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Planet Interactive Fiction

Friday, 26. July 2024

Renga in Blue

Valley of Cesis: Beware the Elmralat

(Continued from my previous post, please read that one first.) I got through a major bottleneck — the ice river — and the game more than doubled in size. I also know, sort of, what the overall quest is now, and it isn’t just grab the loot. Just to give a sense of scale, here’s […]

(Continued from my previous post, please read that one first.)

I got through a major bottleneck — the ice river — and the game more than doubled in size. I also know, sort of, what the overall quest is now, and it isn’t just grab the loot.

Just to give a sense of scale, here’s the full map zoomed out, with the new rooms marked in dark or light blue (except for lairs, which are all marked in red):

At the very least, while it’s still obviously possible, I think this is a little hefty for a lost type-in. I had this concern while researching because the other game I’ve seen a disk “published by Brunswick” (apart from Boothman’s own work) is the game The Dungeon of Danger. We know where The Dungeon of Danger came from: a book in the Mostly BASIC series by Howard Berenbon. It came out originally for Atari computers in 1980, then was ported to Commodore and Apple. The CRPG Addict has written about the game here.

Picking up right where I left off, the first issue I managed to tackle was the mysterious “1 gold piece” objects lying around; I went through all of these commands and nothing worked.

take gold
take 1
take 1 gold
take 1 gold piece
take gold piece
take coin
take money
take cash
take gold coin
take peice
take all
tak gol
ta go

(It’s actually a two-letter parser. I’m guessing this is why potions use SLURP rather than DRINK, since DR is already taken for DROP.)

Thinking perhaps the author was D&D inspired, I tried

take gp

and it worked.

When you’re at one of the Beings (as I’ll call them) and you take an item, if the item is considered “valuable” and the Being is unfriendly they won’t let you take it. Gold pieces aren’t valuable enough to fret over, it seems.

While I might need to care in a winning run, I subsequently have ignored the money. It (along with some of the treasures, and the “minor” monsters like the ogre) gets randomly distributed, and I think it is just a matter of points.

With that resolved, I went back over the object list…

bottle of wine, meat, plank of wood (2), rug, crystal ball, dagger, potion, silver thimble, brick, silver sword, some rope, green moss, silver trinket, green treasure, old manuscript

…as well as the verb list, and tried to test things together.

take, use, open, break, drop, look, close, slurp, give, inspect, pull, score, bash, list, hello

USE will be handy momentarily. BREAK is mean to work on an object being held — I don’t know which yet. SLURP on the unlabeled potion I had access to had no effect, and the game says “you got the wrong one!” INSPECT is the game’s version of EXAMINE, LIST is INVENTORY, and BASH is the combat verb.

Without aid, you can bash nothing.

This was cryptic since it seemed like maybe I was supposed to use a brick to bust open a secret wall? Or just bash a bottle of wine on someone’s head, bar fight style? BASH is instead usable with the silver sword, and I was previously envisioning some kind of epee. Instead, I guess it’s Cloud’s sword from Final Fantasy VII.

This vaporizes the sword and the Being and is usable only once. Trying to use a dagger in the same way gets a similar message, but the dagger just gets dropped on the ground and no slaying occurs. My best guess is that some of the Beings can be befriended but some cannot, so the silver sword needs to be saved for a Being where you can’t make friends and you need them to let you pick up whatever is nearby. Or maybe it’s just optional for points!

What’s not optional is we need to get by the ice river. (Importantly, “ice” river, not “frozen”. I was thinking of slipping on thin ice, but it is a flowing river, just with ice in it.)

The one bit on the map where you don’t have to worry about crossing, because you can access the other side via a different route.

I went through every item I had available trying to USE it or simply be holding it and walking in the relevant direction. While nothing worked I was suspicious of the rope’s message on USE, which was different than the others:

Can’t use it on anything.

USE SWORD, for comparison:

I can’t use one of those.

I tried USE in many of the rooms (with the traditional mark-as-you-go method) but realized about halfway through why the game gave me 2 planks of wood rather than just 1: they want you to make something by combining the three things. I was still thinking “frozen” river, so, maybe, snowshoes? Instead I got a raft.

This let me open up the two blocked exits from last time.

I took what turned out to be the long route first (“Cavern of Rototars”) so let’s follow that way and loop back to the “Long Twisting Tunnel” at the end.

This is a place where a sword is required, as the Being won’t let you take the potion. Too bad the potion is the wrong one (at least on the save file I was playing with, maybe there’s one good “random” potion and the rest are bad).

Moving on, up some stairs to a new area…

…and to the first object of interest, a magic talisman.

Cool symbol, don’t know what it signifies, am happy to take guesses. USE TALISMAN gets the standard “I can’t use one of those” so it isn’t like the rope. HELLO TALISMAN:

Don’t bother, it doesn’t understand English.

Fair. Moving ahead are two more Beings, Xeginem the mysterious and Minitex. Xeginem has one nearby chamber marked “Cavern of Xeginem’s dog” and south of the lair of the Minitex is “the cave of many Minitex”.

Don’t know what a looney is, there’s also a leper in the earlier section but I don’t think it’s a “leper” like from English. The response here might be wry humor.

An item close by of special note is a red book, which asks you to return it to its owner. One supposes this would be Remesis the red, but I haven’t had been able to test this theory yet.

Along a side route there’s a castle.

The rooms are colorfully described, including a kitchen with stale bread, a pantry with a washing board, and a zombie butler, and a blue book.

The blue book almost certainly goes to the blue Being, or rather, Zezotim the blue. However, I also haven’t gotten test it yet. (Sorry! This session had a lot of mapping. To be fair, the player’s “energy” level has started to be an issue. I don’t know if I’m just supposed to optimize my moves fast or there’s a recharge, like a potion I haven’t found yet.)

Turning in an entirely different direction — west of the Minatex — leads to a “dwarf with cold feet”, some “black grapes”, and a travel agent.

This bizarre … encounter? … in-joke? … drops the player in the last section, the area of the dread Elmralat. The game gives more warnings than any of the other Beings, and it just sits there and acts grumpy, just like all the other Beings.

Three last points:

Point 1, nearby the Elmralat is a bag of sapphires. It gets treated differently from other treasures, because if you drop it somewhere random, a “small elf” appears, takes it, and runs away saying

Ha ha,I shall hide it better this time!

(I still don’t have a treasure “storage” area and don’t know if there even is one.)

Point 2, Elmralat seems to be referenced in that manuscript from last time.

In times of yore
Tehre was remembered
a magical cone,which
so say many, did hold
Three Brothers,in
Comp’ny with another
Held afore from him
Who bears the Elm
And in a secret
place was hid it.

The “Elm” is likely “Elmralat”, yes? I’m unclear how this translates into action, but I can move on to point 3, which is I found the magical cone. If you read back in this rambling mess of a travel blog, you’ll notice I said the ice river leads down two paths, and I started by taking the longer one. The shorter one is only two rooms: a passage leading to a dead end.

I’m guessing since I have the green treasure for returning the green book, I’ll get a blue treasure for the blue book and a red treasure for the red book, and they somehow get inserted into the cone and represent the Three Brothers. There are so many other things going on I doubt that’s quite the ending of the game (what’s the talisman for?) but I’m hoping this won’t take too much longer. I went into this game expecting the same kind of public domain one-shot I got from Alien and instead I got an epic that kept sprawling, even if it is mostly exploration and unhelpful creatures.

Thursday, 25. July 2024

Renga in Blue

Valley of Cesis (1982)

For this game, written by C. Steadman for Commodore 64, it will help to go over how public domain software got distributed in the 80s and 90s. The most straightforward way was friends and family passing disks (see: early distribution of Mission secrète à Colditz). There were also clubs with monthly meetings that had “librarians” […]

For this game, written by C. Steadman for Commodore 64, it will help to go over how public domain software got distributed in the 80s and 90s.

The most straightforward way was friends and family passing disks (see: early distribution of Mission secrète à Colditz). There were also clubs with monthly meetings that had “librarians” who kept up catalogs that members could access (see: the Toronto PET Users Group and Fantasyland). Magazines starved for content could do reprints (or toss the software on their disk or tape, if they came with one). Download from an online service like The Source was possible (as I discussed with this post and “Apple City”). A less-scrupulous vendor might mix public domain software with new software in a package sold on store shelves.

Relevant today is another method: companies that had large catalogs of public domain software where people could choose to get copies for nominal fees. This is different from the “commercial package” method, as this was a case of the user clearly getting what they expect. “Package” disks were also common from this sort of company, with numbered disks akin to the user groups, like this disk of demoscene art. Such companies could still mix “new” games in their catalogs or even distribute “new” public domain software — that is, software not easily findable by any other outlet.

(Incidentally, the idea of “freeware” where author retains the copyright and “public domain” was quite fuzzy in the era. The Smurf Adventure declared public domain status in its source code, and sometimes authors would include a message that meant they clearly were intending the same, but it seems like everyone assumed “no copyright notice = public domain” when that really wasn’t the legal case. At the very least, “anonymous source code” tended to also equal “permission to distribute”, but there were plenty of times where an author name was included but stripped off in a later version. A company or author might even add their name to source code that wasn’t really theirs.)

A mysterious public domain collection from early 1983 Australia, via michaelcarey at the Lemon forum. The disks had been re-formatted and he was trying to find out the origin of the collection.

Valley of Cesis survives to us through two public domain distributors.

Starting with the less-common copy, there’s a version of the game via The Guild Adventure Software. The Guild was founded by Anthony “Tony” Collins in the UK in October 1991. It focused on conversions between platforms, and also kept up a library of public domain games.

From one of the ads for the company as collected by Gareth Pitchford, simply selling a conversion from Spectrum to C64.

The company didn’t last long, dying out in fall 1993 with the games sent to other publishers; relevant to today’s story, the C64 merchandise wen over to Binary Zone. (Especially relevant because Binary Zone is still selling the game so you can’t download this version of the disk.)

A listing of software from The Guild includes public domain dating back to the late 1970s with Dog Star Adventure. Valley of Cesis is far back enough that its presence doesn’t indicate anything in particular (that is, the author Steadman likely doesn’t know of Collins and probably didn’t even know that this outlet was republishing their game).

The second distributor was Brunswick Publications out of Australia, run by Peter Boothman. Peter Boothman was a jazz guitarist in Sydney who has records dating back to the 70s, and somewhere in the 80s he picked up “Commodore 64 author” as a side gig, writing games like the three Telnyr CPRGs. The first Telnyr (1990) is listed as being from Brunswick; the obituary I linked says his company was founded in the “late 80s” so that’s as specific as we’re going to get.

The timing (1982 vs. starting in late 1980s) means it likely wasn’t the “initial distributor” of the game, but since the it hasn’t shown via any other vectors, it is possible it stayed in the Commodore club scene of Australia and went no farther until Boothman picked it up. It is even possible C. Steadman knew Boothman personally.

The other evidence we have of C. Steadman’s activities is a pair of articles in Personal Computer World. The first appeared in the UK edition, October 1983, and the second appeared in the Australian edition, November 1983. Both are identical. I’m unclear about the policies of this particular magazine, but in general magazines are one or two months off from their newsstand date anyway; in all likelihood Steadman when sent the article once and it hit both countries “simultaneously”.

So we can’t tell from this evidence if the author is Australian or from the UK; my inclination might still be for the former because of Boothman, although I should point out the article says the software is tested for “PET, BBC, Microtan 65, VIC, and Acorn Atom.” BBC, Acorn Atom, and Microtan 65 would be especially odd for an Australian to have handy.

Now I’d normally plow ahead with the game, but let me give one last bit of background, as I’m going to make a reference only some of the people reading this blog will know offhand. Specifically, The Gostak, which gets categorized on the Interactive Fiction Database as a “wordplay” game. However, unlike Nord and Bert or Counterfeit Monkey, you’re not manipulating words directly, but rather trying to parse what’s going on in the world you’re seeing from contextual clues.

Delcot
This is the delcot of tondam, where gitches frike and duscats glake. Across from a tophthed curple, a gomway deaves to kiloff and kirf, gombing a samilen to its hoff.

Crenned in the loff lutt are five glauds.

Everything, including the verbs the player types, is based on the modified language of the game: clearly English, but with a whole passel of unknown verbs and nouns. The contextual clues end up enough to accomplish the main goal: you, the gostak, must distims the doshes. (Aaron Reed has written about the game if you want to read more.)

Before you get too excited, no, Valley of Cesis doesn’t go this far, back in 1982. But the main characters (who all have lairs) are given names that could come from the Gostak-verse and have no descriptions, and so I obtained the same sense of understanding-without-understanding as I was making progress. What seems to be the primary mechanic of the game involves making friends with these vaguely-defined beings which have no real way to visualize them, unless you want to make something up.

There’s a long pause when the game starts which indicates some kind of randomization going on. The “1 gold piece” items that get scattered across the map do seem to change, but nothing else. I have not puzzled things to the end so I cannot be 100% certain about this.

The “1 gold piece” there is only from the iteration of the game I was making the map.

I’m not even sure what the end is, exactly. We do seem to be gathering treasures and we have a score going up, but our inventory limit is three (or four depending on object size), and I haven’t found any “treasure store” area where the treasures can be dropped and the score retained. This may be another game where you just get as big a score as possible and give up when you like, but maybe there’s even some kind of goal the game isn’t disclosing?

The above text is quite standard when you enter a lair, that is,

BEING_NAME is here.
He doesn’t like you here.
Don’t come back here in a hurry.

I originally thought there was going to be some sort of grisly death or a passage was blocked I needed to puzzle out, but there is no consequence for going into a lair room as many times as you want. (I think. There is a “timer” where you run out of energy but it seems to be based on number of turns you’ve taken, not where you go.) In the process, in addition to Sesajat, you can meet:

Tetsotoh

Qedejiv the weird

Madewob the mad

Baryon the bad

Remesis the red

Zezotim the blue

Duxwetil the green

There are other, more “ordinary” creatures scattered about: an ogre, a rabid dog, a large balrog. They are equally quiet and you can just ignore them and they won’t do anything.

Here I tried to get a reaction by giving meat, but all this did was drop the meat on the ground.

Other than the friendship which I’ll get to in a second, the only obvious obstacle is an ice river running through the map. It blocks some exits so the game says “You cannot cross the ice river without aid.”

There’s two wood planks on the map, some moss, and some rope, but I haven’t gotten any of them to be helpful. The game helpfully gives a word list (take, use, open, break, drop, look, close, slurp, give, inspect, pull, score, bash, list, hello) so I don’t think it’s a communication issue, I really don’t have the right object yet.

Well… maybe there’s a communication issue. I say this because of the 1 gold coin pieces spread throughout the map, which have eluded my efforts at picking them up.

I could probably resolve this easily by peeking at the source code, but hey, the author asked in the title screen not to, I should give just a little more slack before I go there. They might be optional anyway.

Regarding making friends: I found a green book where I could INSPECT it and find that it wants me to “give it to my owner, whoever he may be.” Duxwetil is green is so was worth a try:

My current thinking is most or all of the beings will trade for the right object, I just have to find out what it is. For reference, here’s all the objects I’ve found so far:

bottle of wine, meat, plank of wood (2), rug, crystal ball, dagger, potion, silver thimble, brick, silver sword, some rope, green moss, silver trinket, green treasure, old manuscript

The manuscript gives a cryptic message…

…and that’s all my cards on the table. I’m happy to take speculation for what to try in the comments (don’t even bother with ROT13); if for some wild reason you know this game already, hold for now.


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It’s fun to be a villain—and this week, you can enact your nefarious schemes for less! 
Get Neighbourhood NecromancerDiabolicalThe Bread Must RiseGrand Academy for Future VillainsGrand Academy II: Attack of the Sequel, and Top Villain: Total Domination on our website this week for up to 40% off! 

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New Author Interview! Drew Morrison, “Bootlegger: Moonshine Empire”

Quench the thirst of 1920s Prohibition New York! Build a criminal organization to distill and peddle whiskey, and you could end up rich, famous, or dead. Bootlegger: Moonshine Empire is an interactive historical novel by Drew Morrison. It’s entirely text-based, 150,000 words and hundreds of choices. Choice of Games editor Mary Duffy sat down with Drew to talk about Prohibition, ChoiceScript, and hi

Quench the thirst of 1920s Prohibition New York! Build a criminal organization to distill and peddle whiskey, and you could end up rich, famous, or dead.

Bootlegger: Moonshine Empire is an interactive historical novel by Drew Morrison. It’s entirely text-based, 150,000 words and hundreds of choices. Choice of Games editor Mary Duffy sat down with Drew to talk about Prohibition, ChoiceScript, and his writing process. Bootlegger: Moonshine Empire will be available on Thursday, August 22nd. You can wishlist it on Steam in advance of its release—it really helps!

I think this is your first time writing interactive fiction, but you’re rather an accomplished playwright, I gather. Tell me a little about your background and what brought you to Choice of Games.

I started writing for theater in middle school, and got my Masters in Playwriting at the University of New Mexico. Dialogue has always been my favorite part of writing, and theater offers such a great way to get together with friends and tell a story. I worked for a devised theater company in Albuquerque for about five years, and I really got attached to the camaraderie that develops around putting up a play, especially when it’s done without a lot of financial resources. It means everybody learns different tasks, and shifts around with each show: sometimes you’re a writer, sometimes an actor, director, technician, or shadow-puppeteer. The whole thing ends up being this wonderful process of collaborative problem solving: How do we make what we want to make with what we have? Those limitations spark more interesting ideas than the ones you’d have if you could just pay problems away.

I was introduced to Choice of Games by a friend who had worked for the company as a cover artist. I’d never written anything like this before, and it was a steep learning curve, but the Choice of Games forum and community is such a vibrant scene of supportive people that it’s been really exciting to work on. As a writer, it’s so easy to get sucked into the lonely process of submitting to distant strangers and contests, rarely getting any feedback on your work. The opportunity to have people engaged and willing to respond to your drafts is an invaluable resource, which was my favorite part of working in theater.

What did you find most challenging about the game design and using ChoiceScript to craft a narrative?

Pretty much everything? I was so proud the day I finally submitted a full draft that you could play through from beginning to end that it’s fueled me through the whole editing process since. Having finished a CoG game now, it’s amazing how many tips and tricks you pick up along the way that would change how you approach writing another game.

There were a lot of really fun challenges purely at the level of the prose. For one, second-person/present tense is such a fun, propulsive voice to write in. As someone who didn’t grow up with tabletop roleplaying games, it’s a relatively new voice for me.

Also, as a playwright, my plays are often structured around reveals and buried secrets. When lights come up on a play, we don’t know the people on stage, and revelations about their pasts, motives, relationships, and shared histories are part of what fuels the drama.

In an interactive fiction novel, the reveal isn’t as useful, because it will only work for the first playthrough. This completely changes the notion of suspense as a storytelling technique–a returning player has already seen behind the curtain. Plus, in the main character’s case, the player needs to know (and decide) all major backstory decisions from the outset, so that they can make informed decisions. This was really fun for me; as a writer I couldn’t rely on old tricks. It feels like I usually write as someone watching from the audience, and this was like going on stage and whispering in the main character’s ear.

Bootlegger is set during such an interesting period in American history. What about the period, and about Prohibition in general do you think modern readers may not know about?

The intersection of coffee and alcohol is really interesting to me. Part of the reason people drank so much pre-Prohibition was because alcohol was one of the only reliably safe ways to drink water. It would be much lower alcohol content than we associate with booze today, but people would drink the entire day. Coffee and tea were new forms of safe ways to drink water, so people went from being mildly drunk all the time to sober and caffeinated. The intellectual and political ramifications of that are massive.

The period is great for anecdotes, and I love all the methods people came up with to get away with drinking. Speakeasies would install levers that, when pulled in the case of a raid, would dump their entire liquor display down a hidden chute, shattering the bottles and draining the booze. Alcohol had been determined to have no health benefits, but during Prohibition that suddenly changed: whiskey could be gotten legally with a prescription for all sorts of maladies.

For me, it’s also a really interesting time of how people respond to a ban. For many, Prohibition was an attempt to stop some truly devastating habits, such as poor workers and farmers blowing their full paychecks on the way home, before even getting to their families. You can see how the Women’s Christian Temperance Union and the Anti-Saloon League could see alcohol and the people who sold it as criminal enterprises. At the same time, the complete ban on it meant that many people saw a market, and exploited it ruthlessly. With Bootlegger, I wanted to explore the sudden emergence of a new market that’s illegal, lucrative, and slightly absurd; something that was legal a few short years ago is now a violent, thriving industry.

Do you have a favorite NPC, one you enjoyed writing most?

I’ve never written any kind of gangster story, so writing Capaldi was a lot of fun. Writing a villain in general is a lot of fun, actually, but especially in this case, since Capaldi can be a villain or an ally depending on the play-through. That type of character, alternately frightening and endearing, is so rich and prevalent in gangster movies, and I like that in interactive fiction you might only see someone’s worst side when you’re on their worst side, which is just a terrible place to be. I think one reason we get into stories like The Godfather is because we see two sides of people, while the other characters in the story only see one: loving family member, terrifying murderer. It seems impossible that they can be one person.

If you were transported to the world of Bootlegger, what kind of underground shenanigans would you be best at? Distilling, smuggling, or imbibing?

I think I’d be good at distilling. I know I’d be terrible at being in charge of an operation, I have neither the economic wherewithal or ruthlessness. But I was a barista for a long time, so I think I’d be good at tending a still. I don’t think Prohibition had much of a “craft rotgut” scene, but I imagine I’d be able to get to the point of describing the flavor notes to my customers, which could maybe help me work my way up to get the kind of clients who could afford to care about the quality of their whiskey during Prohibition. But I’m also too trusting, so I’d be very easy to rip off. So, if I could find my way into an operation run by someone like Sam in Bootlegger, who takes care of their own, I’d make a very good worker.

Do you have a favorite tipple or are you a teetotaler?

I do love the occasional bourbon or an old fashioned, but generally I stick with beer.

What else are you working on/working on next, writing-wise?

I’m currently getting my Masters in Political Science, so I’m writing several essays, mainly focusing on the global impact of the film industry. I recently had a staged reading of a new play, Wildlife, which focuses on the illegal wildlife trade, as part of an ongoing project for my classes focusing on climate change. I am also working on an audio drama, called Ambrosia’s Big Break, with the hopes of releasing it in podcast format. Over the process of revising Bootlegger, I’ve had more ideas about things I’d like to do in this medium, so I’ve started to sketch out ideas for another interactive novel. This one would take an interconnected series of science fiction stories I wrote, and adapt them into one big world for the player. It’s one of those narratives that I’ve been attached to for years, but haven’t found the proper form for yet.

Wednesday, 24. July 2024

Renga in Blue

Ship of Doom: Won!

I have completed the game; this continues directly from my previous post. To clarify something on the video nasties from last time, 72 were listed for banning, but not all were prosecuted for obscenity; only 39 were. One on the list that was not only listed but prosecuted I was rather surprised to see. Above […]

I have completed the game; this continues directly from my previous post.

To clarify something on the video nasties from last time, 72 were listed for banning, but not all were prosecuted for obscenity; only 39 were. One on the list that was not only listed but prosecuted I was rather surprised to see.

Above is the trailer for Evilspeak. I always considered it one of the “goofy” horror movies of the 80s/90s era, along with Chopping Mall, Death Spa, and Silent Night, Deadly Night 5: The Toy Maker (because just one Christmas horror movie isn’t enough). It involves a child who is bullied at a military academy so he uses an Apple II to summon the Devil.

I’m serious. That’s the plot. (There is “Satan summoning” type imagery and some genuine gore.) It is hilariously dated now but it does give a good sense where the mind-space of the morality judges was at the time.

And yes, we’re going to get to how Ship of Doom got its association–

So I left off last time with a square microbattery, a coin, a laser coin, a hook, a torch, and a silver rod with a square slot. As Mike Taylor pointed out the microbattery really ought to go in the rod, but with INSERT failing, and PUT failing, and then a bunch of other verbs failing, I was still stumped. Of course I missed the fact at the time that PUT had set the item down, so I went through the correct verb and was sidetracked a while realizing I hadn’t actually tested the verb yet.

With the sonic screwdriver, direct from Dr. Who, it was time try to open the case with a key in it.

Unfortunately, I went through every verb on my verb list, with no luck. Then I went over to the key hole at the computer room and tried every verb again, still with no luck. After some severe bafflement I realized that the game does not recognize the word SCREWDRIVER at all. You have to refer to it as a SONIC.

pardon, need to go take a moment

OK. I’m back. No primal screaming here, nope. Why on EARTH would you accept the adjective and not the noun kljASFJGkjlj234

sorry, let’s try that again

OK. Breathe. Things did go better from here. It really would have helped had the game had a few more error messages — it isn’t really revealing much even if you’re typing a noun that the game doesn’t recognize. On top of all this the verb is a pretty odd choice, but at least I had it on my standard list: POINT.

Now the key goes back to the key hole, but before I show that off, let me give the result of using EXAMINE (or GAZE) at the key hole, and get an ad.

Fun! So with the key inside, it seems that a heater has been activated.

So we can go back to the frozen body, wait a beat, and see what happens when it is unfrozen.

The little girl is not helpful and if you spend enough turns hanging around she’ll strangle you to death. You should instead shoot the door and move on, although the game also lets you KILL GIRL if you want (spoiler: the whole ship is going to blow up anyway).

You can scoop up the knife in the first room you encounter and a mirror in a side room (which I’ll talk about later). While you are doing this aliens start appearing, akin to the dwarves in Adventure. You can SHOOT ALIEN to kill them or try to run away, and they may or may not follow.

Shooting an alien has a decently high chance of success, but you might just miss, giving the alien a chance to shoot back. The alien’s aren’t bad shots either so there’s essentially a random chance of guaranteed death.

Nearby there’s a laser beam which will trigger a security system if you try to pass.

I don’t know why CRAWL is an understood verb. Maybe the authors thought they were going to use it but thought better of it. It doesn’t work anywhere.

I got through by … EXAMINING it? I honestly don’t know what happened here or what this sequence was supposed to represent, but I saved my game and I didn’t have to think about it any more.

Yes, but why? Is Fred behind the scenes hacking the tech, C3-PO style? I sort of imagined Fred more like the robot from The Black Hole.

Moving on there’s a couple colorful scenes, including a human tied to a table awaiting androidization; if you release him, he’ll strangle you.

There’s also an android working on a ship attached to a rope, and you can chop the rope and the android will float away. I found quickly I could TIE ROPE to the hook I had earlier, and I spent a long time trying to get the rope to work in another scene with a switch in a control room.

The switch is a red herring; you’re supposed to instead go to a PIT ROOM (no other description) and realize it makes sense to THROW ROPE, and climb up to a higher level.

The aliens can appear anywhere, and sometimes one after each other in sequence.

You can use the coin from way back at the bank to get the drink from the bartender, but it knocks you out with a giant headache and you end up imprisoned. This is a good thing.

This is a good thing because you can use the mirror I mentioned earlier to cause the bars to “fuse” so you can escape. (I do not know why the mirror didn’t work on the laser beam earlier.) The verb here has to be USE; again my verb list came to the rescue.

This room represents the final challenge, and is essentially brute force. There are six button combinations, and each take you to a different place. Green-orange-red just ejects you into space which is not helpful. Red-green-orange and orange-red-green drop you back closer to your starting ship, which will be helpful in a moment. Red-orange-green takes you to a computer room.

Why do we even have that button?

Down brings you back to the combo room. I used orange-red-green to get back to the Map Room nearby where the key with the Artic ad was and it was a short trip back to the ship. I was unclear until I hit the escape button if starting self-destruct really had shut down the tractor beam.

Look, a passenger!

The game events seemed colorful enough but it came in really jerky jumps and starts due to me having to struggle with the parser every time I wanted to use it. The fact it was only two-word was really saved it from some unmanageable guess-the-phrase battles.

So back to those tabloids. In an interview Charles Cecil talks about people wanting to use swear words in his first game (Inca Curse):

I made my first game for the Sinclair ZX81 in 1981. That was my first commercial project; a text adventure called Inca Curse. I immediately learned about frustrating players. Players would type something like ‘look at man’, and the game would reply ‘does not understand ‘look at’. I know a lot of players would then type in expletives.

This causes him to get creative in his second:

I made sure my next game – which was Ship of Doom in 1982 – would understand swearing. You could type in any expletive, and the game would understand it. You could try out those expletives in the ‘Android Pleasure’ room. That was okay, until I got busted by The Sun. They thought games shouldn’t have pleasure rooms. I remember they ran the piece at the bottom of page three, which felt ironic really. It even went on to be discussed in parliament, as the Obscene Video Act at them time. If video games had been included in that act at the time, I would have been an extremely unpopular person.

Here’s the room in question:

If you “do the deed”:

SHE POINTS OUT THAT PERHAPS YOU WOULD BE MORE SUCCESFUL USING A SCREWDRIVER

This is what raised the attention of an alert parent who discovered their child in the room in question. The subsequent chain reaction of events led to a story in The Sun about the Pleasure Room —

Computer Game Nasty Zapped by the Sun

— which caused some returns from Whsmith. Artic also heard from a couple who bought the game expecting erotica and was upset to find a sci-fi text adventure. Others traders wanted the tapes specifically because of the notoriety; as Richard points out, despite the returns, they were able to sell out.

While the first-mover status (in terms of getting on the ZX text adventure market early) might have helped Artic, and along with the better art, the moment of news fame surely was the biggest boost, just like controversy over Death Race helped Exidy back in the 70s (which had stopped building new copies of the game already, but suddenly got an influx of orders after it became a scandal). They published five more adventure games following this one. I don’t know otherwise if they would have gotten that far.

Via Mobygames.

Coming up: A short Australian game involving a combination software distributor / jazz musician, followed by one of the most obscure games in the On-Line Systems catalog.

Tuesday, 23. July 2024

top expert

Let’s Make IF s2e4: More on Actions and Action Processing

A closer look at how actions work across a turn. last time, on let’s make IF. Where did we leave things last week? I wrote about the turn as a basic unit of experience and/or play in an Inform 7 game. At a basic, fundamental level, our early efforts as authors will focus on handling […]

A closer look at how actions work across a turn.

last time, on let’s make IF.

Where did we leave things last week? I wrote about the turn as a basic unit of experience and/or play in an Inform 7 game. At a basic, fundamental level, our early efforts as authors will focus on handling player commands (interpreted as actions). Input initiates the turn, there are no turns without input. What comes after player input can be divided into two broad categories:

  1. Direct responses to the command. Inform 7 will provide feedback specific to player actions, and adjust the state of the game world if needed.
  2. The invisible machinery operating backstage will operate. This can be invisible to the player. By default, there is a lot happening in an Inform 7 turn, and a lot of it requires no intervention on our part. As we become more capable as authors, we may create background simulation elements of our own.

Since we are just beginning our journey with Inform 7, I will focus exclusively on the first of these two categories. We can make many credible and enjoyable experiences without spending a lot of time on simulation elements. I’ll come back to those later!

creating a custom action.

For this exercise, I’ll create a custom action. Since the Standard Rules contain many built-in, customized responses, the best way to look at the entire processing sequence is to make an action that is separate from that.

frobbing is an action applying to one thing.
understand "frob [something] as frobbing.

As discussed last time, all we need for an action is a present participle and a noun count. In this case, my made-up action “frobbing” involves only one noun: a direct object. On the second line, I define the command grammar that players will use for the frobbing action. We’ve talked about this before: Inform 7 doesn’t know the difference between “sneezing” and “frobbing.” Rather, it provides us with a framework for defining and processing player actions with (mostly) readable English.

Let’s focus exclusively on player feedback (text output) right now. If we want to have frobbing change the state of the game world, we can look at that later. There are several points in action processing where we could ask Inform 7 to process a “frob [something]” command from the player. Here’s the list I provided last time:

  • before: the earliest entry point in action processing. happens before many preconditions are checked.
  • instead: as the name suggests, “instead” rules are good for redirecting or stopping requested actions.
  • check: typically, an evaluation before processing.
  • carry out: the action itself.
  • after: feedback after the action is complete, typically prevents “report” rules from firing.
  • report: a final message or phrase when an action is concluded.
  • every turn: just as it says, a rule that is evaluated at the end of every turn. not necessarily specific to the player’s command.

Since “frob” requires a noun. Let’s add one.

apple is in lab.
the description of apple is "It looks quite tasty."

Easy enough! I’ll write up some code for each phase of action processing.

before frobbing the apple:
	say "You prepare to frob the apple.".

instead of frobbing the apple:
	say "What if you want to do something else instead?".

check frobbing the apple:
	say "Hm... is there something you need to do first?".

carry out frobbing the apple:
	say "Frobbification in process.".

after frobbing the apple:
	say "Now that you've frobbed the apple, you consider your next move.".

report frobbing the apple:
	say "Frobbed.".

every turn when the current action is frobbing the apple:
	say "I can't believe you frobbed that apple. Nice work!"

OK! That’s each phase of action processing in order. Let’s run it.

>frob apple
You prepare to frob the apple.
 
What if you want to do something else instead?
 
I can't believe you frobbed that apple. Nice work!

Hm. Some things are missing! It looks like things stopped after the “instead” rule. Just as the name suggests, “instead” tells Inform to drop the current action and do something else. Instead of frobbing the apple, Inform will print “What if you want to do something else instead?” and halt the action sequence. Check, carry out, etc will never execute. Note that the “every turn” rule still runs; those rules always run unless special efforts have been made to stop them.

Instead is a powerful tool! Be careful with it. Since it stops actions in their tracks, it can prevent you from getting experience with the entire processing sequence. This makes it a bit of a dead end, so try using it just for specific cases where STOPPING or REDIRECTING actions is your intent. I’ll comment out the “instead” rule with brackets. Let’s see what happens now.

>frob apple
You prepare to frob the apple.
 
Hm... is there something you need to do first?
 
Frobbification in process.
 
Now that you've frobbed the apple, you consider your next move.
 
I can't believe you frobbed that apple. Nice work!

Lots more text there. However, it looks like the “report” output never prints! Why is that? “After” is commonly used to circumvent a stock “report” rule. For instance, there are many “report” responses in the Standard Rules. For instance, we are probably used to seeing “Taken.” as feedback when we as players “take” something in an Inform game. This comes from a “report” rule. If we want to have an action do something other than the standard response, it’s as simple as this:

after taking the apple:
	say "You take the apple. It certainly looks delicious!".

By default, Inform will stop processing after an “after” rule. If we did want Inform to continue processing, we will have to say so explicitly:

after taking the apple:
	say "You take the apple. It certainly looks delicious!";
	continue the action. [note that the standard "taken." response will print now]

This is less common, though continuing “after” can make sense if we are doing some changes to world state. We aren’t doing that yet, though! It is also possible to “continue the action” from an “instead” rule, but I prefer using rules that continue without making special cases.

this seems like a lot.

You might be wondering–I certainly did–“why there are so many phases? Isn’t this overly complicated?” It may be hard to imagine now, but as your game becomes more and more complex, you’ll find that you need ways to make exceptions, to customize responses in more granular ways, and, yes, check and change the state of the game world. We’ll get there! As we will soon discover, it is possible to make rules that are either broad or specific. We can use these different phases to make an orderly world providing general or personalized output as the situation demands. We aren’t there yet, but this is the way.

Here’s a small code snippet featuring today’s content.

“Actions” from the Inform 7 documentation.

next.

Having had a brief look at the different phases of action processing, we can think about ways to think about actions in both general and specific turns. This will involve an early look into world states. We can use values and actions to create dynamic and responsive game worlds. Stay tuned!


Choice of Games LLC

New Author Interview! Benjamin Rosenbaum, “The Ghost and the Golem”

Can your magic amulet save your Jewish village from destruction? Uncover the truth and forge alliances with soldiers, peasants, bandits, anarchists, and demons! The Ghost and the Golem is an interactive historical fantasy novel by Benjamin Rosenbaum. It’s entirely text-based, 450,000 words and hundreds of choices. Choice of Games editor Rebecca Slitt sat down with Benjamin to talk about fanta

Can your magic amulet save your Jewish village from destruction? Uncover the truth and forge alliances with soldiers, peasants, bandits, anarchists, and demons!

The Ghost and the Golem is an interactive historical fantasy novel by Benjamin Rosenbaum. It’s entirely text-based, 450,000 words and hundreds of choices. Choice of Games editor Rebecca Slitt sat down with Benjamin to talk about fantasy, reality, history and more. The Ghost and the Golem will be available on Thursday, August 8th. You can wishlist it on Steam in advance of release—it really helps.

In this game, you’re revisiting the setting that you created for your Ennie-nominated TTRPG Dream Apart. What new stories did you want to tell? How is The Ghost and the Golem building on, or in conversation with, Dream Apart?

Initially I thought of them as very much the same; I thought of The Ghost and the Golem as “the computer game version” of Dream Apart. But the differences between the media led me in radically different directions.

A tabletop roleplaying game is not a story, or even a set of stories: it’s a toolkit for creating stories. Especially the way Avery Alder and I did it with the Belonging Outside Belonging framework for Dream Askew and Dream Apart: it’s an assemblage of little snippets, sparks of ideas, open-ended prompts pointing at the beginnings of tales and tropes, narrative impulses that the players will then pick up, elaborate on, and intertwine, creating story. 

Fiction is always a collaboration between author and reader, but in the case of a tabletop roleplaying game, especially one from the tradition that used to be called “narrativist” or “Story Now,” it’s a collaboration in which the players are co-authors. So much happens at the table.

This means that Dream Apart can be an ahistorical smorgasbord of shiny bits from Eastern European history. Want to be a young soldier who ran away from the czar’s army after being conscripted as a child? Cool! Want to face the threat of a pogrom against your little Jewish town? Cool! The tools are there, and what you’re creating is an on-the-fly retelling which uses tropes and themes of Jewish fantasy. So it doesn’t really matter, for Dream Apart’s purposes, that Jewish children were conscripted in Russia from 1827 to 1859, while pogroms in the modern sense didn’t begin until 1881. So the history doesn’t line up, but who cares? Dream Apart table play doesn’t have to be any more of an accurate recreation of Eastern European Jewish history than Dungeons and Dragons table play is accurately medieval. It’s about evoking a different set of fantasy tropes.

But as I started writing The Ghost and the Golem, I got less and less comfortable with this slapdash, ahistorical mashup of historical periods. The Ghost and the Golem is a story, even if it’s one with a million different variations. I’m writing all the words. And that responsibility dragged me deeper into historical research.

Part of my unease was moral and political; part of it was esthetic. To take one example: acting as if Jews were always, ahistorically, at the mercy of random pogroms from their Christian neighbors–ignoring the 800-year prologue of Poland as the “Paradise of the Jews”–is, first of all, hardly fair to the Poles. It’s also less interesting. Jewish memory sometimes treats the pogroms as inevitable, a mere prelude to an equally inevitable Holocaust, reducing history to a flat and self-defeating ahistorical shrug: “the goyim hated us.” But treating them as a specific historical development, a snowballing series of events, with forces that were agitating for them and forces that were resisting them, treating them as something that might not have happened, treating history in its surprising particulars, as something alive, as it was to the people living it… is just more interesting.     

So the form of The Ghost and the Golem led me even deeper into the history, from a vague sense of Isaac Bashevis Singer-inspired “fantastical Jewish history,” to a very specific moment. 

When I really dove in to my research – on everything from the source and spread of the pogroms, to the religious rules for weddings during the Counting of the Omer, to the changes in Russian Imperial regulations regarding market days – it turned out there was literally only one day–one particular Sunday in May of 1881–that this story could plausibly begin. It’s totally rooted in history, and I love that about it. 

One of the first things that players will discover about this game is that the narrator is a distinct character, with their own personality and a habit of addressing the reader directly. Why did you make that choice? What did this technique allow you to do that you wouldn’t have been able to otherwise?

I was very interested in the interior life of the protagonist, and the reasons they were making the choices they did. You can only conclude so much from actions by themselves. And the game isn’t just focused on action, but also on meanings and attitudes. Potential main characters aren’t just distinguished by what they can do, but by what they believe, care about, yearn for.

So the simplest thing to do was simply to ask the protagonist: why are you doing that? What are you feeling? What do you believe? 

But that presupposes a kind of dialogue. That led me to the idea of a distinct narrator, which then opened up a lot of possibilities for evoking the setting, as well as for exposition. 

I’m asking a lot of the reader, dropping them into a dense, strange, and sometimes harsh period of history. The narrator can smooth that over: not just explaining things, but expressing opinions, soothing, cajoling, nagging, and sympathizing; not just telling you about the facts of the setting, but also communicating (and sometimes critiquing) its attitudes. 

The game becomes a dialogue with the narrator, and its emotional arc is inflected through that dialogue.

Despite the intensely serious – and often frightening – subject matter, there are also some very funny moments in this game. At one point you refer to “that particular lightness…that sly and melancholy humor, that does not turn away from the world’s horrors, but looks them straight in the eye, and then sticks its tongue out and makes an absurd face.” Could you say more about that, and about how you went about balancing the light and the dark?

In many ways, this is the tone of the Yiddish literature I take as my model, and particularly of the works of Sholom Aleichem and Isaac Bashevis Singer. Dramatic and sometimes terrible things are happening to Tevye, to Gimpel, to Yentl; but the stories are very funny. They’re not funny in a way that trivializes or mocks tragedy; they’re funny in a way that is defiantly human in the face of tragedy. 

This is a deep strain that runs through Yiddish literature, and into its inheritors in American Jewish comedy. Mel Brooks isn’t making funny movies about Nazis (To Be or Not to Be) or racism (Blazing Saddles) because Nazis and racism are funny. He’s making funny movies about Nazis and racism because fuck Nazis, and fuck racism.

There’s a tension in any game about tragedy or painful topics (including such tabletop RPGs as Grey Ranks, Bluebeard’s Bride, Steal Away Jordan, or Ten Candles). Games are supposed to be fun, historical trauma is not fun, how can you make a game about historical trauma? But I think this misses two points. One is that “fun” can mean more than “superficial and entertaining”; it can be the mechanism that draws you into deeper engagement and deeper learning. The other is that a balance of tone, balancing the light and the dark, can enhance both.

As Alkhonon tells Tzirel in The Ghost and the Golem, “Everything too sad to joke about, is also too sad not to joke about, if we are to survive in this broken world.”

Another element of balance in The Ghost and the Golem is the one between fantasy and reality. On the one hand, the game is deeply grounded in its historical moment. On the other, it involves a great deal of magic: not just the titular ghost and golem, but also demons, magic amulets, and more. How did you blend those elements, and how did you maintain the emphasis on human agency throughout the story?

I would say that the story is full of magic because it’s deeply grounded in its historical moment.

The protagonist is a young Jew of the “shtetl” (a village providing crafts and services to its peasant neighbors, in the Eastern European countryside) in 1881. That’s a historical cusp, in terms of the modern worldview. Our hero could be completely immersed in the traditional world of Jewish life, which is a world both centered around scholarship and intellectual debate, and also a world full of demons and miracles. Or they could be hungering for modernity, ready to shrug that stuff off as hidebound mystical hocus-pocus, eager to become a modern European or a radical bringing about the drastic transformations of the new century…but yet not completely free of those older superstitions and attitudes.

One of the interesting challenges was writing the supernatural events the protagonist encounters in both of those modes. Depending on the attitudes you’ve shown and choices you’ve made up to that point, you’re going to be seeing the magic either through a believer’s or a skeptic’s eyes. (Actually, since this is modeled with two different opposed stats – “traditionalist vs modernist” and “mystic vs rationalist,” it means that not only could you be a thoroughly modern skeptic or a passionate traditionally religious believer in the supernatural, there’s also the possibility that you’re traditionally religious but scoff at the idea that ordinary mortals ever encounter the supernatural, or that you’re modern and Europeanized… but more Romantic than Enlightenment, so you’re open to the world being full of inexplicable wonders). It was fun to inflect the prose so that what’s happening is described in a way that evokes the protagonist’s worldview. 

It may actually be possible to have a playthrough where a skeptical character is able to completely explain away everything supernatural to themselves as hallucinations and coincidences. But most playthroughs aren’t like that; usually the magic is going to get in your face! So there’s a certain irony here, in that the skeptic character is probably closest to most modern players, but the skeptic character is also probably wrong, at least with regards to whether magic is real. The traditional worldview of the shtetl is, in fact, correct.

As for human agency, The Ghost and the Golem very much adopts the model of human agency of the traditions it comes out of – Yiddish literature of the fantastic, and before that, the foundational text of Rabbinic Judaism, the Talmud (which is also full of ghosts and demons). These describe a world absolutely centered on human moral agency. Indeed, to a large extent, this tradition sees the drama of human moral agency as the entire reason for the existence of the Universe. We are always free to choose, and always confronted with difficult choices…and those choices make the world. That seems a very appropriate metaphysics to capture in a Choice of Games title!

Your novel The Unraveling has a very different setting and themes: it’s far-future science fiction, dealing with questions of body and technology. What (if anything) does it have in common with The Ghost and the Golem?

Interesting question!

Well, there is a lot of what people have called “Space Talmud” in The Unraveling; it’s set half a million years in the future, so there isn’t Judaism per se, but a very Jewish-ish mode of discourse called “the Long Conversation” figures prominently; it’s a kind of riff on Talmudic discourse. And, of course, Talmudic ways of thinking are all through The Ghost and the Golem, particularly if you crank up that Learned stat!

There’s the same mixture of humor and anxiety in the face of chaos in both works…though The Unraveling leans more toward teenage embarrassment and family chaos, and less towards mystic revelations and horror. They are also both centered on families–parents are comical, but formidable, foils in both works. They both involve childhood friends, and friendships changing over time, potentially including romantic entanglements. Both see romance as fertile ground for confusion and comedy. Both works have an ambivalent attitude towards violence: they never see it as simply an unproblematic and wholly efficacious solution, but nor do they entirely escape it.

Lastly, I guess The Unraveling and The Ghost and the Golem share a model of moral agency. The world is very big and we are small, and we never understand everything that’s going on. Nonetheless, our choices matter; the differences we make add up, and sometimes they snowball into real changes. There’s never a single right answer, or a single solution to a problem; there’s never an end to history. “It is not incumbent upon us to complete the work, but neither are we free to desist from it.” We just get to play our part, eddies in the stream. Nonetheless, the whole drama of the universe can be seen through the lens of our choices.

What’s next for you creatively? Do you have any other novels, stories, or games in the works?

I seem to be susceptible to totally immersing myself in passion projects. The Unraveling took something like twelve years from start to finish; The Ghost and the Golem took only five, so I guess I’m getting faster?

I have many other things that have been pushed to the side during that time, from a YA environmental oceangoing nanotech adventure-romp, to a darkly comic dystopian-horror tale of a world run by LLM-like AIs. I hope I can do a little more shorter form work before launching into something huge. I also think I might mine the Dream Apart/The Ghost and the Golem setting for some linear prose fiction. With fellow SF author David Moles, I am writing another tabletop RPG, set in a cosmic-SF post-Singularity future. 

I also have more ideas for Choice of Games titles, though it might take me a little while to come back to it. But the experience of making one was very fun, maybe even addictive, and also I have these forty-some Ruby scripts I wrote for stats analysis and ChoiceScript code generation, and I can’t just let them languish, can I…?


Renga in Blue

Ship of Doom (1982)

Does my hon. Friend agree that pornography is a drug, and a very dangerous drug at that, as it rots the mind and can persuade individuals to commit great violence and cruelty against innocent people? — Comment during debate in Parliament at the House of Commons, 28 March 1985 The 1987 ZX Spectrum game Soft […]

Does my hon. Friend agree that pornography is a drug, and a very dangerous drug at that, as it rots the mind and can persuade individuals to commit great violence and cruelty against innocent people?

Comment during debate in Parliament at the House of Commons, 28 March 1985

The 1987 ZX Spectrum game Soft & Cuddly was infamous for gauche horror imagery and being distributed with a barf bag. The advertising leaned into this; an insert poster distributed with the October 1987 edition of Crash boldy declared the game

THE FIRST COMPUTER NASTY

One of the tabloids — The Star — ran with it, quoting Mrs. Mary Whitehouse of the National Viewers’ and Listeners’ Association as saying “It is the product of a sick society.”

The British obsession with deviant media really kicked off in the 80s with the introduction of video stores, and the fact that videos were not covered under the rating system and so could be released uncensored. This led to a moral panic about “video nasties” (a term introduced in 1982) that included horror films being accused of spawning particular murders; the Video Recordings Act 1984 eventually led to a set of 72 videos being outright banned in the UK. These were not all recent videos and included, for example, the 1963 movie Blood Feast.

An Egyptian caterer kills various women in suburban Miami to use their body parts to revive a dormant Egyptian goddess while an inept police detective tries to track him down.

The raw paranoia that such media produced is vaguely reminiscent of the Satanic Panic in the United States.

The trailer above includes such tabloid headlines as

Scarred for life: Experts links street riots and child abuse to diet of filth fed to our young

and

Cruel movies fan hacks 4 to death

However, despite Soft & Cuddly cozying up to the title in order to trump up sales, the first game called a “digital nasty” in the tabloids came rather earlier, in 1982, in the form of an innocuous text adventure published by Artic Computing, Ship of Doom.

Ship of Doom was the second game from Charles Cecil (he was now 19), and the third in the series from Artic, hence Adventure C. (Previously: Planet of Death, Inca Curse.) Again it had ports to ZX80 and ZX81, with a port that followed for the ZX Spectrum. (The latter is what I played.)

Via World of Spectrum.

Richard Turner, one of the founders of Artic, worked together with Cecil so I am calling him a co-author.

He and I had quite good imaginations so we came up with some nice stories. We also had a love of puzzles and we liked stuff that you had to figure out. That was of more interest to us at the time than arcade games — which I wasn’t that good at anyway.

This game represents a turning point in their catalog, as Richard had talked with a Whsmith manager about selling the tapes, and discussion turned to business in general. The manager explained Richard’s company needed to be Vat-registered and also that “the artwork [was] rubbish and we needed something a lot better.” The cover above is the last of the “complete minimalism” covers in the Artic catalog of 8 adventures, and re-prints additionally added new art. Sales (according to Richard) went drastically up.

Via World of Spectrum.

As the text on the packaging (in either version) informs us, our spaceship has been scooped up by an Alien Cruiser looking to enslave humanoids and we have been stuck by a tractor beam (as told to us by Fred, our pet android). Our goal is to disable the tractor beam and escape. It’s not exactly Star Wars because there’s no stormtroopers to greet us; in fact, the entire opening area of the vessel is empty of aliens or even deathtraps. This seems to be the “apathy alien” style like how the Star Trek crew boards a Borg vessel but the hostiles don’t bother to acknowledge the crew’s presence until they become a threat.

In the typical fridge-logic sense it is puzzling, but honestly, I kind of like it. Alien stuff should be alien and it makes the experience feel stranger.

Room descriptions are minimal; the opening setup is here to provide us objects and devices to fiddle with.

A “shady room” has a dark corner, but fortunately nearby there are some infrared glasses. If you wear them, leave, and come back, you’ll find a SQUARE MICROBATTERY.

This is still the same system based on the Ken Reed Practical Computing article from 1980, so feedback can sometimes be minimal and getting a repeat of a room description can be fiddly.

Other than those objects and the hook from an earlier screenshot I’ve racked up a laser gun, a coin, a silver rod with a square slot, and a torch (British, so flashlight). I feel like the battery ought to go in the torch or some such but OPEN TORCH gives me

I CANT

with the Ken Reed standard message showing again and LIGHT TORCH just says I CANT DO THAT YET.

As far as obstacles go, there’s a body in a block of ice (can’t move or even shoot it with the ray gun)…

…a key under a glass cover (you can shoot it with the ray gun but the whole thing vaporizes and you softlock the game)…

…and a computer room with a red light and a key hole. I presume the key goes in the hole.

I’ve gotten a whole lot of I CANT from the various things I’ve tried. I don’t feel like anything is broken, really, and I’m guessing I’m missing a simple interaction. Inca Curse (game B) wasn’t terribly hard but Planet of Death (game A, without Cecil) was so this is really a coin flip on what level of pain I’m in for.

I did go ahead and make my verb list, which I’ll provide now.

I’ll wait on finishing my historical story about Artic’s encounter with the British tabloids, as I haven’t reached the room that caused the controversy yet. Cliffhanger!

(And no spoilers yet, please.)

Sunday, 21. July 2024

Renga in Blue

Treasures of Cathy (1982)

(This immediately follows my post on Bally’s Alley, which you ought to read before this one.) In 1982, John Collins started advertising — in the ads section of the Arcadian, as usual — a second adventure game. It’s similar to Bally’s Alley, except the environment is more coherent, there’s one (very minor) puzzle, and most […]

(This immediately follows my post on Bally’s Alley, which you ought to read before this one.)

From the 1981 Montgomery Wards Christmas Catalog.

In 1982, John Collins started advertising — in the ads section of the Arcadian, as usual — a second adventure game.

It’s similar to Bally’s Alley, except the environment is more coherent, there’s one (very minor) puzzle, and most significantly, there’s graphics.

TREASURES OF CATHY
(C) 1982 BY JOHN COLLINS
KEY WORDS IN, UP, DROP, GET
49 LOCATIONS 18 TREASURES
BUT CAN ONLY CARRY 6
EACH TREASURE = + POINTS
BUT -1 POINT/MOVE
TRY FOR SCORE > 1000

Again, you’re just trying to find treasures, and there’s a move counter that ticks away. There’s no particular goal score or end game message, which is fairly unusual for an adventure game, but perhaps the author was thinking in terms of what console game players want.

Unless I’m overlooking something, there’s no “end room” treasures should be brought to, either; this is like Fantasyland (the surreal Canadian VIC-20 / C64 game) where the goal is to get maximum treasure in your inventory, not in some specific place on the ground.

Having been forewarned from last time, I had my MAME configuration set to what I might call “normal” keys; pressing 1 will show a 1, 2 will show a 2, ENTER is the same thing as GO, and the backspace key will cause a real backspace. This fiddled with some of my other key combinations I came up with but I found it faster to pop open the MAME key guide to check any modifications rather than keep the default.

Fortunately, you don’t need to type the full words IN, UP, DROP and GET to use them. Just the initial letters will do, except for drop, which requires DR. Using my revised MAME keyset this makes for:

. 6 becomes (U)P
. 9 becomes (I)N
E 9 becomes (G)ET
E 8 . 5 becomes (DR)OP

I tried to go for gold and get AutoHotKey to do combinations, but it wasn’t behaving itself well with MAME, so I just kept a text file of the four combos I needed to the side of my playing window and things went smoothly.

Collins ran out of keys so left out UP and IN, and you have to type them as commands instead.

The last extremely-tight-sized game we’ve had with graphics was Adventures in Murkle for the TRS-80, done in a 4K using glorious ASCII. That game built the outdoors by having a set of graphics that could be turned on and off: some trees, a stream, a building.

A sample: turn off the stream and now you have just a forest.

This game does some the same, turning off or on pieces of graphics to represent particular rooms outside.

Here’s the full map of the outdoors:

The trickiest part for me — especially because I wasn’t sure if I was doing the input correctly until it worked — was finding that I could go UP at one of the trees and find a nest with a key.

Remember, taking an item just requires typing the letter “G”. The bizarre part is that the screen doesn’t clear when you enter a command, causing your typing to land directly on top of the text that says INPUT CODE. So if you want to type I or even IN, it overlaps exactly the text that’s already there, and you can’t see anything!

With the key you can go into the house (to the north) and the cave (to the south). I’m not sure if the house serves any purpose. There’s an axe, which I toted along with me, but any object use in this game is invisible.

All indoor rooms have the same picture.

The cave to the south makes an interesting choice for the graphics by going abstract. There’s a small box that gets filled in different ways with squares. I like the idea of non-literal graphics and I can’t think of any other game that quite does it this way.

Bob is an item you can take.

Maybe the author meant for you to consider this the literal end.

There’s legion of objects like a gun, a pen, a book, and water, all which might be useful in a normal game, but are just window dressing here. They’re the sort of thing someone would expect to find in an adventure game and manipulate, and I get the impression not that the author ran out of room (Irvin Kaputz style) but rather just wanted his game to feel a little more like an adventure by having objects that could potentially be noodled with.

The source code on this is astonishingly small, so there aren’t really any mysteries (not even a strange magic word that we never got to use). The code is so tight rather than just have two people click the link and see it, I’m going to cut and paste the whole thing here, and it’ll be over faster than you expect.

2 NT=0;GOTO 25
3 U=ABS(*(R)÷10000);V=RM÷100;W=ABS(RM);RETURN
4 GOSUB 3;TV=V;TV=W;RETURN
5 R=(I-49)×2+198;GOSUB 4;R=R+1;GOSUB 4;RETURN
6 VA=H;VB=H;FOR I=0TO K;TA=E;TB=F;NEXT I;RETURN
7 GOSUB 3;R=R+1;IF ULINE V,W,U×U;GOTO 7
8 LINE V,W,1;RETURN
9 CY=-16;CX=O;PRINT “0=COM,MOVE 1=N,2=S,3=E,4=W,5=NE,6=SW,7=NW,8=SE,9=↓
10 PRINT “INPUT CODE!”,;L=KP-48;IF (L9)GOTO 50
12 G=ABS(*(A));M=0;FOR I=1TO 5;IF G=0I=5;GOTO 20
14 G=G÷10;IF RM=L M=I;I=5
20 NEXT I;IF M=0CX=O;PRINT ” DEAD END ?”;GOTO 9
22 M=M-2;IF M20B=A÷4;Y=RM;IF Y MO=49;H=12;E=35;F=53;GOSUB 6;E=33;F=50;GOSUB 6;E=35;GOSUB 6;E=44;F=67;GOSUB 6;↓
26 IF BIF YPRINT “YOU HEAR A “,;E=2×A;FOR Z=0TO Y;GOSUB 6;NEXT Z;↓;GOTO 29
28 PRINT “YOU ARE AT “,
29 I=A-1;GOSUB 5
30 N=0;FOR I=50TO 67;IF *(I)=A CX=13;PRINT ” I SEE “,;N=I;GOSUB 5
32 NEXT I;IF A<12R=237;GOSUB 7
34 IF A11IF A48IF C0GOTO 94
62 IF C=68IF *(76)=82GOTO 88
64 IF C=85IF (A=6)+(A=15)A=A-1;RUN
66 IF C=73IF *(50)<0IF (A=10)+(A=20)+(A=44)A=A+1;RUN
86 RUN
88 CLEAR ;PRINT " SCORE= ",P;IF C=1RUN
90 FOR J=68TO 73;I=*(J);IF IGOSUB 5;IF C=68PRINT " 1=DROP,2=NO";D=KP;IF D=49T=-1;GOSUB 97
92 NEXT J;E=35;F=53;GOSUB 6;↓;RUN
94 T=1;FOR I=68TO 73;IF *(I)=0;*(I)=N;*(N)=-*(N);GOSUB 99;I=73;N=0
95 NEXT I;RUN
97 *(I)=A;N=I;GOSUB 99;*(J)=0;RETURN
99 C=N-49;P=P+T×C×C;RETURN

It’s a poem of code. Data is entered separately, using the same trick as Des Cavernes (including having everything be stored in one array).

Incidentally, regarding line 90, with PRINT ” 1=DROP,2=NO”, the dropping in this game is improved: rather than you needing to keep track of numbers and then typing the right one, it will go through each of your objects in turn and ask if it is the item you mean to drop. This is the sort of kludge that really would only happen in this sort of environment but it’s good to see the author was still trying for an improvement.

There’s nothing in the end here terribly novel in terms of content (…except for the rooms represented by abstract pictures…) but that doesn’t take away from the historical and technical interest, and the fact people kept trying to do adventures on every machine possible, kind of like how modern systems are required to run DOOM.

Next time: a game that inadvertently intercrossed with the “video nasties” moral panic in the UK.


Bally’s Alley (1980)

Of the consoles that launched in the US during the 70s, the Atari 2600 undoubtedly became the most famous, with the games still able to be re-packaged for sale in modern times; the Intellivision (1979) makes second place in overall historic sales. The Odyssey 2 (1978) falls in third. There were more US launches during […]

Of the consoles that launched in the US during the 70s, the Atari 2600 undoubtedly became the most famous, with the games still able to be re-packaged for sale in modern times; the Intellivision (1979) makes second place in overall historic sales. The Odyssey 2 (1978) falls in third.

There were more US launches during this time, but they have less recognition: the RCA Studio II, Fairchild Channel F, APF MP1000, and the Bally Professional Arcade, the last one being sometimes dubbed the Astrocade. As a child during the early 80s I hadn’t heard of any of them.

The most ill-fated of these might be the RCA Studio II, which launched in January 1977 only to be followed by a discontinuation announcement in February 1978, but today’s topic is the Astrocade, which had one element that made it unique of all the systems: the combination of Bally BASIC and a tape drive.

The ad above from 1982 touts how “you can even create your own games in Astrocade BASIC” and ends with:

Astrocade, the home entertainment sensation that’s a personal computer too.

Bally BASIC was published in 1978. The system did not have a keyboard but you could use its keypad to enter in arbitrary text with enough patience, using a template to tell you what the keys meant. The fact you could not only write games but save them to tape meant the Astrocade attained a “home brew” fanbase contemporary with the console that none of the other second-generation consoles had at the time. This was a console that had “bedroom coders” we’d normally associate with computers, and these coders created tapes that were sold in newsletters. So Astrocade’s “official” catalog is only a small subset of the games (and art demos) made available in the late 70s and early 80s. Here you can watch a computer art tape published in 1980 by W&W Software Sales:

The author of today’s game, John Collins of Ft. Walton Beach, Florida, has work in the Arcadian dating back to 1979.

He also had interest in adventure games, marking Bally’s Alley as “the first in a series of adventure programs I hope to write” and also claimed it “may take days or even weeks to complete”. It first appeared in the classified ads for the Arcadian, May 19, 1980.

While a tape hasn’t survived to us of the game, the original typed copy has (complete with handwritten notes for the variables) and in November 2022 it was typed in by Paul Thacker. He considered it a “work in progress” but it’s sat since 2022 with no changes so I’m assuming it’s in the ballpark of what Collins intended.

Bally’s Alley – An adventure game; one player. Game can last for days or weeks; can save at any point for restart; can go in nine directions; find the ten treasures and return to house; can only carry four treasures at one time. Each move subtracts a point. A magic word-sound-color will be helpful.

— Description from the Bally / Astro Professional Arcade Software and Hardware Sourcebook, Summer 1982

Now we get to the most complicated part of the whole proceedings: running the thing. First off, this has to be done with MAME, which officially got tape support in 2019. There’s a video here of the process. That’s fussy enough as it is, but the more painful part is the keypad.

To type a “red character” you press the button 0, which switches you to the reds, then press the button with the letter in red you want. So the letter Q, for example is 0 and then 8. On top of all that there’s no one-to-one mapping on modern keyboard. Adam Trionfo suggests keyboard stickers:

However, this is not the default mapping in MAME! Here are the keys for the “bottom four” of the pad, which let you change between “green mode”, “red mode”, “blue mode”, and “yellow mode” (or WORDS).

E = green
0 = red
. = blue
enter (number pad) = yellow

The last three seem like they’re trying to do something with the real number pad, except the number pad versions of the keys don’t work! (That’s is, 0 on the number pad does not get read by MAME as the red key — you have to use the regular key 0.) On top of that, the colors are a lie; while the “green” button turns the screen green to indicate your setting, and the “yellow” button turns the screen yellow, red goes to orange and blue turns the screen pink, and I’m not kidding:

What you see when you press “blue”.

If this was part of a Myst-style-game puzzle using cryptic old equipment, I’d ding it marks for being too unrealistic.

There was some more cryptic mess behind the scenes (hot tip: of the four slots the cassette is required to be plugged into port 3) but I’m going to save any more technical discussion for the comments and move on here with the game itself.

The game unfortunately does not give you a starting location, but I worked out later the player begins at Bally’s Alley. Just to the north is the player’s home where the treasure goes:

The book description earlier mentions ten treasures. Poking in the source code, there’s only five listed, but maybe there’s some weird way they’re doubling, kind of like Pokémon vs. Shiny Pokémon.

1 lets you pick a direction, 1 through 9, or from the format here, N, S, E, W, UP, DOWN, SW, NE, NW. No southeast! The author ran out of buttons.

(In MAME, 1 through 9 are 4, 5, 6, 7, 8, 9, R, S, and H respectively.)

Command lets you type an arbitrary word or abbreviation. G stands for GET and DR stands for drop. (In MAME, E H for the “G”, and “E S . 8” for the “DR”.)

When you DROP you specify by item number which thing you want to drop, so 67 would be the ROPE as shown being carried above.

Paul Thacker tested the game and this is the only part of the map he managed to make:

He concluded perhaps there’s something still broken in the source code (part of it was messy and handwritten), and I think he’s right, but not in this exact spot. I realized some of the random connections were because rooms were getting duplicated. In the Garden, it appeared sometimes I could go north to Bally’s Alley, and sometimes I could go south to the Garage. Instead, these are both two entirely different rooms with the same name! I confirmed this by dropping an item, which was only present in one of the variations.

The “duplicate name” trick continues through the early areas but it isn’t utterly nonsense, at least:

I’m unclear if the “rope”, “knife” or “keys” serve any practical purpose. If they do it seems to be commandless (that is, you can go through a particular exit if you are carrying the right thing, but the game doesn’t ask you to CUT something, which would be hard to figure out how to type anyway). They did help with the early mapping but once I got the hang of the author’s tendencies I didn’t need them.

If the keys are needed anywhere they’d be at the Well With Locked Cover, but I dropped them and tested both exits and I wasn’t stopped by a lack of keys.

Past the well was the final section I was able to get to, a “color maze”. The rooms are varying colors using the Astrocade’s curious choices for a main palette.

I was able to find a lamp (see above) and some coins (the only treasure I saw) but then I hit an unfortunate room that was “blank”, that is, there was no room description.

I could still try to move around; going NE leads back to one of the pink rooms, and going down just loops in the same room, but I suspect the down-exit is broken and not intended to be the game’s real destination.

This was an astonishing technical feat on a platform clearly not designed to have a text adventure, and it was delightful to enter territory likely nobody but the author had ever seen. If nothing else, it was wild to see a game with the southeast exit (and only the southeast exit) missing. Still, this boils down to mostly exploration and mapping (there’s a magic word mentioned in the source and two other possible words, but I still don’t see any effects other than movement). I’m still willing to take another swing if the source gets a fix (the file is marked “WIP” because of the uncertainty on the handwriting).

However, we aren’t done with Collins yet: he called this the first in a series, and he did manage to make a second adventure! His second is also for the Astrocade, this time with graphics, and seems to be more than just an exploration journey. Stay tuned!

Special thanks to Kevin Bunch whose book Atari Archive I used as a reference (it’s one of the best books out there about second-generation consoles) and who helped me get over the technical difficulties with MAME.

Saturday, 20. July 2024

Renga in Blue

Temple of Disrondu: The Dagger of Truth

I’ve finished the game. This continues directly from my previous post. If the idea of playing another game by the author of early Magnetic Scrolls works appeals to you, I’d certainly recommend trying this. If you don’t want to try the BBC Micro version I’ve got a download here for the TRS-80 version. Just drag […]

I’ve finished the game. This continues directly from my previous post.

If the idea of playing another game by the author of early Magnetic Scrolls works appeals to you, I’d certainly recommend trying this. If you don’t want to try the BBC Micro version I’ve got a download here for the TRS-80 version. Just drag and drop the file onto trs80gp and it’ll launch.

I will say the first puzzle might be worth spoiling, but it is mostly smooth past that.

Zoom-in on the wrist bands, shield, and dagger, the three items needed to defeat the demon.

So what I suffered last time turned out to be a colossal piece of disjoint visualization — that is, I was seeing the situation very different from the author, based on text that could be understood multiple ways — combined with my uncertainty about the parser (and the fact an unusual verb is required here). I will say it is a four-word parser and there even is a special data line for prepositions, which is a slight hint of Magnetic Scrolls going on to make one of the better parsers of the British companies.

3010 DATA 9,ON,IN,AT,INTO,OVER,ONTO,ACRO,WITH,TO

I needed to get a key from a fountain. The only description you get upon finding the key is that

THERE’S A KEY THERE!

and the fountain otherwise receives no description. TAKE KEY responds:

I CAN’T REACH IT

This was my first visualization issue. I figured, if the key was in the fountain at “ground level”, it would be easy to grab it, and otherwise SWIM FOUNTAIN and GO FOUNTAIN ought to really work anyway.

I thus thought of it being a fountain with tall layers, where you can see the key on top, but you somehow need to climb the fountain or shake the key loose.

I am fairly certain now, no, this is a regular all-on-the-ground fountain, and the key is floating in the middle and our player doesn’t want to get wet (??) I guess (???). So we just need to extend our reach a little. (I guess this technically could also be consistent with snagging a key up high, but honestly, what I visualized completely excluded such a solution.)

The other important item is a WIRE STAND, and this one does give a description

IT’S A THICK WIRE BENT INTO A STAND

and if you’ve ever fiddled with one of these in real life, this is not the kind of wire you can bend by hand (it even says “thick wire”). Of course I should have tested it, so I wouldn’t call this unfair, just I’m giving the reason I got sidetracked.

Something like this. I’d expect to melt it under heat or something.

If you try BEND STAND, the game says

USE BEND INTO WHAT?

which is prompting for an exact creation. What works — and I did figure this out once I realized what the game was going for — is a HOOK. Then you can GET KEY from the fountain and finally move on with the game.

Incidentally, if the game had said “it’s just out of reach” instead of “I can’t reach that” I probably would have worked this out faster.

Just to prove this game really is designed on the tighter side, here is the entire rest of the map:

The first new room, the altar room, uses the items I’d been gathering up thinking there was going to be some Aphrodite ritual: a statuette and the incense.

There’s no explicit instructions, but the indent plus the burner for incense make their case pretty clear. I also realized quite naturally I should try to GO PRAYER MAT and the game then explicitly mentions you should try out PRAY.

I also needed to light my torch with the flint and steel before this. I don’t know if there were any “dark rooms” being kept track of; I don’t think there’s an inventory limit so I had my lit torch the rest of the game.

The flash of light is the WRIST BANDS appearing. They have “odd glyphs” which you can’t read (yet).

Because of the sequencing here, I could see someone forgetting about this by the time they get the ability to read glyphs.

The next room uses the metal triangle from a few rooms ago, as there’s a triangular space on a dias.

You can climb the stalagmite to get back, so this isn’t a one way trip (for now) but given the mention of something metallic inside, you’ll need to do some destruction later.

The niche has some brown powder with writing indicating to mix with water. Conviently, there’s a stream to the west that serves to do this very task, leaving you with a potion. Drink the potion and now “odd glyphs” are readable:

Go ahead and scoop it up, there’s no inventory limit.

The WRIST BANDS tell you to say APHRODITE at the evil temple? But where is the evil temple? Well, if you go back to the stalagmite room, open the door (not controlled by the keyhole, I was confused at first), and head north, you’ll find a wardrobe. Move the wardrobe to find the temple.

Importantly, the pool has some nasty green liquid which turns out to be acid. The APHRODITE phrase that the bands mentioned opens up a secret stair down, leading to a sacrificial room.

Given the black rock I just scooped up was quite thoroughly described (…unlike the fountain…) I quickly realized it was in the shape of a toe and added it to the idol. This opened up a gold keyhole, but I had no gold key to go with it yet.

Heading back and wandering some more, I found a plank of wood and a platform with a key of ice on it. I scooped up both (the plank and the key, that is, the platform’s too big).

Applying the key to the glass keyhole led to a room with a chasm. I immediately thought to PUT PLANK ON CHASM and it worked.

A weird case where solving a puzzle too fast turned out to be a problem, as you’ll see.

The next room has a stone block which I spent entirely too long fiddling with (it’s the only pure red herring of the game) and a ZOMBIE MOVING TOWARDS YOU. I thought back to all my resources and remembered the holy water back at the font I moved at the beginning. I didn’t have a container at the time but I did now (with the empty jar that used to hold a potion). I scooted back up the stalagmite, grabbed the water, and took it back to the zombie and hurled it:

And now we reach the part of the game I had second-most trouble with after the hook. This is entirely a self-contained riddle. The answer makes sense but I think there’s something unfair to it. However, what I’ll do is withhold giving the answer here, and put my thoughts in the comments instead.

If you get it wrong, THE SHIELD SPIN TOWARDS YOU AND SLICES YOUR HEAD OFF. If you get it right, you have the magic shield and are one step closer to defeating the demon!

From here, two issues remain: finding the dagger, and finding the gold key for the evil temple (which will lead directly to Disrondu). I alternated between noodling with the stone block at the zombie and the stalagmite at the cave, and it occurred to me that I could re-use the jar yet again to pick up the acid from the evil pool.

The metal box has the dagger of truth, but also, this melts your path out. However, that wardrobe from earlier had a POLE in it, so you can bring it over and CLIMB POLE if you want to as a substitute and get back up. The game isn’t softlocked! Classy. (Well, that means the pole is huge, right? Eh, I’m done trying to visualize stuff.)

Now is the part I was stuck third-most after the riddle, but I’m not calling this one unfair at all. Just I kept trying to do things to the STONE BLOCK and never realized I had overlooked trying to LOOK CHASM back one room over. I had to actually look at the map from the Strand Games website to see what was going on.

Climbing up leads to a ledge with the missing gold key. I was then able to bring it back to the evil temple, unlock the last barrier, and make my way down to Disrondu.

There’s been enough lead-up, I don’t need anything more than exclamation marks.

And thus ends our visit to (sort of) the start of Magnetic Scrolls. Other than heavier than normal use of prepositions I didn’t spot anything that would indicate the company’s future; this was much closer to Scott Adams than anyone else.

The most pleasant part in the solving sequence was the triple re-use of the jar; it didn’t originally occur to me to scoop up the acid, but the first re-use applying the holy water immediately gave the idea that I could scoop up any liquid I wanted to. This was essentially a small piece of object transformation, which is one of the key elements I’ve identified in the past as being a way for these super-old games to have puzzles that strike the right balance between simplistic and arbitrary.

Using the word ‘design’ makes it sound like we had a grand plan thought out over many months of agonizing over analyst presentations and consulting focus groups. If we liked it, it was good. There was no pressure to articulate why but usually if it made us laugh it was good. If we thought it was a bit dull, it got cut.

Rob Steggles speaking about designing for The Pawn

As far as what’s coming next, I’m not sure. I’m slated to write about a game with a very high technical start barrier (think back to that French pocket calculator game in difficulty, although this game’s American) but that might get postponed if I run into too many emulator woes. So there might be a wild card! We’ll see.

Friday, 19. July 2024

The People's Republic of Interactive Fiction

July meeting (online)

The Boston IF meetup for July will be Monday, July 29, 6:30 pm Eastern time. We will post the Zoom link to the mailing list on the day of the meeting.

The Boston IF meetup for July will be Monday, July 29, 6:30 pm Eastern time. We will post the Zoom link to the mailing list on the day of the meeting.


Interactive Fiction – The Digital Antiquarian

The Later Years of Douglas Adams

If God exists, he must have a sense of humor, for why else would he have strewn so many practical jokes around his creation? Among them is the uncanny phenomenon of the talented writer who absolutely hates to write. Mind you, I don’t mean just the usual challenges which afflict all of us architects of […]

If God exists, he must have a sense of humor, for why else would he have strewn so many practical jokes around his creation? Among them is the uncanny phenomenon of the talented writer who absolutely hates to write.

Mind you, I don’t mean just the usual challenges which afflict all of us architects of sentences and paragraphs. Even after all these years of writing these pieces for you, I’m still daunted every Monday morning to face a cursor blinking inscrutably at the top of a blank page, knowing as I do that that space has to be filled with a readable, well-constructed article by the time I knock off work the following Friday evening. In the end, though, that’s the sort of thing that any working writer knows how to get through, generally by simply starting to write something — anything, even if you’re pretty sure it’s the wrong thing. Then the sentences start to flow, and soon you’re trucking along nicely, almost as if the article has started to write itself. Whatever it gets wrong about itself can always be sorted out in revision and editing.

No, the kind of agony which proves that God must be a trickster is far more extreme than the kind I experience every week. It’s the sort of birth pangs suffered by Thomas Harris, the conjurer of everybody’s favorite serial killer Hannibal Lecter, every time he tries to write a new novel. Stephen King — an author who most definitely does not have any difficulty putting pen to paper — has described the process of writing as a “kind of torment” for his friend Harris, one which leaves him “writhing on the floor in frustration.” Small wonder that the man has produced just six relatively slim novels over a career spanning 50 years.

Another member of this strange club of prominent writers who hate to write is the Briton Douglas Adams, the mastermind of The Hitchhiker’s Guide to the Galaxy. Throughout his career, he was one of genre fiction’s most infuriating problem children, the bane of publishers, accountants, lawyers, and anyone else who ever had a stake in his actually sitting down and writing the things he had agreed to write. Given his druthers, he would prefer to sit in a warm bath, as he put it himself, enjoying the pleasant whooshing sound the deadlines made as they flew by just outside his window.

That said, Adams did manage to give outsiders at least the impression that he was a motivated, even driven writer over the first seven years or so of Hitchhiker’s, from 1978 to 1984. During that period, he scripted the twelve half-hour radio plays that were the foundation of the whole franchise, then turned them into four novels. He also assisted with a six-episode Hitchhiker’s television series, even co-designed a hit Hitchhiker’s text adventure with Steve Meretzky of Infocom. Adams may have hated the actual act of writing, but he very much liked the fortune and fame it brought him; the former because it allowed him to expand his collection of computers, stereos, guitars, and other high-tech gadgetry, the latter because it allowed him to expand the profile and diversity of guests whom he invited to his legendary dinner parties.

Still, what with fortune and fame having become something of a done deal by 1984, his instinctive aversion to the exercising of his greatest talent was by then beginning to set in in earnest. His publisher got the fourth Hitchhiker’s novel out of him that summer only by moving into a hotel suite with him, standing over his shoulder every day, and all but physically forcing him to write it. Steve Meretzky had to employ a similar tactic to get him to buckle down and create a design document for the Hitchhiker’s game, which joined the fourth novel that year to become one of the final artifacts of the franchise’s golden age.

Adams was just 32 years old at this point, as wealthy as he was beloved within science-fiction fandom. The world seemed to be his oyster. Yet he had developed a love-hate relationship with the property that had gotten him here. Adams had been reared on classic British comedy, from Lewis Carrol to P.G. Wodehouse, The Goon Show to Monty Python. He felt pigeonholed as the purveyor of goofy two-headed aliens and all that nonsense about the number 42. In So Long, and Thanks for All the Fish, the aforementioned fourth Hitchhiker’s novel, he’d tried to get away from some of that by keeping the proceedings on Earth, delivering what amounted to a magical-realist romantic comedy in lieu of another zany romp through outer space. But his existing fans hadn’t been overly pleased by the change of direction; they made it clear that they’d prefer more of the goofy aliens and the stuff about 42 in the next book, if it was all the same to him. “I was getting so bloody bored with Hitchhiker’s,” Adams said later. “I just didn’t have anything more to say in that context.” Even as he was feeling this way, though, he was trying very hard to get Hollywood to bite on a full-fledged, big-budget Hitchhiker’s Guide to the Galaxy feature film. Thus we have the principal paradox of his creative life: Hitchhiker’s was both the thing he most wanted to escape and his most cherished creative comfort blanket. After all, whatever else he did or didn’t do, he knew that he would always have Hitchhiker’s.

For a while, though, Adams did make a concerted attempt to do some things that were genuinely new. He pushed Infocom into agreeing to make a game with him that was not the direct sequel to the computerized Hitchhiker’s that they would have preferred to make. Bureaucracy was rather to be a present-day social satire about, well, bureaucracy, inspired by some slight difficulties Adams had once had getting his bank to acknowledge a change-of-address form. Meanwhile he sold to his book publishers a pair of as-yet unwritten non-Hitchhiker’s novels, with advances that came to about $4 million combined. They were to revolve around Dirk Gently, a “holistic detective” who solved crimes by relying upon “the fundamental interconnectedness of all things” in lieu of more conventional clues. “They will be recognizably me but radically different, at least from my point of view,” he said. “The story is based on here and now, but the explanation turns out to be science fiction.”

Adams’s enthusiasm for both projects was no doubt authentic when he conceived them, but it dissipated quickly when the time came to follow through, setting a pattern that would persist for the rest of his life. He went completely AWOL on Infocom, leaving them stuck with a project they had never really wanted in the first place. It was finally agreed that Adams’s best mate, a fellow writer named Michael Bywater, would come in and ghost-write Bureaucracy on his behalf. And this Bywater did, making a pretty good job of it, all things considered. (As for the proper Hitchhiker’s sequel which a struggling Infocom did want to make very badly: that never happened at all, although Adams caused consternation and confusion for a while on both side of the Atlantic by proposing that he and Infocom collaborate on it with a third party with which he had become enamored, the British text-adventure house Magnetic Scrolls. Perhaps fortunately under these too-many-cooks-in-the-kitchen circumstances, his follow-through here was no better than it had been on Bureaucracy, and the whole project died quietly after Infocom was shut down in 1989.)

Dirk Gently was a stickier wicket, thanks to the amount of money that Adams’s publishers had already paid for the books. They got them out of him at last using the same method that had done the trick for So Long, and Thanks for All the Fish: locking him in a room with a minder and not letting him leave until he had produced a novel. Dirk Gently’s Holistic Detective Agency was published in 1987, its sequel The Long Dark Tea-Time of the Soul the following year. The books had their moments, but fell a little flat for most readers. In order to be fully realized, their ambitious philosophical conceits demanded an attention to plotting and construction that was not really compatible with being hammered out under duress in a couple of weeks. They left Adams’s old fans nonplussed in much the same way that So Long… had done, whilst failing to break him out of the science-fiction ghetto in which he felt trapped. Having satisfied his contractual obligations in that area, he would never complete another Dirk Gently novel.

Then, the same year that the second Dirk Gently book was published, Adams stumbled into the most satisfying non-Hitchhiker’s project of his life. A few years earlier, during a jaunt to Madagascar, he had befriended a World Wildlife Federation zoologist named Mark Carwardine, who had ignited in him a passion for wildlife conservation. Now, the two hatched a scheme for a radio series and an accompanying book that would be about as different as they possibly could from the ones that had made Adams’s name: the odd couple would travel to exotic destinations in search of rare and endangered animal species and make a chronicle of what they witnessed and underwent. Carwardine would be the expert and the straight man, Adams the voice of the interested layperson and the comic relief. They would call the project Last Chance to See, because the species they would be seeking out might literally not exist anymore in just a few years. To his credit, Adams insisted that Carwardine be given an equal financial and creative stake. “We spent many evenings talking into the night,” remembers the latter. “I’d turn up with a list of possible endangered species, then we’d pore over a world map and talk about where we’d both like to go.”

They settled on the Komodo dragon of Indonesia, the Rodrigues flying fox of Mauritius, the baiji river dolphin of China, the Juan Fernández fur seal of South America’s Pacific coast, the mountain gorilla and northern white rhinoceros of East Africa, the kākāpō of New Zealand, and the Amazonian manatee of Brazil. Between July of 1988 and April of 1989, they traveled to all of these places — often as just the two of them, without any additional support staff, relying on Adams’s arsenal of gadgets to record the sights and especially the sounds. Adams came home 30 pounds lighter and thoroughly energized, eager to turn their adventures into six half-hour programs that were aired on BBC Radio later that year.

Mark Carwardine and Douglas Adams in the Juan Fernández Islands.

The book proved predictably more problematic. It was not completed on schedule, and was in a very real sense not even completed at all when it was wrenched away from its authors and published in 1990; the allegedly “finished” volume covers only five of the seven expeditions, and one of those in a notably more cursory manner than the others. Nevertheless, Adams found the project as a whole a far more enjoyable experience than the creation of his most recent novels had been. He had a partner to bounce ideas off of, making the business that much less lonely. And he wasn’t forced to invent any complicated plots from whole cloth, something for which he had arguably never been very well suited. He could just inhale his surroundings and exhale them again for the benefit of his readers, with a generous helping of the droll wit and the altogether unique perspective he could place on things. His descriptions of nature and animal life were often poignant and always delightful, as were those of the human societies he and Carwardine encountered. “Because I had an external and important subject to deal with,” mused Adams, “I didn’t feel any kind of compulsion to be funny the whole time — and oddly enough, a lot of people have said it’s the funniest book I’ve written.”

An example, on the subject of traffic in the fast-rising nation of China, which the pair visited just six months before the massacre on Tiananmen Square showed that its rise would take place on terms strictly dictated by the Communist Party:

Foreigners are not allowed to drive in China, and you can see why. The Chinese drive, or cycle, according to laws that are simply not apparent to an uninitiated observer, and I’m thinking not merely of the laws of the Highway Code; I’m thinking of the laws of physics. By the end of our stay in China, I had learnt to accept that if you are driving along a two-lane road behind another car or truck, and there are two vehicles speeding towards you, one of which is overtaking the other, the immediate response of your driver will be to also pull out and overtake. Somehow, magically, it all works out in the end.

What  I could never get used to, however, was this situation: the vehicle in front of you is overtaking the vehicle in front of him, and your driver pulls out and overtakes the overtaking vehicle, just as three other vehicles are coming towards you performing exactly the same manoeuvre. Presumably Sir Isaac Newton has long ago been discredited as a bourgeois capitalist running-dog lackey.

Adams insisted to the end of his days that Last Chance to See was the best thing he had ever written, and I’m not at all sure that I disagree with him. On the contrary, I find myself wishing that he had continued down the trail it blazed, leaving the two-headed aliens behind in favor of becoming some combination of humorist, cultural critic, and popular-science writer. “I’m full of admiration for people who make science available to the intelligent layperson,” he said. “Understanding what you didn’t before is, to me, one of the greatest thrills.” Douglas Adams could easily have become one of those people whom he so admired. It seems to me that he could have excelled in that role, and might have been a happier, more satisfied man in it to boot. But it didn’t happen, for one simple reason: as well as taking a spot in the running for the title of best book he had ever written, Last Chance to See became the single worst-selling one. Adams:

Last Chance to See was a book I really wanted to promote as much as I could because the Earth’s endangered species is a huge topic to talk about. The thing I don’t like about doing promotion usually is that you have to sit there and whinge on about yourself. But here was a big issue I really wanted to talk about, and I was expecting to do the normal round of press, TV, and radio. But nobody was interested. They just said, “It isn’t what he normally does, so we’ll pass on this, thank you very much.” As a result, the book didn’t do very well. I had spent two years and £150,000 of my own money doing it. I thought it was the most important thing I’d ever done, and I couldn’t get anyone to pay any attention.

Now, we might say at this point that there was really nothing keeping Adams from doing more projects like Last Chance to See. Financially, he was already set for life, and it wasn’t as if his publishers were on the verge of dropping him. He could have accepted that addressing matters of existential importance aren’t always the best way to generate high sales, could have kept at it anyway. In time, perhaps he could have built a whole new audience and authorial niche for himself.

Yet all of that, while true enough on the face of it, fails to address just how difficult it is for anyone who has reached the top of the entertainment mountain to accept relegation to a base camp halfway down its slope. It’s the same phenomenon that today causes Adams’s musical hero and former dinner-party guest Paul McCartney, who is now more than 80 years old, to keep trying to score one more number-one hit instead of just making the music that pleases him. Once you’ve tasted mass adulation, modest success can have the same bitter tang as abject failure. There are artists who are so comfortable in their own skin, or in their own art, or in their own something, that this truism does not apply. But Douglas Adams, a deeply social creature who seemed to need the approbation of fans and peers as much as he needed food and drink, was not one of them.

So, he retreated to his own comfort zone and wrote another Hitchhiker’s novel. At first it was to be called Starship Titanic, but then it became Mostly Harmless. The choice to name it after one of the oldest running gags in the Hitchhiker’s series was in some ways indicative; this was to be very much a case of trotting out the old hits for the old fans. The actual writing turned into the usual protracted war between Adams’s publisher and the author himself, who counted as his allies in the cause of procrastination the many shiny objects that were available to distract a wealthy, intellectually curious social butterfly such as him. This time he had to be locked into a room with not only a handler from his publisher but his good friend Michael Bywater, who had, since doing Bureaucracy for Infocom, fallen into the role of Adams’s go-to ghostwriter for many of the contracts he signed and failed to follow through on. Confronted with the circumstances of its creation, one is immediately tempted to suspect that substantial chunks of Mostly Harmless were actually Bywater’s work. By way of further circumstantial evidence, we might note that some of the human warmth that marked the first four Hitchhiker’s novels is gone, replaced by a meaner, archer style of humor that smacks more of Bywater than the Adams of earlier years.

It’s a strange novel — not a very good one, but kind of a fascinating one nonetheless. Carl Jung would have had a field day with it as a reflection of its author’s tortured relationship to the trans-media franchise he had spawned. There’s a petulant, begrudging air to the thing, right up until it ends in the mother of all apocalypses, as if Adams was trying to wreck his most famous creation so thoroughly that he would never, ever be able to heed its siren call again. “The only way we could persuade Douglas to finish Mostly Harmless,” says Michael Bywater, “was [to] offer him several convincing scenarios by which he could blow up not only this Earth but all the Earths that may possibly exist in parallel universes.” That was to be that, said Adams. No more Hitchhiker’s, ever; he had written the franchise into a black hole from which it could never emerge. Which wasn’t really true at all, of course. He would always be able to find some way to bring the multidimensional Earth back in the future, should he decide to, just as he had once brought the uni-dimensional Earth back from its destruction in the very first novel. Such is the advantage of being god of your own private multiverse. Indeed, there are signs that Adams was already having second thoughts before he even allowed Mostly Harmless to be sent to the printer. At the last minute, he sprinkled a few hints into the text that the series’s hero Arthur Dent may in fact have survived the apocalypse. It never hurts to hedge your bets.

Published in October of 1992, Mostly Harmless sold better than Last Chance to See or the Dirk Gently novels, but not as well as the golden-age Hitchhiker’s books. Even the series’s most zealous fans could smell the ennui that fairly wafted up from its pages. Nevertheless, they would have been shocked if you had told them that Douglas Adams, still only 40 years old, would never finish another book.

The next several years were the least professionally productive of Adams’s adult life to date. This wasn’t necessarily a bad thing; there is, after all, more to life than one’s career. He had finally married his longtime off-and-on romantic partner Jane Belson in 1991, and in 1994, when the husband’s age was a thoroughly appropriate 42, the couple had their first and only child. When not doting on his baby daughter Polly, Adams amused himself with his parties and his hobbies, which mostly involved his beloved Apple Macintosh computers and, especially, music. He amassed what he believed to be the largest collection of left-handed guitars in the world. His friend David Gilmour gave him his best birthday gift ever when he allowed him to come onstage and play one of those guitars with Pink Floyd for one song on their final tour. Adams also performed as one half of an acoustic duo at an American Booksellers’ Association Conference; the duo’s other half was the author Ken Follett. He even considered trying to make an album of his own: “It will basically be something very similar to Sgt. Pepper, I should think.” Let it never be said that Douglas Adams didn’t aim high in his flights of fancy…

Adams gives his daughter Polly some early musical instruction.

With Adams thus absent from the literary scene, his position as genre fiction’s premiere humorist was seized by Terry Pratchett, whose first Discworld novels of the mid-1980s might be not unfairly described as an attempt to ape Adams in a fantasy rather than a science-fiction setting, but who had long since come into his own. Pratchett evinced none of Adams’s fear and loathing of the actual act of writing, averaging one new Discworld novel every nine months throughout the 1990s. By way of a reward for his productivity, his wit, and his boundless willingness to take his signature series in unexpected new directions, he became the most commercially successful single British author of any sort of the entire decade.

A new generation of younger readers adored Discworld but had little if any familiarity with Hitchhiker’s. While Pratchett basked in entire conventions devoted solely to himself and his books, Adams sometimes failed to muster an audience of more than twenty when he did make a public appearance — a sad contrast to his book signings of the early 1980s, when his fans had lined up by the thousands for a quick signature and a handshake. A serialized graphic-novel adaption of Hitchhiker’s, published by DC Comics, was greeted with a collective shrug, averaging about 20,000 copies sold per issue, far below projections. Despite all this clear evidence, Adams, isolated in his bubble of rock stars and lavish parties, seemed to believe he still had the same profile he’d had back in 1983. That belief — or delusion — became the original sin of his next major creative project, which would sadly turn out to be the very last one of his life.

The genesis of Douglas Adams’s second or third computer game — depending on what you make of Bureaucracy — dates to late 1995, when he became infatuated with a nascent collective of filmmakers and technologists who called themselves The Digital Village. The artist’s colony cum corporation was the brainchild of Robbie Stamp, a former producer for Britain’s Central Television: “I was one of a then-young group of executives looking at the effects of digital technology on traditional media businesses. I felt there were some exciting possibilities opening up, in terms of people who could understand what it would mean to develop an idea or a brand across a variety of different platforms and channels.” Stamp insists that he wasn’t actively fishing for money when he described his ideas one day to Adams, who happened to be a friend of a friend of his named Richard Creasey. He was therefore flabbergasted when Adams turned to him and asked, “What would it take to buy a stake?” But he was quick on his feet; he named a figure without missing a beat. “I’m in,” said Adams. And that was that. Creasey, who had been Stamp’s boss at Central Television, agreed to come aboard as well, and the trio of co-founders was in place.

One senses that Adams was desperate to find a creative outlet that was less dilettantish than his musical endeavors but also less torturous than being locked into a room and ordered to write a book.

When I started out, I worked on radio, I worked on TV, I worked onstage. I enjoyed and experimented with different media, working with people and, wherever possible, fiddling with bits of equipment. Then I accidentally wrote a bestselling novel, and the consequence was that I had to write another and then another. After a decade or so of this, I became a little crazed at the thought of spending my entire working life in a room by myself typing. Hence The Digital Village.

The logic was sound enough when considered in the light of the kind of personality Adams was; certainly one of the reasons Last Chance to See had gone so well had been the presence of an equal partner to keep him engaged.

Still, the fact remained that it could be a little hard to figure out what The Digital Village was really supposed to be. Rejecting one of the hottest buzzwords of the age, Adams insisted that it was to be a “multiple media” company, not a “multimedia” one: “We’re producing CD-ROMs and other digital and online projects, but we’re also committed to working in traditional forms of media.” To any seasoned business analyst, that refusal to focus must have sounded like a recipe for trouble; “do one thing very, very well” is generally a better recipe for success in business than the jack-of-all-trades approach. And as it transpired, The Digital Village would not prove an exception to this rule.

Their first idea was to produce a series of science documentaries called Life, the Universe, and Evolution, a riff on the title of the third Hitchhiker’s novel; that scheme fell through when they couldn’t find a television channel that was all that interested in airing it. Their next idea was to set up The Hitchhiker’s Guide to the Internet, a search engine to compete with the current king of Web searching Yahoo!; that scheme fell through when they realized that they had neither the financial resources nor the technical expertise to pull it off. And so on and so on. “We were going to be involved in documentaries, feature films, and the Internet,” says Richard Creasey regretfully. “And bit by bit they all went away. Bit by bit, we went down one avenue which was, in the nicest possible way, a disaster.”

That avenue was a multimedia adventure game, a project which would come to consume The Digital Village in more ways than one. It was embarked upon for the very simple reason that it was the only one of the founders’ ideas for which they could find adequate investment capital. At the time, the culture was living through an odd echo of the “bookware” scene of the mid-1980s, of which Infocom’s Hitchhiker’s game has gone down in history as the most iconic example. A lot of big players in traditional media were once again jumping onto the computing bandwagon with more money than sense. Instead of text and text parsers, however, Bookware 2.0 was fueled by great piles of pictures and video, sound and music, with a thin skein of interactivity to join it all together. Circa 1984, the print-publishing giant Simon & Schuster had tried very, very hard  to buy Infocom, a purchase that would have given them the Hitchhiker’s game that was then in the offing. Now, twelve years later, they finally got their consolation prize, when Douglas Adams agreed to make a game just for them. All they had to do was give him a few million dollars, an order of magnitude more than Infocom had had to put into their Hitchhiker’s.

The game was to be called Starship Titanic. Like perhaps too many Adams brainstorms of these latter days, it was a product of recycling. As we’ve already seen, the name had once been earmarked for the novel that became Mostly Harmless, but even then it hadn’t been new. No, it dated all the way back to the 1982 Hitchhiker’s novel Life, the Universe, and Everything, which had told in one of its countless digressions of a “majestic and luxurious cruise liner” equipped with a flawed prototype of an Infinite Improbability Drive, such that on its maiden voyage it had undergone “a sudden and gratuitous total existence failure.” In the game, the vessel would crash through the roof of the player’s ordinary earthly home; what could be more improbable than that? Then the player would be sucked aboard and tasked with repairing the ship’s many wildly, bizarrely malfunctioning systems and getting it warping through hyperspace on the straight and narrow once again. Whether Starship Titanic exists in the same universe — or rather multiverse — as Hitchhiker’s is something of an open question. Adams was never overly concerned with such fussy details of canon; his most devoted fans, who very much are, have dutifully inserted it into their Hitchhiker’s wikis and source books on the basis of that brief mention in Life, the Universe, and Everything.

Adams was often taken by a fit of almost manic enthusiasm when he first conceived of a new project, and this was definitely true of Starship Titanic. He envisioned another trans-media property to outdo even Hitchhiker’s in its prime. Naturally, there would need to be a Starship Titanic novel to accompany the game. Going much further, Adams pictured his new franchise fulfilling at last his fondest unrequited dream for Hitchhiker’s. “I’m not in a position to make any sort of formal announcement,” he told the press cagily, “but I very much hope that it will have a future as a movie as well.” There is no indication that any of the top-secret Hollywood negotiations he was not-so-subtly hinting at here ever took place.

In their stead, just about everything that could possibly go wrong with the whole enterprise did so. It became a veritable factory for resentments and bad feelings. Robbie Stamp and Richard Creasey, who didn’t play games at all and weren’t much interested in them, were understandably unhappy at seeing their upstart new-media collective become The Douglas Adams Computer Games Company. This created massive dysfunction in the management ranks.

Predictably enough, Adams brought in Michael Bywater to help him when his progress on the game’s script stalled out. Indeed, just as is the case with Mostly Harmless, it’s difficult to say where Douglas Adams stops and Michael Bywater begins in the finished product. In partial return for his services, Bywater believed that his friend implicitly or explicitly promised that he could write and for once put his own name onto the Starship Titanic novel. But this didn’t happen in the end. Instead Adams sourced it out to Robert Sheckley, his favorite old-school science-fiction writer, who was in hard financial straits and could use the work. When Sheckley repaid his charity with a manuscript that was so bad as to be unpublishable, Adams bypassed Bywater yet again, giving the contract to another friend, the Monty Python alum Terry Jones, who also did some voice acting in the game. Bywater was incensed by this demonstration of exactly where he ranked in Adams’s entourage; it seemed he was good enough to become the great author’s emergency ghostwriter whenever his endemic laziness got him into a jam, but not worthy of receiving credit as a full-fledged collaborator. The two parted acrimoniously; the friendship, one of the longest and closest in each man’s life, would never be fully mended.

And all over a novel which, under Jones’s stewardship, came out tortuously, exhaustingly unfunny, the very essence of trying way too hard.

“Where is Leovinus?” demanded the Gat of Blerontis, Chief Quantity Surveyor of the entire North Eastern Gas District of the planet of Blerontin. “No! I do not want another bloody fish-paste sandwich!”

He did not exactly use the word “bloody” because it did not exist in the Blerontin language. The word he used could be more literally translated as “similar in size to the left earlobe,” but the meaning was much closer to “bloody.” Nor did he actually use the phrase “fish paste,” since fish do not exist on Blerontin in the form in which we would understand them to be fish. But when one is translating from a language used by a civilisation of which we know nothing, located as far away as the centre of the galaxy, one has to approximate. Similarly, the Gat of Blerontis was not exactly a “Quantity Surveyor,” and certainly the term “North Eastern Gas District” gives no idea at all about the magnificence and grandeur of his position. Look, perhaps I’d better start again…

Oh, my. Yes, Terry, perhaps you should. Whatever else you can say about Michael Bywater, he at least knew how to ape Douglas Adams without drenching the page in flop sweat.

The novel came out in December of 1997, a few months before the game, sporting on its cover the baffling descriptor Douglas Adams’s Starship Titanic by Terry Jones. In a clear sign that Bookware 2.0 was already fading into history alongside its equally short-lived predecessor, Simon & Schuster gave it virtually no promotion. Those critics who deigned to notice it at all savaged it for being exactly what it was, a slavishly belabored third-party imitation of a set of tired tropes. Adams and Jones did a short, dispiriting British book tour together, during which they were greeted with half-empty halls and bookstores; those fans who did show up were more interested in talking about the good old days of Hitchhiker’s and Monty Python than Starship Titanic. It was not a positive omen for the game.

At first glance, said game appears to be a typical product of the multimedia-computing boom, when lots and lots of people with a lot of half-baked highfalutin ideas about the necessary future of games suddenly rushed to start making them, without ever talking to any of the people who had already been making them for years or bothering to try to find out what the ingredients of a good, playable game might in fact be. Once you spend just a little bit of time with Starship Titanic, however, you begin to realize that this rush to stereotype it has done it a disservice. It is in reality uniquely awful.

From Myst and its many clones, it takes its first-person perspective and its system of navigation, in which you jump between static, pre-rendered nodes in a larger contiguous space. That approach is always a little unsatisfactory even at its best — what you really want to be doing is wandering through a seamless world, not hopping between nodes — but Starship Titanic manages to turn the usual Mysty frustrations into a Gordian Knot of agony. The amount of rotation you get when you click on the side of the screen to turn the view is wildly inconsistent from node to node and turn to turn, even as the views themselves seem deliberately chosen to be as confusing as possible. This is the sort of game where you can find yourself stuck for hours because you failed to spot… no, not some tiny little smear of pixels on the floor representing some obscure object, but an entire door that can only be seen from one fiddly angle. Navigating the spaceship is the Mount Everest of fake difficulties — i.e., difficulties that anyone who was actually in this environment would not be having.

Myst clones usually balance their intrinsic navigational challenges with puzzles that are quite rigorously logical, being most typically of the mechanical stripe: experiment with the machinery to deduce what each button and lever does, then apply the knowledge you gain to accomplish some task. But not Starship Titanic. It relies on the sort of moon logic that’s more typical of the other major strand of 1990s adventure game, those that play out from a third-person perspective and foreground plot, character interaction, and the player’s inventory of objects to a much greater degree. Beyond a certain point, only the “try everything on everything” method will get you anywhere in Starship Titanic. This is made even more laborious by an over-baked interface in which every action takes way more clicks than it ought to. Like everything else about the game, the interface too is wildly inconsistent; sometimes you can interact with things in one way, sometimes in another, with no rhyme or reason separating the two. You just have to try everything every which way, and maybe at some point something works.

Having come this far, but still not satisfied with merely having combined the very worst aspects of the two major branches of contemporary adventure games, Douglas Adams looked to the past for more depths to plumb. At his insistence, Starship Titanic includes, of all things, a text parser — a text parser just as balky and obtuse as most of the ones from companies not named Infocom back in the early 1980s. It rears its ugly head when you attempt to converse with the robots who are the ship’s only other inhabitants. The idea is that you can type what you want to say to them in natural language, thereby to have real conversations with them. Alas, the end result is more Eliza than ChatGPT. The Digital Village claimed to have recorded sixteen hours of voiced responses to your conversational sallies and inquiries. This sounds impressive — until you start to think about what it means to try to pack coherent responses to literally anything in the world the player might possibly say to a dozen or so possible interlocutors into that span of time. What you get out on the other end is lots and lots of variations on “I don’t understand that,” when you’re not being blatantly misunderstood by a parser that relies on dodgy pattern matching rather than any thoroughgoing analysis of sentence structure. Nothing illustrates more cogently how misconceived and amateurish this whole project was; these people were wasting time on this nonsense when the core game was still unplayable. Adams, who had been widely praised for stretching the parser in unusual, slightly postmodern directions in Infocom’s Hitchhiker’s game, clearly wanted to recapture that moment here. But he had no Steve Meretzky with him this time — no one at all who truly understood game design — to corral his flights of imagination and channel them into something achievable and fun. It’s a little sad to see him so mired in an unrecoverable past.

But if the parser is weird and sad, the weirdest and saddest thing of all about Starship Titanic is how thoroughly unfunny it is. Even a compromised, dashed-off Adams novel like Mostly Harmless still has moments which can make you smile, which remind you that, yes, this is Douglas Adams you’re reading. Starship Titanic, on the other hand, is comprehensively tired and tiring, boiling Adams’s previous oeuvre down to its tritest banalities — all goofy robots and aliens, without the edge of satire and the cock-eyed insights about the human condition that mark Hitchhiker’s. Was Adams losing his touch as a humorist? Or did his own voice just get lost amidst those of dozens of other people trying to learn on the fly how to make a computer game? It’s impossible to say. It is pretty clear, however, that he had one foot out the door of the project long before it was finished. “In the end, I think he felt quite distanced from it,” says Robbie Stamp of his partner. That sentiment applied equally to all three co-founders of the The Digital Village, who couldn’t fully work out just how their dreams and schemes had landed them here. In a very real way, no one involved with Starship Titanic actually wanted to make it.

I suppose it’s every critic’s duty to say something kind about even the worst of games. In that spirit, I’ll note that Starship Titanic does look very nice, with an Art Deco aesthetic that reminds me slightly of a far superior adventure game set aboard a moving vehicle, Jordan Mechner’s The Last Express. If nothing else, this demonstrates that The Digital Village knew where to find talented visual artists, and that they were sophisticated enough to choose a look for their game and stick to it. Then, too, the voice cast the creators recruited was to die for, including not only Terry Jones and Douglas Adams himself but even John Cleese, who had previously answered every inquiry about appearing in a game with some variation of “Fuck off! I don’t do games!” The music was provided by Wix Wickens, the keyboardist and musical director for Paul McCartney’s touring band. What a pity that no one from The Digital Village had a clue what to do with their pile of stellar audiovisual assets. Games were “an area about which we knew nothing,” admits Richard Creasey. That went as much for Douglas Adams as any of the rest of them; as Starship Titanic’s anachronistic parser so painfully showed, his picture of the ludic state of the art was more than a decade out of date.




Begun in May of 1996, Starship Titanic shipped in April of 1998, more than six months behind schedule. Rather bizarrely, no one involved seems ever to have considered explicitly branding it as a Hitchhiker’s game, a move that would surely have increased its commercial potential at least somewhat. (There was no legal impediment to doing so; Adams owned the Hitchhiker’s franchise outright.) Adams believed that his name on the box alone could make it a hit. Some of those around him were more dubious. “I think it was a harsh reality,” says Robbie Stamp, “that Douglas hadn’t been seen to figure big financially by anyone for a little while.” But no one was eager to have that conversation with him at the time.

So, Starship Titanic was sent out to greet an unforgiving world as its own, self-contained thing, and promptly stiffed. Even the fortuitous release the previous December of James Cameron’s blockbuster film Titanic, which had elevated another adventure game of otherwise modest commercial prospects to million-seller status, couldn’t save this one. Many of the gaming magazines and websites didn’t bother to review it at all, so 1996 did it feel in a brave new world where first-person shooters and real-time strategies were all the rage. Of those that did, GameSpot’s faint praise is typically damning: “All in all, Starship Titanic is an enjoyable tribute to an older era of adventure gaming. It feels a bit empty at times, but Douglas Adams fans and text-adventurers will undoubtedly be able to look past its shortcomings.” This is your father’s computer game, in other words. But leave it to Charles Ardai of Computer Gaming World magazine to deliver a zinger worthy of Adams himself: he called Starship Titanic a “Myst opportunity.”

One of the great ironies of this period is that, at the same time Douglas Adams was making a bad science-fiction-comedy adventure game, his erstwhile Infocom partner Steve Meretzky was making one of his own, called The Space Bar. Released the summer before Starship Titanic, it stiffed just as horribly. Perhaps if the two had found a way to reconnect and combine their efforts, they could have sparked the old magic once again.

As it was, though, Adams was badly shaken by the failure of Starship Titanic, the first creative product with his name on it to outright lose its backers a large sum of money. “Douglas’s fight had gone out of him,” says Richard Creasey. Adams found a measure of solace in blaming the audience — never an auspicious posture for any creator to adopt, but needs must. “What we decided to do in this game was go for the non-psychopath sector of the market,” he said. “And that was a little hubristic because there really isn’t a non-psychopath sector of the market.” The 1.5 million people who were buying the non-violent Myst sequel Riven at the time might have begged to differ.

Luckily, Adams had something new to be excited about: in late 1997, he had signed a development deal with Disney for a “substantial” sum of money — a deal that would, if all went well, finally lead to his long-sought Hitchhiker’s film. Wanting to be close to the action and feeling that he needed a change of scenery, he opted to pull up stakes from the Islington borough of London where he had lived since 1980 and move with his family to Los Angeles. A starry-eyed Adams was now nursing dreams of Hugh Laurie or Hugh Grant as Arthur Dent, Jim Carrey as the two-headed Zaphod Beeblebrox.

The rump of The Digital Village which he left behind morphed into h2g2, an online compendium of user-generated knowledge, an actually extant version of the fictional Hitchhiker’s Guide to the Galaxy. If you’re thinking that sounds an awful lot like Wikipedia, you’re right; the latter site, which was launched two years after h2g2 made its debut in 1999, has thoroughly superseded it today. In its day, though, h2g2 was a genuinely visionary endeavor, an early taste of the more dynamic, interactive Web 2.0 that would mark the new millennium. Adams anticipated the way we live our digital lives today to an almost unnerving degree.

The real change takes place [with] mobile computing, and that is beginning to arrive now. We’re beginning to get Internet access on mobile phones and personal digital assistants. That creates a sea change because suddenly people will be able to get information that is appropriate to where they are and who they are — standing outside the cinema or a restaurant or waiting for a bus or a plane. Or sitting having a cup of coffee at a café. With h2g2, you can look up where you are at that moment to see what it says, and if the information is not there you can add it yourself. For example, a remark about the coffee you’re drinking or a comment that the waiter is very rude.

When not setting the agenda with prescient insights like these — he played little day-to-day role in the running of h2g2 — Adams wrote several drafts of a Hitchhiker’s screenplay and knocked on a lot of doors in Hollywood inquiring about the state of his movie, only to be politely put off again and again. Slowly he learned the hard lesson that many a similarly starry-eyed creator had been forced to learn before him: that open-ended deals like the one he had signed with Disney progress — or don’t progress — on their own inscrutable timeline.

In the meanwhile, he continued to host parties — more lavish ones than ever now after his Disney windfall — and continued being a wonderful father to his daughter. He found receptive audiences on the TED Talk circuit, full of people who were more interested in hearing his Big Ideas about science and technology than quizzing him on the minutiae of Hitchhiker’s. Anyone who asked him what else he was working on at any given moment was guaranteed to be peppered with at least half a dozen excited and exciting responses, from books to films, games to television, websites to radio, even as anyone who knew him well knew that none of them were likely to amount to much. Be that as it may, he seemed more or less happy when he wasn’t brooding over Disney’s lack of follow-through, which some might be tempted to interpret as karmic retribution for the travails he had put so many publishers and editors through over the years with his own lack of same. “I love the sense of space and the can-do attitude of Americans,” he said of his new home. “It’s a good place to bring up children.” Embracing the California lifestyle with enthusiasm, he lost weight, cut back on his alcohol consumption, and tried to give up cigarettes.

By early 2001, it looked like there was finally some movement on the Hitchhiker’s movie front. Director Jay Roach, hot off the success of Austin Powers and Meet the Parents, was very keen on it, enough so that Adams was motivated to revise the screenplay yet again to his specifications. On May 11 of that year, not long after submitting these revisions, Douglas Adams went to his local gym for his regular workout. After twenty minutes on the treadmill, he paused for a breather before moving on to stomach crunches. Seconds after sitting down on a bench, he collapsed to the floor, dead. Falling victim to another cosmic joke as tragically piquant as the brilliant writer who hates to write, his heart simply stopped beating, for no good reason that any coroner could divine. He was just 49 years old.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: The books Hitchhiker: A Biography of Douglas Adams by M.J. Simpson, Wish You Were Here: The Official Biography of Douglas Adams by Nick Webb, The Frood: The Authorised and Very Official History of Douglas Adams & The Hitchhiker’s Guide to the Galaxy by Jem Roberts, The Ultimate Hitchhiker’s Guide to the Galaxy by Douglas Adams, Last Chance to See by Douglas Adams and Mark Carwardine, and Douglas Adams’s Starship Titanic by Terry Jones; Computer Gaming World of September 1998.

Online sources include Gamespot’s vintage review of Starship Titanic, an AV Club interview with Adams from January of 1998, “The Making of Starship Titanic from Adams’s website, The Digital Village’s website (yes, it still exists), and a Guardian feature on Thomas Harris.

Starship Titanic is available for digital purchase on GOG.com.


Renga in Blue

Temple of Disrondu (1982)

Before hopping back from France to England, I should quickly mention I had an update to my last Folibus post; the commenter Gus Brasil pointed out a method of surviving the ending, although you still remain permanently blue. I’ve only added a single paragraph but go check if you’re curious. Now let’s swim over– When […]

Before hopping back from France to England, I should quickly mention I had an update to my last Folibus post; the commenter Gus Brasil pointed out a method of surviving the ending, although you still remain permanently blue. I’ve only added a single paragraph but go check if you’re curious.

Now let’s swim over–

When he was in his teenage years, Rob Steggles placed three advertisements that appear in consecutive months in late 1982.

In the October 1982 Computer Gaming World, he put in ad selling American Trader, a truck driver simulator, for the BBC Micro. No known copies of this game presently exist.

A month later, in Laserbug Magazine, he put up an ad for three pieces of software.

All three games are relevant for today’s story. First, note that American Trader has already dropped in price, suggesting sales were not brisk.

Second, remember the presence of the fairly technical disassembler (“invaluable to the assembly language programmer”) being added to the list.

Third on the list is today’s game, Temple of Disrondu. It includes a mention of a copy existing for TRS-80. We are tasked with killing the evil demon Disrondu, but must first find three magical treasures to do the deed. Of the two versions, the TRS-80 one is the one that has survived to us; I’ll explain the circumstances in a moment.

The third advertisement — December 1982 — was placed in White Dwarf Magazine, a British magazine for tabletop RPG enthusiasts.

This indicates a large collection of manuals and figures. Steggles was well-known to his friends as a talented dungeon master in D&D campaigns, and he apparently dabbled in Traveler as well. Quoting Rob:

Ken [Gordon] and Hugh [Steers] and I were all in the same class together at school together in Woolwich. Ken and Hugh were the computer whizz-kids and I used to tag along and do Dungeons & Dragons scenarios which they and several others would play. We all played Zork too and some of the Scott Adams adventures and loved them. As I remember it, Hugh started designing his first parser on an old TRS-80 and Ken was heavily into the Apple side of things where (I believe) he met Anita Sinclair.

In fact, his DM prowess is why Hugh Steers (with Anita Sinclair and Ken Gordon) tapped Steggles to join their new company Magnetic Scrolls: to be the writer on their first game, which ended up being The Pawn. Quoting Hugh:

Rob did play a fair bit of it. He was very creative and able to adapt dynamically – as you would need to be to make interesting gameplay from random dice throws … D&D gameplay relies heavily on the skill of the person hosting it rather than from the rules.

Hugh additionally comments “that we saw Rob as an author that also had the talent to develop the dynamic type of fiction needed for an interactive story”. Histories of the group of four in the company generally say they played to their talents, with Rob being the non-technical one of the four. I do want to emphasize “non-technical” is a comparative statement, given Mr. Steggles was previously selling an assembly language decompiler. As he mentions in an interview:

Ken and Hugh were the programming geniuses: I knew a bit of 6502 but not enough to go to their level.

The reason we have the TRS-80 version is because Hugh himself rescued a copy off a tape in 2021. I’m guessing this was a personal copy and not one that had been sold. I’m unclear about is if the parser used in this game is based on Hugh’s work — remember the quote from Rob earlier said Hugh’s first parser was for TRS-80.

For the announcement, Hugh commissioned a new work from the artist Gustavo Gorgone depicting the final battle against the demon.

Magnetic Scrolls ended up being a significant force in the 80s British adventure industry, with Rob himself also penning Guild of Thieves and Corruption, but that’s all a story for a different time (or, if you can’t wait, there’s Maher’s account of events). Let’s turn to Rob’s earlier game, made while he still owned 40 TTRPG figures:

The game starts not as you approach the Temple of Disrondu, no equipment in hand (as a sensible adventurer might do) but rather after you’ve already entered. You can go back up to find the cave you entered and a desert, which is an interesting touch (and as far as I can tell, entirely just for color).

I’m stuck early, and this seems to be more the Scott Adams small-spaces style rather than a wide-open barren game. This makes sense as Steggles has called The Count his favorite text adventure and that’s the smallest and tightest of the Adams games.

In the opening room, when you LOOK at the FOUNTAIN, you’ll see a KEY. When you LOOK at the ALCOVE, you’ll see a STATUETTE.

The statuette is reachable but the key is not (“I CAN’T REACH IT”), which is unfortunate because just to the north is a locked door.

The metal triangle looks tantalizing but the description is YOU SEE NOTHING SPECIAL, so I’m not sure whether it is large or small or ornamental or the kind you play in an orchestra.

To the west you can find a FONT with some HOLY WATER; the font can be moved to reveal some FLINT & STEEL.

To the east there’s a storeroom with various supplies: INCENSE, a CLAY POT (with OIL), a WIRE STAND, and a TORCH.

As you might expect, you can light the torch with the flint and steel, and you can burn the incense, but that isn’t helpful anywhere I’ve tried:

OK IT BURNS AWAY

I can’t tell if this is a “kick opening” meant to require some big insight (like the clever-but-cruel puzzle that kicked off Doomsday Mission) or I’m just missing something obvious. I went ahead and made my verb list:

However, nothing I’ve tried on the key has worked; I can’t climb up to it, or throwing anything at it.

I might be doing something wrong with the THROW syntax. Observe that

WHAT SHALL I DO? THROW TORCH
OK-
WHAT AT?
WHAT SHALL I DO? AT KEY
I DONT KNOW THAT VERB

defies the normal Scott Adams syntax. THROW TORCH AT KEY just says YOU CAN’T DO THAT and I don’t know from this parser whether that means “you said that wrong and I’m going to give you a default message” or “that’s a nonsense item to be throwing at a key to try to be knocking it off a fountain”.

Of course, maybe I’m supposed to do something else before getting the key, but I haven’t had luck noodling with the objects in the store room — what’s a metal rack for? — and while I have the statue to Aphrodite and there’s those frescoes, they don’t combine in any way I can find, and PRAY isn’t helpful either.

Now, you might be thinking “oh, this is a Steggles game, and The Pawn, Guild of Thieves, and Corruption were all super hard, what were you expecting?” And possibly, yes, this is an extension of that, although the style is very much a Scott Adams tribute stuck on the 16K of a TRS-80, with minimal text description, so this still feels like a different world than the eventual one obtained by Magnetic Scrolls.

However, given the history, I don’t want to give up on the game too soon. (I know, often when I try to establish that, the game requires an absurd action I’d never, ever, do, but humor me.) So if someone wants to try a hint, please stick to ROT13, please.

In the meantime, the easiest way to play the game is via the BBC Micro port. Yes, the “real” release was lost, but with the TRS-80 code it got back-ported to be playable on the BBC Micro again. I should warn you there are some crashes not present in the TRS-80 version (try to EMPTY POT, for instance) but it otherwise seems to play exactly the same.

Thursday, 18. July 2024

Choice of Games LLC

New Heart’s Choice Game! “These Thieving Hearts”—What’s hotter: the goods or the guys?

We’re proud to announce that These Thieving Hearts, the latest in our “Heart’s Choice” line of multiple-choice interactive romance novels, is now available for iOS and Android in the “Heart’s Choice” app. You can also download it on Steam, or enjoy it on our website. It’s 30% off until July 25th! Pull off legendary heists to steal the world’s most magical t

We’re proud to announce that These Thieving Hearts, the latest in our “Heart’s Choice” line of multiple-choice interactive romance novels, is now available for iOS and Android in the “Heart’s Choice” app. You can also download it on Steam, or enjoy it on our website.

It’s 30% off until July 25th!

Pull off legendary heists to steal the world’s most magical treasures, and stay one step ahead of your rivals. What’s hotter: the goods or the guys?

These Thieving Hearts is an interactive high-heat gay romance adventure novel by Raven de Hart. It’s entirely text-based, 280,000 words and hundreds of choices, without graphics or sound effects, and fueled by the vast, unstoppable power of your imagination.

You’re one of the world’s most elite thieves, and you’ve stolen more treasures—and hearts—than you can count. You’ll bring every skill there is to your jobs: safe cracking, smooth talking, high-tech hacking, and of course a little strategic flirting. But it’s your knowledge of magic that really puts you among the best of the best, and opens up a whole new array of artifacts to steal and ways to acquire them.

Still, this latest job is extraordinary even for you. A mysterious billionaire has gotten a copy of the Thief’s Demise: a secret list of the most dangerous, most secure targets in the world, all magically defended. Stealing even one of these mystical artifacts can make you a legend.

He wants you to steal all of them.

It’s a madcap dash around the globe, from Scotland to Venice to Lagos, unlocking arcane vaults designed to kill you, pulling off the most audacious series of heists the world has ever seen. Plus, you’re not the only team on the trail of the Thief’s Demise. Your boss’s brother has a crew of his own, and they’re hot on your heels.

Good thing you’re working with the crew of your dreams! Big broad-shouldered Ivan always has a light in his warm brown eyes and a smile just for you—and while he loves a soft hug, he’ll let you ride him hard. Lockpick Eiji has a bright optimism that lights up any room. He’s slim and lithe, and his deft hands can find just the right spot to touch to set you on fire. Rookie Jackson, with his sharp eyes and burnished brown complexion, has hard muscles and a secretly soft heart. He knows more about magic than most veterans—and he knows how to use it in the bedroom, too. Then there’s your billionaire benefactor himself: refined, unflappable Arthur, with his dry humor and sparkling green eyes. Will you be the one to get him to finally let loose—and how hot will things get when he does? Or will you play an even more dangerous game with Cesar, the head of your rival crew? He’s a master art thief with lush wavy black hair, strong muscles, and an appreciation for the finer things in life. With charm and confidence like his, is it any wonder that he likes to be on top?

Soon enough, you and your rivals will draw the attention of the Shattered One, the lost god of thieves, as well as the Cult of Vaults, an ancient mystic order dedicated to protecting the world from the Shattered One. Cult legends say that every theft brings the lost god one step closer to returning to the world. Will you listen to the mysterious voice whispering in your ear?

• Play as a man romancing men.
• Romance a billionaire, a master lockpick, a magical bodyguard, a longtime friend, or a dashing rival.
• Commit daring heists all over the globe, using brains, brawn, smooth talking, explosives, or magic.
• Get close to your partners in crime with steamy moments everywhere from an abandoned tunnel to a five-star hotel to a private jet.
• Uncover millennia-old legends and magical conspiracies, and avoid—or attract—the attention of an ancient god.

Be gay, do crimes!

Wednesday, 17. July 2024

Renga in Blue

La maison du professeur Folibus: Kind of Bleu

As I suspected, I didn’t have much game left to go. This continues from my previous post, where I was stepping off an elevator and getting electrocuted. My confusion was thinking that the explosion was encompassing the entire house; that is, there would be no way to survive the explosion no matter what. However, assuming […]

As I suspected, I didn’t have much game left to go. This continues from my previous post, where I was stepping off an elevator and getting electrocuted.

My confusion was thinking that the explosion was encompassing the entire house; that is, there would be no way to survive the explosion no matter what. However, assuming you can step out of the elevator and survive the electrical cords, while the explosion will cause the elevator to collapse, you will survive.

To be fair, the text upon dying says

LA GENERATRICE VIENT D’EXPLOSER LA MAISON N’EXISTE PLUS, VOUS NON PLUS

or

The generator just exploded. The house no longer exists, neither do you.

and I don’t think you’d normally read it other than “there was no way to survive that”? But moving on–

As long as you wait (either typing ATTENDRE, WAIT or RIEN, NOTHING) you can get the timing exactly right so that you step out of the elevator right as it collapses but also (because the generator is gone) you don’t have to worry about the electricity killing you either.

However, you still have to worry about the room immediately killing you some more. That “corde” (rope) is not takable, but it is oriented in such a way you might be tempted to climb. The verb list is confusing here but it turns out you can still jump, and the game prompts you to open the window first. If you do so, you die:

You crash to the ground

I don’t know what the deal with the rope is, but I appreciate the extra beat in there where you have to intentionally do an action leading incrementally to your doom rather than just wandering into death via a single step.

You should instead ignore the rope and window and just move on through the door:

The door has just closed. Hello…
How do you write this in 4 letters?

In French, this is COMMENT ECRIVEZ VOUS CECI EN 4 LETTERS, and is a word puzzle. The word puzzle works in both English and French; you’re just supposed to type THIS (or CECI) to move on. (There’s shades of the word puzzle in Avventura nel castello which worked equally well in Italian and in English.)

This allows you to find the Professor’s time machine.

There’s buttons to go to the PAST, PRESENT, or FUTURE, but if you try to do PAST or FUTURE (that is, do actual time travel) the game informs you that it isn’t a very good time machine and you die. With PRESENT:

There’s three pills on the ground and a laser gun. I bet you can guess at least one of the pills is poison. We’ll get back to the pills in a moment, though.

To the south is a mysterious black cube, and you can go up to a “saucer”. Neither serve any purpose other than make you hopeful you can … launch into space I guess?

From the cube room there’s one more room to the east, where you can find a book and rubber gloves. The rubber gloves need to be worn as there’s an electrified door to the west of the pills. The book is useless and can’t be read or opened. (I was hopeful it would kill the reader with a joke so good it makes you die laughing, but alas, this is another boring non-death room.)

Now, back to the pill room. With the gloves on you can go west into a room with a shower and a hole.

If you try to use the shower you find out it is full of acid. If you try to go DOWN (entering the hole) you find out it is full of water. So clearly the next step is either take the pills or use the laser gun.

The laser gun works with nothing, even though FIRE is a verb. I get the honest impression the author was starting to run out of space for puzzles and had something involving the gun and saucer which got cut.

With the pills:

1.) swallowing the Q pill is death

2.) swallowing the Z pill is not immediate death, but swallowing Z alone doesn’t help

3.) swallowing the K pill will make it so you can escape the house through the water

So you might think, horray, just swallow the K pill, and you’ve won? Well:

Phew, you found yourself outside, and irradiated. You die after a few days.

Hmm. What about the K pill and the Z pill?

Phew, you found yourself outside. But, you are all blue. It must be the pills.
And irradiated. You die after a few days.

So either you can escape the house and die of radiation, or escape the house and die of radiation while you’re also blue. And people were mad about Infidel’s ending.

I do appreciate the sense of humor the game had, and how it mostly invoked deaths in a “participatory” way, where the player is at least partly complicit (rather than choosing to turn left instead of right). A game like Revenge of Balrog which relies on stepping the wrong way for death doesn’t give off the same “death labyrinth” vibe (even when it is a literal labyrinth). Or to put it another way, navigating which action to take rather than what direction adds an extra edge. The fact deaths were almost in every room felt consistent rather than mean, and I was disappointed when there seemed to be no way for the saucer or book to result in yet another goofy demise.

I can at least explain where the author’s ending probably came from. Remember this was derived off of The City of Alzan, which the author admired. The game had two multiple routes through. One of them led you to catch the plague in the city (the whole reason you were trying to escape in the first place) and if enough turns pass, the plague kills you:

OH DEAR. YOU MUST HAVE CAUGHT THE PLAGUE IN THE TOMB. IT SEEMS THAT YOU HAVE DIED.

However, you can escape with the plague! The game will congratulate you like normal if you do so:

YOU MADE IT OUTSIDE THE CITY WALLS. THIS IS INDEED A RARE OCCASION. WELL DONE.

I speculated that maybe somehow leaving the city cured you, but taking a more realistic view, you “escaped” only to die just a little bit later. The author was clearly copying the same dismal ending.

ADDENDUM: I used the walkthrough in the Brutal Deluxe manual to confirm I had the “best ending”, but Gus Brazil in the comments points out there’s a way to survive still. The blue-generating pill also makes you immune to the acid in the shower, so if you swallow both pills, take a shower, and then escape, you won’t die of radiation. However, you still are permanently blue — it’s the exact same ending just the death is missing — and I do still think the author was thinking of Alzan when he wrote all that.

After this, Alain Brégeon did stay in games at least a little. Rob mentioned in the comments a 1985 RPG, Crystal 5, which he says has the “French touch”; by this he likely means something approaching this quote from The CRPG Addict:

French RPGs of the 1980s feature weird combinations of plot elements from mythology, fantasy, and sci-fi, NPC dialogue that makes little sense even in its original language, vague quests, and odd in-game asides. It’s as if their developers felt that RPGs were the next frontier for the Surrealist movement.

But what Brégeon is truly famous for is his later work on the Amstrad made with Patrick Beaujouan: the action-adventure game Carson City from 1986 and the traditional parser adventure Le passager du temps (The Passenger of Time) from a year later.

As far as direct influence of Professor Folibus, we have at least two games upcoming: Cauchemar House by an anonymous author in an unknown year (but almost certainly following Folibus) and The Manor of Dr. Genius from 1983. The latter was for the Oric but adapted the Toms engine. We’ll have to get deeper in adventure history in general to see if there are any other “trap labyrinth” games from France.

For now, though, let’s hop back over the Channel to England, and specifically, the start of the legendary company Magnetic Scrolls (kind of).

Tuesday, 16. July 2024

Renga in Blue

La maison du professeur Folibus (1982)

The title translates to The House of Professor Folibus, and yes, we’re back in France. When I wrote about Des Cavernes dans le poquette I mentioned, as an aside, that the Sinclair ZX81 dominated more than the ZX Spectrum. As late as a May 1983 issue of Micro Systèmes (a magazine that had been around […]

The title translates to The House of Professor Folibus, and yes, we’re back in France.

When I wrote about Des Cavernes dans le poquette I mentioned, as an aside, that the Sinclair ZX81 dominated more than the ZX Spectrum. As late as a May 1983 issue of Micro Systèmes (a magazine that had been around since 1978), the ZX81 gets twenty mentions and the ZX Spectrum gets zero. While the ZX Spectrum French debut was in June of 1982 (compare to the UK getting the product in April) the rollout was sluggish and I haven’t entirely deciphered why. My best guess is related to the SECAM format for televisions, which was France only (Europe otherwise used the entirely different format PAL). It already takes some effort to cope with linking the black-and-white ZX81 to SECAM, but the color format of the ZX Spectrum had even more trouble.

The competitor Oric-1, which took off at the same time in the same price category, was instead easily able to cope. Quoting the CPCWiki: “the Orics were the only machine in their price range to ship with an RGB output socket, which made them the only machine in their price range to be usable with French SECAM televisions, via their SCART(/Peritel) sockets.”

From a post by yannick1000 in the ZX Spectrum World forums.

Thus, in a curious way, a ZX81 book from the UK — The ZX81 Pocket Book by Trevor Toms — ended up being more influential in France than its place of origin.

If that book sounds familiar, yes, we’ve covered it before. The City of Alzan was the sample adventure game. The system got used for Greedy Gulch (and two other games on the same tape I haven’t gotten to yet). It was derived off a 1980 article in Practical Computing, and that article was used for both the Artic games and the massively popular Quill system, but the Trevor Toms system itself in the UK didn’t go as far. The ZX Spectrum smashed up the ZX81 market enough that it became irrelevant by 1983.

In France, the book became the ur-text for early French adventures, kind of like Crowther/Woods Adventure for mainframe games and Omotesando Adventure for Japanese games. This is because of La maison du professeur Folibus by Alain Brégeon, which essentially kicked off French adventures as a real genre.

The game isn’t exactly the first French text adventure; Bilingual Adventure (1979) and Mission secrète à Colditz (1980) came before. But Bilingual Adventure was not well-distributed outside the US, and it was just a port of Adventure; Colditz was a private game for family and friends and only published later. If we want to be finicky, using Hugo Labrande’s phrasing in an interview with the author, we can say it is the first original French adventure game with wide distribution.

Alain Brégeon wanted to work with computers since he was a child and through the 70s he was, as he calls it, an “inspecteur” maintaining large systems (that is, mainframes). He started to get interested in “small systems” (home computers) in the 80s and got a ZX81 in kit form (as he notes, it wasn’t like IKEA, it required soldering). Given his expertise and interest in electronics, he started selling hardware for the system he made out of his garage (including, yes, SECAM adaptors).

Not long after, Brégeon obtained a copy of the Trevor Toms book (original from 1981, translation published early 1982). He became interested in the adventure system, especially City of Azlan, admiring the “codification quasi booléenne” (quasi-Boolean codification) of the logic.

This made him want to write his own adventure. He had already published a bowling game in an earlier issue of Micro-Systèmes, and in issue 24 (July/August 1982) his game appeared with both source code and, importantly, a detailed explanation of how it worked.

There are two “modern” versions of the game. One, by Xavier Martin, adds art in all the rooms. The other, by Antoine Vignau & Olivier Zardini at Brutal Deluxe Software, is a conversion to Apple II; it includes an English translation and manual that lists all the vocabulary the game uses.

You find yourself in Professor Folibus’ laboratory. To get there, you had to go through a thousand dangers and avoid as many traps. But you are not at the end of your troubles. This house is in fact a labyrinth from which you will have to discover the exit while showing intelligence and cunning because there is no shortage of traps on this route.

— From the Brutal Deluxe manual

I wanted to see the art so I tried out the Martin version some, got stuck, tried the Apple II version, and stayed stuck. I don’t think this game is long — there’s only so much space in the source code — but it starts with a frustrating sequence where I must be missing something.

This is, akin to Medieval Castle, a story where you go in somewhere for no obvious reason, and then the goal is to get out. Unlike Medieval Castle, this place you’re trapped is quite deadly.

You are in front of a house; the door is open.

I had a little trouble at the start; the directions (N/S/E/O) don’t work. You’re supposed to use ENTRER (ENTER), and the door closes behind you.

You are in a corridor. There is a door to the east and a door to the west. There is also: fire, candle

It seems quite natural to pick up the candle and light it, but that’s a mistake. Heading east, there is a room with a strange smell where it explodes and you die:

(To restart the game you’re supposed to type GOTO 10. This is normal for ZX81.)

I will say the deaths in this game are somewhat distinguished from the ones in my last game, Pharoah’s Curse. Heading east just on its own reveals the smell but you don’t die; with a little more caution you can avoid the death, and even on deaths you can’t avoid (as you’ll see shortly) you at least bring forward the death by actions a little more elaborate than going east rather than west (falling into a pit) or opening a box revealing a snake. It isn’t quite as elaborate a setup as the “hang you by your own rope” moments in Journey (1979), but it leans more in that direction.

Even without the candle-death the odor room doesn’t seem to provide any use. Going west instead leads to a room with a paper; after GET PAPER there’s a KEY you can also get. What you can’t do is read the paper or otherwise examine it, and I would have been fiddling with that moment for a while had I not had the Brutal Deluxe verb list in front of me.

Further west is a machine with a red button and a green button. If you push the green button it starts “getting carried away”; if you push the red button it simply “starts”, but either way, after a few turns the whole house will explode.

To the north from the exploding machine are a closet and some wires. You can find tools in the closet and REPAIR WIRES.

REPAIR is an uncommon verb to use here. I’ve had FIX in games, and MEND once, but I don’t think I’ve ever had REPAIR. One of the interesting things about playing non-English games is they’ll sometimes reach for verbs whose English equivalent isn’t in the typical stock of adventure verbs. Colditz had “assommer”; “knock out”, and distinct from “hit”, which I don’t think I’ve seen in an adventure otherwise.

Unfortunately, fixing the wires just leads to the same result as before with the machine. But maybe it is meant to fix the elevator to the north?

Going up just results in the game saying “the elevator does not move” and going down is not possible (I assume there’s no basement). If you hang out in the elevator, the cable breaks and you die, or as the Brutal Deluxe version says

You crash down: deaed

If you press the red button it does provide power, enough that you can go UP in the elevator, but immediately upon arriving there’s an unfortunate scene involving a damp room and an electrical wires.

“Une corde” is a rope.

There’s not a lot to noodle with! I suspect I am missing something very simple. I imagine the electricity comes from the generator, so if the generator were off, I’d be able to survive stepping south. However, I need the electricity to go up the elevator. Hence … ?

Here’s the verb (and noun) list from the manual if it helps any.


top expert

Let’s Make IF S2E3: Turns and Actions

What is time, and what things happen in it? a brief introduction to time. If you have played a parser game, then you are familiar with the concept of the “turn.” A player types a command, and, if it is recognized, will be provided with in-game feedback. Here’s a mainstay dating back to Zork I […]

What is time, and what things happen in it?

a brief introduction to time.

If you have played a parser game, then you are familiar with the concept of the “turn.” A player types a command, and, if it is recognized, will be provided with in-game feedback. Here’s a mainstay dating back to Zork I (this one is from release 26):

> jump
Wheeeeeeeeee!!!!!

This, in a parser game, is a turn. There is almost always some machinery moving in the background, but at the most basic level, the turn consists of command and feedback together in text.

As already implied, the mechanism that advances the turn count or time in-game is the player’s action. Actions generate player feedback. Feedback text, as we’ve already discussed, can vary based on conditions. Such feedback is therefore conditional. Actions can also change the state of the game world. For instance, in episode 1, I talked about wearing the lab coat. This action (wearing) changed the state of the world (now the coat can be characterized as “worn by the player”).

Therefore, player actions can be thought of in two ways: creating conditional feedback (printing text) and checking or changing the state of the game world. In a very literal sense, every action changes the state of the game world by adding to the turn count, a number tracked within every Inform 7 game. How are actions handled in an Inform 7 project?

what turns are made of.

The Inform 7 turn is a complicated beast. Fortunately, Inform 7 was designed to shield authors from much of this complexity. Even so, Inform is capable of incredible levels of simulation in a game world. Both background simulation and direct player action are handled on a per-turn basis. The turn is the basic unit of experience in an Inform game. Everything happens within turns. Most of Inform’s machinery is meant to work without our help or intervention, so my early discussions will focus on player actions. After all, turns only occur in response to command input from the player, and, in almost every case, player input consists of actions.

To understand turns at a fundamental, beginning level, we must first understand what actions are and how they occur across turns.

creating and referencing actions.

To start, an action is usually characterized as a present participle (it can handle other tenses, but that will usually be unimportant). Since I’ve already discussed wearing the lab coat, here’s how that action is defined in the Standard Rules.

Wearing is an action applying to one carried thing.
Understand "wear [something preferably held]" as wearing.

“Wearing” is the name of the action. Rules involving the action will refer to it by name, “wearing.” “Applying to…” creates a specification for how the action is processed with regard to nouns. Inform 7 actions can apply to no nouns, one noun (direct object), or two (direct and indirect object). In naming and defining an action, we are also telling Inform how to use it. Players (and authors) must adhere to these definitions. For instance, “jumping is an action applying to nothing” (i.e., has no direct object). If the player attempts to use a direct object with the jumping action, Inform will return an error message.

>jump hat
I only understood you as far as wanting to jump.

Restated, a defined action

  • must have a name (generally a present participle ending in “ing”).
  • must specify the number of nouns involved (only nothing, one thing, and two things are accommodated out of the box).

Note that it is enough to say the number, as in “[action name] is an action applying to one thing.” Alternately, one could specify two things or nothing. You may have noticed that the wearing action goes beyond simply specifying a thing:

one carried thing.

This kind of specificity is rarely needed, and I wouldn’t venture beyond “one thing” unless you are solving a specific problem. In many code examples, it is also common to see “one visible thing” and “one touchable thing.” Inform 7 usually handles such conditions without intervention, so I would again avoid using such specifications unless you have something in mind. In almost all cases, a simple count of things involved will be more than enough.

What about the second line?

Understand "wear [something preferably held]" as wearing.

This is called command grammar. That is, this line defines the construction of the player’s command, turning the action into a recognizable format for player input. In our example of the lab coat, the coat is the “[something preferably held]”. We can guess what “[something]” would mean, that’s just a noun in the world of the game. What does “[preferably held]” mean? It doesn’t enforce anything. This simply means that, if Inform 7 is trying to guess what the player means, it will choose something held over something that is not held.

yes, but…

Alright, “[something preferably held]” does not enforce anything (reject commands, generate failure messages). You may have wondered why I haven’t talked about the definition. Is that enforced?

Wearing is an action applying to one carried thing.

The answer is “yes.” Only a carried thing can be worn, and the Standard Rules will make an effort to make things work. As a reminder:

>wear coat
(first taking the lab coat)
You put on the lab coat.

It’s early to explain how this works, exactly. The important thing to understand right now is that there is an order in which Inform 7 processes actions. It may check for action requirements in one phase, then complete the action in another. This sequence is known as “action processing,” and is the framework for handling the typical player command within the overall “turn.”

These are the author-facing (as in, no special knowledge required) phases of action processing in order of occurrence. Don’t worry about memorizing them yet!

  • before: the earliest entry point in action processing. happens before many preconditions are checked.
  • instead: as the name suggests, “instead” rules are good for redirecting or stopping requested actions.
  • check: typically, an evaluation before processing.
  • carry out: the action itself.
  • after: feedback after the action is complete, typically prevents “report” rules from firing.
  • report: a final message or phrase when an action is concluded.
  • every turn: just as it says, a rule that is evaluated at the end of every turn. not necessarily specific to the player’s command.

A specific action may not involve all of these phases. In our “wear lab coat” command, this is what happens:

  • check wearing something [the lab coat]: if the lab coat is not carried by the player, the player should take it.
  • carry out wearing something [the lab coat]: now the lab coat is worn by the player.
  • report wearing something [the lab coat]: “You put on the lab coat.”

If this seems like a lot, bear with me! The important thing to understand right now is that we define actions and their commands with simple sentences. These actions flow through a framework called “action processing” that is made up of distinct phases. It isn’t important to memorize them all right now. It’s enough to know that this is what we are doing when we configure actions to provide text feedback to players.

further reading.

WI 7. Basic Actions (zedlopez.github.io)

next.

Next time, I’ll try to make some basic rules for handling actions and providing text feedback. Also: why are there so many doggone phases?


Renga in Blue

Pharoah’s Curse (1982)

Vince Apps has previously graced us with Devil’s Island and Forbidden City, and other than self-publishing under the title Apex Trading, he was mostly distinguished by having a whole set of books of BASIC source code in his name. For example: 40 Educational Games for the Electron 40 Educational Games for the BBC Micro 40 […]

Vince Apps has previously graced us with Devil’s Island and Forbidden City, and other than self-publishing under the title Apex Trading, he was mostly distinguished by having a whole set of books of BASIC source code in his name. For example:

40 Educational Games for the Electron
40 Educational Games for the BBC Micro
40 Educational Games for the Dragon
40 Educational Games for the VIC-20
40 Educational Games for the Atari
40 Educational Games for the Commodore 64
40 Educational Games for the Spectrum
40 Educational Games for the Amstrad

Some above even got Spanish and German translations.

The “Educational Games” series of 40 had picks with a minimum of complexity so they were easily portable. Less easy to port were the games in his Commodore 64 Program Book — now not solely “educational” works — and only some of them show up in his Texas Instruments version of the same.

However, the MSX version of the Program Book got the same set of games, including two adventures: the previously mentioned Forbidden City, and today’s game, Pharoah’s Curse.

From the Finnish version of the MSX program book. The game name is translated as “Faaraon kirous”.

I was unable to find the Dragon / Apex Trading version of the game so I went with the C64 port, and specifically the version here which fixes a bug present in that version.

This is the kind of adventure game that even your older friends and family may like to play, as it involves logic, memory and the powers of deduction —- you don’t have to be a crackshot arcade games player.

On this adventure you will be seeking for treasure, of course, but you will have to decide whether or not to collect stone urns, iron rods, boxes, earthenware pots and daggers on your way to the centre of the pyramid.

You will have to decide whether or not to go East, West, North, South and whether or not to open doors, enter ante rooms and tackle mazes. Beware that floors may crumble, walls may collapse, mists may envelope you as the tombs are protected against robbers such as you.

This text is from the printed book, not the game text. This game turns out to be extremely simple — even compared to the author’s last two games — and in such cases I always like to see what “script” the author has in mind for the players. The author mentions “deciding” twice. I think the expectation is that with the deathtraps in place (which you’ll see in a second) the player will be nervous at every step, basically relying on the power of possibility space, as I’ve written about long ago:

I know traditionally the “diegetic plot” of an adventure is the one that goes through without deaths … On the surface, the player is walking through a door. Underneath, the player is avoiding a death-trap. Without both branches simultaneously, part of the story is missing.

For Alien, which had a similar number of deathtraps, I think the author was just amusing themselves. Here, the author is hoping you’ll feel a tangible feel of danger and make it so even a choice of East, West, North, and South has some gravity. (Using authentic C64 load speeds, maybe there is something to fear. The game also runs fairly slow so if you die without saving it takes a while to get back to where you started.)

Anyway, let’s go raid for treasure!

You start in a “Valley of the Tombs” complex with multiple places to raid. In a Maze-Like Complex of Caves you can find a parchment with a clue.

In three burial chambers there are caskets, where you can find a key, a cloak, a mummy, and a box. The mummy, unexpectedly, does not sit up and mutter curses; the box, on the other hand, kills you.

The cloak includes a slip of paper with the clue:

HE WHO CARRIES UNTO HIS OWN REFLECTION INSIDE ON SHALL GO

TRANSLATION BY ADVENTURE TRANSLATIONS INC.

COPYRIGHT 2040 B.C.

The key goes to a door leading to the next section, with two pyramids. The first has some sand and you can just DIG SAND to reveal a secret entrance. If only all tomb raiders had it that easily. Or most of them are falling in the pit traps and so forth.

There’s an iron rod (which is useful) and a dagger (which isn’t). The iron rod was mentioned by the parchment earlier as being used to STRIKE a man, and the STRIKE verb is important. At the second pyramid there is a statue you can STRIKE with the rod.

At the inside there is a mirror, and here is where the second clue (from the cloak) comes into play, and the very specific word go in the phrase “ON SHALL GO”. GO MIRROR while holding the cloak leads to the last area.

This is simply a matter of navigating around the instant-death rooms until you reach the End, whereupon there is a sign you read that triggers the winning screen.

There was a large rock we moved earlier to open a passage to find the parchment, but this one is just a red herring.

Especially given the ending where the “treasure” was just a room, this came off as treating the idea of an adventure as an abstract exercise, which might be true if this was written for the book. However, this game was published in ’82 and the book was in ’84.

Devil’s Island, being by the same author and having a similar number of death rooms, makes a good comparison, in that I found that game plausibly sell-on-a-tape worthy, whereas this one seemed far too light. Oddly, I think the “hard” bits in Devil’s Island are at their essence unfair and bad design: the starting puzzle being real-time without letting the player know, the woodcutter that has only a random chance of appearing, the randomly appearing guards where you need to “run or fight”. But they made the experience “crunchier” so I had to reckon with it longer.

What I mean to say is the manifestation of some of these more outrageous elements we’ve seen in games is because otherwise (given authors who can’t handle complex mechanics) the game would be “for beginners” and there’s only so many that can go on a store shelf before the customer starts to be grumpy.

Coming up next: Il y a une porte en fer à l’ouest, et une autre au sud marquée « DANGER ».

POSTNOTE: Does anyone know where to find a copy of Island Adventure by Apex Trading? It’s different than Devil’s Island. Mobygames has screenshots, but I haven’t located it in the TOSEC or any archive.

Monday, 15. July 2024

Choice of Games LLC

These Thieving Hearts—Now in Coming Soon!

Pull off legendary heists to steal the world’s most magical treasures, and stay one step ahead of your rivals. What’s hotter: the goods or the guys? You can now play the free demo of These Thieving Hearts here. To get a peek behind the scenes of this project, you can read an interview with the author, published a few weeks ago, here. And, before you go, make sure to wishlist the game on Steam

Pull off legendary heists to steal the world’s most magical treasures, and stay one step ahead of your rivals. What’s hotter: the goods or the guys?

You can now play the free demo of These Thieving Hearts here. To get a peek behind the scenes of this project, you can read an interview with the author, published a few weeks ago, here. And, before you go, make sure to wishlist the game on Steam!

This is the second Heart’s Choice title by Raven de Hart; you can play his previous game, Freshman Magic: Spellbooks and Tangled Sheets, for free with ads, here.


Zarf Updates

Mysterium report 2024

As promised, the Cyan report for 2024, straight from Mysterium. Cyan update We started with the fireside chat: Rand Miller, Hannah Gamiel, and Eric A. Anderson giving us an update from Cyan HQ. (Hannah is the Development Director; Eric is the ...

As promised, the Cyan report for 2024, straight from Mysterium.

Cyan update

We started with the fireside chat: Rand Miller, Hannah Gamiel, and Eric A. Anderson giving us an update from Cyan HQ. (Hannah is the Development Director; Eric is the Creative Director. Rand is still Rand; more on that later.)

We had some audio issues on Friday morning, but the entire session is now posted on Youtube.

No big surprises or announcements this summer. Riven is out! Yay! The reviews and responses are extremely positive, both from fans and from the greater gaming audience.

The sales (so far) are not, well, not extremely positive. "We hope that sales cover things. Riven response has been phenomenal from a review point of view. [...] But that doesn't necessarily correspond to equal amounts of sales," said Rand.

This is of course tricky to communicate. In game dev, you never say "sales are bad" to a journalist -- everybody knows this. If you do, every journalist after that will start by asking you "Why are sales so bad?" and that's what all the headlines will be about. In particular, Cyan didn't directly compare Riven's sales to Firmament or Obduction or even Myst. They're really just telling us that they need to work on the PR. And it's early days anyhow.

They talked a bit about the process of redesigning Riven. As I noted, much of the game is the same but the changes go deep. Everything from the progression sequence to the core puzzle structure has been at least rethought, if not always changed. Rand noted that they started with lots of wild redesign ideas. In development, they winnowed them down to changes that directly supported the game experience, the puzzles, or the narrative. "If we couldn't answer 'why', if there wasn't a good reason, we didn't do it."

They also talked about the launch, which was apparently a nailbiter. As late as mid-June, they were still fighting bugs and glitches. (Rand mentioned Atrus's closing cutscenes as having a creepily lipless "Doug Henning" look.) It was only a few days before launch that QA started coming back and saying "This is good, we can ship this."

What's next?

  • Firmament ports. PS4, PS5, PSVR2 should be this year. (High priority because they've been hanging so long.)
  • Myst update. The Quest3 port will look a lot better, "close to minspec PC".
  • Riven for more platforms. No announcements yet; watch the FAQ page.

But what's really next? Rand confirms that Cyan has started on a new game in "the D'niverse". They're not calling it "Myst 6", or "Myst anything" in fact. It's a new storyline and you won't have to be familiar with the Myst series to play it. They're about a year into development. No further news, details, or announcements; they expect to talk more about it next year.

It's worth going back to the Twitter thread that Hannah Gamiel posted last week. I quoted this in a comment on my Riven post, but I'll repeat it here:

It’s been almost two weeks since we shipped our remake of Riven here at @cyanworlds, and I’m finally taking some time to rest and reflect on what our team has been able to accomplish for this release. 🧵... I’ll have more to say about it all at a later date, but I wanted to come out and say that I am – most of all – so very proud of what the team here at @cyanworlds built with the relatively small amount of resources we have compared to other companies held to similar standards. [...] People see the level of fidelity we shipped in Riven, especially in our Windows/Mac release, and are elated – or disappointed – when it either manages or fails to meet their standards for other titles they’ve played with hundreds of millions or dollars more in budget than we had. This is both incredibly flattering and terrifying at the same time. :) Our character team on Riven was composed of one (1!!!!!!!) person for most of the project. We had about five programmers for the last year of the project – and only one before that – making sure the game supported both 2D **and** VR gameplay (because we are insane). We had about 10 artists working on Riven for the very last year of the project, but before then we only had two or three helping greybox the world. [...] -- @hannahgamiel, July 5th

In Friday's chat, she emphasized this -- Riven 2024 cost maybe $5 million to make. ("Less than 2% of a $250M game" is the quote.) This is less than half of Riven 1997's budget (inflation-adjusted). It's way less than modern triple-A games with a comparable visual quality. But, on the flip side, the game was a "monumental effort" for Cyan's small team and they really want to scale down their workload.

(Rand: "We've shipped four games in eight years." Hannah: "That's insane!" Rand: "We gotta slow down." Eric: "Time to slow down.")

If they do keep up the current pace, the next game could ship in 2026. But there's too many variables to call that a prediction.

And finally: Rand is retiring. Rand was deeply involved with the redesign phase of Riven, and then he playtested the heck out of it. With Riven out the door, "It's good timing for me to cut back tremendously." (Note that the "running the company" roles were handed over to Hannah and Eric some time ago.)

Rand will still be involved with Cyan; he's on the board of directors (or whatever equivalent Cyan has), and he'll still advise on game design and so forth. But, he said, "I will not be at the morning meetings."

(Rand: "I get to work on projects that don't actually have to earn money." Eric: "Wait, we've been doing that for years!")

Fan updates

Since 2020, Myst Online has had a steady cycle of fan-created updates. That includes fan-created narrative and storylines, although these have been hard to follow; you need to log in regularly and meticulously search for journals. (I admit that I have not been doing this.) The fan writing team is now trying a long-term story arc they call "Diplomacy", involving first contact with an unexpectedly inhabited Age.

The Age-builders teased some upcoming releases:

  • Tweek: A library Age commemorating the Restoration; a garden homage to Myst; more of Fahets; a new larger Neighborhood.
  • Yali: A private residential City region. Also UI updates for the client.
  • Harley: More of Naybree; an Age called Rei'schu, which is intended to be something of a fan-built Relto. ("Collectibles and Journey elements.")
  • Semjay: Working on completing Venalem, one of Cyan's cancelled plans for Uru. Also the Explorer's Emporium, a Cavern gift shop (with narrative elements).
  • Doobes and AgeExplorer are still working on the Descent. (They apologize for the slow progress.) You can now take the elevator down the Shaft and mostly solve the puzzles there (originally seen in Myst 5). You can also walk down the spiral staircase that runs the entire length of the Shaft. This takes about two hours, real time. (The staircase is blocked in both Myst 5 and current Uru.) All of this needs polish, however.
  • Doobes is also in the early stages of a major Chiso expansion.
  • DPogue has continued to improve the Korman Blender plugin (for Age dev work), as well as the open-source H'Uru client. The client is not yet ready for testing against the production servers, however.

Other updates

The Myst documentary is still bogged down. Philip Shane is having trouble funding the full production. He's brought on David Van Taylor to help with pitching, and is also getting production help from Julie McElmurry. He ran through the updated fundraising pitch deck. (Nobody in the room had a million dollars to spare, but he'll keep looking.)

Regardless, Shane is still filming. He showed some footage fresh from the Riven launch event at Cyan HQ. Also, we can now call the movie something besides "that Myst documentary". The working title is "A World I'd Want To Live In: Myst and the Video-Game Revolution".

Jeff Barbi did a presentation on hacking the original HyperCard-based Myst, getting into the HyperTalk source code. (Thanks to Uli Kusterer's HyperCard work -- see thread from last year.) I missed some of this due to audio streaming problems, but a couple of highlights:

  • The original fireplace puzzle accepted two codes, from codebook page 148 and page 158. The 148 solution was not clued anywhere as far as we know. (I wonder if Sirrus and Achenar gave different page numbers in some early draft of the script.)
  • The HyperCard stack was password-locked against editing. This was a HyperCard feature, easily bypassed with modern tools. Jeff was able to hash-search and recover the original password: oblio. Possibly the Miller brothers were Harry Nilsson fans?

Deater is back with more demakes: the intro to Riven on an Apple 2 (video). Most of this is cutscene animation in Apple 2 hi-res and lo-res, but it leads into the very small amount of Riven that Deater has implemented on Apple 2 floppies.

The conference also featured a bunch of retrospective panels on Myst 4, which is now celebrating its twentieth anniversary. Those aren't news (although there were some nice development tidbits) so I won't cover them here. Keep an eye on Mysterium's Youtube channel for the archived recordings.

And that's the report for this year. Next year in Atlanta! See you (virtually) there.


Renga in Blue

Eldorado Gold (1982)

One of the earliest homegrown computers for the British market was the Nascom 1. (This is the same computer Level 9 got their start on.) Alan Butcher had obtained one in ’78, and at his company (British Telecom) there were enough other people interested in the same computer that he was able to start a […]

One of the earliest homegrown computers for the British market was the Nascom 1. (This is the same computer Level 9 got their start on.) Alan Butcher had obtained one in ’78, and at his company (British Telecom) there were enough other people interested in the same computer that he was able to start a computer club.

From the Centre for Computing History.

This club soon expanded past British Telecom employees to the general public. An early member who joined was Bob Simpson, who we’ve mentioned here before: he was the founder of Micro Power. Micro Power had some early Nascom games but they were essentially focused on Acorn computers like the Electron and the BBC Micro. They published Seek, the game that was essentially stateless and all action happened in the connections between rooms, and a game they just called Adventure, which had a princess who didn’t want to be saved and an out-there “meta-narrator” mechanic.

They were started out as half-computer-store half-publisher, with Micro Power’s growth as a major software company happening organically.

As the place became a hub for people, they would bring along programs they’d written and Bob would say, ‘I will sell that for you.’

— Chris Payne, Marketing Assistant for Micro Power

Alan Butcher (who eventually became the software manager) notes that people in the publishing side spent time in the store:

Having the retail outlet helped a great deal in keeping in touch with customers; the shop would be packed with enthusiasts only too willing to give feedback.

Part of the Nascom club I mentioned also had David Elliott as a member (described as a “young kid” by Chris Payne), which is how he got connected with Bob Simpson and Micro Power. David Elliot is the author of today’s game, Eldorado Gold.

Computing Today, May 1982.

David Elliot has been interviewed but he doesn’t mention his text adventure game (originally for Nascom, see above) at all. He calls his first game Alien Destroyers, even though it almost certainly was Eldorado Gold. (That Nascom ad was from May; the first ad for Alien Destroyers was in September, and the ad includes a BBC Micro version of Eldorado Gold.) So: why did he neglect to mention it? Was it because the book all this is coming from (Acorn: A World in Pixels) was specifically oriented towards the Acorn products anyway? I don’t think so based on his phrasing:

Alien Destroyers was my first game, and not the best implementation, but a learning experience. Funnily enough, it being one of the first Micro Power games, meant it was on the back cover of magazines tor several months. It was quite nice for me, but I expect a bit boring for the readers and a push to get new games written.

Quite possibly it is because: Eldorado Gold is heavily derived from an earlier game, Lost Dutchman’s Gold from 1979.

From the cover for Lost Dutchman’s Gold.

I don’t mean “derived” like we recently saw with ADV.CAVES where the exact same source code had a new company name dropped on top, but clearly the author was using the original source code and map as a reference and tweaking it to make his own game.

From the Centre for Computing History.

The meta-structure of both games is identical. You start at your shack/hut, with a mule nearby. At hand is a map, a lamp, a gun, and carrot(s). You can wander into the desert and follow the map to a secret canyon, make your way to a mine, dig holes in the mine to get some treasure, and take a ladder that goes directly from the mine to the starting residence, obtaining victory.

The original game was simple but managed to have some charm due to, first of all, the main narrator being THE GHOST OF BACKPACK SAM who takes on a old-time-Western accent for even basic parser messages.

GOOD LUCK AND I HOPE YOU DON’T END UP A GHOST LIKE ME.

The mule also can be befriended with the carrots and the saddlebags it carries around can increase the size of your inventory. The canyon includes an encounter with Indians that can result in a gun battle although the best route is to steer clear because it will eventually kill you; the gun that the game starts you with is in fact a red herring. (This is similar to how Time Zone had a number of scenes with angry indigenous people where the right play is to avoid them.)

The source code was distributed past its TRS-80 origins — it was one of the games on the ADV.CAVE disk of Apple II games, and had a printing in The Captain 80 Book of Basic Adventures. Speaking of computers popular in the UK, there’s ports for the Atom, BBC Micro, C64, and Nascom; there’s even a version for Microbee (a computer essentially exclusive to Australia).

So it makes sense David Elliot got a hold of the source code; what he did maybe could be thought of as a parody.

You start in your hut with a chart showing a path to a mine, and a gun. Outside is the mule, as in the other game, although the mule only is carrying around a shovel, not saddlebags. Just to the west of the mule is a carrot.

I’ll speak more of the mule in a moment. The ghost town in the original game just has a saloon where you’re meant to find keys that are used to open up the mines. In this version, there’s a bank with some bank notes you can try to take, but then you get tossed in a jail. It’s just a trap — you’re supposed to steer clear. The only thing you really need is some more cartridges for the gun. Given the fact the gun was a useless red herring in the original game, this gives a hint that things are going to roll down differently.

Hey, it worked in Deathmaze 5000.

Going in the desert and following the map/chart is identical; there are no Spanish coins in the cave, just a jar of oil (which can be used to revive the lamp if it runs low, but you don’t need to). If you go into the Indian encampment rather than a shootout there’s just nobody there.

I wonder if anyone was disappointed by the ad copy and cover image.

There’s no keys in town, so entering the mine is not handled the same way as before.

And now is where I reveal the big change I alluded to. You use the gun, twice.

First, the mule just eats your carrot if you try to feed it and never gets close, so instead of the mule being a helper who follows you around, you’re supposed to SHOOT MULE.

Since there’s no keys, you also use the gun (with the extra cartridges from town) to blast the door.

The mine is essentially identical: you can grab some gold, diamonds, and silver, two of them requiring the shovel to DIG.

There’s a ladder you can use that will take you up a secret passage back to the starting location. Then you need to go back to the hotel in the ghost town (as the instructions say) and type SCORE to win.

It almost seems like this was meant to be a parody game; that is, the young author started with the source code and mucked about with it as a learning exercise, especially noting how useless the gun was. He decided to make the gun be an integral part of the game and simplify the mule mechanic by just making it a poor victim.

OK, it isn’t that much a mystery the game didn’t come up in an interview. At least its existence is interesting as a historical snapshot.

Perhaps you’d like to play the author’s game Swoop instead. It feels halfway between the gameplay of Galaxian and Demon Attack. Patterns of birds that swoop down are trickier than either of those two games and birds will aim for collision more often, giving a different flavor to the gameplay loop.

Friday, 12. July 2024

Renga in Blue

Probe One: The Transmitter: Won!

(Continued from my previous post) I’ve managed to beat the game, and while not the most cryptic game ending I’ve ever managed to resolve, it surely is in the top 5. I in fact had been mid-sentence trying to write my “I’m sorry, no idea how to finish this” post when I tested something and […]

(Continued from my previous post)

I’ve managed to beat the game, and while not the most cryptic game ending I’ve ever managed to resolve, it surely is in the top 5. I in fact had been mid-sentence trying to write my “I’m sorry, no idea how to finish this” post when I tested something and made a breakthrough.

First, to clear up some things I was puzzled on last time.

Regarding the goggles and the gravshafts, if you are in a room without wearing goggles, and then you put them on while in the room, the gravshaft is now “visible” and any future passes through the room do not require goggles. If you are simply entering the room while wearing the goggles (which does show the gravshaft, and even mentions in the text description there is one there) it will not give this effect. Taking the goggles off causes the gravshaft you spotted to “disappear” and you’ll walk in the trap if you try to leave. Yes, this seems like a bug.

This is a case where I entered the room wearing goggles. The better approach is to enter without goggles, put them on, and take them off again.

Additionally, the change of color when wearing goggles is the sole thing making drones invisible. This is meant to encourage the fact you shouldn’t leave the goggles on; I had at least one time I forgot I had them on so I thought a drone was just invisible normally, but it really is a goggles-only condition. I’ll grant this is canny in a game-design sense in that the traps are relatively nullified out if the goggles can truly be worn all the time.

One other method to deal with the traps is to use a WELDER. This also seems to be bugged, as if you’ve “spotted” the trap the welder doesn’t work, but if you haven’t then you can use the welder to seal up the hole.

There’s one last very important fact about gravshafts I didn’t discover until later, but let’s get back into gameplay.

The way the game is supposed to be configured — and I’m not sure it is airtight — is that you start on a floor where you can immediately find goggles, and then while carefully avoiding traps, find a white crystal and a black crystal. Somewhere on this floor there will be a place you can use the TRANSLATOR and open up a door, and to get down further, you need to use a white crystal to remove a force field.

The force-field door and translator door incidentally both visually appear (although don’t open) with the GOGGLES, which makes another good reason to test them in every room. Also, “floor” is somewhat approximate, as some of the rooms in this area might still be up or down stairs, but there’s still always a “white crystal barrier” blocking off any further objects.

Picture from a different playthrough; that black rectangle is stairs leading down, and they need me to USE WHITE CRYSTAL to pass.

The second section is where you find a welder and a blue crystal. So just to list all items: gun, translator, goggles, white crystal, black crystal, blue crystal, welder. There’s only one more we’ll talk about in a moment (a remote).

Other than an auditorium, which is just for color…

It is possible to find items or even gravshafts here.

…there’s another force field. This force field requires you to USE the BLACK CRYSTAL. The black crystal, oddly enough, causes all the objects you are carrying — except for your gun — to disperse to random spots on the map. The best option here on a playthrough is to drop everything but the black crystal, use it, and then don’t worry about where it snuck off to (you’ll see why in a second).

With the force field removed, you can enter into a room with a “faint hum”. The goggles reveal a gravshaft, although oddly, it won’t stay revealed if you do the wear/take off goggles trick. The goggles also reveal the remote.

Here I was trying to figure things out so brought every single item. I was holding the gun but it’d normally go in the gap to the left.

I tried every single item and saw nothing. I went back and tried every single item on every single room and saw nothing new. Don’t forget the shoot-em-up thing was still going on: I fought off waves and waves of drones in the meantime (I started getting decent at shooting them down, they more mostly an annoyance if I was trying to use goggles, since swapping the goggles off takes enough time for them to get you).

(Incidentally, last time I commented how swapping between joystick and keyboard would be a pain. There’s a contemporary review of the game that points out the annoyance, and suggests the game be played cooperatively, where one person uses the keyboard and the other the joystick.)

I thus was ready (and started) to write my final post, but for some reason it occurred to me even though the game doesn’t let me GO DOWN, perhaps I could USE GRAVSHAFT. At no other point in the game had I tried to USE an item “in the world”.

Access denied!!!

Huh, that’s a new message. I went back and tried USE GRAVSHAFT elsewhere — with one of the goggle-revealed gravshafts –and found I could “teleport” to a new room that way without getting hurt. So there was something special about the hum-room gravshaft.

It still wasn’t staying revealed without the goggles, but mucking about with my items, I somehow found if I picked up the white crystal the gravshaft suddenly appeared. Put it down, it suddenly disappeared.

The condition turns out to be extremely finicky: you have to be carrying the white crystal and the blue crystal and not the black crystal. As long as all three are true, the gravshaft in the hum room will reveal itself, and you can USE GRAVSHAFT.

This is on a return trip where I realized getting the black crystal was counterproductive, so I didn’t even bring it.

USE GRAVSHAFT takes you to the final room. There’s no visible exits other than the gravshaft, but if you wear goggles you can see an exit to the north. Then you can try to GO NORTH and crash the game.

Whoops! Again I considered maybe I was at the end and the game was broken. However, I took the time to ferry items over in the shaft just to see if I could cause something new to happen. (Incidentally, if you try to bring the black crystal to the end, you’ll get teleported back to the starting room. Black sheep of the crystal family.)

Nice of the game to tell me dropping the white crystal is death rather than just killing me. It never was clear what the two crystals are actually doing.

I finally hit paydirt with USE WELDER which opens up a shimmery rainbow door.

You still can’t just walk through, but since the REMOTE hasn’t been used yet, it didn’t take long to test out USE REMOTE and get the final animation sequence.

Bye bye, crystals.

We get back in our rocket and take off.

Winning is 100 points, each normal droid kill is 10, each invisible droid kill (with goggles) is 20, 10 points for each item. The score is pointless because you kill an overwhelming number of droids to make it to the end and you can always farm more.

I was seriously unimpressed with the random generation aspect. I tried a “serious attempt” on this three times, and on my second attempt, the map yielded no black crystal, making the game impossible to win. So at the very least the random part is buggy. Additionally, there was nothing interesting in the random setup — which crystal you see first is honestly boring, along with if there’s a gravshaft in the auditorium or not. Randomness is interesting in Rogue because the exact layout of walls tactically affects what happens with the monsters; here, the drones appear in an identical way no matter what the layout is, and because the puzzles need a specific sequence, the items still appear more or less in the same order.

In a holistic game design sense, if you’re making a roguelike, the random aspect needs to contribute something to the game that makes multiple games play in a truly different way. With fixed adventure puzzles there isn’t the same benefit (and this was truly an adventure, despite the exhausting mini-game spread throughout, where I literally sometimes had to stop mid-typing to fiddle with arrow keys). And sure, someone could try “generated” adventure puzzles — like the riddles changing in Apventure to Atlantis — but doing it in a truly satisfying way seems to still be only in the capacity of human hands.

Referring back to the essay I mentioned from Clardy:

While Synergistic Apventures are full of obstacles, hazards, puzzles, and traps and while they may take hours or days (or even weeks in some cases) to play, it will never be because you are stuck trying to guess what the author wants at some point. The puzzles have logical solutions and hints are given. That doesn’t necessarily make them easy, but you won’t have to call us for help.

Consider the promise broken. The game never explains why the crystals act the way they do, and the only “alternate” solution has to do with using a welder instead of goggles to handle a gravshaft, but to find out the pit is there to begin with you’d normally use the goggles anyway. It seems like the author really just wanted to be making more RPGs, but the genre boundaries were still ill-defined.

We’ll be seeing another Clardy-Ollmann Jr. adventure team-up, but only in (squints) 1989 with The Third Courier. That’s punting it down a bit.

Let’s try a “normal” adventure game next time, shall we? (Maybe. It’s a company where the two times they’ve been featured here the game seemed initially normal and later went off the rails.)


top expert

Critical Discursions: Joe Mason’s “In the End”

Considering the origins of interiority in Interactive Fiction. a warning. This essay completely and explicitly spoils the content of Joe Mason’s In the End. It should also be noted that the work in question contains no content warnings for its severe and explicit depiction of mental illness and suicide. Please consider whether or not it […]

Considering the origins of interiority in Interactive Fiction.

a warning.

This essay completely and explicitly spoils the content of Joe Mason’s In the End. It should also be noted that the work in question contains no content warnings for its severe and explicit depiction of mental illness and suicide. Please consider whether or not it would affect you adversely.

no puzzles, no game.

Adam Cadre’s Photopia rightly enjoys canonical status as the first truly successful–at least in terms of critical consensus–instance of “puzzle-less” or “puzzle-light” parser game. One might place Steve Meretzky’s A Mind Forever Voyaging there, but I think that it is without puzzles in the same way that Kierkegaard is an existentialist: akin, aligned, and precedential. In Meretzky, there is an invisible scoring system that tracks the dystopic observations of its protagonist Perry Simm. While it is a game of subjective qualities, said qualities are unambiguously gamified. Moreover, the climax of A Mind Forever Voyaging is a puzzle of “things” in the old, Zorkian sense. Devices are turned off and on, a timer ticks toward the player’s destruction, and success conditions, unlike those determined by the scoring system, are narrow to the point of singularity.

It’s Photopia, then, that is the first successful game in its sparsely-populated genre. I’ve expressed my affection for it, publicly, on many occasions. It’s the kind of game that brings that out in people. After all, Photopia is presently the most-rated game at the Interactive Fiction Database. People love it, and, more than that, they want to tell people about it.

In 1996, no one was lining up around the block to express affection for Joe Mason’s In the End, an insistently glum work about one person’s terminal battle with despair. It ranked a less-than-middling 15th in that year’s annual Interactive Fiction Competition (or IF Comp, as so many call it) out of a field of 26. In the months preceding the competition, Mason had been evangelizing on behalf of IF without puzzles on Usenet, but it was an idea that had been met with skepticism. These conversations weren’t motivated by empty promotion: Mason was by all appearances quite earnest, convinced that Interactive Fiction could offer experiences that were not rooted in solving mechanical problems. The “about” text that accompanied the IF Comp release captures the spirit of his aesthetic ambitions:

So I have presented a world to explore – not because it is necessary to explore the world in order to solve problems encountered in it, but simply for the sake of exploring, finding its nuances, and discovering what drives it. And, hopefully, finding out what it can tell us about our own world.

While several reviewers attempted to meet In the End where it was (cf “editorial reviews” linked here), it is mostly forgotten today. Nevertheless, because of the conversations that Mason and his work promoted in the wider community, the concept of “puzzle-less” IF became a more and more pressing question of craft. IF without mechanical problems remained controversial for years, with its possibility presented as an open question as late as the Design Manual 4 version of Graham Nelson’s “The Craft of the Adventure” (2001). Even if In the End cannot be considered a success in terms of audience appreciation, it served to launch and further vital investigations into unexplored possibilities in interactive fiction.

inside job.

Less discussed, but just as important, is Mason’s focus on the interior life of the protagonist of In the End. There had been few–if any–excursions into the interior lives of characters suffering from what seems to be severe clinical depression. Mason may be even more of a trailblazer in this regard, as it is quite common to see contemporary authors explore the interiority of characters, mentally ill or not. Deemphasizing the Zorkian world model of things created space for the treatment of subjective experiences. While Photopia absolutely does explore the emotional lives of characters, its success is ultimately of a different kind.

In the End is also a notable first in terms of representation for the mentally ill. While the protagonist’s depression may feel underdeveloped at times, that seeming lack of vividness may, in fact, seem relatable to many. Nevertheless, the conclusion, which requires that the player enter the command “kill me,” comes across as a rather spectacular overexertion. How can this conclusion, a kind of sprain, be explained? Perhaps, even though it was possible to imagine interactive fiction without puzzles, a work without a decisive and victorious end-state, which this conclusion ironically mimics, remained undreamt. The writing, while capable, does not meet the considerable challenge of its subject. It is inevitable that some readers will object to the way suicide is depicted therein, and such concerns are completely and utterly valid.

Still, in a dialectical sense, the failure of In the End is, in terms of its characterization of mental illness, at least different from the kind of lurid set-dressing sometimes seen in media then and now. Depression is not a metaphor here, nor is it a way to invest an unrelated subject with unearned seriousness. It is, rather, the thing itself. While authors would continue chipping away at the problem of puzzle-less interactive fiction, it would be years before such degrees of interiority would appear in widely-read and well-regarded works.

But the advent of Twine is a story for another day.