| authors and betatesters may not vote. | |
| 2. All the games are in the same category this year. | |
| 3. The final deadline looks like it will be Sept. 30, 1996. | |
| 4. Betatesters will be made available for your use starting in April. They | |
| are not mandatory. | |
| 5. All entries must be freeware, and should be playable in under two hours by | |
| the average player. | |
| 6. We need prize donations still. for this year's winners. | |
| 7. I will not be accepting votes this year. There is another who has | |
| shouldered the burden. | |
| ----------------------------------------------------------------------------- | |
| Thank you for helping to keep text adventures alive! | |
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