| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|reservation of |_|_|dventure \___|ames. | |
| ISSUE # 9 | |
| Edited by G. Kevin Wilson (whizzard SP@G uclink.berkeley.edu) | |
| June 11, 1996. | |
| All email addresses are spamblocked -- replace the name of our magazine | |
| with the traditional 'at' sign. | |
| EDITORIAL-------------------------------------------------------------------- | |
| Here we are again. Another SPAG, another dollar. We just recently | |
| hit SPAG's 2nd anniversary, averaging one issue every three months or so. As | |
| of SPAG #8, we have published just over 100 game reviews. That's one big ole | |
| hunk of text. (Not to mention the 17 reviews in this issue) I'd like to | |
| pause here a moment and thank the most prolific of my steady reviewers: | |
| Graeme Cree, who has written probably more reviews than anyone else. | |
| Palmer Davis, who helped out by reviewing all the 1995 I-F contest entries. | |
| Audrey A. DeLisle, who helped out a lot in the beginning. | |
| Christopher E. Forman, who has written quite a few reviews himself. | |
| Molley the Mage, who hasn't been around for awhile, but deserves thanks for | |
| his early work, and his recent work. | |
| Magnus Olsson, who maintains SPAG's mailing list and has written some very | |
| nice reviews, not to mention Uncle Zebulon's Will. | |
| And of course, to the authors of all the text adventure authorship programs. | |
| Without the toolkits like TADS, Inform, Alan, and others, a revival of I-F | |
| would be nigh impossible. And of course, to all of you who have written or | |
| are writing a text adventure. Thanks for helping keep my favorite hobby | |
| alive. | |
| Thanks also to all the other contributers to SPAG. It's been a great | |
| two years. | |
| I-F has seen a healthy revival since I first got into it. I hope | |
| that I have been a part of this revival. Without games like Trinity, A Mind | |
| Forever Voyaging, and Jigsaw, there wouldn't be much around on the game | |
| market that had a serious theme to it, much less any literary merit. It is | |
| games like these that remind us that not everything has to be a Leisure Suit | |
| Larry or a Doom. | |
| But besides the fact that text adventures have a history of being | |
| better written than graphic adventures, there's also the noticeable fact that | |
| graphical adventures have ventured further and further from their interactive | |
| beginnings. In seeking simpler user interfaces, the games have sacrificed an | |
| important element of control that players once cherished. Text adventures | |
| still hold onto this interactivity in defiance of the mass game market, and | |
| maybe someday we'll have the opportunity to point out this loss of | |
| playability to the commercial game companies. | |
| So, text adventures are important in their own ways. They have, | |
| ironically, become the spearhead of research into methods of interactivity | |
| and characterization, even as outdated as they are claimed to be. If anyone | |
| figures out how to make an NPC feel totally real, it will most likely be a | |
| text adventure author. | |
| This issue is chocked full of chewy goodness. There are many | |
| reviews, loads of updated reader scores, an in-depth analysis on The One That | |
| Got Away, more info on the 1996 Second Annual I-F Competition, and maybe | |
| some other good stuff too. Apologies to Leon Lin in advance for the | |
| analysis. :) | |
| G. Kevin Wilson | |
| "Whizzard" | |
| P.S: As of next issue I would like reviewers to use the new header format | |
| for their reviews. It changes nothing else, just the review header, scores | |
| will still be done the same. The new version seem much more succinct and to | |
| the point than the old one. And, without further ado, here it is: | |
| KEY TO SCORES AND REVIEWS---------------------------------------------------- | |
| Consider the following NEW review header: | |
| NAME: Cutthroats | |
| AUTHOR: Infocom | |
| EMAIL: ??? | |
| DATE: September 1984 | |
| PARSER: Infocom Standard | |
| SUPPORTS: Infocom ports | |
| AVAILABILITY: LTOI 2 | |
| URL: Not available. | |
| The new header is shorter and easier to read. It relegates the | |
| comments on writing, atmosphere, etc. back into the body of the review, | |
| which should not pose a problem. The sections needing explanation are: | |
| DATE: When the game was released. Month and year are preferred, but year | |
| by itself will be accepted. | |
| URL: Where the game can be found on the Internet. Obviously, Cutthroats | |
| shouldn't be available on the net, so here's an example for "Shelby's | |
| Light": | |
| URL: ftp://ftp.gmd.de/if-archive/games/tads/shelby.zip | |
| This will make the magazine a little friendlier for Web browsers. | |
| My thanks to Gareth Rees for the new header format. He used it in one of | |
| his reviews, and I liked it so much I decided to make it the official form. | |
| 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-------------------------------------------------------------------- | |
| Recent months have seen the release of _SpiritWrak_, a game in the | |
| spirit of the Enchanter trilogy. It takes place in the Age of Science, when | |
| magic has left the planet, but the Gods remain. You, as a priest, can call | |
| on them to perform magical feats for you, in a manner VERY reminiscent of a | |
| wizard casting a spell in Enchanter. SpiritWrak can be found at | |
| ftp.gmd.de:/if-archive/games/inform/spirit.z5. | |
| I'm sure I'm missing a couple of recent games, like Lost New York or | |
| Gumshoe, but I've been pretty busy lately, and lacking in time for playing | |
| text adventures in general. Between SPAG, Avalon, and my other projects, I | |
| could easily work straight through the summer and not finish them all. | |
| REVIEWS---------------------------------------------------------------------- | |
| From: "Christopher E. Forman" <ceforma SP@G rs6000.cmp.ilstu.edu> | |
| NAME: Amnesia GAMEPLAY: Infocom-quality parser | |
| AUTHOR: Thomas M. Disch PLOT: Good, though done before | |
| EMAIL: ??? ATMOSPHERE: Very good | |
| AVAILABILITY: Commercial (Elec. Arts) WRITING: Excellent | |
| PUZZLES: A variety SUPPORTS: C64, Apple II, IBM | |
| CHARACTERS: Satisfyingly responsive DIFFICULTY: Challenging | |
| During the reign of Infocom, there were many attempts by other | |
| software companies to follow their recipe for quality I-F, some of them | |
| succeeding and some of them not, the latter occurring largely because of | |
| Infocom's dedication to I-F. Firms such as Sierra, Mindscape, and Electronic | |
| Arts preferred to branch out and diversify their software products, rather | |
| than placing all their eggs in one basket (which could be another factor | |
| contributing to Infocom's downfall, but that's another article entirely). In | |
| fact, Infocom and Level 9 were the only two companies focused solely on I-F, | |
| which may account for their stories outshining those of the competition -- | |
| very few 80's text adventures that I've seen can even come close to the | |
| gameplay of the average Infocom game. Thomas M. Disch's "Amnesia", however, | |
| succeeded where many others failed. | |
| As the player begins "Amnesia", he (and the main character is most | |
| certainly male) awakens in a New York City hotel room, naked and with no clue | |
| as to his identity. This by itself is by no means unique -- ICOM's "Deja Vu" | |
| begins under the same pretenses. But the story behind "Amnesia" is so much | |
| more involved. | |
| Once the most pressing problem of finding clothes is overcome, the | |
| player hits the streets of Manhattan in an effort to recover his lost memory | |
| and find out who framed him for murder. This, in essence, is the primary | |
| puzzle of the game, although its solution is hampered by a need to find food | |
| and a place to sleep at night. These things cost money, so earning money | |
| through such means as washing windows and panhandling are necessary. | |
| "Amnesia's" parser is perhaps the only one to equal Infocom's at the | |
| time. In many places it surpasses Infocom. With a vocabulary of about 1700 | |
| words and a multiple-sentence parser with plenty of synonyms, you'll very | |
| rarely need to hunt for a word. The one minor annoyance stems from the fact | |
| that objects' words aren't recognized if you try to use them when an object | |
| isn't in the current location -- for instance, you can't refer to a telephone | |
| if one isn't around, even though there may be one elsewhere in the game. But | |
| this is minor. Character interactions are detailed, and range from face-to- | |
| face meetings to conversations over the telephone. | |
| The game itself is huge, with as many as 4000 locations. Most of | |
| them are street corners or parts of the Manhattan subway system (both of | |
| these are completely programmed into the game), although there are a number | |
| of buildings and New York landmarks for the player to visit. A map (among | |
| other things) is included in the game package, so there's no need to draw | |
| your own, but you'll probably need to at least jot down some notes. | |
| "Amnesia" offers a variety of puzzles, from object and character | |
| interactions to some creative methods of obtaining money, food, and rest. | |
| The game's scoring system reflects this, awarding points for the categories | |
| of detective (how well you uncover clues), character (how well you interact | |
| with the denizens of New York), and survivor (how well-fed and rested -- and | |
| also alive -- you keep yourself). A good balance of the three is necessary | |
| for victory. | |
| If there's one major complaint about the game, it's the copy | |
| protection. The subway and city maps, address book, and street-indexing | |
| code-wheel would have been more than adequate to deter piracy, but "Amnesia" | |
| insists on forcing players to insert the original game disk for verification | |
| each time it loads. It seems EA didn't think of the consequences of what | |
| would happen when 5.25" disk drives phased out. You must insert the original | |
| disk -- a backup copy won't work -- or plan to spend several hours doing some | |
| heavy hex-editing, as the copy-protection is malevolently self-modifying (on | |
| par with some of the more evil computer viruses). Someone out there either | |
| REALLY didn't want this game to be copied (even legally), or REALLY liked | |
| copy protection. | |
| Once you get past this, though, "Amnesia" is a joy to play. It was | |
| written by Thomas M. Disch, who won the Campbell Award back in 1980, but this | |
| was done specifically for the I-F medium; it's not an adaption of any sort. | |
| (I've heard of a sequel -- "Amnesia II", astoundingly enough -- but have | |
| never seen it, and would appreciate any info anyone might have on it.) | |
| Disch's prose is vivid and flows nicely, spanning several screens on a few | |
| occasions. It makes for good reading as well as good adventuring, combining | |
| the best of the two art forms. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Bozzie" <edharel SP@G eden.rutgers.edu> | |
| NAME: Demon's Tomb PARSER: OK. Nothing fancy. | |
| AUTHOR: Mastertonic PLOT: Stop ancient demon. | |
| EMAIL: ??? ATMOSHPHERE: Nice. | |
| AVAILABILITY: Commercial(Bargain bins) WRITING: Very good. | |
| PUZZLES: Average, but logical SUPPORTS: PC | |
| CHARACTERS: Very, very good (See below) DIFFICULTY: Medium | |
| This is an old game, but nonetheless it is a very good one. It deals with | |
| such important issues as fighting an ancient evil, sacrificing yourself | |
| in order to save the world (don't worry, not a spoiler), and how to keep a | |
| duck from quacking. | |
| The game starts off with you as Professor Edward Lynton, famed archaeologist, | |
| in an important site in England. Recently, some strange things have | |
| occurred. Your partner has gone missing. You have discovered things in the | |
| site which are both more amazing than your wildest dreams, and more | |
| horrifying than your worst nightmares. You awake in the middle of the night | |
| and smell smoke... | |
| With no escape outside this recently discovered tomb, you must send a message | |
| to the outside world, before the tomb becomes your own (and it will, no | |
| matter what you do. That's made very clear throughout the skimpy manual). | |
| You have only a short amount of time to do what you must do before you are | |
| overcome by smoke. Despite your actions, after a certain number of moves, | |
| the prologue ends and the game starts. | |
| You are Richard, the professor's son, in a car lot near the archeological | |
| site. You are here to talk to your father, but unfortunately, he is in no | |
| condition to talk. As you learn more about his death, depending on your | |
| earlier efforts, you will find a tale of a centuries old rivalry, of evil | |
| about to be unleashed and that you are the only one to stop it. | |
| The story itself is nice, and immediately reminded me of a Doctor Who story, | |
| Pyramids of Mars (also a text adventure game at /pc/mars.zip. Somewhat rough | |
| about the edges, but is a fairly good AGT game) . The story generally comes | |
| in spurts at a time in some wonderful prose. Notes, letters, documents all | |
| give some great insights at several interesting people who lived in the area. | |
| While most of these aren't necessary for the game, it is well worth your | |
| time to read everything. | |
| There are few, if any, "real" characters in Demon's Tomb that you can | |
| interact with, and most of those that there are puzzles more than anything. | |
| However, the descriptions, as I have said above, more than make up for the | |
| lack of interacting agents. In fact, in some ways, it makes it better. As | |
| recent debates on r.a.i-f have shown, there is no easy way to make a good NPC | |
| in a text game, and indeed, even if you manage to, there will still be | |
| problems with him/her. This way, the author manages to show us some | |
| wonderful characterizations without having to code a lot of time-eating code. | |
| This is not to say that the game is simple. Indeed, the game tries to be | |
| flashy by offering a menu system and some graphics, space which could have | |
| been used more efficiently. Indeed, I would have liked there to have been a | |
| good developed character. For example, how about a motorist I could flag | |
| down and warn, and then find him dead later... | |
| The Parser is sub-Infocom, but quite adequate for its purpose. The puzzles | |
| themselves are fairly simple, but not overly simple, and they are dynamic, so | |
| as not to bore experienced gamers. But that doesn't deter from the game, it | |
| adds to it. There are no completely obscure puzzles, and there are a few | |
| interesting ones. There are certainly no unfair puzzles, and enough of an | |
| area to explore, so that should you get frustrated at one problem, you'll be | |
| able to explore another area. And if you really need some help, C. E. | |
| Forman has graciously made a hint file of the game on ftp.gmd.de. | |
| It is because the story doesn't try to serve complex problems, the author is | |
| able to work on the story, and still throw in a new and interesting puzzle or | |
| two. It also manages to allow freedom to explore, although tends to be mostly | |
| linear in terms of solving problems. While I could hope for better, in terms | |
| of problem solving and a few other areas, over all, I enjoy this game, and | |
| it's certainly up there on my list of favorite games. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Christopher E. Forman" <ceforma SP@G rs6000.cmp.ilstu.edu> | |
| NAME: Guardians of Infinity GAMEPLAY: Windowed text | |
| AUTHOR: Paragon Software PLOT: Very detailed | |
| EMAIL: ??? ATMOSPHERE: Good | |
| AVAILABILITY: Commercial WRITING: Sparse but good | |
| PUZZLES: You'll need the docs SUPPORTS: PCs | |
| CHARACTERS: User-controlled DIFFICULTY: Hard | |
| Now this one is different. REALLY different. Possibly the most | |
| unique text adventure ever released. Paragon did "Guardians of Infinity" | |
| near the end of the '80s, about the time Infocom released their graphical | |
| I-F, but "Guardians" has no graphics. Rather, the player acts as one Adam | |
| Cooper, commander and overseer of five time-travelling agents attempting to | |
| prevent the assassination of JFK (Oliver Stone, eat your heart out). The | |
| screen is divided into windows for each agent, as well as the player's | |
| command line and other features critical to the mission. In a way, it's part | |
| "TimeQuest", part "Suspended", part "Trinity", part "Border Zone", and | |
| part...something. "Guardians of Infinity" simply has to be played to be | |
| understood. No terminology can quite do the experience justice. | |
| The game begins on November 15, 1963, and the player's job is to use | |
| the five agents to influence events in order to arrange a meeting between | |
| Kennedy and Cooper, so that Cooper can talk Kennedy out of his visit to | |
| Dallas, which in turn will prevent the assassination and the subsequent | |
| disruption of the time continuum which is threatening Cooper's own world of | |
| 2087. The agents will perform a surprising number of actions, from talking | |
| with those close to Kennedy, to robbing a bank to acquire funds. The parser | |
| is well-programmed but substantially different from the Infocom tradition. | |
| You can say, for example, "STEIN, GO TO WASHINGTON AND TALK WITH VICE- | |
| PRESIDENT JOHNSON" or even provide answers to your agents' questions, such as | |
| "LEE HARVEY OSWALD IS IN DALLAS." Walking around, picking up items, and | |
| brute searching are all eliminated, which lends a whole new universe of | |
| flexibility to the story. It's perhaps the closest thing to "puzzle-less" | |
| I-F, the recent subject of debate on rec.arts.int-fiction. (Don't get any | |
| ideas, though -- writing such a game would require a complete makeover on all | |
| the existing I-F compilers.) Still, it takes quite a bit of getting used to. | |
| Packaged with the game are a 90-page novella providing | |
| characterization for the agents and an exceptionally well-researched 145-page | |
| mission manual outlining the whereabouts of everyone connected with the | |
| assassination during the week of the 15th-27th. These must have had 1988 | |
| software pirates running away screaming, as you can't possibly get anywhere | |
| without them, yet they enhance the game and are plot-related, making for THE | |
| best copy-protection ever developed (with no irreverence intended toward | |
| Sorcerer's infotater). Disk #3 also contains a graphical slide-show with | |
| more info on the mission. | |
| The game's internal clock is always running, and news and agents' | |
| reports pop up in their respective windows constantly, leaving a lot for the | |
| player to juggle around. It's an intense experience, to say the least. | |
| Agents' responses, and most of the game text, for that matter (aside from | |
| some large plot points), are typically sparse, but with a fair amount of | |
| realism. | |
| "Guardians of Infinity" is definitely worth a play, and deserves far | |
| better than the measly bit of recognition it got on its initial release. | |
| Altering history has never been such fun. (No, I haven't won it yet, but I'm | |
| still trying.) | |
| -- C.E. Forman | |
| Incidentally, if you're having trouble locating a copy of "Guardians | |
| of Infinity", you may want to give the folks at Centsible Software | |
| (centsible SP@G delphi.com) a mail. They sell tons of used software, both classic | |
| and recent, at very reasonable prices (although, if you want the original | |
| game boxes, you may be out of luck). That's where I got my copy of | |
| "Guardians" (among other classics), and I recommend them. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| >From "David Seybert" <dseybert SP@G telerama.lm.com> | |
| NAME:Gumshoe | |
| AUTHOR: Mike Oliphant | |
| GAMEPLAY: Inform, usual | |
| PLOT: Poor | |
| EMAIL: oliphant SP@G cogsci.ucsd.edu | |
| WWW: http://cogsci.ucsd.edu/~oliphant | |
| ATMOSPHERE: well done | |
| AVAILABILITY: GMD | |
| WRITING: Disappointing | |
| PUZZLES: Good | |
| SUPPORTS: Inform Ports | |
| CHARACTERS: Shallow with one or two exceptions | |
| DIFFICULTY: Easy | |
| During the opening sequences of Mike Oliphant's new Inform game "Gumshoe", | |
| I found myself smiling a lot. With every turn Mike unveils yet another | |
| element from the private eye genre and sets the player up for a twisty ride | |
| through territory well blazed by the fictional likes of Philip Marlowe and | |
| Lew Archer. The dingy messy office, the caustic secretary, the beautiful | |
| woman who suspects her husband of infidelity, the drunken hangover, | |
| menacing underworld types to whom you, as the hero, owe money; the corrupt | |
| cop who enjoys harassing you; all of these are in "Gumshoe"'s delightful | |
| set-up. | |
| I've loved the private-eye genre since I was in high school. What makes it | |
| great is the use of the "Gumshoe" set up as an excuse to explore the darker | |
| side of human nature, to guide us through a labyrinth of perversity, dark | |
| secrets, haunted souls and evil that strikes quickly and lasts for | |
| generations. Inevitably the initial case the detective is asked to solve | |
| is only the tip of the iceberg; the real story lies much deeper. | |
| This is tricky territory to explore in interactive fiction and, | |
| unfortunately "Gumshoe" is not up to the task. We are asked to prove that | |
| Sandra's husband is cheating on her and that's exactly what we end up | |
| doing. We encounter no dead bodies, discover no dark secrets buried in | |
| families for generations, rescue no damsels in distress or uncover any | |
| surprising revelations that give us pause. All do is prove John's | |
| infidelity and that's what we do and rather quickly at that. In fact, one | |
| of the problems with the game is that we can provide the evidence we need | |
| to convince the woman of her husband's two timing very quickly. She gives | |
| us the money and that's that. Of course, there's more game to explore | |
| including a section where we get to prove his infidelity again, but it adds | |
| nothing top the story and feels like unnecessary padding. | |
| All of the elements that are introduced early in the game come to nothing. | |
| The secretary and her delightfully caustic comments vanishes early, the | |
| corrupt cop is quickly dealt with and never reappears, the underworld | |
| figures end up posing no threat and are easily bought off and forgotten. | |
| This lack of development might go uncommented on an another type of game, | |
| but character development and is what private detectives are all about | |
| along with plot development. | |
| Plot development or the lack thereof was the most disappointing element of | |
| the game. Once I got the goods on her husband, I expected to go to Sandra's | |
| house and find her still warm corpse with a couple of slugs in it, | |
| preferably from my gun. But she's home and she's fine and the game is over | |
| just when I expected it to take off. Likewise, when I entered the old | |
| house, I expected to solve the puzzle and find a body. But all that's there | |
| is the means to prove John unfaithful - again. | |
| Fortunately, actual gameplay is good, if a bit too linear. Everything has | |
| to be done in a certain sequence or you'll spend a *lot* of time sitting | |
| around doing nothing. I spent hours (game time) in one location before I | |
| realized that by acting logically (I.e. calling up my client and presenting | |
| her with the evidence she required) I'd made a mistake. Puzzles were, for | |
| the most part, logical and easily solved. I especially enjoyed the | |
| old house puzzle and the scene at the restaurant where you have to get past | |
| the corrupt cop. | |
| If you're looking for a pleasant afternoon's diversion, Gumshoe offers | |
| simple but enjoyable puzzles, and enough solid private-eye atmosphere to | |
| send you off to the video store to rent "Chinatown" or up to the attic to | |
| get out that old dog-eared copy of "The Long Goodbye." | |
| From: "Julian Arnold" <jools SP@G arnod.demon.co.uk> | |
| NAME: Gumshoe PARSER: Inform standard | |
| AUTHOR: Mike Oliphant PLOT: See below | |
| EMAIL: oliphant SP@G cogsci.ucsd.edu ATMOSPHERE: See below | |
| AVAILABILITY: Freeware, GMD WRITING: See below | |
| PUZZLES: See below SUPPORTS: Z-machine ports | |
| CHARACTERS: See below DIFFICULTY: See below | |
| URL: <ftp://ftp.gmd.de/if-archive/games/infocom/Gumshoe.z5> | |
| Needs a Z-Machine interpreter, | |
| <ftp://ftp.gmd.de/if-archive/infocom/interpreters/> | |
| You wake up on the floor outside your office, fully clothed and with a | |
| hangover. You are Joe Gumshoe, private investigator, and you owe money. | |
| This is the premise upon which "Gumshoe" opens, nearly identical to the | |
| premise upon which so many detective stories and film noirs open, and the | |
| first of many noir mainstays (or perhaps I should say cliches?) which it | |
| adopts. There is also the sultry femme fatale with the unfaithful executive | |
| husband, the corrupt cop, the seedy bar, the unseen "Mr. Big" (in this case, | |
| one Jimmy Voigt) whose only contact with the player is via the medium of his | |
| bevvy of thugs and a mention in the introductory text, and the flickering | |
| neon. Sure, we've all seen this all before, but then, this is a genre seldom | |
| reknowned for its originality or inventiveness. Most, if not all, successful | |
| film noirs (I am more familiar with cinematic examples of the genre than with | |
| those of literature) are based on a relatively small set of standardised plot | |
| devices, and "Gumshoe" makes no attempts to break new ground here. | |
| This is a small game which most players will be able to complete in one or | |
| two sittings. A little unfortunately Oliphant has tried to incorporate too | |
| much into such a small game, and consequently there are too many loose ends | |
| and stray plot threads by the end of the game. For example, although we are | |
| told of a frame-up involving the aforementioned corrupt cop and resulting in | |
| Joe Gumshoe's dismissal from the police force (and his subsequent involvement | |
| in his current line of work) this issue is never resolved. Also, this same | |
| corrupt cop dogs Joe's footsteps during the early part of the game, but | |
| disappears entirely after his first set-back. | |
| The game also suffers from a few missed opportunities: the femme fatale is | |
| not actually fatale; no characters in the game are any more than they at | |
| first seem-- there are no double-crosses and no betrayal; though the plot is | |
| not entirely straightforward, neither does it contain any particular twists | |
| or surprises. However, the NPCs, of which there are a fair number, are | |
| mostly well done, each one being a believable though stereotypical character. | |
| They usually come equipped with an interesting and not entirely incidental | |
| past, and are able to satisfactorily answer questions on this. | |
| The writing is successfully atmospheric, with the right downbeat quality, | |
| menacing undertone, and emotive turn-of-phrase. For instance, | |
| "Well, Mr. Detective, or should I say Mr. Private Investigator, since | |
| you ain't a member of our well-respected police force no more? It | |
| seems that we got a problem here. You owe Mr. Voigt a considerable | |
| sum of cash. From what I can see, your little snoop business isn't | |
| exactly booming, so we're gonna cut you a deal. You cough up $500 by | |
| midnight tonight or you cough up a lung. Deal?" | |
| "Yeah," Morty echoes, "$500 or a lung." | |
| The puzzles are all based around the plot, resulting in a firm and successful | |
| marriage of game and story. It also means the solutions to the puzzles are | |
| logical and sensible-- the player is never left wondering "what do I do now?" | |
| or indeed "why did I do that?", but rather "I know what I want to achieve... | |
| now how do I do it?" | |
| "Gumshoe" is a short, enjoyable game. Both plot and puzzles play an | |
| important part in the game as a whole, and have been skillfully interwoven by | |
| the author. The writing is good, and the genre is unusual in interactive | |
| fiction. These factors, combined with the unresolved plot elements, left me | |
| wanting more at the end. This game also has some of the coolest music in IF. | |
| (I was a playtester for "Gumshoe".) | |
| [This review was posted to rec.arts.int-fiction, 7th April 1996.] | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Christopher E. Forman" <ceforma SP@G rs6000.cmp.ilstu.edu> | |
| NAME: Inhumane GAMEPLAY: Bare-bones Inform | |
| AUTHOR: Andrew C. Plotkin PLOT: Parody of Infocom's "Infidel" | |
| EMAIL: erkyrath+ SP@G cmu.edu ATMOSPHERE: Demented | |
| AVAILABILITY: Freeware, GMD WRITING: Passable | |
| PUZZLES: Get yourself killed SUPPORTS: ZIP Interpreters | |
| CHARACTERS: Nope, afraid not DIFFICULTY: Half-hour session at most | |
| [A spoiler for the ending of Infocom's "Infidel" follows. If you haven't | |
| solved it, don't read on.] | |
| I'll start off by saying this: "Inhumane" is not meant to be taken | |
| seriously. It's a puzzle-less parody of Infocom's "Infidel", written by the | |
| author when he was 15 or so, and translated from the original AppleSoft BASIC | |
| version to Inform. But it's actually kind of fun, with a few small laughs, | |
| and it brought back some great memories of my own abyssmal (though they | |
| seemed great at the time) early attempts at I-F. Perhaps more good-natured | |
| sharing of first-try games is in order. I may even translate one of my own, | |
| if the interest is there. | |
| What little plot there is begins along the same lines as "Infidel." | |
| You've been abandoned on an archaeological dig, and must find and explore a | |
| hidden pyramid. Once you get inside (and a couple of notes left behind by | |
| your partner tell you how), you're confronted by a malevolent spirit who | |
| offers to give you the key to the treasure room in exchange for your getting | |
| killed by a series of traps to prove yourself a complete moron. This aspect | |
| of the game pokes fun at the fact that your character dies at the end of | |
| "Infidel" -- in "Inhumane", you have to get killed nine times to win. Some | |
| of the traps are rather imaginative, though it's nearly always painfully | |
| obvious when you're going to die. | |
| For the most part, though, "Inhumane" is just an excuse for a bunch | |
| of incomprehensible inside jokes about high-school geometry class. Though | |
| you'll get a couple of laughs, it sounds a lot funnier than it actually is. | |
| Far more entertaining is the "History of Infobom" section of the online help, | |
| which describes some of the other Infocom parodies author Andrew Plotkin and | |
| his friend worked on at one time. | |
| -- C.E. Forman | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Gareth Rees" <Gareth.Rees SP@G cl.cam.ac.uk> | |
| NAME: JIGSAW | |
| AUTHOR: Graham Nelson | |
| E-MAIL: nelson SP@G vax.ox.ac.uk | |
| DATE: October 1995 | |
| PARSER: Inform | |
| SUPPORTS: Infocom ports | |
| AVAILABILITY: IF archive | |
| URL: ftp://ftp.gmd.de/if-archive/games/infocom/Jigsaw.z8 | |
| "Jigsaw" opens on the night of December 31st, 1999, at a party to | |
| celebrate the new millennium. Feeling out of sympathy with the | |
| thronging party-goers, and unable to find again the attractive stranger | |
| in black who has just slipped away, you wander off to explore a | |
| mysterious monument built by the late eccentric millionaire Grad | |
| Kaldecki. You discover that Kaldecki has constructed - or somehow | |
| obtained access to - a time machine. In the centre of the monument, the | |
| time machine takes the baroque form of a jigsaw puzzle whose pieces | |
| (once found) give access to turning points in twentieth century history. | |
| Kaldecki planned to alter history, but died with his work barely | |
| started, leaving his acolyte (the attractive stranger, soon capitalised | |
| as Black) to complete his megalomaniacal scheme. Much against your | |
| will, you find yourself trailing around the century in Black's wake, | |
| trying to restore history to its rightful course, and searching for | |
| hidden jigsaw pieces. You visit some of the most important moments in | |
| twentieth century history: World War I, the Wright brothers, women's | |
| suffrage, the Moon landings, the Cold War, the Berlin Wall. (Though not | |
| every historian would place the writing of Proust's novel "A la | |
| Recherche de Temps Perdu" in this list!) The quest is complicated by a | |
| romance between you and Black, and by hints of metaphysical significance | |
| when you enter a realm called `The Land', whose mist-shrouded locations | |
| are emblematic of the great themes: Art, Science, War, and Nature. | |
| It is often an axiom in time-cop novels that we live in the best of all | |
| possible worlds, and that any kind of interference with history must be | |
| disastrous. "Jigsaw" rigidly enforces this convention by ending the | |
| game whenever the past is changed. This extreme historical conservatism | |
| sits uneasily with some of the chapters: it is not clear why eight | |
| million men had to die for the sake of the world as we know it, nor what | |
| is so bad about the world described in the following paragraph that | |
| World War I was preferable: | |
| You shake your head, confused. Why did the mad London-born | |
| architect Kettering build this monument? Why did the government of | |
| the Franco-British Republic ever allow Century Park to be built here | |
| at Versailles? Never mind: time to go and get a drink of potato | |
| brandy from the commissars and toast the new millennium. | |
| Sometimes it is completely implausible that the disturbance in the past | |
| could have led to the result you see. For example, in the Suez Canal | |
| chapter, the wider outcome does not depend on your actions: even though | |
| Black brokered a deal to prevent the Suez Crisis, the powers that be | |
| always intended to renege on the deal. | |
| "Jigsaw" is a huge game, one of the largest text adventures ever | |
| written. It is made manageable only by its episodic structure: each | |
| time zone can be treated more or less as a separate game, requiring only | |
| those objects that are nearby to solve its puzzles. (Though there are a | |
| few interconnections between the eras to make life interesting, and | |
| attempts to use anachronistic objects inappropriately are often | |
| amusing.) "Jigsaw"'s puzzles are hard; often all you can do is collect | |
| the available objects and fiddle with them, without any real | |
| understanding of what your objective is until you've achieved it. | |
| Particularly unfortunate in this respect are the Alexander Fleming, | |
| women's suffrage and East Berlin chapters. A few other puzzles refer to | |
| classic works of interactive fiction including "Adventure", "Zork" and | |
| "Enchanter", and the novice without this background will struggle. | |
| Some of the puzzles, on the other hand, are inspired. In one chapter, | |
| you find yourself at Bletchley Park in World War II and have to decrypt | |
| a message encoded by the Enigma machine. Sweating away at this problem, | |
| I suddenly realised that, whereas the usual derring-do of an adventure | |
| game is only so much make-believe, in this case my task was made no | |
| easier by its fictional nature. Of course, my 1940s counterparts faced | |
| a more difficult Enigma machine - Nelson's being slightly simplified - | |
| had to succeed without the benefit of information gained by supernatural | |
| means, had no access to high-speed computers, and faced rather greater | |
| consequences of failure than merely an unfinished game. I found myself | |
| thinking, ``If Turing and Newman could do it, then surely I, with all | |
| these advantages, can do it too!'' | |
| The most interesting feature of "Jigsaw" is the way it deals with | |
| Black's sex. By cunning paraphrase, Nelson manages to avoid ever | |
| stating whether Black is male or female: knowing only that Black is | |
| attractive to you, you are free to project your own preference onto the | |
| situation. This is a more elegant device than the outright question | |
| ``Are you male or female?'' or the various contrivances by which Infocom | |
| games force a decision on you. Not every reader appreciates this | |
| elegance: at least one person posting to rec.games.int-fiction, having | |
| noticed that both you and Black are able to pass yourselves off | |
| successfully in masculine roles, argued that you and Black must | |
| therefore be gay men. But given the fantastic nature of the piece, and | |
| the famous cases of women who have gone disguised as men for long | |
| periods of time without detection, it is foolish to rigidly insist on | |
| such an interpretation. | |
| "Jigsaw" is Nelson's second game. His first, "Curses", grew by stages | |
| into a mish-mash of Celtic Druids and King Arthur rubbing shoulders with | |
| classical Greek Gods and the poems of T.S. Eliot. The effect is | |
| certainly startling, but I imagine that a writer as attracted to | |
| elaborate formal structures as Nelson could not be satisfied with the | |
| outcome. A new game gave him the opportunity to make amends. The | |
| result is dominated by structures based on the numbers 16 and 100. | |
| There are 16 time zones, 16 chapters, 16 jigsaw pieces, 16 animals to | |
| sketch, 16 locations in the Land and the game starts with 16 minutes to | |
| go before the start of the new century. There are 100 years in the | |
| Twentieth Century and 100 points to be scored. There are also pairings | |
| of opposites: Prologue and Epilogue, Black and White, nature and | |
| technology, the dead Land and the living Land, the party at the end of | |
| the century and the party at the beginning, the chapel unbuilt and the | |
| chapel disused. | |
| At times I felt the correspondences and allegory were too obvious and | |
| too much; Black's schematic role rather overshadows the tentative story | |
| of Black's relationship with the player (and this is not helped by the | |
| flexible order of the chapters). "Jigsaw" also lacks the excitement and | |
| unpredictability which "Curses" achieved by being so chaotic. | |
| Still, "Jigsaw" is extremely good by the standards of existing text | |
| adventure games, and certainly good enough to be worth paying the | |
| compliment of taking it seriously. Although it adopts a traditional | |
| puzzle-based style of game-play, and doesn't make any technical advances | |
| beyond the state of the art, it does wonders with the limited techniques | |
| at its disposal. Everyone who enjoys text adventures should play it. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Magnus Olsson" <mol SP@G df.lth.se> | |
| Name: Lethe Flow Phoenix Parser: TADS standard | |
| Author: Dan Shiovitz Plot: Linear | |
| Email: scythe SP@G u.washington.edu Atmosphere: Slightly surreal | |
| Availability: F, GMD Writing: Excellent | |
| Puzzles: Logical, rather simple Supports: TADS ports | |
| Characters: See review Difficulty: Below average | |
| "Lethe Flow Phoenix" is one of those works that one approaches without | |
| really knowing what to expect. On one hand, it's been mentioned as | |
| small and simple, solvable in a few hours; on the other hand, there's | |
| the obscure, almost pretentious, title that implies a mythical | |
| significance. Add to that various comments - including spoiler | |
| requests - that hinted at great depths, and it felt like a | |
| "must-play". I wasn't disappointed - it turned out to be even more | |
| interesting than I had expected: "Lethe Flow Phoenix" is an ambitious | |
| attempt to deal with questions not normally addressed in IF, and an | |
| attempt to extend the traditional adventure game to be able to do so. | |
| At first, you are not very likely to notice much of this. The | |
| introduction is short and somewhat sinister: memories of a camping | |
| trip, and falling - or stepping - off a cliff, then nothing more until | |
| you find yourself in a slightly surrealistic fantasy world, with no | |
| idea of how you got there or what to do next. | |
| There is nothing very original about this opening - the sudden | |
| abduction to a strange world seems to be becoming a cliche of IF - nor | |
| about the world you've ended up in. In fact, everything in the world | |
| is vaguely familiar: it seems to be assembled out of common IF icons | |
| such as gazebos, bird cages and waterfalls. This is probably | |
| intentional (an explanation is given later in the game) and does not | |
| imply any lack of originality on the part of the author - the puzzles | |
| involving these familiar icons are perhaps not of stunning novelty, | |
| but they certainly don't feel old and worn either. The atmosphere in | |
| this early part of the game is sweet and idyllic, somewhat reminiscent | |
| of "The Sound of One Hand Clapping", though there are dark undertones | |
| that foreshadow later revelations. | |
| After having you explore this tiny world (only 15 or so locations) and | |
| solve a number of not too difficult puzzles, all at a rather languid | |
| pace, the author suddenly turns the tables on his unsuspecting | |
| audience. It is here that "Lethe Flow Phoenix" changes from a light, | |
| innocent puzzle game to rather dark interactive literature, that at | |
| least attempts to touch deep, existential questions. | |
| It starts innocently enough with a puzzle involving a spider and a | |
| mushroom. The conclusion of the puzzle is, however, not just an | |
| increased score and a longer inventory, but an entirely unexpected | |
| series of events that plunges you into what first seems like a | |
| nightmare, plagued by ghosts from your past. | |
| Via a series of essentially non-interactive "cut scenes" - there is | |
| seldom a choice of actions, but either just one obvious thing to do, | |
| which triggers another cut scene, or no option but to watch and listen | |
| as the plot advances by itself - you are led to an encounter with the | |
| central NPC, Daniel, who in a long monologue explains what is going on | |
| and how crucial a role you're actually playing in the scheme of | |
| things. | |
| The encounter with Daniel is the climax of "Lethe Flow Phoenix", and | |
| acts as a centre of symmetry; it is followed first by another | |
| confrontation with your past, and then you are back where you were | |
| before, in a "traditional", puzzle-based adventure game. The | |
| difference is that after meeting Daniel, you are prepared to do | |
| something about your past, to derive inner strength rather from it | |
| rather than just grieving over lost opportunities. Similarly, when | |
| you're attacking the puzzles again, you are armed with the means to | |
| manipulate not only the various objects in the world, but the world | |
| itself. This enables you to go back and finish certain puzzles that | |
| were left open before, thus bringing everything to a satisfying | |
| conclusion. | |
| While not very original, the outer parts of the game are quite well | |
| written, with attention to detail even in objects that would normally | |
| be considered decorations. People who like red herrings will probably | |
| enjoy this; personally, I find significant-looking objects that turn | |
| out to be unimportant a bit of a distraction, but this is a matter of | |
| taste. On the other hand, the author sometimes fails to realize the | |
| full potential of the really significant objects. The gazebo scene, | |
| for example, or the remote control, are wonderful devices with lots of | |
| possibilitites for experimentation and clever puzzles; I was a bit | |
| disappointed that in both cases the intended use for this complex | |
| machinery was quite simple. | |
| Still, in a game of this small size, it is perhaps just an advantage | |
| to have simple puzzles. And though simple, the puzzles are not | |
| trivial. In most cases they require thinking in several steps and | |
| solving them gives you that nice feeling of accomplishment that is | |
| perhaps the adventurer's best reward. There is only one NPC in the | |
| outer parts of the game. It is very simple and not very interactive, | |
| and anyway, in the case of this particular NPC it's quite in | |
| character. | |
| I had a few parser problems (the most serious one being that you can | |
| enter a cave by typing just "enter" in the right place, but the | |
| command "enter cave" gives the response "I don't see any cave here"), | |
| and the way the magnet is handled is extremely awkward, but my only | |
| major complaint with the outer parts of the game is the very first | |
| puzzle. Unfortunately, it is of the tired "find food or you'll die" | |
| variety, and, as usual, the time before you starve is far too short, | |
| forcing you to restart from the beginning over and over again until | |
| you've found all the objects necessary to get food. The puzzle in | |
| itself is quite nice, but the time limit detracts considerably from | |
| the enjoyment. Perhaps it was put in to give a sense of urgency to | |
| the rather placid early game, but in that case it is almost certainly | |
| not the right method. | |
| Apart from a this, gameplay flows smoothly and a reasonably | |
| experienced adventurer should be able to solve it in a few sittings. | |
| The central section is entirely different. Almost all the action | |
| takes place in the cut scenes, and the player is led through the plot | |
| without the option to deviate from the path, being told what he thinks | |
| and feels, never really given a chance to act. The centre of the | |
| centre, so to speak, is entirely non-interactive; a story within the | |
| story, told by Daniel in a monologue that must be the longest speech | |
| by any IF character so far, at least outside "The Legend Lives". | |
| There are no real puzzles in this section, and the NPCs are essentially | |
| non-interactive, although it is possible to extract some interesting | |
| background information by asking Daniel questions after he has | |
| finished his speech. The author uses the cut scenes very effectively, | |
| gradually leading the player into longer and longer, and less and less | |
| interactive scenes. The writing is very good indeed, the imagery | |
| evocative, the language beautiful and poetic, without degenerating | |
| into empty effects - and what is being said is important: not only the | |
| background to the entire setting, but the player character's internal | |
| conflicts and attempts to come to grips with his or her past. | |
| Dan Shiovitz is addressing very deep questions for an adventure game, | |
| and perhaps he has chosen the only realistic way of doing so. Still, | |
| I must confess that it fails to be really engaging. | |
| I think one reason for this is simply the enormous contrast with the | |
| outer parts of the game, and especially the differences in time scale. | |
| Solving the first part of the game takes at least a few hours, during | |
| which one gets into the mode of thought appropriate for a puzzle game. | |
| Then one is presented with an enormous amount of text, which takes | |
| perhaps ten minutes to read - only to be abruptly dumped back into the | |
| remainder of the puzzle game, which will take some time to finish. | |
| The effect is that what should be the central part and climax of the | |
| work turns into a short interlude, while the rest of the game, which is | |
| infinitely less important in terms of emotional content, dominates it | |
| totally. | |
| Also, although the writing is excellent, I feel that author attempts | |
| too much. He certainly seems to have given his imagination free | |
| reins; the result is a story that combines fallen angels with alien | |
| invaders, philosophical speculation with battle scenes; a struggle of | |
| enormous proportions - and this is just the background. The player | |
| character's immediate concern is not this cosmic drama, but coming to | |
| grips with himself and with the ghosts of his past. | |
| Somehow, this combination of myth and science fiction, legend and | |
| psychological drama, science fiction and ghost story, saving the world | |
| and achieveing personal fulfilment, all presented in just a few pages | |
| of text, fails to have the desired impact just because it is _too_ | |
| powerful, too all-encompassing. | |
| I'm not saying that it is impossible to combine these elements into | |
| one story, just that the author may be making it just a little bit too | |
| hard for himself - and for his readers. There are limits to the | |
| ability to suspend disbelief. If the author had concentrated on one | |
| or two aspects of this story, instead of trying to do everything at | |
| once, it would have been much more effective; the message would have | |
| come across much more powerfully without all the fireworks. | |
| To summarize, "Lethe Flow Phoenix" is a work with strong centrifugal | |
| tendencies - it flies apart into quite disparate components. Taken by | |
| themselves, these parts are perhaps not perfect, but very good indeed, | |
| considering that this is the author's debut work. Together, they fail | |
| to yield an artistic unit, partly because of the author's high | |
| ambitions; however, he shouldn't be blamed for failing to achieve | |
| everything but praised for even making the attempt. Without | |
| experimentation, we would never get anywhere. | |
| "Lethe Flow Phoenix" is very interesting for what it tries to achieve, | |
| and the ways in which it succeeds or fails to succeed in doing so. It | |
| contains some pieces of excellent writing, as well as some good work | |
| in the invention of puzzles and intricate puzzle machinery. IF | |
| authors are advised to study it carefully. | |
| And for everybody, authors or non-authors alike, it remains a very | |
| enjoyable game. | |
| From: "Gareth Rees" <Gareth.Rees SP@G cl.cam.ac.uk> | |
| NAME: Lethe Flow Phoenix | |
| AUTHOR: Dan Shiovitz | |
| DATE: August 1995 | |
| PARSER: TADS | |
| SUPPORTS: TADS ports | |
| AVAILABLE: IF archive | |
| URL: ftp://ftp.gmd.de/if-archive/games/tads/lethe.zip | |
| It is universally acknowledged by writers of fiction that realistic | |
| characters are hard to do. Any adventure game programmer would add, I | |
| am sure, that maintaining that realism while making it possible to | |
| interact with characters is well beyond the current state of the art. | |
| So what to do? Keeping the interaction and accepting the loss of | |
| realism is one approach, but a second possibility is to lose the | |
| interactivity and try to salvage the realism somehow. Infocom's games | |
| often toyed with this approach, from the mysterious gentleman who | |
| occasionally robs the player in "Zork", to the unseen and unsettling | |
| presence of cousin Herman in "Hollywood Hijinx". David Baggett, in his | |
| game "Legend", experimented with a variation on this approach, by | |
| confining most of the character exposition and major turning points in | |
| the plot to `cut scenes', long conventionally narrated passages which | |
| break up the more conventionally puzzle-oriented interactive action. | |
| Dan Shiovitz's game "Lethe Flow Phoenix" (1995) takes this approach to | |
| its logical conclusion. In this game, all plot, characterisation and | |
| background is confined to the cut scenes, and the interactive portions | |
| are completely unrelated to the ostensible plot. The effect is | |
| unnerving and surreal. | |
| The matter of the plot is this: you play an unhappy young man or woman | |
| experiencing an existential crisis. While travelling in the American | |
| desert to try to make sense of your life, a supernatural force pulls you | |
| off a cliff, and you find yourself in a fantasy world. After some | |
| exploring, you find a fallen angel called Daniel who explains that the | |
| Earth is being invisibly taken over by alien invaders, and that you are | |
| one of the chosen ones intended to fight this secret war. [Spoilers | |
| removed.] | |
| It's hard to imagine how an adventure game could get to grips with this | |
| kind of powerful and emotional material, and Shiovitz doesn't even try. | |
| The interactive parts of the story are conventional puzzle-solving | |
| involving a talking tree, a levitating gazebo, a magic mushroom and | |
| other fantastic trappings. Various aspects seem intended to suggest | |
| Brian Moriarty's game "Trinity" (1986): there are giant mushrooms, and a | |
| sun that moves and casts shadows on a giant sundial. All very | |
| entertaining, but it seems rather petty when compared to the | |
| Earth-shaking apparatus of the plot. | |
| The most curious aspect of "Lethe Flow Phoenix" is how well done the | |
| individual parts are! The puzzles are uniformly excellent and | |
| well-motivated (except for one curious action, which most players will | |
| eventually work out for lack of anything else to do). There are several | |
| impressively complex interactive mechanisms, which all seem to have been | |
| coded flawlessly, and there are as many synonyms and alternate ways of | |
| expressing actions as a player could want. On the plot side, the | |
| writing is very fluent and readable despite the weightiness of the | |
| material (although not up to the task of compressing God, angels, alien | |
| invaders, human avatars, a deprived childhood, adolescent angst, family | |
| breakdown and forgiveness into the space of a few screenfuls - as if any | |
| writing could be!). But the plot and the puzzles make a game bolted | |
| together like a Frankenstein monster: neither side supports the other, | |
| and the result is neither successful as a game, nor as a story. | |
| Still, I look forward to Shiovitz's next game with interest; if he can | |
| produce a game and story which go together to make something greater | |
| than the sum of the two parts, the result will be very impressive. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Molley the Mage" <mollems SP@G pulsar.cs.wku.edu> | |
| NAME: The Light: Shelby's Addendum PARSER: TADS 2.2 | |
| AUTHOR: C. A. McCarthy PLOT: Darkish science fiction | |
| EMAIL: mlkuehl SP@G students.wisc.edu (?) ATMOSPHERE: Excellent! | |
| AVAILABILITY: Shareware, GMD WRITING: Highest quality | |
| PUZZLES: Obscure, not well done SUPPORTS: TADS 2.2 ports | |
| CHARACTERS: Richly developed DIFFICULTY: NP-Complete | |
| "The Light: Shelby's Addendum" is a fascinating piece of science-fiction IF | |
| from a very talented writer, C.A. McCarthy (a regular contributor to the | |
| interactive fiction newsgroups as well). The game casts you as Shelby, | |
| the "apprentice" (functional equivalent of a graduate student) to the | |
| Regulators, two physicists who maintain a beacon which is critical to the | |
| survival of the Earth (in between their studies of subsurface sonar | |
| phenomena). When you return home from a trip to find that the beacon | |
| is no longer alight, and no one seems to be left at the project site, | |
| you must embark on a search for the truth behind the evil | |
| happenings which have befallen the Lighthouse. What fate has befallen | |
| the Regulators? What's happened to the phase modulator? And why didn't | |
| anyone feed the chickens, for crying out loud? | |
| As it turns out, you'll get to know the Regulators quite well before | |
| meeting either one of them. Barclay and Holcroft come to life through | |
| Shelby's observations on the everyday things around him, and through | |
| other sources (a diary, for example). You'll learn that something | |
| sinister is definitely afoot, and that one of the Regulators has placed | |
| all of Earth's inhabitants in danger by embarking on a dangerous "quest" | |
| of his own. His motivations, as well as his methods, must be unraveled | |
| if Shelby is to succeed. | |
| The first problem, however, is the fact that without the beacon, Shelby | |
| (and any other living thing) is out of phase with the rest of the world. | |
| If you do not find some way to prevent it (and quickly!) Shelby will meet | |
| a grisly death within just a few turns of the game's beginning. In my | |
| opinion, the time limit imposed by the game to solve this first puzzle is | |
| too tight. You get 100 moves before dying, which may seem like a lot, | |
| but trust me -- it's not. This is definitely a "restore puzzle" and one | |
| which will probably take you several restarts to solve. | |
| Which brings me to my only major complaint with the game: the puzzles. | |
| "The Light: Shelby's Addendum" contains several puzzles which are more or | |
| less original in concept. Unfortunately, they are terribly executed. | |
| While a genuine attempt has been made by the author to integrate the | |
| puzzles into the story, the nature and difficulty of the puzzles is such | |
| that they stick out like a sore thumb. Not only are some of the more | |
| important puzzles (like the first one you'll need to solve in order to | |
| stay alive) just downright obscure, the author has chosen to "hide" most | |
| of the objects in the game deep within the scenery. You'll need to look | |
| under, over, around, behind, and through every single piece of scenery to | |
| avoid missing vital objects without which you cannot complete the quest. | |
| In particular, the places where the keys are hidden on the mainland is | |
| extremely unfair. Quite frankly, I don't recommend playing this game | |
| without at least a hint sheet (and probably a walkthrough) or you will | |
| almost certainly become hopelessly stuck at any of several places. You | |
| may consider this "puzzle wimpiness" on my part, but consider that | |
| Trinity and Spellbreaker are my two all-time favorite Infocom games, and | |
| perhaps that will put my opinions of "Shelby"'s puzzles into perspective. | |
| This is not to say that *all* of the puzzles are bad: several of them are | |
| quite clever, and the implementation of all the puzzles is basically | |
| seamless (with one exception, but it doesn't affect your ability to | |
| finish the game). There's one puzzle near the end of the game which | |
| involves a weight-sensitive elevator and is quite nifty in its | |
| execution. In fact, the implementation of the whole game seems | |
| *very* solid. I didn't discover any unknown bugs in the game, nor did I | |
| notice any typos (other than a couple of places where "its" was used | |
| instead of "it's") and the game mechanics and pacing flowed beautifully. | |
| In truth, despite the incongruency of the puzzles, I hasten to say that I | |
| enjoyed "Shelby's Addendum" a great deal. This game is well written. The | |
| plot is great, there's a bit of horror (but nothing overboard), the | |
| characters are well-developed (including the player's character, which is | |
| unusual in IF but handled beautifully here), and the room descriptions | |
| and scenery descriptions are vivid and consistently of the highest | |
| quality. The "cut scenes" (areas of long text where various central | |
| characters interact) and the original storyline throughout made me think I | |
| was reading a top-notch science-fiction short story instead of playing a | |
| computer game. Did I mention that I think the prose is *really* good? I | |
| have to be sure and work that little tidbit into this paragraph somewhere. | |
| There's an undertone of ecological (ir)responsibility in the game, but the | |
| player is not really "hit over the head" with any kind of great theme or | |
| moral message. One does get a glimpse into how far a man might go to regain | |
| that which he has lost, and a more convincing NPC than Barclay I have not | |
| seen in an interactive fiction game for some time. There is plenty of | |
| material here for your philosophical brain cells to chew on, as well as a | |
| good amount of technical descriptions and other "futuristic" science. | |
| The game logic is consistent all the way through, and everything is eminently | |
| believable. The author has certainly created a seamless experience as | |
| far as I am concerned. | |
| However, many players will be turned off by the puzzles. I know that | |
| after several hours of extreme frustration when Shelby first came out, I | |
| was unable to survive the 100-turn limit and put the game away for | |
| another day. I just dragged it out today, actually, and pretty much | |
| lucked into the solution to that first puzzle. Once you have managed to | |
| locate the wall safe, however, the rest of the steps needed to | |
| preserve Shelby's physical integrity should be easier. However, this is | |
| only the first of several major frustrations you will encounter. The only | |
| word of advice I can give to players is examine EVERYTHING. And I mean | |
| everything. If a noun is mentioned in a room description, you had better | |
| look at it or you may well miss something crucial. While I always have | |
| been and remain a great advocate of the rule that "if a noun is used in a | |
| room description, the player should be able to examine it", I believe | |
| that the author has gone a bit too far in making the player search for | |
| important objects and other pieces of information in unlikely places. | |
| In summary, "The Light: Shelby's Addendum" is not going to make my list of | |
| the top three interactive fiction games of the year, because frankly it | |
| wasn't that much fun to play, what with the puzzles being such a mess. | |
| However, it rates number one for 1996 in quality of writing, | |
| characterization, story, and plot. This is a game which begs to be | |
| *read*. This is a game which could have been published as a short story. | |
| This is a game which, if you can get past the first few frustrations, | |
| will reward you amply. I've not played any of Colm's other games; (he | |
| mentions two in the accompanying text file), but I would sure like to | |
| read some of his fiction -- because his instincts as a writer are right | |
| on the money. Some better puzzles and a bit less random searching, and | |
| this would be one of the best games ever to come down the pipe. As it | |
| stands, "Shelby" is much like a lighthouse itself -- brief periods of | |
| dazzling illumination punctuated by deep darkness. But the light | |
| pierces, straight and true. Give this one a chance, folks. | |
| Also, I have to give a good review to any game which implements a full | |
| bottle of the finest liquid refreshment on Earth, Guinness Extra Stout. | |
| Brought a tear to my eye, it did. The only thing I regretted was that | |
| there was only one bottle. :) | |
| From: "Gareth Rees" <Gareth.Rees SP@G cl.cam.ac.uk> | |
| NAME: The Light: Shelby's Addendum | |
| AUTHOR: Colm A. McCarthy | |
| DATE: December 1995 | |
| PARSER: TADS | |
| SUPPORTS: TADS ports | |
| AVAILABILITY: IF archive | |
| URL: ftp://ftp.gmd.de/if-archive/games/tads/shelby.zip | |
| In this game you play Shelby, a young apprentice to the `Regulators', | |
| Holcroft and Barclay. You live in a remote lighthouse where you | |
| nominally study physics, but actually spend most of your time cooking | |
| and scrubbing floors. Returning to the lighthouse after an extended | |
| period of absence, you find that things have gone wrong. An ominous | |
| mist surrounds the lighthouse and Holcroft and Barclay are nowhere to be | |
| found. It is up to you to find out what is the matter, and to put | |
| things right again. | |
| Most of the fun in this game is figuring out the background to the world | |
| McCarthy has created here, so I won't reveal too much about it. Suffice | |
| to say that this is a world somewhat like ours, but in which `physics' | |
| is a very different subject from the physics we know. The how and why | |
| of this world is revealed tantalisingly slowly, a little bit in the room | |
| descriptions, some more in books, magazines and other papers that you | |
| read, and some more that you have to guess for yourself. The idea of | |
| alternate worlds, and the uses to which they might be put (if technology | |
| were to allow their manipulation), play a strong part in the rationale | |
| for the plot and some of the game mechanics. (However, it is a bit | |
| disappointing that the working of the plot depends on so many people | |
| being complete idiots! If the `phase modulator' is so essential that | |
| its removal can threaten the destruction of the world, why does the UN | |
| leave it to be guarded only by two old physicists?) | |
| Although the discovery of the background is interesting, the actual | |
| mechanics of the game are disappointing. Some of the text is good, | |
| notably the introductpry paragraphs, but much of the rest is rather | |
| lacklustre. Room descriptions have a tendency towards lists of | |
| furniture and exits, and there are rather too many rooms in which | |
| nothing happens (I counted 25 that could have been removed without | |
| loss). Far too many of the puzzles require you to read through the room | |
| description, examine every object mentioned and look under every piece | |
| of furniture. Several locations seem to be full of clutter for the | |
| express purpose of distracting you from the one object you need to | |
| investigate. | |
| There are a few places where over-enthusiasm on the part of the writer | |
| rather spoils the atmosphere. There's a submarine trip in which you're | |
| treated to jokey descriptons of characters from television programmes | |
| (Flipper the dolphin, the puppets from "Stingray" and so on). These | |
| seem completely out of place with the more serious tone of the rest of | |
| the game, and would have been better turned into Easter eggs. Late on | |
| in the game, with the island crumbling around you and doom approaching, | |
| you are treated to messages along the lines of ``All around you the | |
| earth groans horribly'', presumably in order to instil in you some sense | |
| of urgency. But these messages appear every turn, and it turns out that | |
| there is in fact no time limit, so after fifty or more repetitions the | |
| effect is ludicrous rather than alarming. | |
| Some of the puzzles seemed completely arbitrary to me, and even after | |
| solving them I still don't understand why the solution worked. For | |
| example, there's a puzzle with two circles on the ground; if you put the | |
| right objects in the circles, a secret door opens. As far as I can | |
| tell, there are no clues to which objects to use. Another puzzle uses | |
| an oxygen cylinder and a pump to make a submarine appear; I might have | |
| understood this if the submarine had been in an underground chamber full | |
| of water that needed to be pumped out, but in fact the submarine | |
| appeared in the open sea. So what was the oxygen used for? | |
| Some other puzzles are made difficult by programming errors: there's a | |
| trapdoor in the ceiling which is too high to reach, but you might not | |
| realise this because the commands `touch trapdoor', `push trapdoor' and | |
| so on give messages that suggest you can touch it. A pivoting balance | |
| is implemented so that it only moves when you put an object on one of | |
| the plates. If you change the weight of an object while it's on the | |
| plate, the balance stays where it is. | |
| However, a few of the puzzles are well done: two cleverly-clued password | |
| puzzles gave me an ``Aha!'' feeling when I got them right first time. | |
| I've been rather harsh in this review; there are good aspects to "The | |
| Light: Shelby's Addendum", and it would not have been out of place had | |
| it appeared as a mid-period Infocom game. But I didn't enjoy playing it | |
| very much because the moments of excitement were few and far between. I | |
| had expected the eventual encounter with Barclay and Holcroft to liven | |
| things up a bit, but, when they do appear, these characters are passive | |
| and unresponsive, implemented with the minimum of effort necessary to | |
| carry them from their rediscovery to their disappearance a handful of | |
| turns later. The one point in the game that really ought to be exciting | |
| - a ding-dong fight between Barclay and Holcroft in an underground | |
| laboratory - was made completely non-interactive, with nothing for the | |
| player to do but yawn as several screenfuls of text scroll by. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Christopher E. Forman" <ceforma SP@G rs6000.cmp.ilstu.edu> | |
| NAME: The Multi-Dimensional Thief GAMEPLAY: AGT or Parser/GUI | |
| AUTHOR: Joel Finch PLOT: Escape the Dungeon | |
| EMAIL: ??? ATMOSPHERE: Fragmented | |
| AVAILABILITY: Shareware ($15), GMD WRITING: Not Bad | |
| PUZZLES: A Few Surprises SUPPORTS: PCs | |
| CHARACTERS: Unresponsive DIFFICULTY: Below Average | |
| "The Multi-Dimensional Thief," which was a winner in one of the AGT | |
| Programming Contests a few years back, comes in two formats: A text-only | |
| AGT-based version, and a Legend-esque graphical game engine, with command | |
| buttons, clickable text, and mouse input. Both versions of the game have the | |
| same layout, but I found the latter to be a bit more playable, as the parser | |
| is a slight improvement over AGT's standard, though still far from perfect | |
| (the AGT version is not bad either, merely missing a few nice features). | |
| They're both a bit buggy, though -- I found three or four rather obvious | |
| mistakes as I played through them, but nothing serious. | |
| The plot is nothing we haven't seen before. You're a thief, and you | |
| want to become part of the Multi-Dimensional Thieves' Guild. So you're | |
| placed in a magical dungeon and must escape to prove yourself. Pretty | |
| standard stuff, but the simple concept serves the game well. | |
| Throughout your travels, you'll visit a number of different places, | |
| many of which are barely connected to the game world. That's my primary | |
| complaint about "Thief" -- it seems as if many of the locations are simply | |
| stuck together with no regard for a streamlined overall design. Travel to | |
| exotic, faraway places works well in I-F if there's perceived spatial | |
| distance and a central logic to it (for instance, the Oracle in "Zork Zero"). | |
| But "Thief" puts so many diverse environments in such close proximity to one | |
| another that it tends to make the game appear incongruous and fragmented. | |
| Some of the puzzles are quite clever. The portable hole, in | |
| particular (obviously inspired by the classic Warner Brothers cartoon), is | |
| one of my favorites. A few (some of the Oz puzzles, for instance), require | |
| some inside knowledge from the original sources that inspired their I-F | |
| counterparts. All in all, though, it's not too hard, and shouldn't take an | |
| experienced player more than a few days to play through. | |
| The AGT version comes with a set of pop-hints, which in turn come | |
| with a list of fun things to try and some rather amusing bogus topics. This | |
| is one feature that I missed in the graphical release. If you detest | |
| graphics, the GUI version isn't going to endear them to you, but it's worth | |
| checking out for the novelty of implementation. Better yet, show it to your | |
| graphic-crazed friends, and perhaps they'll be willing to give parser | |
| adventures a try. | |
| (BTW, the graphical version won't run on some older systems -- it | |
| requires a VGA or SVGA video card. Also, SVGA users need at least a 386.) | |
| -- C.E. Forman | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Christopher E. Forman" <ceforma SP@G rs6000.cmp.ilstu.edu> | |
| NAME: Oo-Topos GAMEPLAY: 1 or 2-word commands | |
| AUTHOR: Michael Berlyn PLOT: Strictly rudimentary | |
| EMAIL: ??? ATMOSPHERE: A few nice touches | |
| AVAILABILITY: Commercial (Sentient Software) WRITING: Minimalist | |
| PUZZLES: Not overly difficult SUPPORTS: C64, Apple II, IBM | |
| CHARACTERS: Lifeless obstacles DIFFICULTY: Medium | |
| [This review is based on the Apple II version of the game.] | |
| "Oo-Topos" is an oldie but a goodie. It was written billions and | |
| billions of years ago (to be exact, 1981), during the dawn of the home | |
| computing era. It was also the very first game written by Michael Berlyn, | |
| before he went on to write "Cutthroats", "Infidel", and "Suspended" at | |
| Infocom. (Incidentally, to add to the recent "Where Are They Now?" article | |
| in April's "Computer Game Review," Berlyn also worked at Accolade for some | |
| time, where he did the "King's Quest"-like "Altered Destiny" a few years | |
| back, and was also part of a team which created Sega and Super Nintendo games | |
| -- he worked on the original "Bubsy," for instance.) | |
| The plot is very straightforward as sci-fi stories go: You were | |
| transporting a shipload of scientific equipment and a serum to cure an Earth- | |
| bound plague, when aliens caught your ship in their tractor beam and grounded | |
| it on their homeworld of Oo-Topos. You begin the game in a cell, having | |
| forced the door open, and must escape the prison, collect the scattered | |
| cargo, and locate the necessary parts to put your ship back together. | |
| You interact via a two-word parser superimposed on a minimal | |
| interface -- there's no prompt, just a cursor, and the text spans 40 columns, | |
| all in caps. Still, it looks more like the Infocom format than the Scott | |
| Adams adventures -- "Oo-Topos" has full (albeit rather sparse) room | |
| descriptions as opposed to a simple room name and a list of objects, which | |
| makes it feel less mechanical. Even so, there's not much of a command set. | |
| There are no synonyms, it's impossible to examine room scenery, and you can't | |
| even examine objects unless you're carrying them. (There are a few | |
| exceptions to the last one.) | |
| According to the sleeved package the game comes in (mine has a $32.95 | |
| price tag still attached -- wow!), Berlyn spent a year and a half writing and | |
| programming the game. The writing is passable for such an early effort, but | |
| it's very prosaic, nowhere near the level of Berlyn's books. (He's had four | |
| science-fiction novels published: "The Integrated Man," "Crystal Phoenix," | |
| "Blight," and "The Eternal Enemy.") Players get little sense of wonder as | |
| they wander the corridors of the alien prison, as the text suffers from the | |
| sparse minimalism of early adventures. The aliens themselves are particularly | |
| lifeless, serving only as obstacles to impede the player's progress. | |
| The puzzles, though no doubt original at the time, are pretty simple | |
| by today's standards. A 2-word parser doesn't allow for something as complex | |
| as, say, the Enigma machine in "Jigsaw." Don't forget that the game had to | |
| fit on a 180K single-sided floppy as well. Much of the game is derivative of | |
| the original Crowther and Woods Adventure (when you die, you're resurrected, | |
| but your possessions are lost, etc.). A few bits of text pay humble tribute | |
| to Adventure (such as eating the food -- you're told that it's "pretty tasty | |
| food"). Most puzzles embody the characteristic cause-and-effect logic -- | |
| setting up conditions so a solution can occur -- but there's no veil of | |
| atmosphere or plot to conceal the fact that these are simple logic puzzles. | |
| Sprinkled throughout the game are a number of drop-an-object mazes. | |
| These are hard, no two ways about it. You'll have to make maps if you expect | |
| to get through them. Maze-haters will likely become fed up very quickly. | |
| But, considering that the game's date places it in the company of "Adventure" | |
| and the "Zork" Trilogy, I'm willing to let that slide. | |
| Despite these criticisms (which can largely be excused because the | |
| game is so old), I had a lot of fun with "Oo-Topos," and have scored it | |
| accordingly, breaking several rules of the SPAG rating system in an effort to | |
| keep it from being slighted. If you can appreciate the adventure game at its | |
| most primitive level, you'll enjoy "Oo-Topos." I felt a little thrill in | |
| watching the red disk-access LED on my Apple II light up, as I waited for the | |
| next location to be loaded into memory. "Oo-Topos" is a piece of I-F history, | |
| a nostalgic trip down memory lane, a perfectly preserved relic from an age of | |
| computer gaming whose mystical aura can only be recaptured by those of us who | |
| were there to watch the computer adventure grow up. | |
| -- C.E. Forman | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Christopher E. Forman" <ceforma SP@G rs6000.cmp.ilstu.edu> | |
| NAME: Quarterstaff GAMEPLAY: Combination Parser/GUI | |
| AUTHOR: Infocom & Westwood PLOT: Fairly straightforward | |
| EMAIL: ATMOSPHERE: Perhaps a bit lacking | |
| AVAILABILITY: Commercial (quite rare) WRITING: Not bad | |
| PUZZLES: Not many, in the true sense REQUIRES: Mac or Mac emulator | |
| CHARACTERS: Pseudo-intelligent DIFFICULTY: Below average | |
| For centuries, the various Druid sects have been responsible for | |
| preserving peace and prosperity among the four kingdoms of Rhea. But when | |
| the Tree Druids, the most powerful sect of all, mysteriously vanish, disaster | |
| threatens the world. A party of three great warriors was sent to investigate | |
| the disappearance, but was never heard from again. So a new party has been | |
| selected as the last hope to rescue the Tree Druids and restore their Majik. | |
| (Just in case anyone cares, this is #3 on the list of different Infocom | |
| spellings of the word -- there was the traditional "magic" in the Zork and | |
| Enchanter Trilogies, the archaic "magick" in Wishbringer and Beyond Zork, and | |
| now "majik." But I digress...) | |
| "Quarterstaff: The Tomb of Setmoth" is famous for a lot of reasons. | |
| First, it was one of the company's very last releases (if not _the_ last) | |
| under MediaGenic. Second, unless you count the breakdown of "Dungeon" into | |
| the Zork Trilogy (which I don't), it's the only Infocom adaption of an | |
| already-existing game -- "Quarterstaff" is based on a little-known earlier | |
| FRPG of the same title by Westwood Associates, who also collaborated with | |
| Infocom on "Circuit's Edge", "Mines of Titan", and the two "BattleTech" | |
| games. Third, it's notorious for being incredibly difficult to find, as only | |
| the Macintosh version was ever released. (And, contrary to popular belief, | |
| there is _no_ finished-yet-unreleased PC version lurking about the ruins of | |
| Infocom. David Lebling has denied this rumor several times.) As a result, | |
| "Quarterstaff" is something of an Infocom Holy Grail, sought by devoted | |
| collectors everywhere. As an obscure collector's item, it's one of the best | |
| there is. But how is it as a _game_? | |
| It took me quite awhile to really be able to learn that for myself, | |
| as the game obviously requires a Macintosh to play. I'd tried "Executor", a | |
| Mac emulator (available from vorlon.mit.edu), but couldn't get it (the | |
| emulator) to load properly on my machine, and finally had to resort to playing | |
| "Quarterstaff" down in the campus Mac lab. Not being overly familiar with | |
| Macs (I'd never used one in my life), I had to grab the basics of the Mac | |
| operating system as well. Also, the game has problems loading if you're | |
| not running the right system. If you don't have System 6.0 and Finder 6.1, | |
| you'll need to boot the game with the System Disk supplied in the game | |
| package. Just trying to play "Quarterstaff" was an adventure in itself! | |
| But I'm happy to report that, although it's nowhere near the level | |
| reached by Infocom at their height, "Quarterstaff" manages to be a moderately | |
| entertaining game with a nifty combination of windows and parser for a play | |
| system. It reminded me of nothing so much as Virgin's Magnetic Scrolls | |
| interface, with perhaps a bit of the old C64 game "Rogue" mixed in. There | |
| are windows and menus for text, inventory, objects in the vicinity, optional | |
| graphics, maps, and an extensive on-line help and hint system. | |
| And what of the Infocom parser? Yes, it's still present, and more | |
| or less up to their regular standards, aside from a few annoying twists -- | |
| non-cardinal directions such as northeast and southwest aren't used, the | |
| "UNDO" command is absent, and some of the basic I-F commands have been | |
| altered slightly ("WAIT" is replaced by "PASS" or "GUARD", and "REPEAT" is | |
| used instead of "AGAIN"), with few abbreviations allowed. Let this serve as | |
| a lesson: NEVER stray too far from the firmly established text adventure | |
| conventions; you'll only confuse and annoy players accustomed to time-honored | |
| I-F tradition. | |
| At heart, though, "Quarterstaff" is an RPG, not pure I-F. And in | |
| traditional RPG style, the game puts you in control of not a lone quester, | |
| but a party of adventurers, necessitating a slightly different method of | |
| play. Members of the party are classified as either leaders or followers, | |
| and behave accordingly -- with a directional move, the followers follow their | |
| leader. In other situations, the followers can take their own non-directional | |
| actions, and the "Quarterstaff" player types one command for each member. | |
| Special commands include the aforementioned "PASS"; "MIMIC", to imitate the | |
| leader; and "SPLIT" and "JOIN" to disband from the party and regroup, | |
| respectively. The need to enter separate commands for every member of the | |
| party inevitably leads to a considerably longer play session. | |
| Unlike most RPGs, this game does not classify characters as fighters, | |
| thieves, magic users, etc. Rather, all characters are able to use the entire | |
| spectrum of skills to some extent, and their proficiencies continuously | |
| increase or decrease according to the frequency with which the character | |
| practices them. Other aspects of FRP are incorporated rather realistically. | |
| Takeable items have such properties as size, shape, and weight, and NPCs | |
| wander about of their own accord (some will join your party). It's necessary | |
| to "WIELD" weapons before using them (a la "Beyond Zork"), and characters | |
| must also provide themselves with food, water, and sleep (interestingly, | |
| lack of sleep will actually cause a character to take damage points). | |
| The writing is about par for Infocom, good but not outstanding, | |
| although Amy Briggs ("Plundered Hearts") is credited with producing some of | |
| the text. As for puzzles, well...there just aren't very many in the true | |
| I-F sense. Your progress depends largely on discovering hidden objects and | |
| keys, unlocking doors, replenishing light sources, and opening secret | |
| passages. In most cases a little careful observation is all that's needed. | |
| Although the layout is fairly vast, there just isn't much variety, as the | |
| game is primarily combat-oriented ("ATTACK", "THROW", and "SHOOT" are used | |
| ad nauseum...though the "SMILE" command is kind of cute). | |
| IMO, the most significant "real" puzzle is that of deciphering a set | |
| of magic words using a parchment and wooden coin included in the game | |
| package. (Apparently quite a few players were stumped by this -- Infocom | |
| actually gave away the entire solution in the very last issue of "The Status | |
| Line." Refer to the notes at the end of this review for details on how to do | |
| it.) There is also one critical bug -- the game crashes your entire system | |
| if anything with nested objects (containers and NPCs holding items) is set on | |
| fire. This causes problems in two areas in particular -- the Charred Room | |
| and the second dungeon level (again, see below for info on avoiding the | |
| crashes). On the plus side, there are no "fatal mistakes" for players to | |
| make. You can't screw up the game completely unless your entire party is | |
| killed off. | |
| How well does all this work when put together? Sadly, only so-so. | |
| "Quarterstaff" is really neat at the outset, but sooner or later the novelty | |
| wears off and it becomes rather tiresome to play through toward the end (as | |
| did Infocom's other RPG offerings, "BattleTech" and "Mines of Titan"). Once | |
| you've played through, it's doubtful you'll feel much like experiencing it | |
| again. "Quarterstaff" simply doesn't have the same play value as the | |
| all-text games. | |
| But then, that's not the reason most Infocom fans want a copy. | |
| -- C.E. Forman | |
| (SPOILER ALERT!) | |
| Now, about that coin and parchment: The poem on the top of the map | |
| is just a cryptic way of explaining what you're supposed to do. Basically, | |
| you use the coin, the compass rose on the parchment, and the identify wand | |
| (it's pictured on the parchment above the poem) to decipher and use four | |
| magic words, one corresponding to each of the messages on the bottom of the | |
| parchment. Each message is used to form the word that can be spoken to | |
| identify unnamed keys, wands, scrolls, and potions (provided the character | |
| who uses the word is actually holding the identify wand in his hands). | |
| Make sense so far? | |
| Each message on the bottom of the parchment reveals four things: | |
| 1) The correct placement of the coin. | |
| 2) The starting point for determining the word. | |
| 3) The number of steps (letters in the word). | |
| 4) The direction in which to decipher. | |
| What you want to do is put the coin on the compass, making sure the | |
| coin's arrow points in the direction specified by the message. Then, | |
| beginning at the starting point, move the number of "steps" in the direction | |
| the message says, around the circumference of the coin and parchment, writing | |
| down one letter for each step. Letters alternate between the coin and the | |
| parchment, and can start on either. | |
| As an example, the magic word for keys is "GURZ", and the word for | |
| potions is "NESOE". The last two are left as an exercise for the player. | |
| As for the crashes... | |
| In the Charred Room, all you need to do is unlock the bronze seal. | |
| Once you've found the key, disband a single member (preferably one with a | |
| high resistance to heat) and send him back to unlock it. | |
| For the dungeon, the problem area is the region labeled A1-A5, etc. | |
| Stay on the D's and the 5's, and you'll be safe from the mines. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Christopher E. Forman" <ceforma SP@G rs6000.cmp.ilstu.edu> | |
| NAME: Spur GAMEPLAY: Quirky but not frustrating | |
| AUTHOR: Kent Tessman PLOT: Unfolds nicely | |
| EMAIL: as400477 SP@G orion.yorku.ca ATMOSPHERE: Good | |
| AVAILABILITY: Freeware, GMD WRITING: Good | |
| PUZZLES: Logical but not obvious SUPPORTS: Hugo ports (DOS, Amiga, Linux) | |
| CHARACTERS: Fairly convincing DIFFICULTY: Medium | |
| Considering the potential for atmosphere and adventure puzzles with a | |
| western theme, it's something of a surprise to me that Infocom never did a | |
| game in this particular genre, not to mention the fact that there is so | |
| little I-F in general set in the Old West. Kudos are due Kent Tessman, who | |
| has found a relatively unexplored niche in the world of I-F in which to place | |
| "Spur." The game is full of atmosphere and serves as a good showcase of the | |
| Hugo language's capabilities. | |
| Since no one has yet done a review of a Hugo game (since there are so | |
| few to begin with), I suppose I should analyze the parser and overall user- | |
| friendliness of the system before examining the game itself. Relative to the | |
| most popular development systems out there, Hugo's parser is far superior to | |
| AGT's standard, but a number of strange quirks keep it from matching Inform | |
| and TADS for ease of use. For instance, a number of common phrases aren't | |
| understood -- "OPEN DOOR WITH KEY" as opposed to "UNLOCK DOOR WITH KEY" is | |
| one that comes to mind. To ride a horse, you must first "GET ON THE HORSE" | |
| and then "RIDE" in the desired direction ("RIDE HORSE" won't get you on the | |
| horse in the first place). "KILLing" and "SHOOTing" someone are two | |
| completely different actions. Also, I found one that was quite | |
| (unintentionally) amusing: | |
| >steal the axe | |
| You'll have to buy the pick-axe first. | |
| ("STEAL" seems to be a synonym for "TAKE" in this case.) Much of the scenery | |
| can't be examined either. Don't get me wrong, most major objects such as a | |
| billiards table are present, but tables, chairs, and even Grady's bar aren't | |
| even recognized. | |
| I'm not trying to be overly harsh here; I merely want to give players | |
| a basic feel for how the parser handles, and Hugo handles quite well overall, | |
| with most of the standard "ease-of-use" features ("UNDO", "OOPS", command | |
| recall, etc.) implemented. If a particular syntax doesn't work, it usually | |
| takes little experimentation to find another common one that does. Rarely is | |
| there a need to guess a particular phrase, and if the need seems to arise, | |
| it's more than likely that you're on the wrong track, so it's not too | |
| terribly frustrating. To perhaps put it more tangibly: I usually score the | |
| AGT parser around 0.7 (with a couple of exceptions), and both the TADS and | |
| Inform parsers around 1.5 or 1.6 on average. By this standard, Hugo would | |
| come in at 1.3 or so. (This is Hugo 2.0, BTW. As no games have yet been | |
| released with 2.1, I can't offer comment.) | |
| The action begins immediately, with the player thrust into the middle | |
| of a gunfight, and doesn't let up. The outset is fast-paced, pushing the | |
| player along, but it doesn't force the sort of do-or-die time limit where | |
| you're dead if you don't do everything exactly right (such as the opening to | |
| "Demon's Tomb" or the endgame of "Christminster"). Some events are timed, | |
| but sufficient warning is provided. | |
| "Spur" has a pleasant western atmosphere to it, with appropriate | |
| situations and puzzles, and some intentional anachronisms tacked on for | |
| humor. Those more familiar with the western genre (and I for one am not) | |
| will no doubt spot some minor cliches but I found nothing so obvious as to | |
| make me cringe. | |
| The game is linear overall, and it's sometimes easy to overlook | |
| things. Quite a few problems rely on the other characters and can't be | |
| solved unless you gain the right information from the right person (much like | |
| "The Path to Fortune"). Reading the sample commands in the online help will | |
| give you some nudges if you're stuck in the early stages. What's interesting | |
| here is the fact that the Hugo engine prevents you from asking characters | |
| about something if you haven't actually seen it. This adds a degree of | |
| realism, but has the side effect of being a pain on subsequent playthroughs. | |
| It's a trade-off. | |
| The characters in "Spur" are quite nicely done, many of them with | |
| reasonable mobility and most of them fairly responsive. The fact that | |
| they're observing your behavior as well lends to the realism. Grady the | |
| bartender has a superstitious streak, but you can't trick him by giving him a | |
| fake charm if you create it while he's watching you. Little Jimmy whines | |
| incessantly if you steal his taffy. Old Dan, the town drunk, wanders about | |
| on his own personal quest for liquor. Sheriff Argyle is a constant threat | |
| until you can escape town. | |
| Your own character is not the typical John Wayne western hero. The | |
| story reveals that you're not a very good shot at all, and most other | |
| characters don't have a very high opinion of you. It's also necessary to do | |
| some rather unkind things in order to complete the story. (The scoring | |
| system reflects this by summarizing your exploits rather than using a point | |
| tally, and the effect is pleasing.) | |
| Although "Spur" is not a long game, it's a detailed one. You're more | |
| or less free to do what you choose, with few messages to the effect that | |
| "violence isn't the answer." Killing off other characters, though fatal, is | |
| a perfectly valid move (shooting Sarah's horse was particularly fun -- gawd | |
| I'm sick!). | |
| "Spur" is a fairly unique work of I-F, and a fine example of what the | |
| Hugo language can do. I'm looking forward to more games from Kent Tessman in | |
| the future...as well as more Hugo games. | |
| -- C.E. Forman | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Stephen Granade" <sgranade SP@G phy.duke.edu> | |
| NAME: The Windhall Chronicles I: Path To Fortune | |
| PARSER: Inform's usual | |
| AUTHOR: Jeff Cassidy and C.E. Forman PLOT: Spacious | |
| EMAIL: ceforma SP@G rs6000.cmp.ilstu.edu | |
| ATMOSPHERE: Well done | |
| AVAILABILITY: Shareware, GMD WRITING: Slightly uneven | |
| PUZZLES: From enjoyable to illogical SUPPORTS: Inform Ports | |
| CHARACTERS: Static DIFFICULTY: Medium+ | |
| Path to Fortune (PTF) is the first in the Windhall Chronicles series. In | |
| it, you play Aerin, "a simple blacksmith's apprentice, nothing more." | |
| However, by a bizarre bit of reasoning on your village's part, you are | |
| chosen to save the village from taxation without representation by finding | |
| the treasure horde of Kirizith, a huge dragon. | |
| The game begins with most of the world available for exploration, and the | |
| world is large and complex. There are many places to explore and many | |
| puzzles to attempt, which helps if you are stumped by one particular | |
| puzzle. It would have been nice had the game not shown its whole hand at | |
| the beginning; additional areas which you can explore only after solving a | |
| puzzle hold my interest more than being able to visit (almost) everywhere | |
| at the beginning. There were only three areas I couldn't visit without | |
| solving a puzzle, and all three involved at most two rooms. After enough | |
| tromping about Windhall, I was ready for something new to explore. Of | |
| course, "enough" is a relative term--as large as Windhall is, it took a | |
| long time before I was familiar with it. | |
| The open design of PTF weakened its plot somewhat. At times I felt as if | |
| I were slogging through endless puzzles, marking time until I could find | |
| the dragon. If you ask Denvil the elf about the fish dinner he wants you | |
| to supply, he says something to the effect that it is just one of those | |
| sub-plots adventurers are always fulfilling. A lot of the game felt like | |
| that--sub-plots I had to finish in order to get to the dragon. More | |
| direction towards the end goal was needed. | |
| The initial puzzles' difficulty range from fairly easy to slightly more | |
| difficult. However, as time went on, I found the puzzles becoming more | |
| and more illogical, possibly due to my solving the logical ones early on. | |
| The puzzle involving a werewolf and ogre locked in battle struck me as | |
| completely unmotivated, even after I was helped by someone who had already | |
| finished the game. Too often I had to resort to the brute force approach | |
| of trying every object out on every other object; I would have much rather | |
| reasoned how to solve the puzzles. | |
| The main strengths of the game, its size and number of NPCs, are also its | |
| main weaknesses. Due to the size of the game and the number of NPCs, it | |
| felt as if none of the NPCs were fully realized. The NPCs reacted to a | |
| large number of questions, but all were of the "ask xxx about yyy" | |
| category. None of the NPCs had a life of their own. Every day Baezil | |
| cursed over his unlit stove; every day Mielon and Idah stayed in their | |
| house. There are an ogre and werewolf who are fighting to the death, day | |
| in and day out, for as long as you are willing to watch. The NPCs could | |
| have been improved by having motivations of their own. | |
| I enjoyed playing PTF immensely, the above nitpicks notwithstanding. The | |
| game is an excellent addition to the growing pantheon of Inform games, and | |
| well worth the time spent. I look forward to seeing the next installment | |
| in the series. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Julian Arnold" <jools SP@G arnod.demon.co.uk> | |
| NAME: Waystation PARSER: TADS standard | |
| AUTHOR: Stephen Granade PLOT: See below | |
| EMAIL: sgranade SP@G phy.duke.edu ATMOSPHERE: See below | |
| AVAILABILITY: Freeware, GMD WRITING: See below | |
| PUZZLES: See below SUPPORTS: TADS run-time ports | |
| CHARACTERS: See below DIFFICULTY: See below | |
| URL: <ftp://ftp.gmd.de/if-archive/games/tads/way.zip> | |
| Needs TADS run-time (v2.2 or later), | |
| <ftp://ftp.gmd.de/if-archive/programming/tads/> | |
| While driving home from work at night your car's engine dies. Stopping at | |
| the side of the road you get out to investigate (not because you have the | |
| slightest clue of what the problem is, but rather because that seems the | |
| thing to do). Moments later you are engulfed in blue light and pass out, | |
| awakening once more in a dungeon-like cell. | |
| The introduction to "Waystation" can be seen as analogous to the game as a | |
| whole-- rarely do you have a reason for your actions, other than that they | |
| seem like the right thing to do at the time-- objects are collected simply | |
| because they can be, and used by the same rationale. | |
| Your goal in the game is not revealed until over half-way through, so for | |
| the majority of the game you are reduced to moving purposelessly from | |
| location to location and solving seemingly arbitrary puzzles. It could be | |
| argued that you are exploring the environment, but the game-world is not rich | |
| or coherent enough for this to be a satisfactory explanation. Indeed, the | |
| game is a mish-mash of genres-- Granade has played with many ideas, but | |
| expanded on almost none of them. The introduction suggests alien abduction, | |
| but then you are transported to an all-too-human cell and seemingly left to | |
| rot there; after your escape you fetch up in an Orwellian world of barcoded | |
| and overalled workers, repressive armed guards, and unquestioning order; | |
| later, by way of the waystations of the title (interplanetary teleportation | |
| booths), you visit a garbage-dump planet, and a decaying, war-torn alien city | |
| (in which you find a Roman Catholic church untouched by the bombs which | |
| decimated the rest of the city-- shades of H.G. Wells' "War of the Worlds"?). | |
| This hotch-potch of genres overflows into the local geography in places. For | |
| example, one building contains the worker's bathroom, the cafeteria, a | |
| strange museum-cum-library, an armoury, and a rather sensitive computer room | |
| all along the same corridor. | |
| The writing is quite good, the location decriptions are vivid and all the | |
| text is clear in it's meaning. However, a somewhat juvenile humour pervades | |
| the game, with the produce of the worker's cafeteria likened to school | |
| dinners and the not uncommon trap thrown in which unfairly kills the player | |
| after luring him into considering it a puzzle (the most obvious example being | |
| the slightly infamous exploding toilet "puzzle" early on in the game). | |
| Equally, the solutions to some puzzles verge on the ridiculous (passing the | |
| laser beams) or are only apparent with foreknowledge gained through previous | |
| failure (protecting yourself from the acid rain, escaping the ruined house, | |
| or using the viscous liquid). Also, there are a lot of red herrings, both | |
| portable objects and referrable-to, but useless, scenery objects. Used | |
| sparingly and carefully such red herrings can contribute to a game's | |
| atmosphere and "realism", but here they generally do neither, and the lack of | |
| a satisfactory container (such as, say, "Curses" rucksack) results in the | |
| need for annoying inventory management. | |
| In summary, though the game is not wholly disappointing, neither is it | |
| particularly gratifying or inspired. If you do not expect too much from it, | |
| in the way of a strong or developed plot, or detailed interactive NPCs (there | |
| are none) the game succeeds reasonably well as just that-- a game. The | |
| puzzles, many of which seem to exist for their own sake only, as I've | |
| mentioned before, are generally of medium difficulty, and do not noticeably | |
| differ in this respect throughout the game. Overall "Waystation" is a fun | |
| game, which perhaps offers as many lessons in how not to write IF as it does | |
| in how to write it. | |
| [This review was posted to rec.arts.int-fiction, 5th April 1996.] | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Bozzie" <edharel SP@G eden.rutgers.edu> | |
| NAME: The Witness PARSER:Infocom | |
| AUTHOR:Stu Galley PLOT:30's mystery | |
| EMAIL:??? ATMOSPHERE:Very Good | |
| AVAILABILITY:LTOI 1, Mystery Col. WRITING:Good | |
| PUZZLES:Few, but well done. SUPPORTS:Infocom ports. | |
| CHARACHTERS:Excellent DIFFICULTY:EASY/MEDIUM | |
| You've been hired by Freeman Linder, a businessman who is scared for his | |
| life. After you arrive to his home, he tells you his story, just before he | |
| is shot. Now you've got a murder to solve, before its too late. | |
| This is an excellent game. But then, as it was the first game I ever played, | |
| more then 10 years ago, I may be somewhat partial to it. It features one of | |
| the most coherent, realistic mysteries, and possibly one of the most | |
| consistent stories all together. Mr. Galley worked hard on this one and it | |
| shows. There are no plot holes, and the game makes complete sense. That is | |
| one of the vital things about a mystery, and even more so an interactive one, | |
| where you have to consider every possible storyline, and every tangent you | |
| can take. [For example, try not going to the house one time and see what | |
| happens]. He also is careful to place clues in the writing. You could just | |
| follow the "obvious" beginning path and get at least 2 clues without | |
| examining or questioning anybody. | |
| Another important step is having good, believable characters, and this is | |
| where Mr. Galley truly shines. The characters here are as believable as they | |
| have ever been in text adventures. They lie, bluff, change their minds and | |
| more. They move around with reasons, and will keep in mind you (The | |
| detective) when considering their actions. I'll admit, I fell in love with | |
| Monica, despite her calling me a masher consistently. I would, however, have | |
| liked at least one more character to have had. Three is never a good number | |
| to pick when making mystery suspects. I would have liked someone from Mr. | |
| Linder's business, for example. Still, I won't be too choosy. | |
| The puzzles in this game are standard mystery type. You question the mystery | |
| suspects. You read the prose carefully for clues. You spy on characters and | |
| their actions. You try to search every room and examine every evidence you | |
| find, with Sgt. Duffy by your side to help assist when you need his help. | |
| The Atmosphere is well done, if sometimes overly cliched. But, for some | |
| reason, I think Mr. Galley may have wanted that effect. You were watching an | |
| old 30's mystery movie, not conducting a criminal investigation. Still, | |
| while most people think that it has the atmosphere of the Maltese Falcon, I | |
| would tend to think it was more like the Charlie Chan movies. You weren't | |
| heading off everywhere to look for clues, just remaining in a somewhat | |
| restricted area, questioning people. | |
| 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.) | |
| HUG - Written with Hugo. Runs on MS-DOS, Linux, and Amigas. | |
| 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 7.7 1.1 0.7 2 8 F_INF_TAD_ETC_GMD | |
| Adventure 350 6.5 0.0 1.5 1 x | |
| Adv. of Eliz. Highe 3.1 0.8 0.3 1 5 F_AGT | |
| All Quiet...Library 4.5 0.7 0.7 3 7 F_INF_GMD | |
| Amnesia 7.7 1.3 1.4 1 9 C_AP_I_64 | |
| Another...No Beer 2.4 0.2 0.8 2 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 Tesseract 3.7 0.1 0.6 1 6 F_I_GMD | |
| Beyond Zork 8.1 1.5 2.0 3 5 C_INF | |
| Border Zone 6.7 1.4 1.4 4 4 C_INF | |
| Broken String 3.1 0.5 0.6 1 x F_TADS_GMD | |
| 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 6.1 0.8 1.1 2 7 F_INF_GMD | |
| Christminster 8.6 1.8 1.7 3 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 7.4 1.2 1.1 2 9 C_I | |
| Detective 1.1 0.0 0.0 4 4-5 F_AGT_GMD | |
| Detective-MST3K 6.0 0.6 0.1 3 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 6.2 0.5 1.5 2 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 | |
| Forbidden Castle 4.8 0.6 0.5 1 x C_AP | |
| 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 | |
| Guardians of Infinity 8.5 N/A 1.3 1 9 C_I | |
| Guild of Thieves 6.8 1.1 1.2 1 x C_I | |
| Gumshoe 6.3 1.3 1.1 2 9 F_INF_GMD | |
| 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 | |
| Inhumane 3.6 0.2 0.7 1 9 F_INF_GMD | |
| Jacaranda Jim 7.0 1 x S10_GMD (Uncertain) | |
| Jeweled Arena, The 8.0 1.5 1.5 1 x ? | |
| Jigsaw 8.7 1.6 1.6 3 8,9 F_INF_GMD | |
| Jinxter 6.7 1.1 1.3 1 x C_I | |
| John's Fire Witch 7.2 1.1 1.6 5 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 F_AGT_GMD | |
| 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 | |
| Lethe Flow Phoenix 7.5 1.7 1.5 1 9 F_TADS_GMD | |
| The Light: Shelby's Ad. 8.0 1.6 0.5 1 9 S?_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 5.6 0.4 1.0 3 2,9 S15_AGT_GMD | |
| Mystery House 4.1 0.3 0.7 1 x F_AP_GMD | |
| Night at Museum Forever 4.1 0.0 1.0 3 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 | |
| Oo-Topos 5.7 0.2 1.0 1 x C_AP_I_64 | |
| Path to Fortune 6.8 1.4 0.8 1 9 S_INF_GMD | |
| Pawn, The 6.5 1.0 1.2 1 x C_I_AP_64 | |
| Perseus & Andromeda 3.4 0.3 1.0 1 x ? | |
| Planetfall 7.5 1.7 1.6 6 4 C_INF | |
| Plundered Hearts 7.8 1.4 1.3 2 4 C_INF | |
| Quarterstaff 6.1 1.3 0.6 1 9 C_M | |
| 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 8.0 1.3 1.4 4 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 | |
| SpiritWrak 6.6 1.0 0.6 1 9 F_INF_GMD | |
| Spur 7.2 1.4 1.2 1 9 F_HUG_GMD | |
| 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 6.8 0.9 1.2 3 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 0.2 0.6 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 7.6 0.9 1.3 3 7 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 7.1 1.2 1.6 5 1-2 S10_TAD_GMD | |
| Unnkulian Unventure 2 7.2 1.4 1.5 4 1 S10_TAD_GMD | |
| Unnkulian Zero 9.0 1 1 C25_TAD_GMD (Demo) | |
| Waystation 5.7 0.7 0.9 2 9 F_TAD_GMD | |
| Windhall Chron. 1 - See Path to Fortune. | |
| Wishbringer 7.6 1.3 1.3 4 5-6 C_INF | |
| Witness, The 7.2 1.7 1.2 5 1,3,9 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 F_AGT_GMD | |
| Zork 0 7.1 1.3 2.0 2 x C_INF | |
| Zork 1 6.0 0.7 1.5 9 1-2 C_INF | |
| Zork 2 6.4 0.8 1.5 7 1-2 C_INF | |
| Zork 3 6.1 0.6 1.4 5 1-2 C_INF | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| The Top Five: | |
| I've decided that we finally have enough competitive entries on the | |
| scoreboard to have a Top Five instead of a Top Three. | |
| A game is not eligible for the Top Five 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. Jigsaw 8.7 3 votes | |
| 3. Christminster 8.6 3 votes | |
| 4. Mind Fvr Voyaging 8.5 4 votes | |
| 5. Curses 8.3 7 votes | |
| Bureaucracy 8.3 3 votes | |
| Say, is it just me, or do we really like serious games better than | |
| others? The more serious games on the list seem to consistantly score better | |
| than the rest. Both of Infocom's serious games make the Top 5, Graham | |
| Nelson's games are there too, and he writes pretty serious stuff as well. | |
| The only real exception is Bureaucracy, which has done quite well considering | |
| how few copies it originally sold. Another interesting bit, Spellbreaker is | |
| the next game down the ladder, with an 8.2 and 4 votes, and there's a serious | |
| game in many ways (with admittedly, some silliness, but the theme is deadly | |
| serious.) | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| Editor's Picks of the Month: | |
| My pick of the month is _Lethe Flow Phoenix_. Dan Shiovitz's work | |
| about alien invaders and biblical allusions is certainly worth a look. See | |
| the various reviews in this issue for information on where to download it. | |
| ADVERTISEMENTS--------------------------------------------------------------- | |
| 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. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| Feeling a little paranoid? | |
| You will be. | |
| S C I M I T A R | |
| A new adventure from the author of "The Light: Shelby's Addendum" | |
| You'll never trust your mother again | |
| Coming in '96 | |
| from | |
| Illusory Mental Images | |
| "We know where you live!" | |
| IN DEPTH ANALYSES---------------SPOILER WARNING! BEWARE!--------------------- | |
| First, I am going to apologize to every author whose game I am taking | |
| apart with tweezers below. I'm sure you'll all refuse to speak to me for a | |
| month or so after reading my analyses of your games. I promise you this, | |
| however. I will endeavor to explain WHY I say the things I say. There will | |
| be no 'empty' criticism in these articles if I can help it. | |
| [This space intentionally left blank.] | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| The One That Got Away | |
| _The One That Got Away_ (TOTGA) was my second favorite game from the | |
| 1995 Competition. It lost out only to _Uncle Zebulon's Will_. The reason is | |
| hard to put my finger on, so I will muse on it below, and perhaps clarify | |
| both to myself and others why TOTGA doesn't quite stand up before Zebulon. | |
| TECHNICAL ASPECTS: The parser was excellent. Leon did a great job of | |
| both simulating a complicated act (fishing), and explaining to the player | |
| exactly how the simulation works. The pamphlet in the game that tells the | |
| player how it works is both funny and straightforward. No complaints on this | |
| front. Leon thought of many phrasings and synonyms and made them usable. | |
| PLOT: This is one of the two areas where Leon really hit the nail on the | |
| head. The plot is engaging (if short) and serves to bring out the humanity | |
| in the characters. It is a gentle bittersweet touch to contrast the comic | |
| effect of the rest of the game. If television comedy writers could regularly | |
| reach this level of compassion and feeling, then I would start watching | |
| sitcoms. Perhaps the very weakness of the game, its size, helped in this | |
| area. Static writers edit, cut, re-write, and cut some more when working on | |
| a story. They try to distill the literary experience down to its essence. | |
| At least, the good ones do. Padding out a game is something many of us are | |
| guilty of, and it really shouldn't be condoned, but remains standard practice | |
| both for us hobbyists, and for the gaming industry at large. We want to find | |
| room for a certain puzzle, or we need to stretch the playing lifespan of the | |
| game just a little more. But what we usually end up doing is diluting the | |
| experience. | |
| Leon just put in what he needed to tell the story, no more. When he | |
| was finished, he stopped. That's the greatest praise I can give him. | |
| ATMOSPHERE: Here he was on some shaky ground. With only four rooms, and a | |
| very few objects, a sense of the game's atmosphere failed to materialize for | |
| me. There was some sense of a quiet country lake, but where was the gentle | |
| breeze, the quiet rustling of the grass? Leon did in some aspects neglect | |
| the senses. He had the birds, but the sound of the country is a rich and | |
| wonderful thing, very hard to capture in words. He had the raw fishing | |
| experience, but failed to capture the thrill of a whining reel as the mighty | |
| fish races for the darkest depths of the lake. There was some good progress | |
| towards a unified feel in the game, but Leon needs to work more in this area. | |
| Atmosphere is a game designer's bread and butter. | |
| WRITING: This is another area that really stands out as exceptional. The | |
| turn of the comic phrase is everywhere to be seen in TOTGA. There are many | |
| little references to other works of this vein (Moby Dick, among others), and | |
| the writing seems caring and conversational while still being informative. | |
| I would perhaps rank the writing between Zebulon and A Change in the Weather. | |
| TOTGA's writing avoids the sometimes deadpan delivery of Zebulon, but fails | |
| to capture the truly beautiful phrasings that pop up so often in Weather. | |
| Altogether not a bad place to be ranked, betweeen two 1st place winners. | |
| PUZZLES: I think that enough has been said on this matter. Suffice it to | |
| say that TOTGA is too short, and the puzzles a bit too easy for most people's | |
| tastes. However, on a related soapbox issue... ;) | |
| There are many legitimate reasons to do this, but in a competition | |
| voted on by many die-hard puzzle lovers, a game that attempts it is simply | |
| going to suffer unless the writing is truly, truly magnificent. It must | |
| capture the attention of the puzzle-goers and draw them into the plot, even | |
| as puzzles do in normal IF. It's not impossible, it's just a heckuva lot | |
| harder to do without all the smokescreening and handwaving that goes on in a | |
| more traditional IF work. | |
| This too to consider. Players have certain expectations about games, | |
| and different ones about stories. If your puzzles are lean, then expect to | |
| be lumped into the story category, where you will find it very hard to keep | |
| up with static fiction. Remember, in terms of work alone, you are doing 4-5 | |
| times the work that an author of a static fiction work might do, probably | |
| more. You must read the player's mind and anticipate the player's actions, | |
| then write the myriad plot branches, whereas a static writer only writes one | |
| plot. The puzzles put the player into a different mindset, where less is | |
| expected of the writing, as the player remembers that this is just a game. | |
| Not a satisfactory situation, in my mind, but a real one, nonetheless. | |
| CHARACTERS: The one main NPC in TOTGA is a truly excellent example of how to | |
| make an NPC that feels like a person. Due to limitations on parsers and the | |
| author's time, we have come to a certain set of commands that are expected to | |
| work for most NPCs. | |
| >show x to person | |
| >ask person about x | |
| >tell person about x | |
| >person, do x | |
| The NPC in TOTGA doesn't go anywhere, doesn't even do much, but the SHOW and | |
| ASK verbs are very well-implemented for him. These are fairly key to | |
| bringing an NPC to life, at least until another NPC grammar (or AI) is | |
| invented. The NPC in TOTGA (Bob of the bait shop) reacts to all sorts of | |
| questions and objects. He has motivation, a purpose for being, and a | |
| personal history. This last is too often neglected in IF NPCs. A character | |
| needs a past, a present, and hopes for the future in order to feel real. Our | |
| perception of time, and our ability to plan sets us apart from most animals. | |
| A human NPC that lacks all indication of these traits is going to fall flat | |
| on its virtual back. I personally write a history for any NPC that I create, | |
| unless it is some sort of unintelligent animal. Even in that case, I still | |
| make a list of traits. Is it irritable? Does it have a fear of water? If | |
| you master the art of getting inside an imaginary person's head, then you | |
| will soon thereafter master the art of the NPC. And the art of the character | |
| is the art of fiction, because, as many writers will tell you, stories are | |
| about people first, events and places second. | |
| So, my recommendations to Leon? Work on a longer game, and practice | |
| bringing a theme, or a more unified feel to your writing. The puzzles | |
| weakness is a very difficult thing to overcome. The only help for it is to | |
| practice inventing puzzles. You get better at it over time. Knowledge of | |
| first order logic and AI is helpful when you remember that at its heart, any | |
| truly complicated mechanical puzzle can probably be reduced to some form of | |
| Turing machine. So, invent an interesting set of states, a set of operators, | |
| and a start and finish state, and then invent the imagery to go from there. | |
| Mathematics are very helpful in some forms of puzzle design. But remember | |
| too not to cram your games full of the 'soup can' puzzles so popular in | |
| graphical games today. There should be logic and careful planning behind | |
| each puzzle. There must be a reason that the player wants to solve each | |
| puzzle. The reason can be to get to a treasure that he/she knows about, or | |
| to help an old lady out of the goodness of his/her heart, but don't just put | |
| a strange boardgame in the game and expect the player to enjoy playing it. | |
| Another lesson that I need to learn myself, but I'm working on it, cross my | |
| heart. | |
| -=-=-=-=-=-=-=- | |
| That concludes my analyses for now. I will continue this practice | |
| in future issues of SPAG, unless there is some great demand that I | |
| discontinue it. | |
| CLOSING REMARKS-------------------------------------------------------------- | |
| Whew, thanks for sticking with me. I know that this is a really huge issue, | |
| and I'm glad to see that you plowed your way through it, because there were | |
| some really thoughtful reviews and such this issue. For those of you who | |
| haven't seen my fairly hastily cobbled together Web Page, it's at: | |
| http://ocf.berkeley.edu/~kevinw | |
| On that note, I would like it if someone would volunteer to update the game | |
| review pages. You would have to take issues 7-9 (or as many as you can | |
| handle) and add the reviews in them to the page, converting to HTML as you | |
| go. Knowledge of HTML is necessary, I reckon, and you need to be able to | |
| check the ftp links you make. If you are willing to give 'er a go, lemme | |
| know. | |
| Lastly, here is a copy of the more or less finalized version of the | |
| announcement for the 1996 I-F Competition for those of you who haven't heard | |
| about it yet: | |
| -=-=- | |
| Announcing the Second Annual Text Adventure Authorship Competition | |
| Administered by whizzard SP@G uclink.berkeley.edu | |
| -=The Rules=- | |
| The text adventure you enter must be winnable in under two hours. Judges | |
| will be asked to rate it after playing for that long. Please note that your | |
| game will NOT be disqualified if it exceeds this length, but judges may not | |
| see it in its entirety before rating it. | |
| The entry may be written in any programming language, including any of the | |
| text adventure creation utilities available (such as TADS, Inform, AGT, or | |
| Alan, to name a few.) If your game is unplayable, then it won't receive | |
| enough votes to be eligable for prizes. (See Judging.) | |
| This year, do NOT post your entries ahead of time. Jumping the gun is | |
| punishable by disqualification. Instead, you will need to send me your | |
| entries privately, either through e-mail (as a uuencoded file) or some other | |
| arrangement that you will have to work out with me. The entries must be | |
| received by September 30th, 1996. No entries will be accepted after this | |
| date. | |
| Entries will be sent by me to ftp.gmd.de on October 1st, 1996. Only | |
| entries uploaded by me will be eligible. | |
| If you want your entry to be anonymous, then leave your name off it and | |
| email me that it's your entry. I advise a secret command that pops up the | |
| author and copyright message. Anonymity is not required, and I hope to be | |
| able to continue to do this in the future. | |
| Speaking of copyright, all games must be entirely your own creations. You | |
| may parody established works, but you may not, for example, write a game | |
| based on Sherlock Holmes. This avoids the entire issue of copyright and the | |
| ethics involved. | |
| All entries MUST be freeware or public domain. So don't enter a game | |
| you've worked on for 2 years if you don't want to give it away. No | |
| shareware, no donorware, no commercial products, etc. Only clear and free | |
| games. | |
| Lastly, and this is a NEW rule, somewhat controversial at that. All | |
| entries must include some sort of walkthrough. By this I only mean that | |
| somewhere in the game package there must be explicit directions on how to | |
| play the game from beginning to end, and that this info must be available to | |
| the player from the very start of the game. A walkthrough is fine, as is a | |
| hint system that progresses all the way to blatant spoilers. If you like, | |
| you could even have an NPC take over for the PC if enough time has been | |
| spent on a single puzzle. I don't care how you do it, but do it. Any entry | |
| without something of this nature will be returned to its author, and the | |
| author will be asked to rectify the oversight. | |
| -=Judging=- | |
| The judging will be a 'People's Choice Awards' type deal for the most part. | |
| Everyone is able to vote. All you have to do is play every game that you are | |
| able to (you are bound on your honor to play as many as possible and give | |
| each of them an equal chance.) and then rate each game on a scale of 1 to 10, | |
| no decimal places please. The site to mail votes to will be announced later | |
| on this year, but it will not be me. I would appreciate receiving no votes, | |
| please. | |
| Votes will begin to be taken on Oct. 15th, and must be in by Oct 31st. | |
| Shortly thereafter, results will be announced, and prizes will begin to be | |
| distributed to the winners. | |
| Any game that does not receive at least 10 votes on it is removed from | |
| prize consideration. | |
| The winner will be the game with the highest average score. Each winner | |
| will have a draft pick to choose a prize of his/her choice until there are no | |
| longer any prizes left. Tied entrants who both select the same prize will be | |
| decided between by a flip of the coin, the loser receiving his second choice. | |
| Authors and official betatesters may vote, but must head their votes with | |
| the subject: "MISS CONGENIALITY VOTE" so that the counter is able to seperate | |
| them. These votes will be counted towards an author's best of show choice. | |
| The winner will receive a copy of "The Interactive Writer's Handbook", | |
| donated by me. | |
| The Prizes This Year Include: | |
| $75.00 cash, donated by Martin Braun. | |
| "Creating Adventure Games on Your Computer", by Tim Hartnell. | |
| Copyright 1984, donated by Matthew Amster-Burton. | |
| The original sketch of the "Path to Fortune" map, donated by | |
| Christopher E. Forman. | |
| A registered copy of "Lost New York" (which includes on-screen hints, | |
| a manual, and some goodies), donated by the author, Neil deMause. | |
| 5 copies of the book: "Computer Adventures - The Secret Art", donated | |
| by the author, Gil Williamson. | |
| A PC copy of the Magnetic Scrolls Collection which includes Fish, | |
| Corruption and the Guild of Thieves, donated by Colm McCarthy. | |
| "One-of-a-kind deluxe scraps of paper with stuff written on them" | |
| registered version of "The Light: Shelby's Addendum", signed, with | |
| hint sheets and maps, and a whole mess of scribblings that no-one | |
| in their right mind would ever want, donated by Colm McCarthy. | |
| One free copy of "Avalon", assuming it's done by then, donated by the | |
| author, me, as if you didn't know. | |
| Cecilia Barajas of Activision (Author of Zork Nemesis) has donated | |
| the following items: | |
| A copy of "Lost Treasures of Infocom vols. 1 and 2." (to be awarded | |
| as a matched set.) | |
| A copy of "Zork Nemesis." | |
| A Zork Nemesis t-shirt | |
| Andrew C. Plotkin (Last Year's Inform Winner) offers the awardee's | |
| choice of: | |
| A) Dinner at a (pretty) fine restaurant in the Washington, DC area, | |
| with me, plus hours of fine conversation on the art of | |
| interactive fiction or other topics as desired. | |
| or | |
| B) $20.00 cash (US), plus I'll email you some of my old posts from | |
| r.a.i-f. | |
| Lastly, assuming that: | |
| 1) We have at least 20 entries in the competition. (By that, I | |
| mean 20 valid, on-time, non-disqualified entries.) | |
| 2) At least 5 of the entries are done by female authors. | |
| Then Christopher Forman will also award five free registrations of | |
| "Circle of Armageddon", Volume 2 of "The Windhall Chronicles". | |
| That should do us pretty well for prizes this year. I think there | |
| are good odds of everyone getting at least a smaller prize. If not, well, | |
| I'll be thrilled to see a turn-out of over 20 or so entries. | |
| Thank you to all prize contributors for helping to make this yeat's | |
| contest a reality. If you offered a prize but don't see it in here, then | |
| I've decided to try and save it for next year's competition. We have a nice | |
| bonanza of stuff right now, and I'd feel weird giving out multiple prizes to | |
| entrants. Maybe we'll have more entries than prizes, but considering all the | |
| generousity this year, it'll be a tough feat to pull off. | |
| -=-=- | |
| Finally, we have enough official betatesters. If you are entering | |
| and want to use their services to test your game, then you'd better get your | |
| game in to me soon (as in before mid-August). | |
| ----------------------------------------------------------------------------- | |
| Thank you for helping to keep text adventures alive! | |
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