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Planet Interactive Fiction

Friday, 16. August 2024

Interactive Fiction – The Digital Antiquarian

1997 Ebooks

Hi, folks… As I’ve already warned my patrons, I don’t have an article for you this week. I do, however, finally have the 1997 ebook for you, with all of my coverage for that year. I hope it will help to soften the blow. You can download it, along with all of the earlier volumes, […]

Hi, folks…

As I’ve already warned my patrons, I don’t have an article for you this week. I do, however, finally have the 1997 ebook for you, with all of my coverage for that year. I hope it will help to soften the blow.

You can download it, along with all of the earlier volumes, at the usual place on this site. As always, my thanks go to Richard Lindner for providing the tools and advice that let me make these .epub and Kindle editions.

Thank you for continuing to be the best readers in the world. See you next week with a proper article!



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.


Renga in Blue

The Caves of Olympus (1982)

Howard W. Sams — previously employed for Goodyear and General Battery — eventually landed at the battery manufacturer P.R. Mallory during the 1930s (headquarters: Indianapolis, Indiana). While there his responsibilities included sales literature and he got involved with technical printing like with the Mallory Yaxley Radio Service Encyclopedia (1937). He tried to coax his employer [R

Howard W. Sams — previously employed for Goodyear and General Battery — eventually landed at the battery manufacturer P.R. Mallory during the 1930s (headquarters: Indianapolis, Indiana). While there his responsibilities included sales literature and he got involved with technical printing like with the Mallory Yaxley Radio Service Encyclopedia (1937).

He tried to coax his employer into diversifying into technical publishing in general; being rebuffed, he founded his own company in 1946, named after himself. Howard W. Sams and Co. became prolific in publishing “Photofact” guides and their technical manuals are still valued by people who work with old electronics.

From a 1948 guide to the National NC-33 receiver.

The company Sams eventually became large enough to purchase Bobbs-Merrill Publishing (famous for The Joy of Cooking) and diversified into textbooks in general before selling the company to ITT Corporation in 1967 (while eventually being sold again in 1985 to Macmillan Publishing).

As a technical publisher, they got into computers early, like with the Computer Dictionary & Handbook (Sippl, 1966)…

…or the book Computers Self-Taught Through Experiments from the same year. The culmination, Chapter 17, is titled Building a Calculator.

You might assume they would immediately make a natural segue into programming languages when those books started to appear, but their books through the 70s tended to stay at their roots in electronics, aimed the “circuit design” layer. The first book of theirs I’ve been able to find with programming is the 1977 volume How to Program Microcomputers, followed by The Z-80 Microcomputer Handbook from 1979. Both stick solely to assembly language. In 1980 Sams finally broke into the mainstream source code market with the Mostly BASIC book series by Howard Berenbon (an automotive engineer in Michigan who worked on computers in his spare time).

Berenbon, from the second Mostly BASIC book, 1981.

I’ve referenced the first book before as it has an early CRPG, Dungeon of Danger. It is not impressive as a game, but it does represent Sams entering the software industry, in a sense. They soon after entered the software industry proper (with boxes on shelves). But why?

It could be brisk sales of the book (enough for a sequel) gave them favorable thoughts. However, my current best theory has to do with a competitor: in late 1980, the California company Programma was bought out by the Hayden Book Company. The timing is suspicious: in March 1981 Sams formed the spinoff division Advanced Operating Systems, and they hired a former Programma employee, Joe Alinsky, to be in charge of the division.

Unlike Hayden, Advanced Operating Systems planned to build their catalog from scratch. Palmer T. Wolf (previously at Instant Software) was hired as the “Software Acquisition Manager”. Wolf blitzed classified ads in the trades looking for submissions.

InfoWorld, Nov 23, 1981.

In the original 1982 printing of Caves of Olympus, he even included a letter in the manual identical to one from magazines. I haven’t been able to unearth anything about the authors (Thomas and Patrick Noone) and if they had any prior relationship with Sams, but it is possible they simply saw one of the ads and sent their game in. (Wolf claimed “50 submittals” in his first six weeks, so around one game a day.)

From the Museum of Computer Adventure Games.

The above is the cover from 1982. The survival of Advanced Operating Systems as a separate division from Sams was short-lived; they got wrapped back into the fold in 1983 (without Alinsky and Wolf), so a re-print in 1984 of this game is purely under the Sams label (I’ll show what that cover looks like in a later post).

This is the only adventure game published by Sams and the only game by Thomas and Patrick Noone. (The credits also list a documentation editor, Jim Rounds; shockingly, a company renowned since the 40s for providing documentation for technical devices cares about their documentation.)

On the devastated planet Olympus, beneath the ruined palace of the Emperor, lie the Caves of Olympus, the last fortress to withstand the onslaught of the evil Loren hordes.

You are Anson Argyrus, an advanced Vario-500 robot. Stranded and alone, you must make your way through the caves to safety and freedom. Cunning is your ally, reasoning is you1 weapon, as you battle against the destruction waiting at every turn-false chambers, one way doors, death traps.

But negotiate the caves successfully, and you’ll escape to join the rebel forces gathering to counter the Loren invaders.

We’re a robot! I think the last time we got close to that was Cranston Manor Adventure but that was pretending the “I am your puppet” perspective had a digital avatar in the world conveying information to us. Cyborg from Michael Berlyn united both the the player-avatar and the computer-narrator. Here, we are straight out playing a robot, no human attributes at all. Not only are we a robot, we’re a small robot “a little more than fifty centimeters tall” and who is centuries old. We are in fact old enough to have helped build the Caves of the story, but our “bio memory” has failed us so we don’t remember what’s inside.

Regarding the graphics, the display uses Jyym Pearson logic where you press enter to swap between text mode and graphics mode, and you pretty much have to keep swapping between the two as you’re walking around as you don’t get enough information conveyed while in graphics mode.

I should also highlight — and it will become more obvious soon — the actual graphical style is very different than anything we’ve seen before. Essentially all the 1980-1982 Apple II games have used some form of vector graphics, like Mystery House; some have looked better, and have incorporated wavy lines and fancy fill effects and the like, but still there’s a sort of basic continuity where it is easy to recognize Apple II graphics as falling within a certain family tree.

No vectors: Caves of Olympus relies heavily on pixels. This is very different from every other adventure game I’ve played in 1982.

Notice the random break-up of mountain ridges by pixels rather than smooth curves. It’s almost like the authors added “noise” as a stylistic feature. It looks as if at least part of the images are being stored as bitmaps.

I’m not sure what to do with the ID-STRIP. Trying to TAKE, EXAMINE, etc. just gets the message RESULT: NEGATIVE! and if you waste more than one turn before going inside the meteorological station, you die. So I’m going to assume the strip works automatically for someone travelling north to keep the Bad Guys out.

Going in, we arrive at a “vestibule”.

TAKE INFO-CUBE: “THE CUBE GLOWS IN A WARM LIGHT … WHAT INFORMATION MIGHT IT CONTAIN?”

The room description includes some “narrated action” which skips some steps. Rather than going from straight outdoors to the room we’re in, our robot hero goes from the outside to a meteorological station, and from there into the caves. The part in the middle is skipped over, more like a gamebook than a regular adventure game. Not all room descriptions are like this but there are some others which assume action rather than just description.

For example, heading north, there is a dark room with a combat-robot (fortunately you can just sneak on by)…

…and the room farther north is both described and depicted quite oddly.

This sort of room description tends to get avoided in modern text adventures, since it doesn’t hold up well to repeated viewings. For example, if you go back to the starting vestibule, you get the same dramatic description as if you just entered the room with the station exploding behind you.

Moving on further, you reach a hall with a dead creature.

Taking a turn west, there’s a combat robot, and trying to move on further is disasterous.

I’ve explored more rooms but I’m still getting a feel for the geography (and what interactions really work) so I’ll save more details for next time.

(And thanks to Allen Wyatt, who has been helpful with the history here, as he worked for Advanced Operating Systems starting in mid-1981. He moved to Michigan City to be closer to AOS in late 1982 but had to move again a few months later to Indianapolis when the operation got wrapped back into the main headquarters location.)

Thursday, 15. August 2024

Renga in Blue

The Mouse That Ate Chicago: Won!

I’ve finished the game, and you’ll need to have read my previous post to make sense of this one. Before I get back into the game proper, I’d like to do a side trip into history, as this game (and the Softside adventures in general) relate to something interesting about the history of “public domain” […]

I’ve finished the game, and you’ll need to have read my previous post to make sense of this one.

Before I get back into the game proper, I’d like to do a side trip into history, as this game (and the Softside adventures in general) relate to something interesting about the history of “public domain” distribution companies and preservation as a whole. With that in mind let’s visit the retailer Currys (“Britain’s Electrical Specialists”) before they were bought by Dixons in 1983–

(Ad allegedly from 1980 according to the channel. Does anyone know what is up with UK stores and their lack of apostrophes?)

In 1982, Les Ellingham was a special project manager at Currys, and had the task to launch selling Atari 8-bit computers. Ellingham proposed starting a user’s group in order to more easily show off the Ataris, and got space in a pub in an upstairs room. This was the genesis of BUG (the Birmingham Users’ Group).

The first night — advertised on posters — ended up having a “massive turnout”, and based on the success of the group, they started also producing a newsletter (edited by Ellingham).

The founder himself, writing in Input/Output:

The main objective is to encourage Atari owners in this country to begin writing their own programs, but for those of you who are not as yet ready there are plenty of reviews and hints, and tips for beginners. The magazine started in conjunction with the Birmingham User Group, but is now produced independently although several BUG members contribute material. It has grown quite quickly and many people see it as the UK equivalent to ANALOG magazine.

Page 6 had a strong focus on adventures, trying to keep up a list of every Atari adventure game ever made, and issue 10 (July/August 1984) was a “special issue” devoted solely to the game genre.

Like many Users’ Groups from the 80s, they had a library of public domain software, and unlike many Users’ Groups from the 80s, the entire library is online. Disk #82 (Super Adventures 6) includes both Robin Hood and The Mouse That Ate Chicago (for Atari, of course). The games aren’t technically public domain in the legal sense, being copyrighted by Softside, but if a game showed up in a magazine disk, it seemed to be fair game for any distributors. For those of us delving into gaming history, that’s not necessarily a bad thing: I get the impression that the BUG specifically might be the reason we have a complete Atari collection for the Softside Adventure of the Month games (whereas for TRS-80, for instance, we only have a small selection); one of the early games in the series (I think Alien Adventure?) I only found on a Page 6 disk.

One practical upshot is that when Dale Dobson ran through the complete series, he played the Atari versions which were the only ones readily available. The other upshot is that while Robin Hood had a bug for Atari not present in the Apple, the reverse seems to be true here.

The mice were supposed to be wandering about more than they were (Sam in particular can be lethal), but for some reason their routine was broken. I switched over to Atari and was able to finish the game.

First, a detail I missed that is purely for story. The mountain that was too steep to climb has a cave, and you can enter it to see what happened to Hans and the Professor.

Second, something I had attempted in the Apple version which worked, except (I think) I had the emulator speed too high. If you go to the river where the fight happened and try to GO RIVER, there’s a message…

GASP…PANT…CHOKE

…which made me think I just couldn’t swim. There had briefly flashed on the screen another room, wherein our intrepid mouse-slayer had gone to the bottom of the river.

You need to HOLD BREATH in order to do this. Fortunately, this maneuver is repeated in other games so I puzzled it out quickly. The same command shows up in The Institute, Secret Kingdom, Savage Island (both parts) and Nuclear Sub.

It immediately occurred to me — especially given the CAT BURGALAR reference when trying to enter a house — that I needed some milk. The grocery store was still open and obliged, and I was able to drop the saucer and use POUR BOTTLE to get a saucer with milk. I tried taking it to the front of the (still-closed) pet store but no cats were being attracted.

Back when I was playing the Apple II version I wandered for many, many turns waiting for the stores to be open. Knowing Kirsch’s prior game had “drama timing” I figured that was the case here (that is, certain events aren’t based on X turns passing, but rather when the player reaches goal Y). As another example, even in the Atari version the mice don’t start wandering until you enter the powerline area.

I was unsure the first time around, but I think the way to read this scene is that Maja is the super-huge mouse, and the other three are simply regular-huge. That is, Maja is Godzilla, King of the Monsters, and can only be taken down by a similarly impressive monster.

Sam is the one that was hanging on Hancock Building (and is the only one of the four that killed me by hanging around). The other two are Puji and Fiji, neither who get descriptions.

To take down Puji, you shoot the powerlines while the critter is nearby. Trying to shoot powerlines at any other time simply has the shot miss, and yes, this doesn’t make any sense.

(Game design reflection moment: this game is supposed to be about discovering the weaknesses of the mice. It is perfectly fair to have only this one succumb to an electrical trap — maybe Sam and Fiji are are too alert and dodge, and Maja is so big he just ignores it. What isn’t fair is having the shot itself fail when the wrong mouse is in the room. In a way, this is trying to make the gameplay easier by preventing a softlock — probably the powerline-shooting would only work once. In a Lucasarts style game, this would be unacceptable. However, I honestly would rather have had the mouse-evasion-plus-softlock scene; I would have known to reload, and it would have given a strong clue I was on the wrong track, just with the wrong victim. A simple UNDO feature, not yet invented, would have evaded this being a real gameplay problem, or the game could even auto-UNDO, similar to failing at one of the grail traps in Indiana Jones and the Last Crusade. The general design lesson is that preventing failure doesn’t always make life easier on the player.)

I was on the right track with cheese on the bridge (which never worked, likely because the cheese-hungry Fiji never goes that way); if you DROP CHEESE at the quicksand your player will automatically put it in as a trap.

This is the moment where the music store but not the pet store opens. The music store, just like the grocery store, is happy to give you something for free if they have it in stock.

(Game design reflection moment #2: drama time is often seen as the superior alternative to constant time advance, but drama time can be so cryptic to decipher that it only works in particular circumstances. Certainly Outer Wilds did fine with not only constant time advance but real time. So while it is a more “modern” approach — maybe not the best term since it shows up in 1981 — it isn’t automatically better.)

The music store was more cryptic than the grocery store to figure out but fortunately there aren’t that many instruments that are associated with mice. We need a flute.

With flute in hand you can attract Sam’s attention; as long as you’re in the room adjacent, PLAY FLUTE will cause him to come towards you. Given the bridge hadn’t been used yet, it was quickly clear what route I needed to take.

There’s still the giant, Maja, to contend with, but fortunately the pet store has decided to open. (I get what the author was after using drama time. Due to the plot beat which you’ll see shortly Maja’s defeat has to come last. If I was designing this I would have made the method of defeating the smaller mice available right away and had some specific connection to the pet store owner — maybe they’re too afraid to come until they’ve seen you’ve defeated 3 out of 4, and then they’re willing to let you in.)

I already had the milk-in-a-saucer so I already had a plan: take the cat to the enlarging machine, drop the saucer off to keep him from wandering, activate the machine, and … profit?

This could have been Kirsch’s best game so far. Everything is one connected puzzle. Nearly all the action the player takes is participatory comedy, which is rare even in modern games. The writing could be better but generally hits the right tone all the way through.

However, details matter enough in game design it was still a miss. The promise of being able to figure out the mouse vulnerabilities via observation was an illusion. The movement was random and a bit broken (and even in the Atari version, I had a dead mouse randomly appear somewhere it wasn’t supposed to be). The powerlines puzzle was broken in an effort to keep the wrong mouse from being fried.

At least the ending was comedic and satisfying at the same time.

Yes, I’m sure that won’t be a problem at all.

Coming up: the return of the warm, soothing glow of Apple II graphics.

Wednesday, 14. August 2024

The Rosebush

Game Design Lessons Learned Trying To Write A Cento

What if you wrote a parser game using only sentences taken verbatim from other parser games? Like a cento for text adventures?

(This project is supported by a grant from the Canadian Council for the Arts.)

In 2015, a wild idea struck me:

What if I wrote a parser game using only sentences taken verbatim from other parser games? Like, a cento for text adventures?

Why? And why me? Well, I’ve found centos fascinating for years. One of my favorite authors as a French kid was Yak Rivais, an Oulipo-adjacent writer who penned a series of children’s books all about playing with language, building a whole world around puns and writing constraints. In 1979 he also wrote a short play in verse where every line was lifted from various plays from one of France’s most famous playwrights, Racine; and in 1980, a novel, “Les demoiselles d’A.” with 750 sentences each taken from a different book. Out of all the works of constrained writing (and you do not grow up as a bookworm in France without exposure to many of those), I’ve always found this one to be a mind-blowing feat, combining obsessive research and deft juxtaposition of meaning to create a whole story out of nothing.

Hang on, this intro is much too French. Let me try a different way:

Remember when on Jimmy Fallon’s show they used to show clips of Brian Williams from NBC News rapping Snoop Dogg songs? But it wasn’t really him rapping, they had just spliced together hundreds of very short clips of Williams’ news so the words, syllables, cadence, and tone/pitch sounded exactly like in the song? (Look it up on Youtube if not.) How did they do this? Isn’t it mind-blowing how someone had to look through a mountain of footage to find specific words said a specific way, and found them? Similar feat, similar curiosity, similar itch.

So then in 2015, when I saw the Vorple tooltip demo – sprinkle a little JavaScript in your parser game and hovering on a sentence can show you footnotes, or even the source for a quoted sentence – it just clicked: I could do a cento, then people could hover over and find out where each sentence comes from. And there were a number of tools to extract sentences from a game file. And I had just done a university project that involved finding sentences in a large corpus of text. The wild idea was here and it wasn’t going to leave me.

Now, 2015 wasn’t the right time for it, but I built a demo to prove out the concept, before moving on. Fast forward to 2022, and I was ready to apply for a grant from the Canadian Arts Council to explore the idea, which I obtained, thus kickstarting the journey in earnest. I hope the project comes out in 2025; but in the meantime, I have found the constraint to have been very interesting and stimulating to work with. As I take a little break in between phases of the project, I figured there were a few lessons learned that could be interesting to other folks who enjoy reading and thinking about IF and its craft. Let’s get started!

Diving into our games

Writing my game is done entirely by pasting the right sentence at the right place to make the text convey what you want to convey. But how do you find the “right sentence” among a sea of games? Perhaps surprisingly, this is easier on a technical level than you might think. There are tools to extract most of the text from a text adventure of a specific format (Inform, TADS, Quill, PAWS, for instance), which worked beautifully; these four engines have been used by thousands of games over the last 50 years, and I was able to extract millions of sentences from over 5000 games. That’s the beauty of stable formats!

This gives the raw matter in a queryable format. I originally used Unix queries, but for convenience have asked a programmer to build a search engine1 with a few nice functionalities, such as IFDB tagging and the ability to further filter the results. This tool is deployed on my server, drawing from the 5,000 files each containing text from publicly-available games. This means I am able to run fun experiments too – have you ever wondered how many IF games reference Margaret Thatcher? (The answer is 10.) What is the only Infocom game featuring the sentence “that’s the way the cookie crumbles”? (“Nord and Bert”.) Or whether you can find a game with cassowaries in it? (You cannot, but there is a game with moas, their ancestor, in it.)

A sidebar has icons for Collapse, New search, and Last search results (97.3 seconds). The main pane contains a list, currently showing sentences #35 to #49 containing "rosebush." Each sentence has a source file and IFDB and Copy buttons.<br><br>From ab_dragon.z5:<br>You can't put that on the rosebush.<br>Their appearance seems to startle the dragons, which, as one, take flight from the rosebush and vanish away into the sky in a beautiful cascade of colours.<br>your hear voices in the front garden, and Martha and her ancient friends appear around the corner to be met with the sight of you, standing next to the utterly destroyed rosebush.<br><br>From zombie.gam: Long ago, someone has planted a rosebush, which has grown willy-nilly into a gnarled, hookthorned scrub bush.<br><br>From halloween.z5: You notice a small rosebush at the base of the stone.<br><br>From source.txt: garden/riot/rose/roses/rosebush/crysanthemum/mum/mums/flower/flowers Nice, ain't they?<br><br>From pythoZcode.z8: (repeated twice) I remember glorious chases through the gardens -- those poor rosebushes -- and whole afternoons spent on hide-and-seek.<br><br>From So, You've Never Played a Text.gblorb: In some places, the weeds and the rosebushes are trying to choke each other out.<br><br>From Mite.z5:<br>(repeated twice) The heavy mist prevents you from seeing beyond the pond and a tall rosebush blocks the view on the other side.<br>(repeated three times) The view from the other side of the tulip is dominated by an overgrown rosebush.<br>A tall rosebush blocks most of the view to the west.

An example of the output of my tool, giving me a list of sentences containing “rosebush” and the game in which the sentence appears.

As an aside, but potentially an important one: looking through the corpus, what struck me was the number of times the quote I wanted was taken from a pornographic game. This whole scene is mostly absent from discussions or considerations in mainstream IF forums — very little has been written in terms of retrospectives, interviews, game design, theory, etc. on that front. I myself had no knowledge of it, barring a few examples (such as “Flexible Survival”, the largest Inform game ever written2). In reality, the English-speaking scene for pornographic text adventures was extremely vibrant in the 2000s, with dozens of very long parser games and their own comps and awards; yet this is poorly documented on IFWiki or IFDB, with lots of games and comps missing, and old pages only accessible through the Wayback Machine. In my opinion, this scene is due for some attention!

Familiar vistas

But just because I can search easily across thousands of games, doesn’t mean I’ll find what I want! My game cannot be set in the Kingdom of Wraz, because no game ever has had “wraz” in its text. It cannot have a character named Connie, as this name only appears in 7 sentences (including 2 about her grave and 1 in the help menu of a pornographic game). I just cannot start writing my game, then find sentences that could work; the availability of sentences related to a situation or a setting is something that needs to be taken into account as early as possible.

I could say that I need to check my corpus of sentences every time I’m trying to think of something; but there are obvious issues with this approach (it would be very granular, start-and-stop, and could lead to a disjointed experience, exquisite-corpse style). Instead, I took the approach of asking myself this question: what are the settings and situations for which I could reasonably trust that the universe has got my back? If you ask the question like this, the answer is obvious: I can have whatever cave I want; there’s hundreds of “my crappy apartment”s, and dozens of deceased uncles with mansions full of devilish riddles.

Aerial photo of several giant mansions on smallish square lots.
So many eccentric uncles… so little time…

Now, the risk becomes different: the game could become easier to write, but it could feel very derivative and samey. Are players still excited about caves 50 years later? This is a valid concern, except look at the project: this is a giant “spot the sentence from that game you know” puzzle, specifically built on 50 years of text adventures. I’m not saying that the game should not be made interesting and fresh in its design and story, and employ parody and cheekiness (and it will); but this is a game built on the heritage of 5000+ games, embodying traditions, genres, tropes, discourses, bad habits, inspiration, and parodies of each other. The text adventure scene over the last few decades has been built by playing and discussing each other’s games and proposing new spins on old things, and this game is no different!

Show, don’t tell

That being said, puzzles were a very big challenge. The easy way to do this kind of project is to copy-paste whole sequences from other games — “IFDB Spelunking” style, or “Museum of Mechanics: Lockpicking”. However, I did not want to take this approach: it’s meant to be a cento, where every consecutive sentence is taken from a different game, and that’s the whole point, the whole effect, the “wow!” factor, creating new meaning from splicing together sentences that weren’t meant to be read together. So what does that leave us with? Taking the approach of relying on tropes for puzzles, like for the settings, might be feasible: if you think about it, I might be able to cobble together a Towers of Hanoi puzzle out of the dozens of adventure games that have featured it. But there’s not that many of these near-identical puzzles, really; and having to go through the motions of puzzles you’ve solved dozens of times before is likely to lose the player’s interest.

A long, high-ceilinged videogame wooden hall, dimly lit. Down each side, small spotlights illuminate large green signs where the player can interact with each exhibit.
Museum of Mechanics: Lockpicking” highlights lockpicking mechanics from several games

But how do you create entirely new puzzles, riddles, mechanisms, situations, and hints, out of existing sentences? I struggled for quite some time on that question, before realizing the struggle came from my own limitations in approach as a game designer. See, I’m a point-and-click kid; a “Filaments” scholar; the author of the textdumpy “Life On Mars?” My games so far have always had lots of descriptions and lots of cutscenes;3 I always made sure to give lots of indications of how the pieces relate to each other, my games were always Zarfian Polite, and the crosswords were made to service the narrative.

But there is another approach, of course: one based much more on the implicit, the mysterious, the “spooky action at a distance”. The one where the description changes without you noticing (“Shade”). The one where playing the piano does nothing, except the bathtub is now full (“Finding Martin”). From a player’s perspective, it is maybe a bit more difficult, murkier; but for a cento, it is amazing, as it allows you to decouple cause and consequences. It is much easier to find self-contained sentences (“You turn the switch on.” then later “The motor is humming along.”) than to find a sentence that specifically explains that as soon as you turn the switch on you hear the motor in the other room cough and start. Knowing myself, I’ll still want to sprinkle some hints and indications whenever possible, just to make sure players aren’t getting too frustrated; but it is a much more productive approach to puzzle design when sentences are constrained.

This allowed me to design the “meat” of the game (act 3, with the most puzzles) very effectively. I had idly considered making a magic system, which is a classic of IF but doesn’t suit itself well with the cento constraint: do I use FIZMO like everyone else, and make the game extremely Zorkian? Do I use another word — but this would be too constrained, as I wouldn’t find many sentences and they would likely spell out both cause and effect which would be too rigid? Another thing on my to-do list was “systematic mechanics”, i.e. the kind of games where you are given a few very specific skills/tools, and their effects are applied to any object you decide to try them on. This could be a bit easier from a cento perspective (“With an almighty swing you raise the hammer.” from “An Act of Misdirection”, then the consequence “The cornhusk doll crumbles into a pile of dust.” from “Harrington House”), with the challenge being explaining (or not) what an object is supposed to do.

In the end, I found a rather elegant4 solution, that of the invisibility cape. Imagine how you would implement such a cape: sure, you might have a sentence saying “As you don your cape, your body is no longer visible!” if you really want to, but then for the rest of the game your invisibility will likely be just demonstrated (characters pick their nose because they think nobody can see them) instead of stated (nobody would write “Since you are invisible, Peter doesn’t know you are here, and you see him pick his nose.”). That worked beautifully for my purposes: acquire a cape, don it (without necessarily knowing what the effect is), then some of my descriptions will vary enough that you can tell something is obviously different about the world. Once you have figured out what the cape does, they will be useful for a few puzzles — though most puzzles in this section will be able to be solved in numerous ways. I have not implemented the puzzles yet, however the effects are common and obvious enough that I am certain I can eventually figure out what combination of sentences can demonstrate the effect.

Future challenges

At this point, I’m reasonably confident that I will finish this game and release it, since I seem to have found interesting solutions to a few of the big thorny challenges. (Will it be in 2025 though? Fingers crossed is all I’ll say.)

That being said, some challenges remain. Just because I can finish the game, doesn’t mean that it will be a good game, unfortunately! And with rewriting taking potentially much longer than in traditional circumstances, deeper issues that beta testers surface might require a lot of work to address. My main worry is pacing: will the game hold the player’s interest? Will the game be too long? Will the gimmick become tiresome after the first hour of play, or will there still be some curiosity left to look at the text and specific sentence choices that I made? (I intend to sprinkle some interesting or striking passages in every act, but who will notice or want to investigate?) I am relying on my game design chops to make sure the game is interesting enough to play, but nobody’s perfect.

And this ties into the game’s audience, too. Who is this game for? Who is going to enjoy it? Who is going to love it? Young players, or the people who have been there for the whole 50 years? Experimentalists? Parser die-hards? NarraScope goers?

In the end, maybe the right answer is that this game is for me. Don’t get me wrong: I would be thrilled to see the game find a broad audience; and I sure want to document all the interesting things that I find in case someone finds them useful. But this does not fit into the “do small experimental projects, then work on bigger, successful crowd-pleasers to demonstrate quality to the industry” that has sometimes been trotted out as an answer to “how to make money/a career out of IF”. I’ve done small experimental projects; I’ve done “neatly-scoped, IFComp long, ironed out with feedback and several rounds of beta-tests”. This work is about jumping the shark, about the impossible constraint that enraptured my 10-year old mind, about doing too much research and cramming too much in, just to try to make a grandiose Frankenstein monster-like game that embodies all the thousands of others that make our favorite artform, just because it’s fun.

I cannot wait for this game to be born, and I hope you enjoy it when it does!

Footnotes

  1. The ability to search directly in the text of most IF games published in the last 50 years strikes me as potentially very interesting academically; please reach out if such a tool would be of interest to you! ↩
  2. Which seemingly uses every word in the English language, given how often it shows up in the results of my queries. ↩
  3. “Press a key to see one more paragraph” was the house style of French IF as recently as a few years ago, as noted by bemused anglophone reviewers. ↩
  4. Though not entirely surprising for the die-hards who have played my IntroComp entry “Gossip.” ↩

Renga in Blue

The Mouse That Ate Chicago (1982)

Then Hans, holding a dripping cheeseburger in one hand, said, “This is a great moment, Professor!” “Yes, Hans, we shall be able to enlarge anything we so choose. We shall be richer than kings and emperors. We shall own the world.” We’ve reached August for Peter Kirsch’s next installment of the Softside Adventure of the […]

Then Hans, holding a dripping cheeseburger in one hand, said, “This is a great moment, Professor!”

“Yes, Hans, we shall be able to enlarge anything we so choose. We shall be richer than kings and emperors. We shall own the world.”

We’ve reached August for Peter Kirsch’s next installment of the Softside Adventure of the Month. (Previously: Robin Hood Adventure.) I don’t have absolute confirmation this time the author is him (the author credit tends to be on the TRS-80 version, which nobody seems to have) but the structure is identical to his other games.

So many of our authors, tentatively stepping into the waters for the first time, crank out either a Crowther/Woods fantasy or a haunted house game. Kirsch, needing a game every month, is trying out all the genres. This is not just a giant monster story but also a comedy.

Hans carefully watches the Professor as he turns on the machine as cheese from his burger slowly drips onto the platform.

The two men stare silently at the hunk of carbon as it begins to glow.

Suddenly, unnoticed, a small mouse scampers onto the platform to the cheese…

Giant mice with catchy names have been unleashed and are destroying Tokyo Chicago, and our job is to stop them.

We’ve encountered August 1982 Softside before as it is an adventure-heavy issue, with Operation Sabotage being the cover game and Kirsch including an article about his adventure-writing process (which we looked at while exploring Magical Journey).

I have both Apple II and Atari versions but I stuck with Apple II since I had already set up a disk the same time as Robin Hood. I have a download at this link.

The narrative experiment here is to create a wide-open map where the mice essentially roam freely. You’re just supposed to set up … traps I think? Unfortunately, given I have yet to defeat any of the mice, so I don’t know if that’s true generally.

I can give the complete map (so far), the items I’ve gotten (which is not many) and the general behavior of the mice. A zoomed out look at the landscape first:

I’ve divided the map into four regions; the southeast (where you start) is the Laboratory, to the southwest is the Bridge, to the northeast are some Stores, and a powerline-laden road leads to Downtown in the northwest.

Before the action starts, your inventory has a wallet with $39.98.

The road you start on includes a “quicksand bog” which is so far the only place I’ve found you can die…

It’s a Kirsch game so it uses GO instead of ENTER. I’m still recovering after Sharpsoft Haunted House.

The laboratory is three rooms: east and west rooms with a MACHINE and a room in the middle with LASER-SHAPED RODS. The machine has a red RESET switch, a green #1 button, and a green #2 button; if you hit these in order the machine will theoretically work (if something is in the laser room that it can transform). I have managed to make something GIANT but I’ll show it off later.

Moving on to the Bridge area…

…there’s a small town to the south with houses you can’t enter.

These turn into SMASHED HOUSES later. Your JEEP incidentally gets the same treatment.

The Bridge that I’m using to name the region is given with an ominous weight limit…

…and a curious scene on the west side. I don’t know if this is meant as a joke or a hint. Knowing Kirsch it could be either.

You might think this is indicating with a bright klaxon that I’m supposed to get a mouse to follow me, and its enormous weight will drop it to its doom, but I haven’t gotten any of the critters to visibly follow me over to here yet, despite the smashed houses.

Hitting the northeastern area and the stores:

The hardware store, helpfully, has a high-powered rifle. It costs $39.99, and your wallet has $39.98, so you are one penny short. Cruel, cruel capitalism.

Fortunately, outside, there is a “young lady” who wants a “penny for your thoughts” and is being literal.

With the change added to our account we can obtain the rifle.

Two of the stores (the pet store and the music store) are closed with the owners “out to lunch”; the fourth store (a grocery store) is open, and the owner is the opposite of the hardware store owner and is giving away everything for free, as long as you say what it is and they have it in stock.

This is kind of like the storage room in Dog Star Adventure where you had to specify what you wanted, but with some comedy logic to it.

At the end of the line there’s a MOUNTAIN which is too steep to climb; I assume this comes into play later.

Now, to Downtown, and finally meeting the critters!

First off, at where the powerlines start, is MAJA.

I don’t know what the “small rodents” indicate; I do know this is the only mouse that wanders, although he sticks to the powerline area.

Chicago has more stores, but try to enter them and you get rebuffed by a gust of wind.

Satisfyingly, not long after both of these buildings become SMASHED versions (this happens offscreen). Wandering further there’s another mouse (SAM) wrecking havoc:

Weapons useless, just like King Kong. If you try to shoot MAJA you just miss.

I have seen either of the other two mice. I might being hearing one of them as I have been walking around with the message

SQUEAK…SQUEAK

sometimes appearing, although this may be connected to the fact that in the laboratory I created giant stinky cheese.

I haven’t been able to FEED MOUSE or tempt the monsters onto the bridge via dropping cheese in the middle or anything like that. I’ve honestly been having trouble communicating in general, with the only verbs working off my standard list being READ, DRINK, POUR, PRESS, PUT, PUSH, SHOOT, THINK, HOLD, PLAY, GIVE, and ENTER.

The machine incidentally does not work to create a giant rifle (even if you try to convert it before the cheese). I suspect it only works on particular types of matter.

That’s all I have. Despite the size of the map, a lot of the rooms are “filler” (YOU’RE IN DOWNTOWN CHICAGO, no description otherwise) and I suspect some of the geography will be leveraged in the puzzles as we try to lead mice in various ways to their doom. I’m happy to take any speculation people want to make on what to try next.

Monday, 12. August 2024

Renga in Blue

Haunted House: The Secret of the Skeleton

I’ve finished the game. This link will read my posts in order. My sequence was: conquering one bit where I had previously tried a verb correctly, but not on the sub-noun the game wanted, revealing a new area using an item from the new area to bust through the bricked-up door, but it’s pretty esoteric; […]

I’ve finished the game. This link will read my posts in order.

The MZ-80K tape adjacent to the later MZ-700 version. From the Sharp MZ Software Archive.

My sequence was:

  • conquering one bit where I had previously tried a verb correctly, but not on the sub-noun the game wanted, revealing a new area
  • using an item from the new area to bust through the bricked-up door, but it’s pretty esoteric; this leads to the treasure-deposit room
  • solving one final puzzle in the treasure-deposit room which is really esoteric

For the sub-noun issue, I warp back up to the bathroom with the gold taps.

I had tried TURN BATH with the notion of perhaps running the water (and to be more literal, RUN WATER) but was running into the generic refusal message so moved on. I was instead supposed to type TURN TAPS. (Which, sure, I guess the game suddenly wants to start referring to sub-nouns now! That will come back again shortly.)

LOOK TOWN advertises one of the co-author’s other games:

IT’S SO FAR! FOR A CLOSER LOOK YOU WILL HAVE TO BUY MEXICAN ADVENTURE!

I tried hard mucking about the roof to see if I could fly the broomstick anywhere, but no dice. In the process, though, I tried to BURN BROOMSTICK (well, at least it is a verb I knew works) and the game informed me I needed a draught in order to start a fire.

If you recall, the bricked door help mentioned a draught, so I brought the broom down and tried burning there:

There was no real coherent thought otherwise; I wasn’t solving a puzzle as much as solving a trail. With the door busted open I could enter the final room, which is a dungeon with a skeleton. LOOK SKELETON reveals a NOTEPAD, and looking at the notepad indicates the treasures go here.

Our task is to collect the house’s treasures and make them harder to find.

So I dropped the treasures I had (bottle of wine, gold ring, bracelet, book) and I was informed by SCORE that I had only 69 out of 100 points. I did a large search (more than an hour) across the house trying to wheedle out more treasures, including trying to unscrew the gold taps (since they are described as gold).

There was really only one treasure remaining, at it was there at the dungeon the whole time.

I don’t think there’s a “reasonable” way to solve this. I had the intuition something unreasonable was happening so I checked the source code. The only time I recall seeing a comparable puzzle was with Avventura nel Castello where I had to pick up a bone from a skeleton (even though a bone isn’t described).

You don’t pick up a bone. You pick up the skull. I combed over the source code and there’s no hint for this, and there’s no message that happens when you get the skull — it just lands in your inventory. You can then LOOK SKULL and find it has a golden bullet, which lands in the room you’re in (probably the dungeon).

Now typing SCORE confirms we have all 5 treasures and the win.

As I predicted, the source code includes a big pile of bespoke commands. I don’t recommend anyone coding a text adventure like this ever.

This screen is from the later MZ-700 version, which doesn’t change anything other than the starting room (you begin at the pond rather than the rock).

This is still fascinating in a historical sense because it might seem all the various tutorials we’ve seen (like the Ken Rose ones) are maybe being a little overmuch about the difficulty, but clearly here is a pair of authors who couldn’t conceive of a different way of handling a parser other than listing every single verb-noun combination a player might possibly type.

Except: remember, Secret Kingdom did have a decent parser! It must have come after this game. I think we can now assume the publishing order matches this ad listing’s order:

That is, the proper order is…

Game 1: Dark Star by A.J. Josey

Game 2: Mexican Adventure by Geoff Clark

Game 3: Haunted House by A.J. Josey and Geoff Clark

Game 4: Secret Kingdom by Geoff Clark.

…meaning I’ve been going in reverse order. (I figured out what the G. stood for as it gets listed with Mexican Adventure. Still not sure about Josey, but you’ll notice Dark Star is solely that author’s work.) After combing over the source code, I don’t think Colditz is connected (other than the Sharp programmers in general were clearly struggling to write a parser).

I weirdly had fun puzzling this out, but that’s mainly because Rob joined me in the comments to similarly take whacks at it, and I was thinking in a meta-sense of this being a mysterious artifact. I never got any sense of being in a haunted house. The game does try for random atmospheric messages and there’s even a bit where a ghost can steal your treasure if you try to wear the bracelet or drink the wine, but given the vast majority of what I typed in gave error messages I was not “engrossed” in a story sense, but rather as a historical challenge meant to be conquered.

Coming up next: kaiju.

Sunday, 11. August 2024

Renga in Blue

Haunted House: This Tape Will Self Destruct in 5 Seconds

(Continued from my previous post.) No source code diving yet. I managed get at least part of the “vibe” of the parser, although some authorial decisions still mystify me. “GO” (as in “GO NORTH”, “GO UP”) seems to be purely for directions, and furthermore, the way the parser works is to simply strike the verb […]

(Continued from my previous post.)

No source code diving yet. I managed get at least part of the “vibe” of the parser, although some authorial decisions still mystify me.

Sharpsoft User Notes, via AbeBooks. Books 3 through 6 cover 1982.

“GO” (as in “GO NORTH”, “GO UP”) seems to be purely for directions, and furthermore, the way the parser works is to simply strike the verb out and just look at what was typed for the noun. This means GO EAST works the same as EAST. However, this also means other perfectly natural GO statements won’t work; for example, typing GO UNDERGROWTH gets parsed as UNDERGROWTH and hence:

I DON’T UNDERSTAND WHAT YOU MEAN BY THE COMMAND ‘UNDERGROWTH’

Earlier when I was trying to GO POND and it wasn’t understood, the game is simply wanting ENTER there instead.

YOU FIND A DEEP HOLE IN THE POND AND HAVE DROWNED!!

(Für Elise plays, mourning our player avatar’s loss.)

The purpose of the hollow log is simply as a floatation device, so as long as a player is holding the log, they won’t die going in the pond, and will be able to find a key instead.

Using the key you can then unlock the (otherwise not-visible) door at the front of the house, and go inside. Despite the threat from the rock, we are not trapped in.

The Sharp speaker is used here to add a “catcall whistle” sound to this moment.

I don’t yet have a full map of the inside, but at least I’ve got more to explore than last time.

Just to the north is a COMPUTER in a drawing room, and we are told it is a SHARP MZ-80K. I tried to insert my tape a few ways and was having trouble, so just went straight to HELP which told me to LOAD CASSETTE.

It’s unique for the desire to acquire treasure to be a secret objective that requires revealing a little ways in. I’m still not sure where we are supposed to drop the treasure; not outside, which suggests perhaps we aren’t taking the treasure with us, like how The Great Pyramid had us simply sort the treasures in a particular room. (On the other hand, Katakombs initially asked us to take the treasure to a Dark Crypt, but in the end a golem broke open the way so we could take the loot away for ourselves. I guess we “passed the test” so the denizens acquiesced.)

Heading up the stairs next, I found a library with a book that has gold leaf. This book does not let you open, read it, or interact with it anyway, so it’s just a treasure. (This is one of the vibes I mentioned — the game is cheerful about simply not letting you mess with a thing outside the context it is intended for.) Also upstairs is a study containing a desk with matches.

With the matches in hand you allowed to try to BURN things, but a ghostly voice stops you and says it is dangerous to play with fire.

Present in the hall upstairs is a LAMP, which foiled my attempt at taking it with “A STRANGE FORCE”. Again, interpreting the vibe can help: this means you shouldn’t be thinking of taking the lamp at all, but doing something else with it. Indeed, if you look at the lamp, it is described as “oriental”, implying the right action is RUB LAMP.

Upstairs there’s a bedroom with a window you can enter, taking you to a ledge with a bracelet (a treasure) in addition to a bathroom with a BATH that is described as having GOLD TAPS, imply treasure-ness, but I haven’t been able to scavenge anything.

Down at a “Parlour” there’s a cupboard that is enterable, and a green knob. Typing PULL KNOB reveals a basement area.

Inside the basement there’s a bottle described as valuable (still don’t know where the treasures go) and the room that is currently mystifying me:

I haven’t found a way to refer to the supports (and burning doesn’t work). Typing HELP indicates there is a “draught” but I’m not sure what to do with this information. Whatever is supposed to be done here seems to be entirely bespoke (that is, I need the exact two-word phrase in order to move further).

I realize for you just reading along, it may not be apparent how badly the parser is doing. It absolutely is awful. Even ENTER (which I thought before was honestly coded) gets befuddled here; when I tried to ENTER BATH the game says I DO NOT UNDERSTAND WHAT YOU MEAN BY THE COMMAND ‘ENTER BATH’. With essentially no reassurance than any verb in particular might work, the game has a much stronger aura than normal of “guess what the author wants”. In this case I’m not even sure if the magic phrase will involve DOORWAY, DOOR, SUPPORT, SUPPORTS, or BRICKS as the noun. So it might be possible I run across a solution but don’t pair it with the noun the game is hankering for. To find something worse I have to go the very bottom with games like Deathship which didn’t even bother to describe what happened if you did an action successfully.

Again there is the lure of the source code. I don’t think there’s any going back if I check (given what I’m likely to see is a list of complete phrases that lead to completing the game) so I really still want to hold off if I can.

Saturday, 10. August 2024

Zarf Updates

The Tic-Tac-Toe Mysteries of Xerloc O'Xolmes

It was a sharp grey London morning that begins my story. I was meeting my friend at the Xenocrates Club -- not my habitual retreat, but Xerloc said he had a matter for my memoirs. The doorward squinted and eventually allowed me to the Club's ...

It was a sharp grey London morning that begins my story. I was meeting my friend at the Xenocrates Club -- not my habitual retreat, but Xerloc said he had a matter for my memoirs.

The doorward squinted and eventually allowed me to the Club's sanctum, an indefinite smoke-stained sprawl of nooks, books, and gaslamps. The low tables were covered with scraps of paper and half-eaten crumpets. But the only figure in evidence was Xerloc, peering around with evident satisfaction.

"Ah, you are just in time. Everyone has left."

"I know these social clubs are often more like anti-social clubs, but really, Xerloc. What are you on about?"

"I'm sure you are aware of the famous Chess Mysteries of my famous cousin Sherlock Holmes." (My friend is of the O'Xolmes branch of the family, distant relatives of Basque extraction.)

"I am, indeed. Chess problems of retrograde analysis. I find them impenetrable."

"As do I, as do I. Thus I thought we might repair here for a more tractable challenge."

I gestured him to continue, but of course he already had. "You stand in the meeting place of the infamous Xenocrates Noughts-and-Crosses Club!"

"You mean to say--"

"Yes! The most devoted Tic-Tac-Toe players in all of London. And this," (he waved around the room), "is the remains of their latest tournament. A fiendish affair!"

"Great Heavens, Xerloc. What are the stakes?"

"A round of drinks at the nearest pub."

"At ten in the morning!?"

"I said it was fiendish," Xerloc said, rubbing his hands. "At any rate, they have all decamped. We may inspect... the evidence."


My friend gestured me over to a table. "Let us start here."

The paper on the table was scrawled with this design:

╭┄┄┄┄┄┄┄┄┄┄┄┄┄╮ ┆ O │ O │ X ┆ ┆ ───┼───┼─── ┆ ┆ │ X │ ┆ ┆ ───┼───┼─── ┆ ┆ │ │ X ┆ ╰┄┄┄┄┄┄┄┄┄┄┄┄┄╯

"What do you observe?" my friend asked, with altogether too much anticipation.

"Well... X is about to win."

"To be sure," Xerloc said impatiently, "but never mind that. What was X's most recent move?"

I stared at the board in dismay.

"Oh, I should set the stage." Xerloc clasped his hands. "You must understand that the Xenocrates is comprised entirely of pretty good Tic-Tac-Toe players."

"I... see?"

"Yes. A pretty good player, when making a move, will infallibly review all available options. If there is a move which gives them an immediate win, they will always take it. Failing that, if there is a move which will allow their opponent an immediate win, they will always block it."

"What if there is more than one such move?" I asked.

"Then they will pick one of them, preferring an immediate win if possible. But, you understand, a pretty good player will not necessarily look beyond the immediate situation. They may make a move that allows the opponent a future win -- just not on the upcoming turn. They are not very bright!"

I kept my first response to myself, and said only, "Ah."

"Also," my friend added, "it is the firm custom of the Xenocrates that X always goes first. So now, back to our board."

╭┄┄┄┄┄┄┄┄┄┄┄┄┄╮ ┆ O │ O │ X ┆ ┆ ───┼───┼─── ┆ ┆ │ X │ ┆ ┆ ───┼───┼─── ┆ ┆ │ │ X ┆ ╰┄┄┄┄┄┄┄┄┄┄┄┄┄╯

I looked again. "X threatens a win on two lines. If X's last move were in the center, then X would have had a right-side threat on the previous move, and O would have blocked it. But O did not."

"Very good."

"Similarly," I said, getting into my stride, "if X's last move were in the bottom right, X would have had a diagonal threat on the previous move. Similarly impossible. Therefore X's last move was in the top right!"

"Just so -- square c." At my frown, Xerloc waved at a plaque on the wall:

╭┄┄┄┄┄┄┄┄┄┄┄┄┄╮ ┆ a │ b │ c ┆ ┆ ───┼───┼─── ┆ ┆ d │ e │ f ┆ ┆ ───┼───┼─── ┆ ┆ g │ h │ i ┆ ╰┄┄┄┄┄┄┄┄┄┄┄┄┄╯

"Is that... a fragment of the Lost Pigpen Cipher?" I gasped. "The most secret encryption scheme of the Masonic Brotherhood? Never to be revealed to the knowlessman?"

"Is it? I hadn't noticed," my friend replied. "It's just a handy way to refer to the squares. Top right is c."


╭┄┄┄┄┄┄┄┄┄┄┄┄┄╮ ┆ X │ X │ O ┆ ┆ ───┼───┼─── ┆ ┆ X │ O │ ┆ ┆ ───┼───┼─── ┆ ┆ O │ X │ O ┆ ╰┄┄┄┄┄┄┄┄┄┄┄┄┄╯

"Here is another example. This game is complete; O has won. But which was O's winning move?"


I glanced at the next table, and my brow furrowed. "Didn't you say that X always goes first?"

╭┄┄┄┄┄┄┄┄┄┄┄┄┄╮ ┆ │ O │ X ┆ ┆ ───┼───┼─── ┆ ┆ │ X │ O ┆ ┆ ───┼───┼─── ┆ ┆ │ O │ ┆ ╰┄┄┄┄┄┄┄┄┄┄┄┄┄╯

"Yes." Xerloc peered carefully at the paper. "Ah, I see. There should be three X's, not two. One of the X moves was erased after this game was abandoned... or won, as the case may be."

I scoffed. "X couldn't have won this game, my friend, because O made the last move!"

"Indeed, the missing X is not at g," Xerloc nodded. "So where is it?"


╭┄┄┄┄┄┄┄┄┄┄┄┄┄╮ ┆ │ O │ X ┆ ┆ ───┼───┼─── ┆ ┆ X │ X │ X ┆ ┆ ───┼───┼─── ┆ ┆ O │ │ O ┆ ╰┄┄┄┄┄┄┄┄┄┄┄┄┄╯

"Ah, now this is interesting. You've noticed that the Club's players don't always start in the center space. But I recognize X's handwriting here; this particular player does always start in the center space."

"All right..."

"Knowing that, can you determine the sequence of X's following moves?"


╭┄┄┄┄┄┄┄┄┄┄┄┄┄╮ ┆ Φ │ Θ │ Φ ┆ ┆ ───┼───┼─── ┆ ┆ Θ │ Θ │ ┆ ┆ ───┼───┼─── ┆ ┆ │ │ Φ ┆ ╰┄┄┄┄┄┄┄┄┄┄┄┄┄╯

"Good heavens."

Xerloc emitted his irritating pedantic cackle. "Well, this must be a valid game, or the paper would have been ritually burnt! But it's true that nothing in the Club rules forbids playing in Greek."

"So then -- which symbol is X and which is O?"

"I have never studied the rules of Hellenic Tic-Tac-Toe. But you should be able to deduce which is which."

Which?


"Is every Tic-Tac-Toe game susceptible to retrograde analysis?" I asked.

"Not at all. Look at this board. Can you tell where the first move was?"

╭┄┄┄┄┄┄┄┄┄┄┄┄┄╮ ┆ X │ O │ O ┆ ┆ ───┼───┼─── ┆ ┆ O │ X │ ┆ ┆ ───┼───┼─── ┆ ┆ X │ │ ┆ ╰┄┄┄┄┄┄┄┄┄┄┄┄┄╯

I shook my head.

"No more can I. Any of X's moves could have been first. What about the last move?"

I considered. "Clearly either c or d, which block threats. But I can't tell which."

"Neither can I," said Xerloc.

"Nor I," added a sepulchral voice. An equally sepulchral figure stepped from the gloom.

"Oh no," my friend muttered. He turned to me. "May I introduce my... relative... Myxroft O'Xolmes."

"Not the distant cousin of the famous Mycroft Holmes!"

"The same," Myxroft said wryly. "But you were saying?"

"I was about to observe that knowing the first move of this game might help resolve our conundrum."

"I'm afraid not," said Myxroft. "As it happens, I was present earlier. I saw the first move of this game, which wmfffgrrgff!" For Xerloc had just stuffed a crumpet into his mouth.

Xerloc turned to me, smiling. "My illustrious relative was about to say that the game's first move was at..."

Where?


At this point the prospect of crumpets began to sound tempting to all of us. (Except for Myxroft, who was still brushing stale crumbs out of his moustaches.) We departed the premises and made for the Zeno Club, at which Xerloc maintains a membership.

Unfortunately, we only made it halfway there. But the circumstances of our interruption -- and the shocking tale of the League of Red-Headed Stepchildren -- will have to wait for another volume of my excellent memoirs.


Afterword

Thanks to Nathan Curtis for playtesting.

I am an enormous Smullyan fan, and I treasure my copies of The Chess Mysteries of Sherlock Holmes and The Chess Mysteries of the Arabian Knights. However, I am absolute pants at solving them. I can barely follow along when reading the printed solutions to the puzzles.

I started writing this post in the hope that tic-tac-toe would be easier for me to get a grip on. As it turns out, I'm terrible at these puzzles too! I wound up creating them with the help of a Python script. The script just analyzes a given position and lists every move sequence that could get there, given the restrictions of Pretty Good Players. (Or declares the position impossible.) This makes finding interesting puzzles fairly easy, or at least tractable.

(I'll leave the script as an exercise for the reader.)

The idea of "retrograde tic-tac-toe" is an obvious punchline if you know Smullyan's books. I'm certainly not the first one to invent it. Alain Brobecker posted an article on the subject in 2007. However, his article concerns expert players (they never allow the opponent an opportunity to force a win). So his puzzles come out different from mine.

Joe Kisenweather has an older page on retrograde analysis of various games.

I also found a reference to a retrograde tic-tac-toe article in the 1970s, in the Journal of Recreational Mathematics. I haven't read that one, though.


IFComp News

2024 Approach on the Use of GAI

2024 Approach on the Use of GAIIn past Interactive Fiction Competitions, we have seen the use of generative artificial intelligence (GAI) to create cover art and other assets for games, and we took the approach of contacting authors to ask them to credit the site that they had used to generate the art. This year, we are asking authors to check one or more of these boxes on their entry form:Artifici

2024 Approach on the Use of GAI

In past Interactive Fiction Competitions, we have seen the use of generative artificial intelligence (GAI) to create cover art and other assets for games, and we took the approach of contacting authors to ask them to credit the site that they had used to generate the art. 

This year, we are asking authors to check one or more of these boxes on their entry form:

Artificial intelligence:
▢ Was used to generate my game’s cover art
▢ Was used to generate art, music, or other non-text assets used in my game
▢ Was used to generate text used in this game (use of spell check/autocomplete excluded) 
▢ Was not used to generate cover art, in-game assets, or text used in my game

This information will be shared with judges, so they can make an informed choice during the voting period.

Note that Judge’s Rule #7 still applies:

Judges must make a good-faith effort to play, as intended, every game that they submit ratings for. Conversely, a judge who did not or could not make a good-faith effort to play a certain game must not submit a rating for that game. The competition organizers reserve the right to disqualify any ratings that appear to have been submitted under any other circumstances.

GAI platforms used to generate cover art, in-game assets, or in-game text must be credited within the game.

As always, we will welcome feedback after this year’s competition in our annual post-competition survey, which will be shared at the awards ceremony, in our news blog, and over various social media.

Friday, 09. August 2024

Renga in Blue

Haunted House (Sharpsoft, 1982)

Today we re-visit the Sharp series of computers, and specifically the Sharp MZ-80K, the original built from a kit. Haunted House is the third game we’ve had from Sharpsoft. We’ve already tried out Colditz (1981) and Secret Kingdom (1982). The author of the latter, G. Clark, is listed as a co-author for this game, along […]

Today we re-visit the Sharp series of computers, and specifically the Sharp MZ-80K, the original built from a kit. Haunted House is the third game we’ve had from Sharpsoft. We’ve already tried out Colditz (1981) and Secret Kingdom (1982). The author of the latter, G. Clark, is listed as a co-author for this game, along with A.J. Josey. However, it is faintly possible (for reasons I’ll get into) that one or both authors also worked on Colditz.

(I realize they’re not technically pseudonyms, but I still always feel like an author is mysterious when they use their initials. If nothing else, it makes it impossible for me to search if they’re on Facebook or LinkedIn or whatnot and still making things.)

From the Museum of Computer Adventure Games.

I don’t have an additional history to throw at you here that wasn’t already in my last two posts, except I found a review that points out “all the Sharpsoft games” are £5.85 and this was considered expensive. We’re getting the deluxe experience, everyone!

The start of the game includes some music, so I’ve made a video to let you get your Beethoven on:

It does not set up this “introductory adventure” as spooky to me, but whatever works.

I know there’s 100 points but not what those mean. “Extensive vocabulary”, heh.

I’m not sure what the objective is yet. Normally with this ambiguity I would automatically say “take the treasure to the right place” but haunted house games do often have an “escape” or “kill vampire” theme so I’ll hold on that until I’ve had confirmation.

There are only four starting rooms, in a two by two square. At the start, to the northeast, is the room shown above with the warning. The rock seems to be unmovable and unclimbable.

To the northwest is some undergrowth concealing a cassette (you can find it with LOOK UNDERGROWTH, looking at the cassette reveals it is a standard C12).

To the southwest is a pond with a log. The log is described as hollow and the pond is described as having shallow parts.

The last room, to the southeast, has a GARGOYLE which is also a GRIFFIN, somehow.

You’ll notice there seems to be no way in the house. The HELP command at the house indicates you should UNLOCK DOOR, and the game does seem to indicate a door is present if you try to unlock it (“YOU DON’T HAVE THE KEY TO THE DOOR!”) and there is otherwise no way to see the door is there. (You can look at the house, but the game just says it looks haunted and you shouldn’t go there.)

Now I suppose I should mention the relation with Colditz —

The parser is dodgy, much dodgier than in Secret Kingdom. I could see a writing progression going Colditz – this game – …. – Secret Kingdom with improvement between games.

To illustrate, here is my verb hunting list:

That’s almost too tiny to do anything, and I think JUMP has an auto-reject message as “A FRIENDLY SPIRIT STOPS YOU.” EAT doesn’t really eat, it just goes EAST; that is, only the first two letters are being used to parse EAst. WE, NO, and SO also all work, suggesting this is a two-letter parser overall, but then if you take that non-visible door and try to UN DO (rather than the full UNLOCK DOOR) the game says

I DON’T KNOW WHAT YOU MEAN BY ‘UN DO’

The phrase “UNLOCK DOOR” is hard-coded in so that you have to be standing in that exact spot for it to work, and you have to type the full phrase.

All the parser reject messages follow that same form (I DON’T KNOW WHAT YOU MEAN) so you can’t puzzle any extra things out other that what is on the list. Despite the pond and log seemingly both hiding something, I haven’t been able to get help from either. I even used my entire verb list specifically on the LOG just to be sure.

Come to think of it, this is in some ways worse than the Colditz parser — even though that was a one-letter parser at least it became clear early on what worked to communicate, and the game tried to hand out explicit command combos. Here, it’s like the parser is pretending to be one that understand things but falls incredibly short even though the game clearly requires some “normal” parser commands to make any progress. At least I don’t have to type LOOK DETAILS rather than LOOK to examine the room.

I’m going to keep taking my best swing at this a little while longer, but this seems a candidate for assuming that puzzling out directly from the source code will be part of the game.

ADD: If someone wants to play and doesn’t want to deal with emulator wrangling, I dropped a copy in the comments where you just need to start the mz80k executable, then load the save state.

Thursday, 08. August 2024

Choice of Games LLC

“The Ghost and the Golem”—Can your amulet save your Jewish village?

We’re proud to announce that The Ghost and the Golem, the latest in our popular “Choice of Games” line of multiple-choice interactive-fiction games, is now available for Steam, Android, and on iOS in the “Choice of Games” app. Can your magic amulet save your Jewish village from destruction? Uncover the truth and forge alliances with soldiers, peasants, bandits, anarchists, and demons! It’s 40

The Ghost and the GolemWe’re proud to announce that The Ghost and the Golem, the latest in our popular “Choice of Games” line of multiple-choice interactive-fiction games, is now available for Steam, Android, and on iOS in the “Choice of Games” app.

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

It’s 40% off until August 15th!

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, without graphics or sound effects, and fueled by the vast, unstoppable power of your imagination.

The year is 1881. Life in your village on the border of Poland and Ukraine is sweet as raisin pastries and bitter as horseradish. Matchmakers arrange marriages and klezmer musicians play at the weddings; friends reconcile after feuds and gossip about their neighbors; people pray in the little synagogue and study holy texts. But it is a tense time in the Russian empire, with antisemitic riots spreading across the land.

And inside your pocket is a magic amulet, revealing visions of the future, omens of your village in flames. When you hold it, you can see the blood and the bodies, smell the gunshots, and hear the marching songs. (Is that Russian? Or Ukrainian? You hear shouting in Polish.)

How could this future come to pass, and how will you stop it?

You’ll need allies. Can you sway the local Christian peasants or the Czarist garrison to protect your village from harm? What about the bandits and anarchists lurking in the wild forest? When a demonic sheyd offers you a bargain, what will you do to save the ones you love?

Or, there may be another answer. One of your closest friends has built a golem, a hulking clay creature stronger than a dozen soldiers, waiting to be animated with a forbidden power, a secret name. Will you breathe life into the golem? If you do, will it help to defend your village, or help to destroy it?

Or perhaps the amulet’s previous owner can help you. He was exiled from the academy for studying forbidden texts—for delving into mysteries he was far too young and unstable to understand, and now he’s missing. Can you find him? Can you harness the powers he unleashed? Does he know a secret name?

• Play as male, female, or nonbinary; cis or trans; intersex or not; gay, straight, bi, or asexual.
• Accept an arranged marriage and make your Mamma happy—and maybe yourself, too! Or find love on your own terms with a childhood friend or an anarchist musician.
• Delve into the secrets of the Unseen World to tangle with ghosts, dybbuks, prophetic visions, and a golem—or even ascend to a mystical plane to discover the greatest secrets of the universe!
• Hold fast to the traditions of your people’s past, or chase modern new ideas.
• Pursue your love of music and get a standing ovation onstage—or be pelted with potatoes as you fail miserably.
• Stand up to antisemitic agitators, angry peasants, Czarist soldiers, and hostile bandits to defend your village—or face defeat and flee in the wake of violence.
• Succumb to demonic influence, fend it off with faith or Enlightenment skepticism, or help those spirits find their path to the gates of repentance.

Can you find peace for your people—and your heart?

We hope you enjoy playing The Ghost and the GolemWe encourage you to tell your friends about it and to recommend the game on Facebook, Twitter, Tumblr, and other sites. Don’t forget: our initial download rate determines our ranking on the App Store. The more times you download in the first week, the better our games will rank.


Renga in Blue

The Werewolf Howls at Dawn, The Case of the Pig-Headed Diamond, The Labyrinth of the Minotaur (1982)

Ken Rose’s Adventures in Adventuring column has featured in this blog once before, where I wrote about the first three installments, including Journey to Planet Pincus. The column was printed in the bi-monthly magazine Softline (essentially an extension of the Sierra brand, at least when it started) and was meant to teach people how to […]

Ken Rose’s Adventures in Adventuring column has featured in this blog once before, where I wrote about the first three installments, including Journey to Planet Pincus. The column was printed in the bi-monthly magazine Softline (essentially an extension of the Sierra brand, at least when it started) and was meant to teach people how to program their very own adventures in BASIC.

Today I’m going to take down the remaining issues of 1982.

Just like the previous three installments, there’s a prefatory article explaining the thing being taught; unlike the previous three, the source code has no commentary with REM statements. My guess is as the games started getting longer it became harder to justify the print space. The September article even discusses the increasing length:

You’ll probably notice that as these programs become more sophisticated, they become longer. Most of the length is taken up not by the logic of the program but by the descriptive words needed to flesh out the story. In fact, in most commercial adventure games, the program takes up very little of the disk. The bulk of the disk is filled with the wordy descriptions used to make the game interesting.

The articles still explain what’s going on section by section. I’m hence treating these as “teaching exercises” rather than full-fledged attempts at games; each games tries to emphasize one particular aspects of adventures as opposed to being complete experiences.

I did manage to avoid having to type in any of the type-ins. Werewolf and Minotaur I found on this disk at the Internet Archive. It was uploaded from “crates” via the Rhode Island Apple Group, and this particular disk comes from the Big Red Computer Club (a public domain distributor similar to Brunswick Publications). However, I couldn’t find any Apple disks that had the Diamond game.

What saved me is the Atari. All the programs from the Adventures in Adventuring series were converted to Atari and then sold on disk. You can find the files in a thread here.

Brian Hall, credited on the disk, chimed in: “Seeing pictures of the floppies really warms my heart! This was one of my first paid projects during high school.” When asked how he got attached the product, he responded: “I think I had approached them with the idea, and they agreed. I *think* that came as a result of having been mailing them high scores (when mailing in a high score was a thing!)”

However, there’s a catch! Disk 2, the one shown above, is corrupted. I used the Atari Explore disk utility and was able to rescue Diamond and Minotaur; Diamond is the file that I didn’t have in Apple form. I have a hacked version of the disk here (with the menu for disk 1 — pick option 2, Please Pass the Zork, which will actually play Diamond).

So the upshot is I’m playing July on Apple II, September on Atari, and November back on Apple II. All three only give credit to Ken Rose (and given Michael Rose — who after some Internet scrounging I am 98% sure is Ken’s younger brother — was pretty explicitly mentioned in Jan. and May, I’m not going to assume he’s not involved here, but it is faintly possible).

The Werewolf Howls at Dawn

The easiest way to control time is to set up a counter that keeps track each time a move is made. These moves can be called hours, or minutes, or stardates, and they can be incremented every time another move is made. This is the technique illustrated in this month’s program.

This is essentially a 5-minute game. The idea is you’ve been bitten by a werewolf and have a limited number of turns to get some wolfsbane which will cure your condition, so the game is showing off how a “timer” works in a game.

The room descriptions, at least, are colorfully done. There are regular messages indicating your slow transformation into wolf-form.

Tight limit, but very short game.

Curiously, the parser has regressed: it’s the type where you type in a verb, and then if it applies, you type in a noun. This game is so simple the author apparently wanted to isolate just the time-changing aspect.

This is just a bit west of the starting location, rather than right where you start, even though the narrative essentially picks up with you bonking the werewolf on the head.

You just need to grab some CATNIP from the cave and some PLANT CLIPPERS from a swamp. Then you need to pass by a panther, with THROW CATNIP.

Remember you type THROW and CATNIP separately.

Past the panther is an alcove with the medicine you need. The clippers need to be used to CUT first, then you EAT.

This game isn’t that surprising out of context; if all I was doing was demonstrating a global timer, I’d also want the game to be short in order to quickly show off how it works (and how it’s not just a simple “move” increment but actually using a clock). The only part I’d do differently is make sure that typing in something wrong (like a bad direction) would not increment the time, and discuss the idea of how meta-moves and mistakes shouldn’t count, because something as simple as a typo can then kill the player.

That’s a funny-looking werewolf den.

The main issue is that not everyone would encounter this game in context! It was, as I mentioned, on a public domain disk, and made it to an unofficial DOS port. I imagine some people popped it open expecting something a little more substantial, when something substantial might have actually interfered with the demonstration.

The Case of the Pig-Headed Diamond

The September article is titled The Thing’s the Thing and is “about” objects. Again the game is quite small.

This month we’ll deal with the handling of objects in an adventure program — how to pick things up, use things, and drop them. Our adventure has a mystery theme, in that we will be trying to recover a stolen diamond of little value.

The game has switched back now to a two-word parser. I’ve been wondering if all these games were really written in sequence for the articles or if there was a certain amount of scrounging from the archives, so to speak. Again, the map is quite simple:

The room descriptions have been nuked for functionality. (And less room in the magazine.)

There are no room exits so mapping is slightly slower than the previous game (which was good enough to mention every possible exit in descriptions). The overall effect is for the game to feel even more like a demo than Werewolf.

You first need to grab a shovel, and then use that shovel to dig out a ladder from a garage. Why the garage has a dirt floor is left unclear.

Then take the ladder inside to find a chandelier.

You can use the ladder to help grab the diamonds.

CLIMB LADDER

YOU HAVE OBTAINED SOME DIAMOND—LIKE PENDANTS HANGING ON THE CHANDELIER. YOU CLIMB DOWN THE LADDER.

…and then the Atari BASIC broke down and kept insisting on “TWO WORDS PLEASE” over and over after making the heist. Oh well. I think I’ve seen enough here.

There’s a pig in the bathroom for some reason. Also, you can grab ice cubes rather than diamonds.

ADD: Matt W. in the comments points out the actual goal: bring the ice cubes back (the chandelier is a fake-out) as well as some matches. If you drop the matches first at the bank, then drop the ice, you’ll get a “win”.

4020 IF OB(3) = 1 THEN PRINT : PRINT “THE MATCHES FLARE UP AND MELT THE ICECUBES AND OUT FALLS A CHEAP INDUSTRIAL GRADE DIAMOND. NOT MUCH, BUT ENOUGH TO WIN.”: PRINT : GOTO 4100

I would much prefer to teach good game design at the same time as teaching the programming, but I suppose the author felt it was appropriate here to noodle around with fake-outs, especially given the number that appear in the next game.

The “adventure” part is so barren I can understand why this game was left off the Apple II disk. It really is just a demonstration.

The Labyrinth of the Minotaur

For the November article, Ken Rose feels obliged to teach us about mazes. Could we skip teaching the masses that one, please?

Ever since Adventure, it has been almost a requirement that an adventure game contain a maze. Perhaps the neatest among the current ones is the maze in Zork I, because of its complexity and the necessity of exploring it thoroughly.

I assure you it is not “almost a requirement”, especially given the author’s own Palace in Thunderland did not have a maze! To be fair I think the percentage of adventures with mazes has been roughly 80%, not counting “confusing geography” as a maze, and some of that no-maze percentage comes from multi-title authors like Scott Adams and Peter Kirsch who shook off the need to have a maze in all their games.

I can say of all the games, it is the only one that felt “substantial”; it took about an hour to map out.

The game gives only five gems to map 20 rooms. You can do the “relay” method to an extent (take the red gem you used in the room 1 and transfer it to room 6) but that only works if some of the exits don’t warp you back a significant way, and you might notice a room two away from the exit room goes nearly back to the start.

In addition to that annoyance, the game includes death rooms next to signs.

Worse than a death, this is a softlock. You have to test out N/S/E/W to realize they all loop after here and your game is over.

Another sign tells you “Don’t go west” and the exits of east, south, and west all kill you. (That is, both following the sign and following its opposite by going east are both deaths.)

You’ll finally hit a sign that says ABSOLUTELY DON’T GO NORTH and that’s when you finally do want to go north, escape, and reach the twist ending.

I’m not sure why being cooked by the minotaur earlier made sense, then.

The maze is a “cheap” way to extend game time. It forces the player to slow down and map and requires almost no design thinking on part of the author. And I guess people were still having … fun with it? At least I appreciated the moments of cruelty mixing things up, even if I only muscled through by using save states on my emulator.

Postnote

The author indicates the development so far has been systematic…

Those of you who have been following this series of articles can probably see how we have been using various routines to build up from very primitive programs to some level of sophistication. If you entered the game late and are feeling a bit bemused by all this, pick up earlier issues of Softline and you’ll be able to see why these things work as they do.

…and I’m not quite so sure, given it isn’t using the exact same structure every time. For example, in Minotaur the maze data is all saved together as one data file, and only uses N/S/E/W:

10010 DATA 2,7,1,1,1,7,3,2,3,8,3,3,3,4,5,4,5,5,5,5,21,
16,16,16,1,1,7,7,4,8,8,9,4,9,10,8,5,15,15,15,7,16,11,11,
17,7,12,12,8,13,13,12,9,19,14,14,15,15,14,15,11,16,16,
6,12,17,17,11,13,18,18,18,18,20,20,20,20,20,20,20

while Diamond splits things up, and includes UP/DOWN directions.

10020 DATA 3,1,0,0,0,0, “LONG SHADY ROAD”
10030 DATA 5,2,0,0,0,0, “BOTTOM OF HILL”
10040 DATA 0,0,5,0,0,0, “DUSTY GARAGE”
10050 DATA 8,2,6,4,0,0, “OPEN FRONT DOOR”
10060 DATA 0,0,0,5,0,0, “OVERGROWN GARDEN”

Any of the source code could be helpful for a budding adventure writer, just if I was building the series I would have tried to build up the source code so later months always duplicated prior months precisely. We saw something approaching this systematic approach with Basement and Beasties. At least the line numbers essentially match in terms of section organization. For example, moving around in Minotaur starts at 1410:

1410 IF VIS = “NORTH” THEN R = N(R)
1420 IF VIS = “SOUTH” THEN R = S(R)
1430 IF VIS = “EAST” THEN R = E(R)
1440 IF VIS = “WEST” THEN R = W(R)

and it does as well in Diamond, just the logic has sightly different structure:

1410 R1 = R
1420 IF VIS = “NORTH” AND N(R) > 0 THEN R = N(R)
1430 IF VIS = “SOUTH” AND S(R) > 0 THEN R = S(R)
1440 IF V1$ = “EAST” AND E(R) > 0 THEN R = E(R)
1450 IF V1$ = “WEST” AND W(R) > 0 THEN R = W(R)
1460 IF V1$ = “UP” AND U(R) > 0 THEN R = U(R)
1470 IF VIS = “DOWN” AND D(R) > 0 THEN R = D(R

I can’t claim this is arbitrary as teaching material, then, although I’m most curious where things eventually lead, as there are three more months to go in 1983. Will there be a “culmination” adventure including all the previous learnings, or will the series just fade out?

Wednesday, 07. August 2024

top expert

let’s WRITE if #1: craft and the creative process

How do I make stuff? the haphazard, circuitous process of Drew Cook. Writing interactive fiction involves computer stuff. It also involves plain, old writing. I have some experience with writing. My graduate degree is in creative writing: poetry. I am a trained poet, if you can believe that! It’s important to note that people experience […]

How do I make stuff?

the haphazard, circuitous process of Drew Cook.

Writing interactive fiction involves computer stuff. It also involves plain, old writing. I have some experience with writing. My graduate degree is in creative writing: poetry. I am a trained poet, if you can believe that!

It’s important to note that people experience creativity in different ways, and that this is a good thing! We get to experience all sorts of ideas and art because of difference. That being so, understand that I’m discussing my creative process here. I don’t intend to direct anyone or argue for my way as the best way. If something seems useful here, take it! If not, well, maybe you’ve learned more about me or Repeat the Ending.

Speaking of which: there will be mild spoilers for RTE, since that is the only game I’ve published so far.

As for Repeat the Ending: it began with three things.

1. an idea.

“Sure,” you might be thinking, “everything starts with an idea.” I think idea is an important signifier. I don’t mean “plot synopsis” or “comprehensive design.” I mean an idea. For me, an idea has enough play or wriggle room for me to remain flexible and make things up as I go. Some people like to have an entire storyline mapped out, but I find that limiting. Since my MFA is in poetry, I tend to write in small pieces that fit together. For me, a collection of poetry is modular. While there’s a relationship between the poems (I write a collection as a single project), I can focus on writing one thing at a time. Because of the way my IF works technically, there are a lot of ways to build a story via modules. For instance, a parser game has rooms. Rooms connect and relate to each other, while each remains its own, individual thing.

My goal in starting a project is to have enough of an idea to start writing. It doesn’t take much to start: a room description, a new action: anything more than nothing might be enough! My goal in writing from there is to cultivate a new idea for writing what’s next. I’ll get more specific later, but for now: my process requires a simple concept that is enough to start. I worry about later, well, later.

2. a way to tell the story.

Ok, so I have an idea. I need some sort of medium for telling it. It’s important to bear in mind that medium influences what we can write. If I’m writing in Inform 7, it has all kinds of stuff built into it for making rooms, putting things in rooms, and what not. But you may not care about any of that! Other languages (Twine, Dendry, Ren’Py, Dialog, and more) have their own strengths and challenges. I’m not here to recommend a language, but you will need one if you’re going to make IF. I recommend starting by looking at games that you might want to emulate, and then checking out the tools involved. I looked into Inform 7 because Inform came from an effort to reverse-engineer Infocom’s toolchain. That’s what I wanted initially: to make my own Infocom games.

As I’ve suggested, choosing Inform 7 meant that I would probably be telling a story in room-sized chunks. The player would inhabit a world of nouns, because that’s what Inform 7 is built to simulate. That basic framework needed to be able to accommodate my basic idea. Could I tell my story in terms of locations and objects? Platform is a decision that affects everything. With most systems, it will be very hard to separate the story from the technical framework that contains it. If all is working well, you probably won’t want to try. How should you choose a system? Start by finding games you love.

Sometimes somebody will say that this or that system is more sophisticated or that it’s for “real” programmers (and, by extension, others aren’t). Don’t be fooled by that gatekeeping bullshit. Every system out there has a high skill ceiling. Nobody’s smarter than anybody else just because they like one system more than another. Instead, consider the kind of game you wish to make. I love Inform 7, but it’s probably suboptimal if I don’t care about simulating a map filled with objects. Play games and research authors. See if there’s a community out there talking about platforms that interest you. I don’t know about you, but I need code advice, code samples, and supportive testers to be successful. Look for people making the kind of content that interests you. What tools are they using, and where are people discussing them?

A huge part of doing IF is having somewhere to hang out and share work.

3. be curious.

This is just as important as the other two. An advantage of starting with just a small idea is this: I can be curious about how the story will turn out. I haven’t written it yet, after all. This is very motivating to me: I like building a story as I build a game world. After all, Inform 7 relies heavily on environmental storytelling. Since I build the map one room at a time, I use that pace to build out the story. The essential ingredient is curiosity. How can geography and narrative fall into place? I approach creation as a series of challenging and rewarding problems to solve. More must follow, of course: the simulation of events, general rules governing the world, but all must serve the fiction they inhabit.

Technical problems can be just as motivating. This is why it’s important to find a system that interests you! I try to treat design as a kind of gameplay loop: solve narrative problems through technical development, and vice versa. I have to leave myself enough room to invent, or, barring that, to wing it.

if you have a core loop, you have a lot.

My initial idea for Repeat the Ending came from a traditional fiction project that I had abandoned. I had two basic, narrative ideas: a system of magic based on entropy and the orange-eyed woman. There was nothing else! No endings, no footnotes. There was not even the scene set in 1980.

However, in a fiddly-type video game gamey game, a core gameplay loop can drive narrative and mechanical design. In the case of Repeat the Ending, the entropic system of magic was fairly simple–there were three verbs involved–but the mere fact of having a system of play provided a framework for interaction in the game world. Players could look for magic, and they could experiment with it for laughs. The system might provide insight into character, or else be a mechanism for advancing the plot.

Graham Nelson calls this fabric of player world, perspective, and abilities as the “magic” of the game. If I’m designing an experience rooted in mechanical satisfaction, what is the magic of that experience? Entropy in Repeat the Ending is more than a gimmick; it’s part of the way the protagonists see the world.

The magic of your game can illuminate a path forward when you are stuck. In Repeat the Ending, a question was always, “Where can the player find and/or use entropic power?” This creates a loop, as the world must be built to answer such questions, and the story must be shaped around our constructions. With a solid design at hand, you have ways to not only shape problems but also to know the focus of the player. You know what they will be examining, experimenting with, and so forth. This gives you a strong sense of what details or hints to provide in descriptive text.

To be clear: games don’t have to have mechanical loops. A lot of my favorites don’t, but for games that require them, finding a new point in the loop can often lead you out of a rut.

test as soon as possible, and test often.

If you are building a loop, have players look at it as soon as possible. You don’t want to waste time building a game around a flawed concept. Seek feedback and refine your approach! Playtesting is another way to keep your project moving, as testers will comment on what is and is not working for them. While I was making Repeat the Ending, testing pushed me to try new things and improve the experience. Does the loop require too many steps? Refine it! Are there enough synonyms? Make more.

This has everything to do with writing. Loops are what trigger output, and output is the narrative. If the narrative is stuck, work on the loop. If the loop is stuck, work on the narrative. Testers will keep you moving in the right direction. I have many blind spots and assumptions about what puzzles are “easy,” for instance. I may take for granted that everyone will examine a bit of scenery with important environmental story telling. Find out!

Then go back and do it again. Don’t work in a vacuum if you don’t have to.

what do I do when I’m stuck?

If work is stalled, I try to think small. Usually, the focus is on some technical task. Since programming and narrative must work together, perhaps there is some little bit of code I could work on. There might be some ambient text that prints from time to time. How do I set that up? What would the text be? If I write a few sentences, that serves to develop the mood of the game. Developing the mood is writing, and important writing at that.

I might revisit some printed text, be it from a description, an event, or something else. Does it fit with what I’m trying to do? Revising it might open doors for me. Does the map make sense? Or, if I’m using story nodes, do they make sense? Is there something I could add? I get out of stuck states by finding something small to fiddle with, in hopes than an idea gets knocked loose. It usually does.

In Repeat the Ending, I changed the narrative perspective at least three times. I think I made the right choice in the end (mix of first person singular, first person plural, and second person singular), but I got there by revising and improving passages to see what was working. This wasn’t just a mechanical exercise! It was a way to evaluate my work for consistency, improve the text, and find new avenues for writing the text of the game.

When stuck: I playtest and revise. I think small. I’m no good at figuring everything out all at once, so I very rarely try.

bringing it together.

Still, sooner or later, things need to come together. I knew Repeat the Ending would end in the hospital fairly early, but I didn’t know what would happen there until I was writing that final area (parking lot, roof, room). By then, D’s character was thoroughly developed. I’d built that character, thing by thing and room by room, over a period of months. Everything was so well-defined at that point that the ending was inevitable. I didn’t choose it. It was only what it could have been. This is why I don’t like to commit too soon: I see all of my little choices as leading somewhere, even if I don’t initially know where.

Still, I did have the hospital. I did know where D was heading. I figured out the route there and wrote that in steps. D is like a weird superhero. What heroic things could he do in the trailer park? What could stop him from leaving? These are small but interesting things to work out. What could be happening at Lakeshore Drive? And so on. I knew that this was a trip, that the medication was needed, and I solved small problems with code and narrative. D, who is narrating the game, said a ton of stuff about mental illness, about childhood. If I did things right, The players and I know who he is by the time he reaches the hospital parking lot.

Because of all that came before, I knew what kind of person he was and how he would experience the end of his journey. When it was time to write it, I was ready.

In short: I had a goal, but the shape of that goal was molded by what I had already written. I left myself room to improvise, to wing it. I approach writing as discovery and play. Even with difficult subject matter, I think there is a joy in creating. I feel this, and it drives me.

what else?

This is just a start. Next time, I’ll write about my specific process for building rooms and objects in Inform 7 (though I’m sure some of it will apply broadly). See you then!


Gamefic

A Postmortem for Project Postmortem

Voting in the ParserComp 2024 game jam ended last week. My entry, Project Postmortem, is the first game I've released using Gamefic 3.0. It's a short and simple text adventure that most players should be able to finish in ten or fifteen minutes. My main goal with it was to assure myself that the SDK project template is sufficient for building a playable game.
Voting in the ParserComp 2024 game jam ended last week. My entry, Project Postmortem, is the first game I've released using Gamefic 3.0. It's a short and simple text adventure that most players should be able to finish in ten or fifteen minutes. My main goal with it was to assure myself that the SDK project template is sufficient for building a playable game.

Renga in Blue

Escape from Pulsar 7: Won!

(You can read all my entries on this game in order here.) I had the nagging feeling there was some frustrating, brand-new way of hiding stuff I had to muscle through, and then I could make it to the end of the game. I was essentially correct. Bach to the maze! And specifically, something where […]

(You can read all my entries on this game in order here.)

I had the nagging feeling there was some frustrating, brand-new way of hiding stuff I had to muscle through, and then I could make it to the end of the game. I was essentially correct.

Close-up from the Digital Fantasia “blue” variant box. Via the Museum of Computer Adventure Games.

Bach to the maze!

And specifically, something where I was looking at what I wrote and re-considered my position. Here, I’ll go meta:

This part, where I was assuming the vent was just random picture re-use.

Given finding the bunk in the first place required searching some wreckage (and it is the only place where SEARCH works in the game), I thought it highly improbable there was nothing here, but I concluded after failing enough times it was a situation where I needed to come back later (maybe pushing a different button elsewhere opens a secret). Not an unreasonble conclusion, but the vent picture in particular kept nagging at me, so I kept trying a whole slew of things, like LOOK UP (on my regular checklist, but it didn’t work here) and, for what I believe is a first for this blog, EXAMINE CEILING.

Colossally frustrating. I have trouble believing I could — in the real circumstances — be searching so thoroughly and never come across a grille that’s right there. At least I got saved by the ZX Spectrum picture; the TRS-80 and BBC Micro version have no such help. (Dave Dobson needed a walkthrough here and somehow that didn’t bother him, but I’ll get back to that.)

It’s also unclear from the description (and attempts to enter) that you need to JUMP to enter, you can’t just GO in.

Just above is an area with a cable. I immediately guessed that went back to the lathe, but I wanted to explore a little further before testing that.

Don’t go in the cage; you’ll get locked up and die of hunger. While unmentioned, you probably have the satisfaction of the creature dying of hunger first.

The storage crate here has a square block. Remembering that the oven needed something ROUND in a hole, and that the cable probably goes to the lathe … I immediately knew what to do next, except for the eternal “struggle with the parser” bit.

Specifically, you need to FIX LATHE while you have the cable (not PLUG CABLE, or INSERT CABLE, or ATTACH CABLE … you’re not really fixing it in the classical sense, are you? …).

Something happened!
Lathe works

Then you can TURN CUBE (??) in order to insert the cube in the machine and transform it into a ROUND BLOCK. With this in hand you can go back to the oven and FIX OVEN (not INSERT ROUND BLOCK, of course). With the mix I mentioned last time (including the tablets) you can make a poisoned fruit cake made especially for the creature.

I then took the magnetic boots, and the space suit from the locker, suited up, went over to the airlock with the orange button, and–

I’m blasted into deep Space!
I’M DEAD!

Well. That wasn’t supposed to happen. Fortunately, I already had a bead on an alternate exit, because I went around trying EXAMINE CEILING on all the bunks and found the Captain’s Bunk (which already held the tablets) also held another secret.

I admit I was annoyed at the game enough at this point that I just checked a walkthrough. I was missing the fact at the lathe you could GO LATHE. Urf.

Because I had already been noodling with the MAKE command off the verb list, I came across MAKE SCREWDRIVER without too much trouble, which is apparently enough to allow REMOVE PANEL back at the Captain’s Bunk. You do not refer to the clips that hold the panel down despite them clearly being part of the issue. It seems like for every basic action, the game insists I try phrasing it four different ways before it’ll work.

The rest is straightforward: you walk into an airlock, out the ship to a shuttle, and escape. (Putting on those boots and suit in the middle there, and pressing the white button at the Bridge from a while back was needed to let the airlock open.)

Look. Object Hunt: the Game can be fun; I already noted that Jigsaw essentially uses it as its premise (but also with a prevent-change-in-the-timeline plot and delicious prose). The gameplay here was essentially overwhelmed with me having to check if there were any more obscure ways to EXAMINE a thing I was missing, cojoined with an epic parser struggle. There was a creature to worry about, I guess? But it just peacefully hung out waiting for you to bring some poison, and was only a threat if you decided to take a nap. (There’s technically a time limit too — after enough turns the natural daylight cycle of the ship turns off and you need to leave the rod on, and your rod can run out of energy. I never came close to this being a problem.) The overall plot effect was the most un-heroic disaster escape ever made.

Both nimusi and Exemptus at the CASA Solution Archive had similar disappointment to myself over the game. Exemptus additionally points out the larder (the room) works as a container that you can pick up and carry around with you.

Map of the whole game, via Sudders from the CASA Solution Archive.

What I find fascinating is that Dave Dobson (and one of his commenters) had the exact opposite reaction.

Escape from Pulsar 7 was an entertaining challenge — not too arbitrary, and tough for (mostly) the right reasons. Maybe I’m just personally biased toward the science fiction side of things, but I had a lot more fun on the Pulsar 7 than in Howarth’s fantasy worlds.

I totally agree that this was better than the Arrow of Death games. Needed some of your tips there!

It’s easy to brush over such disparity with “it’s just subjective” and move on, but given how often my opinion has matched Mr. Dobson’s, it’s worth some thought about what’s going on. I don’t think it’s just because of being sci-fi. Studying his post, he had to use the walkthrough on three crucial parts:

I had to reference a walkthrough to learn that SMASH LOCKER (once the hammer has been found) is the way to access its contents.

There are two points where we have to EXAMINE CEILING from a bunk to find somewhere new to go — I missed this entirely and needed a walkthrough nudge, as the first ceiling entrance I found was clearly visible.

I spent quite a bit of time in the Pulsar 7’s airlock trying to figure out how to keep myself from getting blasted into space. Even when I was wearing the space suit and magnetic boots, the result was always the same. A much-appreciated walkthrough informed me that there’s a secondary, well-hidden emergency airlock.

For the second moment in particular, not only did I not need to check a walkthrough, I found it enraging when I solved it. Is this a possibility where using a walkthrough makes a puzzle more palatable? I certainly have encountered games before where people have given thumbs-up but I long suspected that the thumbs-up is conditional on not lingering too long trying to figure things out. Perhaps Dobson was being more casual here about when to check hints and moved on as soon as the experience started to be trying.

Still, though, better than Arrow of Death Part II? That game featured a clever unfolding structure which overlapped, and had reasonable enough puzzles I made it all the way with no hints at all.

For the record, my current ranking is something like

Pulsar < Golden Baton < Arrow Part I < Time Machine < Arrow Part II

but maybe (as my final theory) some people are more immune to guess-the-verb troubles.

How could this location not make someone mad though?

Tuesday, 06. August 2024

Renga in Blue

Escape from Pulsar 7: Pinpricks

(Continued from my last post.) I have been making progress in the game, but in a weird scattered way that is hard to write about. I was getting tripped up by how you look at things in the game. When a text adventure author wants to hide things in the items of a game that […]

(Continued from my last post.)

I have been making progress in the game, but in a weird scattered way that is hard to write about.

I was getting tripped up by how you look at things in the game. When a text adventure author wants to hide things in the items of a game that gets revealed, they have a few options:

a.) Just have one consistent command, like LOOK, for everything.

b.) Have examining and searching be considered separate actions.

c.) Add in LOOK UNDER or LOOK BEHIND.

d.) Require some specific “movement” command like MOVE or PUSH.

In addition to all the above, a game might have a “second order” style looking, where a description of an object has something inside it that can be looked at (as we saw with El Diablero and the thread).

Now, none of the above necessarily are “good” or “bad” design on the face of it, but they need to be implemented in such a way that the game is careful about feedback. Jigsaw (1995, Graham Nelson) has finding hidden objects as a mechanic, and introduces this early with a rolling stool.

Vestry
The vestry once held surplices. Today, it holds a surplus. Debris, broken furniture, blown-in leaves, panes of dusty glass and mildewed cloth, all unwanted.

There’s even an old Victorian piano stool, but no sign of a piano.

>examine stool
An old wheeled piano stool, wide and tall, with a hinged and padded seat.

>search stool
You can’t see inside, since it is closed.

That makes the bit after not-so-frustrating:

>look under stool
There’s a charcoal pencil underneath the stool.

>move stool
It rolls a little.

>look

Vestry
The vestry once held surplices. Today, it holds a surplus. Debris, broken furniture, blown-in leaves, panes of dusty glass and mildewed cloth, all unwanted.

There’s even an old Victorian piano stool, but no sign of a piano.

On the floor, underneath where the stool used to be, is a pencil.

You can incidentally just move the stool; either way, the game is training you that LOOK UNDER works different than EXAMINE or SEARCH. At the very least, there are no conflicting messages, where a player thinks they did a thing, but did not actually do a thing.

Now, back to Pulsar 7, and first off, something I had on my map last time and neglected to mention.

This is a “wrecked cabin” that is inside the maze. The only thing you can see is “Wreckage” and EXAMINE WRECKAGE responds

I see nothing of interest

If you instead SEARCH, or, weirdly, FRISK the wreckage:

I’ve found something!

This reveals a bunk. The bunk appears to have nothing.

Despite the bunk-with-vent picture being re-used, I don’t think there’s meant to be a vent here.

I even tested EXAMINE BUNK and SEARCH BUNK, keeping in mind Arrow of Death Part I had a moment where you could search the name of the room you were in (even though it wasn’t technically an object). I still found nothing (and later in the game, where I tested every verb on my list for reasons you’ll see in a second, I still found nothing).

This would normally be a discouraging dead-end, but thinking about the situation later, I realized I hadn’t done the same test in other bunks. Normally, EXAMINE NAMEOFROOM gets a “missing noun” error, but it at least lets you examine the bunk. I remembered it being weird that the captain’s room had nothing in it…

…so doing GO BUNK and then EXAMINE BUNK, I hit paydirt:

These are sleeping pills (which you can verify by trying to eat them, you fall asleep and get eaten by the creature). If you’re holding them with the other cake ingredients when you MIX CAKE, the tablets disappear from your inventory too, so I’m guessing they made it in.

I realized while I had looked at everything in the game, I hadn’t done both EXAMINE and SEARCH. It turns out SEARCH is (maybe) only useful at the wreckage, whereas EXAMINE works on more things. I had mentally been mislead by “I see nothing of interest” since I had (essentially unconsciously) interpreted the act of searching to be equivalent to examining, even though I was well aware authors have a tendency to separate them.

So my progress after came in pinpricks, finding out things I could examine and gathering more stuff:

Marking where I found things, or was able to make progress since last time.

Back where I was able to MOVE COUCH at the start, finding a rod underneath, I tried EXAMINE. (Which, again, I thought I had already done, but apparently I just used SEARCH.) This found me a small key (no idea where it goes) and a note.

Says:
…as the only surviving member of the PULSAR 7 crew…

That is, it is a note you wrote! This doesn’t seem to be amnesia as much as the protagonist has more knowledge than you do (which has been a odd running theme the whole time — surely the protagonist knows the layout of the ship).

Newly inspired, I finally found at the PILLOW DISPENSER I could MOVE PILLOW and find a circuit board. Using the circuit board, I then went over to the bridge and the “Console Control” and was able to INSERT BOARD.

Outside at the console, I tried EXAMINE CONSOLE and found a white and a black button. The black button does nothing, the white button says “something happened” but I have been unable to figure out what that things is. I assume it comes up later.

Not part of the examine-fest was finally being able to open the locker.

I was trying to direct actions against the locker (and had tried every single one on my list) with no luck; I needed to be directing my verb on the tool I was using. USE HAMMER breaks open the locker, and then EXAMINE LOCKER reveals it has as spacesuit.

Which I can’t use yet, because I need the magnetic boots the creature is guarding still. Hmmf.

To give my current issues:

a.) I still can’t use the oven even with the pill-poisoned cake mix. I noticed FIX OVEN seems to give a coherent response, just I don’t have the right item for it, and EXAMINE OVEN notes a round hole. My guess is I use the lathe to make something that goes in.

b.) Except I can’t get the lathe working either. I assume the socket is a power plug so I need a cord to connect the two. Is it just hiding out there? Do I need to start frisking everything too in case that’s considered a separate verb sometimes?

c.) I still have a key I don’t know the use for, and I don’t know what pressing the white button did.

d.) Surely there’s something at the wreckage with the bunk? I tried every verb I could both in the “bunk room” and standing next to it.

I’m hoping I’m just missing one item that will chain-reaction the rest of this thing. I will take a hint if anyone knows one of the examine-spots is ridiculous somehow.

Monday, 05. August 2024

Choice of Games LLC

“The Ghost and the Golem” Demo Available Now!

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

We’re excited to announce that The Ghost and the Golem is releasing this Thursday, August 8th!
You can play the first three chapters for free today!

And don’t forget to wishlist it on Steam!

Sunday, 04. August 2024

Renga in Blue

Escape from Pulsar 7 (1982)

We are back in the house of Brian Howarth, whose Mysterious Adventures series started with Golden Baton, followed by The Time Machine, Arrow of Death Part I, and Arrow of Death Part II. Howarth still had a friendly relationship with Molimerx who kept publishing his games in TRS-80 format (Dale Dobson used that version in […]

We are back in the house of Brian Howarth, whose Mysterious Adventures series started with Golden Baton, followed by The Time Machine, Arrow of Death Part I, and Arrow of Death Part II.

Howarth still had a friendly relationship with Molimerx who kept publishing his games in TRS-80 format (Dale Dobson used that version in his playthrough) but he also had his own spinoff company Digital Fantasia in order to make BBC Micro and (eventually) ZX Spectrum ports.

The new element here is that Mr. Howarth had a collaborator: Wherner Barnes. According to an interview with Brian in Retro Gamer, Wherner was

a dude who was around the same age as me who I knew from a group of my drinking buddies that went fell-walking in the Lake District and the Yorkshire Dales

and … that’s all we have. This is despite the collaboration happening for 3 of the Mysterious Adventures games (that is, about 25% of the series). I don’t know how the division of labor went — was this a situation where Howarth was just editing what someone else wrote, or was this more of a 50-50 split, or what exactly?

From the Molimerx version of the manual.

Well, at least we can get into detail about the game itself! The premise is that we are part of the crew of the space freighter Pulsar 7, with a mission to obtain and deliver the ore Redennium to planetoids in the Xanotar system. An alien creature was given as part of the payment from one of the planets.

The creature, normally peaceful, had managed once to escape from its cage and roll around in some Redennium. Unfortunately, this led to disasterous effects in the days ahead, as the creature grew at an alarming rate and started to kill and eat crew members.

Via the Tynesoft version. The Mysterious Adventures were re-published an astonishing number of times.

Everyone is now dead except for you and the still-hungry creature. Your goal is to reach the freighter’s shuttlecraft and escape.

We’re back to the curious ZX Spectrum graphics system (I have an explanation here of how it works) which is why there’s “color bleed” from the blue onto the black.

We’re also back to how the graphics system is oriented with the text system, which is you need to hit ENTER to switch from the picture and back. Enough information is given on the text portion you really need to be looking at that most of the time. Hence gameplay involves playing the game like a normal Scott Adams joint, except every time you enter a new room, you’re supposed to peek at the room’s picture (a process with a very small draw speed at authentic speeds) and flip back again afterwards.

When you see blanks after WHAT NOT? on my screenshots, that’s just me switching modes back and forth.

You start at a crew social area next to two rooms with bunks. If you want to speedrun Death%, go into one of the bunks rooms, GO BUNK, and then SLEEP. Fun!

Ready for submission at the next Games Done Quick. This also is not quite the fastest — you can just SLEEP anywhere, including the spot you start at, to get the same result.

With the bunk to the south, there’s a door you can close; by closing the door, the game says “Something happened!” and the bunk has a “auto-dispense pillow” but I haven’t found anyway way of taking it or manipulating it. Perhaps this is meant to tempt you into the SLEEP death above.

Back in the social room, you can MOVE COUCH…

I’ve found something!

…which reveals a “Dull Illuminant Rod”. You can then TURN, TWIST, or ROTATE the rod and it will light up. You can turn it off again the same way (unclear yet if the creature utilizes light in any way, but I could see needing to turn it off for stealth reasons).

To the west is a bunk with a different setup: there’s a vent visible.

You can GO VENT and then sometimes — sometimes! — die by the air blasting and blowing dust into your lungs. As far as I can tell this is entirely random. (I tried LISTEN and SMELL, both understood by the parser, just in case there was some indication the vent was running and was unsafe.)

Past the vent is the main part of the ship. You’ll notice it is a bit twisty and while I could see a ship being a touch labyrinthine I can’t make topological sense of what’s going on here.

To the west is an airlock where you can push a button and it blasts you into space. I get the impression this is the route we need to take to find a shuttle, just we need a little bit of safety first.

The “Ship’s Bridge” has an console with a Electrical Edge Connector (not mobile). I don’t know what to do with it.

The “Galley” connected to a “Larder” has a bottle of water, a bag of flour, and a bag of raisins.

I found a cake tin later and was able, after fussing over the parser enough, to make a CAKE MIX. (POUR the water in the tin first, then MIX while holding everything.) Unfortunately, I haven’t been able to actually do the final deed of cooking the cake. I even enlisted my verb list to help.

It seems like a lot of coverage! But given the cake, and a bit later where there’s a locker that can’t be opened, this isn’t the greatest of parsers — “knowing” a word in the vocabulary database isn’t the same as having a good response to using it, or at least a response that makes clear why the action isn’t working. There’s a “closed steel door” at the start of the game (which you arrive at the other side of after using the vent); “OPEN DOOR” says “Sorry” and you have to just imagine what’s going on, since the room is enterable from the other side (and then you’re trapped in again).

Other than the places I’ve mentioned, there’s also a “workshop” which you can only enter in one-way. It has a lathe (which the game says needs repair) and a socket (which I have not been able to manipulate or get a description of).

Going down from the workshop leads to a maze. The maze has a lot of “loop back to the room you’re in” exits, so when mapping them out I used a line stub to indicate the loop for a cleaner image. Additionally, “up” is on the northeast side and “down” is on the southeast side of each room.

Other than the cake tin I already mentioned, you can get to a reactor and find a hammer and peice of wood. (Yes, spelled that way.) I haven’t found a use for either yet.

The “creature’s hide out” is where you can finally encounter the beast while awake.

If you duck out right away you’re safe; spend any time and you die.

CREATURE rips my head off!

My best bet is I need to finish baking the cake by fighting the parser boss, and somehow that will be sufficient to distract the creature long enough to get the boots. After that?… maybe we’ll be led along a chase. There’s multiple places where you can go into a “bunk” which feel like they’d be used for hiding; there’s also one extra steel door that can be left open or closed leading from the “metal passageway” to the “galley” on the main map. It is possible this will be a “preparation puzzle” where we have to yoink the boots first, then do a series of puzzles to make it safely to the airlock for escape. This means while I haven’t been impressed with the game as of yet, things could pick up.

One last thing: the locker in the maze. Can’t go in, can’t lock or unlock either. I am truly baffled.


IFComp News

The 2024 Colossal Fundraiser has begun!

Hello, friends. We are just under a month out from this year’s IFComp games being released. SO EXCITING!! (Unless you’re an author who is furiously testing and revising and recompiling and testing and revising and recompiling and… yeah. Good luck, authors!)While we eagerly await the new games to come, we’d like to ask for your help with the Colossal Fund.If you already know about the fund and are a

Hello, friends. We are just under a month out from this year’s IFComp games being released. SO EXCITING!! (Unless you’re an author who is furiously testing and revising and recompiling and testing and revising and recompiling and… yeah. Good luck, authors!)

While we eagerly await the new games to come, we’d like to ask for your help with the Colossal Fund.

If you already know about the fund and are able to contribute, please go to ifcomp.org and hit the blue “Donate with PayPal” button.

If you’d like more information first, keep on reading…

The Colossal Fund raises money for the cash prizes that are awarded to the top two-thirds of IFComp entries. We use 80% of the funds for that, and the remaining funds are used to provide support for the programs and projects of the Interactive Fiction Technology Foundation, including the Interactive Fiction Competition, the IF Archive, the IFDB, the forums at intfiction.org, and other projects.

This year, as in prior years, we are shooting for $10K.

We’re now accepting donations for 2024!
The donation button is live at IFComp.org. See your name listed on our donor page (or listed as “anonymous” if you prefer)! Our fundraising deadline is October 15th - the last day of competition voting. 80% of the proceeds ($8K+ if we hit our goal) will be distributed among the top two-thirds of IFComp finishers. 

What does this mean for authors?
Because we’re dividing the money among the top two-thirds of games, the exact numbers depend on how many entries there are. If we have 75 entries, then we will divide the money among the top 50. If we have $10K, that would mean that the winner of the competition will be offered a prize of $451, second place will be offered $433, third prize $416… and so on and so forth until 50th place, which will be offered $10.  Our goal is to distribute prizes across a broad range of IF styles and ideas. Any game which does even moderately well is offered a decent prize.

How do I donate?
Please go to https://ifcomp.org and push the big blue Donate button.

Is my donation tax-deductible?
Yes, to the extent allowed by law. (Consult a tax professional.)

Does the Colossal Fund replace the usual IFComp prize list?
Nope! These cash prizes will be in addition to the usual IFComp prize list. We do need more of those non-cash prizes as well! Please visit our prize page to see what objects and services others have donated, get ideas from donations given in previous years, and see how you can contribute.

How will the cash prizes be distributed?
Via PayPal or Venmo. (The IFComp entry form has a field for your Paypal address.) If you can’t accept PayPal or Venmo, we can mail a US check to a US address. If that doesn’t work for you, or if you wish to decline the cash prize, we will roll the money into next year’s prize fund, which means it will continue to support authors and IFTF programs.


Zarf Updates

Nobody Wants to Die: ruminations

I'm bad at mysteries but I love games where you're a detective. This sounds silly, but detective games aren't always about interrogating suspects and drawing conclusions. Sometimes it's all about scouring an immersive world for the evidence ...

I'm bad at mysteries but I love games where you're a detective. This sounds silly, but detective games aren't always about interrogating suspects and drawing conclusions. Sometimes it's all about scouring an immersive world for the evidence and letting the pieces -- or the narrative threads -- fall where they may. (See The Flower Collectors, Dahlia View, and yep there's Paradise Killer smirking in the corner.)

So I was happy to run into Nobody Wants to Die. Narrative-heavy, easy on the detectiving, and thoroughly soaked in rainy noir vibe. The devs are Polish but the scene is Times Square: a Gilded Age future where everybody lives forever thanks to "ichoryte". The catch? You spend your eternal life in eternal debt for the mandatory body subscription plan, hoping to scrape out enough savings for a replacement before your current clogs pop. Fall behind on your payments and your body is repossessed -- probably by the millionaires who glitter in New York's unreachable upper crust.


The interesting question is, what genre is this? The drenched skyscrapers and towering neon billboards say "Blade Runner"; the body-swapping might say "Altered Carbon". But we're not doing cyberpunk here. Flying-car noir, sure, but it's not about the technology or its extension of humanity. No AIs or cyborgs or posthuman sunglasses.

(Technological immortality is at the center of the story, but this is presented as a subtraction, not an extension. Life's day-to-day grind is the same; you've just lost all hope of change or retirement. "The street finds its own uses for things," runs the cyberpunk motto, but ichoryte only benefits the rich.)

No, this is the future of the 1920s, not the 1980s. Art Deco stretching upwards to infinity. Prohibition, honored in the breach by your hip flask. The flying cars are Duesenbergs and Pierce-Arrows. Think Brazil or, more recently, Cloudpunk -- the real filthy run-down city that Cloudpunk only gestured at.

(Like I once said, Cloudpunk's Nivalis is ultimately homey -- a cheerful bustling crowd and a noodle-shop on every corner. NWTD's New York is isolating and desperate.)

The Gilded Age setting evokes the rootspring of noir, and NWTD brings that in Spades. (Sorry.) You're a broken-down cop, fighting off the shakes from the DTs and your janky third-rate cop-pension body. The chief won't clear you for duty and your dead-for-real girlfriend won't stop pestering you. Your best shot for a case is a suicide scene. Off the books, a favor for the chief, in and out: pull the rich bastard's ichoryte so that he can wake up young and healthy in the morning. But "rich" means "political", and does this look like a suicide scene? Really?


The other interesting question is, what genre is this? And now I mean game genre.

Like I said, the detective work is not hard. The game handholds you through it: use this tool now, use that tool next. Every hotspot is either flagged or, at worst, localized within a small sphere for you to find. A holographic "reconstructor" lets you plumb past events; gorgeous in implementation, but in gameplay terms it's just a "go here" marker followed by "rewind to this moment". You're just clicking through. The most challenge you get is following the odd hidden wire or blood trail.

The investigation chapters alternate with clue-wall connection scenes. (Okay, it's your living room floor, same idea.) But again, there's no serious challenge or chance of failure. You connect up two clues and the game says "yes" or "try again". When you reach the correct conclusion, the scene ends. (And your holographic clue markers revert to empty gin bottles and cigarette packs, a delightful touch.)

So if NWTD is not centrally a detective game, what is it? It's certainly a narrative game. Every scene is laced with banter (or tooth-gnashing) with Sara, your unwanted comm-link partner. She's supposed to keep you in line while your technically-off-duty corpus trawls the crime scenes. Naturally there's friction. More so when the chief you're both doing a favor for starts to smell a little funny, agenda-wise.

This sideline dialogue looks like frosting, but you rapidly realize it's a good part of the cake. Do you support the Chief or push back against him? Open up to Sara, deflect her, or lie to her? Do you break your knuckles against the City's blatant corruption or is that just the way life is? Plus an occasional in-world action choice -- usually about whether you're going to sneak some liquor. Small decisions add up to significant story branches.

It's a simple model: a few dialogue choices per node, plus perhaps a locked choice. (Locked because of your previous decisions, or just because you need to finish out the topic before moving on; it's not explicit but it's usually pretty obvious.) Throw in a smattering of "Clem Sara will remember that" and you have quite a dynamic branching story running in the background.

These decisions don't affect the surface story: you will visit the same crime scenes in the same order, return to your apartment at the same times. But they make a great deal of difference to who you are. Drunk? Cynic? Tarnished crusader? You're compromised -- noir, right -- but you can decide what you'll betray. Your boss, your partner, your job, your memories, your fellow citizens... In a real sense this game is "Choice of Noir Protagonist". The investigation scenes are just pacing, something to do with your hands while the text/voice character story plays out.


But gameplay and story aside, did I enjoy the play?

I really did. Oh, the writing itself (perhaps just its English translation) is a bit generic and hammy. Your detective protagonist growls through noir cliches like a motorcycle on an empty street. But the story is solid and the world is amazing. Terrific visualization; terrific visual direction and use of interaction moments.

The story is a top-to-bottom tour of New York City. The gleamingly cavernous penthouse of the elite; then the hollow-hearted, garbage-strewn housing block of your cramped capsule apartment. Then you go down to visit the street-level slums where things are really bad. (Ground level is "below the poverty line", a worldbuilding phrase that I love. Okay, I've loved it since Project Eden used it in 2001 but that just means it's ready to go again.)

This game will own you the first time you pop the door of your flying car and look down, down, down. Breathe it in. You get the occasional opportunity to lean on a railing, light up a smoke, and look out over the expanses of your fair city. ("Dirty and dangerous, smelly and shitty...") These moments are optional but really, don't miss 'em.

Do not expect a happy ending -- noir, right? I'm sure there's better endings than the one I got (I was indecisive in the final chapter) but I'm also sure the endings top out at "ambivalent". An off-duty cop is not going to save the world. You might be able to save one thing, maybe, if you commit. (Indecisive will screw you.) And you're going to get hurt doing it.

Mind you, I've only played through once. I said NWTD was like a choice-based title, but that doesn't extend to the visual-novel affordances of replay. You do not get multiple saves; you do not get to rerun the final chapter. If there's a speed-running option for the investigation chapters, I didn't see it. If you really want to know the range of variation for this game, I think you're off to the wikis. (And I bet the wikis list a "best ending". Don't believe it. It's noir, Jake.)

A quality production.

Friday, 02. August 2024

Interactive Fiction – The Digital Antiquarian

Tex Murphy and the Coming of the DVD (A Shaggy-Dog Story)

In his expatriate memoir Notes from a Small Island, Bill Bryson describes what a false picture of the world’s geography you would end up with if you were to try to surmise it from British mass media. Britain, you would probably assume from the crazy amount of attention the United States gets in that country’s […]

In his expatriate memoir Notes from a Small Island, Bill Bryson describes what a false picture of the world’s geography you would end up with if you were to try to surmise it from British mass media. Britain, you would probably assume from the crazy amount of attention the United States gets in that country’s press, must lie somewhere just off the coast of North America, perhaps about where Cuba lies in reality. It would be the rest of Europe that is separated from Britain by a wide, daunting ocean.

The retro-gaming scene of today can give a similarly false picture of the geography of gaming’s past — one that is not so trivial to correct. Take the case of the fondly remembered studio Dynamix, a major name in gaming from 1984 until 2001. Do you know what Dynamix’s most profitable game of all was? It was not any of the ones that are still discussed today: not Arcticfox or Rise of the Dragon, not The Red Baron, not The Incredible Machine, not Betrayal at Krondor, definitely not Rama. No, it was a little something called Trophy Bass, which sold many more copies from the outdoor sections of Middle American Wal-Mart superstores than it did from computer and gaming stores. As of this writing, Trophy Bass has precisely zero reviews on the central fandom database MobyGames. And yet it was absolutely huge in its day — eclipsed, in fact, only by the unrivaled king of Wal-Mart software: Deer Hunter, the butt of a million hardcore-gamer jokes, whose publisher laughed all the way to the bank.

Indeed, Deer Hunter must be solidly in the running for the title of most profitable single computer game of the twentieth century, easily outdoing such hardcore contemporaries of the late 1990s as Quake, Diablo, and Starcraft in terms of the amount of money it cost to create versus the amount of money it brought in. Its only real challenger by this metric may be the unstoppable juggernaut that was Myst, another game that was made on a shoestring and then proceeded to sell and sell and sell some more, despite being widely scorned by the hardcore crowd. Then again, there is Barbie Fashion Designer to consider as well. Guess how many MobyGames reviews it has… Suffice to say that targeting the people who self-identify as “gamers” has seldom if ever been the best way to make a lot of money in games.

With that in mind, let me spin you a yarn about Access Software, which existed in or close to Salt Lake City, Utah, from 1983 until 1999, at which point it was acquired by that biggest whale of all in the software scene, Microsoft itself. Today, Access is remembered by retro-gamers mostly as the home of Tex Murphy, a trenchcoat-and-sneaker-clad detective of a noirish future who was played onscreen by Access’s chief financial officer Chris Jones in five installments spanning from 1989 to 1998. Yet it wasn’t Tex, whose commercial profile never exceeded the fair-to-middling range during his heyday, who convinced Microsoft that Access was an investment worth its time. That service was performed by Links, a long-running series of golf simulations that got slightly more attractive and sophisticated every year throughout the 1990s, and was rewarded by becoming a staple of another demographic that stayed far away from most computer games: the middle-aged corporate-executive set, the same people who could be seen out on the world’s real golf courses.

From first to last, Tex Murphy was an indulgence which Bruce Carver, the founder of Access, permitted to Chris Jones, his longest tenured and most valued employee, who had been with the company from its earliest days as a maker of Commodore 64 action games. This is not to say that Tex didn’t assemble a fan base of his own, most of them people who would never have touched a golf simulation. He really hit his stride with the third game of the series, 1994’s Under a Killing Moon, which earned its label of “interactive movie” by using live-action video clips of real actors rather than crudely digitized still photographs to carry its narrative water. This was also the point where a fellow named Aaron Conners came aboard as scriptwriter and Jones’s design partner, engendering a quantum leap forward on those fronts as well. Technologically innovative and yet thoroughly lovable in an enthusiastic community-theater sort of way, Under a Killing Moon became the most commercially successful Tex Murphy game ever, selling almost 500,000 copies. Such numbers may have paled beside those put up by Links, but they were sufficient to permit the series to continue to exist as a sideline to Access’s mainline in simulated golf.

Unfortunately, that equation got upended by 1996’s The Pandora Directive. The fourth Tex Murphy game and second full-fledged interactive movie pushed harder and farther along all the trails blazed by its immediate predecessor: its play time was longer, its plot more convoluted, and its formal storytelling ambitions more pronounced, with a welter of different endings on offer depending on how you chose to play the dubiously great detective. All that notwithstanding, once cast adrift in a changing marketplace where interactive movies were now a dime a dozen and already encountering the first worrying signs of a gamer backlash, it sold only about a third as many copies as Under a Killing Moon, not even enough to pay for its own production cost.

By all rights, that should have been that for Tex Murphy. Bruce Carver may have been an indulgent man, but he would have had to be a terrible businessman indeed to let his CFO’s passion project go on actively losing his company money. As it happened, though, Tex got thrown a lifeline from a most unexpected source. To understand the circumstances that led to his rescue, we need to take a quick look back at the history of, of all things, the storage media that were used to deliver software to consumers during the first quarter-century of the personal-computer era.



By the mid-1990s, the computer industry had already passed through two fairly earthshaking transitions in storage media: the linear medium of cassette tapes had been replaced by random-access floppy disks, which had in turn been largely superseded by CD-ROMs that could hold over 400 times as much information as what had come before. It’s interesting to note that the first and third links in this chain first came to prominence not in association with computers but as music-delivery technologies. While the application of cassette tapes to the very first personal computers of the late 1970s was a happy accident, the inventors of the CD took to heart from the start a brilliant insight of the early computing researcher and theorist Claude Shannon: that all data is ultimately just data; the difference exists only in the way you interpret it. Thus when the CD made its debut in 1983, Philips and Sony, the Dutch and Japanese electronics giants behind the new format, envisioned music delivery as only the first of a whole range of applications. For, being a digital storage medium, all a CD contained at bottom was a string of ones and zeroes, which could presumably be applied to whatever purpose you liked: computer code and data, video, you name it.

In the end, though, the proud parents’ hopes and schemes for the format were realized only partially. After an agonizingly long gestation period, CD-ROM drives for computers finally broke through to become a ubiquitous reality circa 1993. Yet the territory of home video remained resolutely unconquered by the little silver discs. In 1993, people were still buying and renting movies on VHS videotapes (and, in much smaller numbers, on laser discs, an almost equally aged storage medium despite its futuristic appearance). The principal problem holding the CD back was that of capacity. The 650 MB or so that could be stuffed onto a CD were enough to provide 75 to 80 minutes of high-fidelity music, more than enough for a symphony or even most double record albums. When it came to video, however, the numbers didn’t look so good. It just wasn’t possible to put enough decent-quality video onto a CD to compete with VHS. Not that people didn’t try: a number of initiatives sought to make up the difference through hyper-aggressive compression algorithms, but none of them were very satisfying and none of them went much of anywhere in the developed West.[1]Despite the many compromises inherent to the concept, video CDs did become quite popular in the still-developing regions of Asia and Africa, where they often took the form of bootleg discs sold at street markets and the like. On computers as well, video-centric games like Under a Killing Moon and The Pandora Directive were soon bumping into the limits of the CD; the latter shipped on no fewer than six discs, and yet the quality of its video snippets was far below what you would expect from an ordinary television broadcast.

It didn’t take a genius to see what was needed: a new optical storage medium much like the CD in form and spirit, but much more cavernous. It was so obvious, in fact, that by the end of 1994 two separate successor standards were in development, one from the old CD consortium of Philips and Sony, the other from Toshiba, each with more than half a dozen other major names in home electronics signed on as supporters. The stage seemed to be set for a repeat of the VHS-versus-Betamax format war of the early years of videotape. VHS had finally won that conflict to become the universal standard, but it hadn’t been quick, easy, or cheap. As with most wars, everyone involved would probably have been better off if it could have been avoided.

No one was more worried about the prospect of a Second Video Format War than the big players of the computer industry. They assumed that, just as they had adopted CD technology to their own use-case scenarios, they would do the same with this successor technology. Two dueling formats, however, would be a nightmare for them. They wanted — no, needed — a single standard; the alternative was too chaotic to contemplate. Apple, Compaq, Fujitsu, Hewlett Packard, IBM, Microsoft, and Sun therefore came together in April of 1995 to create a working group whose marching orders were to put pressure on the feuding parties in the adjacent home-electronics industry to join forces and come up with a single standard.

In a telling testament to the computer industry’s growing clout in this burgeoning new Internet Age, the pressure campaign was successful in relatively short order. On December 12, 1995, the basic specifications of the DVD were formally agreed upon by everyone concerned. The format inherited parts of both research projects to wind up with an optical disc capable of holding more than 8.5 GB of data, which could constitute up to four hours of crisp video and audio, compressed using the nearly lossless MPEG-2 standard — or, alternatively, the data on the disc could be used for whatever other purpose you had in mind, just as with a CD. The DVD would be slightly thicker than a CD, but would otherwise have the same form factor, such that it would even be possible to read CDs in DVD drives. Like the technology itself, the acronym was a classic product of corporate compromise. It wasn’t really an acronym at all: the parties couldn’t agree whether “DVD” stood for “Digital Video Disc” or “Digital Versatile Disc,” so they decided that a DVD would just be a DVD, full stop.

The standard’s progress from prototypes to products was almost derailed by the Hollywood film studios, who wanted a delivery medium that was, unlike VHS, secure against piracy. A variety of copy-protection mechanisms had to be implemented to placate the studios, including a system of regional locks whereby DVDs could only be played in that part of the world where they had been purchased. At last, on November 1, 1996, the very first DVD players from Matsushita and Toshiba, the honor guard for the hundreds of millions that would follow, went on sale in Tokyo’s legendary Akihabara electronics district. Americans had to wait until the following February for the first units from Panasonic and Pioneer to arrive. Within four months, 30,000 of them had been sold. From there, the numbers swelled exponentially. By the end of 1997, 340,000 standalone DVD players had already been sold in the United States alone, along with a million or more movies on disc to watch with them. It was just the beginning of what would soon be credibly labeled “the most successful consumer-electronics entertainment product of all time.”

On computers, however, the DVD’s forward march was more halting. Singapore’s Creative Labs, which had made its name and its fortune fueling the multimedia-computing revolution with sound cards and CD-ROM drives, introduced its first DVD-ROM upgrade kit in April of 1997, but it was rendered nearly unusable by a lack of driver support in Microsoft Windows. Oddly, considering how hard it had worked to ensure that the DVD standard was a standard, the computer industry seemed caught flat-footed by the actual presence of the technology it had shepherded out in the wild. It seemed not to have adequately considered the complications involved in combining DVDs with personal computers — especially when it came to using DVDs for their most obvious purpose of all, as repositories for high-quality video.

The embarrassing fact was that even most of the high-end microprocessors of the day didn’t have enough horsepower to be able to decompress the MPEG-2 video fast enough as it streamed off the disc. The only viable solution to this problem was the one used by standalone DVD players: another layer of hardware in addition to the interface between the computer and the DVD drive itself, a set of specialized circuits that could decompress the data coming off the DVD fast enough to get it to the screen in real time.

Enter Intel, the maker of most of those CPUs that weren’t quite up to the job of handling DVD video on their own. Although it hadn’t been part of the computer industry’s initial push to force a DVD standard, Intel had grown very bullish indeed on the format since then. During his keynote address at the January 1997 edition of Comdex, the industry’s biggest annual trade show, Intel’s CEO Andy Grove played snippets of Space Jam from a DVD drive connected to a computer. He and his associates envisioned a DVD player as the key component of a multimedia set-top box for the living room, sort of like a games console but also something more — an idea which never seemed to die, despite the failures of many previous entrants into this space, from Commodore to 3DO. As a first step toward this fondly imagined future, Intel set out to make a new line of upgrade kits for existing computers, to consist of a DVD drive and a new video card containing the hardware needed to get MPEG-2 video efficiently to the screen.

Strange though it may sound, these initiatives became Tex Murphy’s momentary savior.

It is a longstanding truism in computing that hardware is useless without software. Translated into the language of consumer electronics, this means that, if you want people to buy your shiny new gadget, you need to make sure they can also acquire compelling things to do with it. This was the reason that it was so important to win Hollywood’s acceptance of the DVD standard — important enough to delay the first DVD players’ release and to redesign the whole specification, just to ensure that exciting, sought-after movies arrived on store shelves alongside those first DVD players. Intel found itself in a similar bind when it considered its foray into interactive DVDs: there was currently no software out there to make use of them. What, any potential customer would ask very reasonably, am I supposed to actually do with this thing?

This was anything but a new problem for the computing and gaming industries. Luckily, it wasn’t an insoluble one either, as long as you had sufficient foresight and money. Two decades previously, Atari had solved it by having its own people make a range of fun games for the Atari VCS console before the latter ever went to market; then, when it did, Atari packed one of the best of those games — the soon-to-be-iconic Combat — right into the box with the console. A decade and a half later, third-party “pack-in” games became standard in the multimedia upgrade kits of companies like Creative, for the same reason Combat had shipped with the Atari VCS: to give people something to do with their new toy right away. When accelerator cards for 3D graphics became available a few years later, the purveyors of same paid game publishers a lot of money to make special versions of hit titles that were optimized for their particular cards. Activision, for example, programmed at least half a dozen separate versions of MechWarrior 2 for the different would-be graphics-accelerator “standards” that were floating around at the time. Such pack-ins could be of enormous importance to everyone concerned: the profits that Activision raked in from MechWarrior 2 helped to set one of gaming’s most venerable brand names back on the road to ubiquity after an ugly bankruptcy at the beginning of the decade.

Now, Intel wanted to prime the pump of interactive DVD with a showcase pack-in title that would demonstrate to everybody what the technology was capable of, and that would give customers something to do while everyone waited for a real software ecosystem to develop around the product. Somebody inside the mega-corporation was evidently a fan of Tex Murphy, thought that Chris Jones and Aaron Conners and their colleagues at Access Software were the perfect people to put interactive DVD through its paces. By no means was it an untenable deduction; no more credible stabs at interactive movies on CD existed than Under a Killing Moon and The Pandora Directive. What might Access be able to do with DVD-quality video?



Thus one day a lifeline for Tex Murphy fell out of the clear blue sky, when Intel came to Access with an offer that would have been difficult for anyone to refuse. Intel would pay all of the production costs of a third Tex Murphy interactive movie. The only requirements were that the finished game had to run from DVD and had to be given to Intel to include as a pack-in with any and all of its interactive-DVD products. Access, for its part, would be allowed to sell the game on its own in a conventional retail box, keeping whatever revenues it generated thereby; if it chose, it could also make a version that ran from CD and sell that as well. Intel wasn’t even all that worried one way or the other about how much the game would cost to make, given that, whatever the final budget wound up being, it was guaranteed to be chump change for the biggest maker of computer chips on the planet. There was just one sticking point: Intel needed the game within one year. Time, in other words, was more important than money.

Being in no position to look a gift horse like this one in the mouth, Jones and Conners accepted all these terms without a second thought. Only after they had signed the contract did they sit down to consider just what it was they had agreed to. The last two Tex Murphy games had each taken twice as long to make as the amount of time Intel was giving them to make this one. They had sketched out only a rough outline of a plot for a possible next game in the series. Their chances of turning this into a finished script and then turning that script into a finished game they could be proud of within a single year seemed nonexistent.

At this point, Chris Jones came with a suggestion. Why not remake Mean Streets, the very first game in the series from 1989? They could dust off the old design document, flesh it out here and there, and present it as the origin story of the current incarnation of Tex Murphy, Private Investigator. Aaron Conners, who had never even played Mean Streets, said it sounded fine to him.

He was less sanguine when he did try the game, an awkward melange of flight simulator and point-and-click adventure which made it abundantly clear why Jones had felt the need to find a proper writer to join him for Under a Killing Moon. The first no-brainer decision was to throw the flight simulator right out. And then, says Conners:

I went to [Chris] and I said, “We can’t redo this game. This is terrible. You’ve got more jokes from third grade in here than I’ve ever seen in a game.”

I took the basic thread of the story and rewrote everything around that. I rewrote the script from top to bottom. And so, when people say Tex Murphy: Overseer was just a redo of Mean Streets, I want to throttle them, because I worked harder on that than I did on Pandora.

Adrian Carr, who had directed the live-action video in The Pandora Directive, returned to do the same for Tex Murphy: Overseer. (The new name reflected Access’s belated realization that borrowing the title of one of Martin Scorsese’s most beloved films was a recipe for consumer confusion if not legal peril…) The casts of both of the previous games had been a blend of Salt Lake City locals with a handful of moderately recognizable film actors — people like Margot Kidder, Barry Corbin, Kevin McCarthy, Tanya Roberts; even James Earl Jones, the voice of Darth Vader, had agreed to join Under a Killing Moon as the narrator. Overseer continued this tradition, leaning perhaps a little harder than before on the Hollywood crowd at the expense of the locals. (It was, after all, being made on Intel’s dime.) The big coup this time was the highly respected veteran of stage and screen Michael York, who even as the game was in production was making a splash with a whole new generation of moviegoers thanks to his role in the hit James Bond spoof Austin Powers. Here he played the villain, albeit an unusually complex and tortured one, whose final monologue might just be the best thing Aaron Conners ever wrote.

Everyone involved with Overseer speaks of it as a more regimented project than the ones before, a case of making a plan and sticking to it. With so little time to work with, there was hardly any other way to approach it. The filming in particular took on the rhythm of a conventional Hollywood shoot, with the actors cycling through like clockwork to do their scenes one after another over the course of about a month. (The only actor present throughout the shoot was the star of the production, the unlikely amateur Chris Jones.) In all facets of the project, the Access folks kept the faith and worked like dogs. And they got it done, delivering Tex Murphy: Overseer right on schedule in the first weeks of 1998.

The game’s fiction stays on familiar territory. The setup is pure film noir: Tex is visited in his office by a femme fatale named Sylvia Linsky, who will, as those of us who played the other games know, eventually become his wife and then his ex-wife. Right now, though, she explains that she is suspicious about her father’s recent untimely death; he is supposed to have thrown himself off the Golden Gate Bridge in a fit of despair, despite having never displayed any signs of depression or suicidal tendencies before. Tex’s investigation leads him down the standard rabbit hole of a world-spanning and potentially world-ending conspiracy, involving secret brain implants that can be used to control the minds of millions of people. All of this may be par for the course for a Tex Murphy game, but this is by no means a bad execution of the standard formula. As usual, comedy and drama sit side by side in a way that would be awkward in most storytelling situations, but something in the Tex Murphy special sauce allows it to work far better here than it has any right to. And then, as I already mentioned, there’s some real pathos and gravitas to the villain’s arc, qualities which are elevated that much further by the performance of Michael York, one of those Shakespearean-trained British actors who would sound pretty great reading the phone book aloud.

It is true that Overseer lacks the divergent paths and multiple endings of The Pandora Directive. That said, I must also say that I’m a bit of a curmudgeon about such formal experiments in otherwise traditional adventure games anyway, rarely finding them worth the additional disc space and development time they entail. I’m perfectly happy with one satisfying story line, which is plenty hard enough to offer up. Overseer manages that feat, and that’s good enough for me.

In lieu of a branching plot, there is one really interesting wrinkle in the game’s approach to its narrative. It’s explicitly framed as a story which the present-day Tex, a more jaded figure than his earlier incarnation, is telling to his current love interest Chelsee over the course of an evening out. If you screw up or get Tex killed — which are usually one and the same, come to think of it — you see a little clip of his present-day self telling Chelsee, “No, that’s not really how it happened!” In his review for Computer Gaming World magazine, Charles Ardai took exception to the approach, complaining that the existence of Tex in this later time means that “the outcome is not in doubt. Tex must prevail, or he wouldn’t be sitting here talking to Chelsee.” That’s true as far as it goes, but I must say that it doesn’t go all that far with me. Has anybody ever played any Tex Murphy game under the misapprehension that the hero might not win out in the end? Not since Infocom’s Infidel created a backlash in 1983 had anyone dared to make an adventure game with a non-telegraphed tragic ending. Personally, far from being dissatisfied with it, I only wish that Overseer leaned into its storytelling conceit a little more. It could, for example, automatically send you back to the juncture in the story where you messed up after you reach one of the bad endings, rather than dumping you back to the menu to manually load the saved state you hopefully remembered to create. This game is ultimately all about its story, so why not make it as effortless as possible for us to play with the stuff of the story?

The gameplay itself is tried and true for this series. Once again, you spend most of your time either interrogating suspects via a menu of conversation topics or exploring locations and solving puzzles from a free-roaming first-person perspective — no Myst-style fixed movement nodes here! Whether you’re alternately crouching and standing on tiptoes in order to search every hidden corner of a room for clues or dodging hit men or killer robots in a surprisingly dynamic possibility space, the stuff you do when you aren’t watching canned video clips is what elevates the Tex Murphy series above almost all of its interactive-movie peers. For these are interactive movies that truly work as games — as rich, generous adventure games, with challenging but meticulously fair puzzles and even a modicum of emergent qualities when the action starts to heat up.

Although Overseer doesn’t reinvent any of its predecessors’ wheels, the evolution of computer technology has made the presentation everywhere that much sharper and crisper in comparison to what came before, especially in the video snippets — only appropriately, given that they were the whole point of the endeavor from Intel’s point of view. Indeed, I find I want to say that Overseer is actually better than its rather middling reputation within modern Tex Murphy fandom. It’s a little shorter than Under a Killing Moon or especially The Pandora Directive, but it’s not all that short in the abstract; there are still a good five to eight hours of fun to be had here.

The worst thing I can say about Overseer is that it’s just a little bit less Tex Murphy than its predecessors in senses other than length. The more conventionally professional performances and even presentation can be a double-edged sword, detracting just slightly from that giddy community-theater quality that made the earlier games so ridiculously charming. There aren’t many games or game series about which I would make such a statement — camp is most emphatically not my thing in general — but Tex Murphy has always been special in that regard, simply because there’s so darn much amateurish “we’re making an (interactive) movie!” joy to be found there, because the whole thing is so darn open-hearted and guileless. With Overseer, though, there is just a hint of ennui threatening somewhere out there on the horizon.

Still, and for all that this isn’t the place I’d recommend that anyone start with Tex Murphy — you should definitely play the classic 1990s trilogy in release order, beginning with Under a Killing Moon — Overseer remains from first to last an entertaining, well-crafted, and thoroughly enjoyable adventure game, just like its companion pieces. I’m happy to give it a place alongside them in my personal Hall of Fame. If more 1990s interactive movies had been like these ones, the world may or may not have been a better place, but adventure-game fans would for sure have had a lot more fun in it.


Michael York plays the tortured, tragic villain, the wheelchair-bound billionaire J. Saint Gideon. Aaron Conner counts York saying to him out of the blue one day that the role of Gideon was a little bit “Shakespearean” as one of the great thrills of his life.

The journeyman Australian stuntman and martial artist Richard Norton played Big Jim Slade, a more hands-on sort of heavy than Gideon. Norton was a great find, portraying Slade with a humorous panache that Conner hadn’t really written into his script. Many of his best lines were ad-libbed on the spot.

The name of Delores Lightbody, the former fiancée of Sylvia Linsky’s deceased father, is a piece of third-grade humor from Mean Streets that somehow survived into Overseer. The tired fat-shaming tropes on display here are among the few aspects of the Tex Murphy series that have aged decidedly poorly. Ah, well… to her credit, actress Micaela Nelligan attacks the role with relish. “Incredible!” said Rick Barba, who wrote the strategy guide for the game. “I found myself attracted to this big woman!” (I’m sure you’re a downright Adonis yourself, right, Rick?)

Out and about in the world. The interface is notably less clunky than in the previous two games. Now you can access your inventory on the fly just by moving the cursor to the side of the screen, instead of having to freeze the view in place and enter a separate object-manipulation mode.

There are also occasional set-piece mini-games.

In marked contrast to his hard-boiled detective heroes, Tex never fails to look painfully awkward whenever the possibility of a seduction arises. Far from being a weakness, this is a big source of the series’s goofy Mormon lovability.



When the folks from Access delivered Tex Murphy: Overseer, a game of which they felt justifiably proud, they were brought up short by an ironic turn of events that would have amused Tex himself at his most cynical. To put it bluntly, Intel didn’t want the game anymore. While Access had been beavering away at it, Intel had belatedly begun to ask itself some hard questions about where — or rather whether — its vision for interactive DVD actually fit. In reality, standard DVD was already far more interactive than the linear medium of VHS. A new era of movie watching was dawning, in which viewers could jump to favorite scenes instantaneously, could listen to directors’ commentaries and alternative soundtracks while they watched, could enjoy additional interviews and “making of” featurettes included on the same disc as the movie, could switch up languages and subtitles on the fly. Some companies were even experimenting with making the direction of the movie itself interactive, the cinematic equivalent of those old Choose Your Own Adventure books. All of this was possible using the standard DVD specification running on any everyday DVD player. Did people want to pay for additional hardware in order to run a full-fledged video-based adventure game like Overseer? Intel had a dawning suspicion that they did not. Certainly there could be no denying now that CD-based games of this style were in marked commercial decline, having been trampled by the latest crazes for 3D action and real-time strategy, not to mention the Deer Hunters and Trophy Basses of the world.

And then, for the final irony, Intel’s custom DVD technology was fast becoming irrelevant even for the purpose of watching ordinary movies on your computer. It was a case of the corporation’s right hand not being fully aware of what its left was up to: Intel’s latest Pentium II CPUs had sufficient grunt to be able to handle MPEG decoding unaided, without requiring any other specialized circuitry in an add-on video card or a set-top multimedia box.

So, Intel decided to drop its most ambitious plans for DVD and focus on the chips that had gotten it this far. With the facility that is the luxury of a giant corporation, it wrote off its multi-million-dollar investment in Tex Murphy: Overseer as just another idea that had seemed good at the time but hadn’t panned out. Access, Intel said, could do whatever it liked with the game.

At first blush, this might have sounded like unbelievably good news to Chris Jones and Aaron Conners. Thanks to Intel, they had a new Tex Murphy game which had literally cost their own company nothing to make, which they could now go out and sell without sharing any of the revenue with anyone else. When you thought about it a little harder, though, the waters were quickly muddied. Access, a company more interested in golf simulations than adventure games for the very understandable reason that the former made it lots and lots of money while the latter did not, must now try to sell Overseer all by itself in a marketplace that was growing ever more prejudiced against this kind of game. There was ample cause to wonder whether the company’s marketers would really give it their all.

Alas, such concerns were amply justified when Access shipped Tex Murphy: Overseer in March of 1998, with both the DVD version and a version on five CDs filled with grainier video in the same box. Overseer was, as far as I’ve been able to determine, the first ever computer game to be made available from its day of release on DVD. (A number of older games of the multiple-CD stripe had been or soon would be repackaged for DVD, including Wing Commander IV, Riven, and Zork: Grand Inquisitor.) But that claim to fame wasn’t enough to overcome desultory promotion and, most of all, the overwhelming sense in gaming culture that games like this one had become painfully passé. Overseer sold considerably worse than The Pandora Directive. Although the money it did bring in was almost pure profit thanks to the largess of Intel, that happy accident did nothing to undermine the business case against making another game of this type, at least in the absence of another patsy to pay for it.

In a fit of optimism, when their heads were dancing with images of Tex Murphy reaching a whole new audience on Intel’s hardware and with Intel’s marketing machine behind him, Jones and Conners had decided to end Overseer on a cliffhanger. Having just finished telling the story of his first case to Chelsee, Tex flies away into the neon night in the back of an air taxi with her at his side — and then the driver turns and appears to shoot both of them at point-blank range. Needless to say, Jones and Conners would not have ended the game that way had they known that they weren’t going to be able to return to Tex Murphy for a long, long time — not until something called Kickstarter came along to offer an alternative way of funding games.

For the time being, the last nail seemed to have been hammered into Tex Murphy’s coffin in April of 1999, when Microsoft acquired Access in a deal whose details have remained secret. This latest mega-corp to come around flashing its money was, admits Aaron Conners, “oblivious to Tex Murphy. They bought us for Links.” Chris Jones was told by his new masters every time he broached the possibility of a revival that there was no place anymore for Tex: “It’s not really an Xbox product, and it’s way too big for casual gaming. Adventure games have died off. We don’t see where you fit.” And that was that.



But while Tex Murphy shambled off into an unwanted early retirement — or perhaps a worse fate, given the ending to Overseer —  the new technology to which he owed his final star turn was going from strength to strength. By the end of 1998, there were 1 million DVD players in American homes, and the format was beginning to make inroads in Europe as well. The American DVD market alone would be worth $4 billion in 2000, $8 billion in 2002, $12 billion in 2004, $16 billion in 2007. VHS would follow the opposite trajectory; the very last Hollywood film to be released on videotape was David Cronenberg’s A History of Violence in 2006.

Gaming platforms lagged behind, but not by that much. The latest generation of games, which tended to rely on 3D graphics that were rendered on the fly rather than lots of pre-rendered video, were ironically less demanding of storage space than those that had come before, making the need for an alternative to the CD seem somewhat less urgent for a while. Still, this “while” was fairly brief-lived; as 3D graphics grew in resolution and polygon count, and were supplemented by more and more ambitious soundscapes, the size of games in terms of raw data soon began to increase once again. In 2000, Sony’s decision to use a DVD instead of a CD drive in the PlayStation 2, the successor model to the most popular games console in the history of the world to that point, marked a watershed for games on DVD. Within a couple of years, the format ruled the games roost too.

The impact the shift from CD to DVD had on the nature of games was more subtle than that of the shift from floppy disk to CD; there was a difference of kind about going from 1.5 MB to 650 MB of storage space that was not present to the same degree when going from 650 MB to 8.5 GB. DVDs just helped games to become a little bit more: more aesthetically pleasing, more complex, more approachable. (No, these last two qualities are not in conflict with one another; in many cases, they go hand in hand.) It was, we might say as we strain nobly to bring this back around to Tex Murphy, the difference between Mean Streets and Under a Killing Moon versus the difference between The Pandora Directive and Tex Murphy: Overseer. The difference, that is to say, between a revolution and an evolution. Yet revolutions are often overrated, what with all the chaos and consternation they cause. Evolution can be just fine if it keeps us moving forward. And this the DVD most certainly did for gaming in general, if not for poor old Tex.



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 Tex Murphy: Overseer: The Official Strategy Guide by Rick Barba, DVD and the Study of Film: The Attainable Text by Mark Parker and Deborah Parker, and DVD Demystified (second edition) by Jim Taylor. Computer Gaming World of November 1995, August 1996, January 1997, February 1997, June 1997, October 1997, and January 1998; Retro Gamer 160.

Online sources include the archive of interviews at the old Unofficial Tex Murphy Web Site and a documentary film on the Tex Murphy series that was put together as part of the Kickstarter campaign for 2014’s Tesla Effect: A Tex Murphy Adventure.

Tex Murphy: Overseer is available for digital purchase on GOG.com. Fortunately, this is the DVD version. Unfortunately, it’s temperamental on modern versions of Windows. PC Gaming Wiki offers some solutions and workarounds for common problems.

Footnotes

Footnotes
1 Despite the many compromises inherent to the concept, video CDs did become quite popular in the still-developing regions of Asia and Africa, where they often took the form of bootleg discs sold at street markets and the like.

Renga in Blue

El Diablero: Enfrentamiento Final

I have finished the game. You’ll have needed to read my previous entries for this one to make sense. First, let me go over two chunks of contents from before the cave that I had missed. Neither is necessary for the win. The first moment is right here, at the shack. I had never worked […]

I have finished the game. You’ll have needed to read my previous entries for this one to make sense.

This issue of Time called Castaneda the godfather of New Age. The best article I’ve read on his legacy (and his “cult” of “witches” that cut themselves off from their families) is this one from 2007.

First, let me go over two chunks of contents from before the cave that I had missed. Neither is necessary for the win.

The first moment is right here, at the shack. I had never worked out what being watched meant, and I could swear I tried LOOK WINDOW here. Maybe I misspelled it WIDOW and didn’t notice and moved on.

You can shoot the shotgun (which I also had never used) at the coyote.

You can then go outside to find footprints, and later, if you go in the canyon, you can see more footprints and LOOK UP to see a cave.

This is how you’re supposed to know about the cave without guessing based on geography.

The other scene I missed involves the place with the machete.

There’s a hole you can climb in and up and it seems to be the bottom of a well (that is, the well seen in the desert) but I had warped out without thinking of it much. If you wrap around on the map there’s a wall you can PUSH, breaking open a passageway, and that allows light to come in so you can see some inscriptions in the southeast corner.

Then if you go down to the bottom of the well and SAY UP you get warped to the top. This is entirely unnecessary, and I had to check a walkthrough because it wasn’t working (it turns out I was trying it while I had already crawled partway up, but you need to use the word at the bottom). However, the inscriptions that explain dreaming aren’t readable until you have the mask, so I understand the author’s sequencing as some players wouldn’t be able to dream-warp yet (and I respect the fact he left open the possibility of an alternate solution).

My winning game did neither of these scenes so I can confirm they are not strictly necessary. One last thing before returning to the action: after entering the cave and before riding the beast, I missed an important room. This is back where I found the bell:

You can GO CHAMBER (somehow, probably because of the sound, I parsed the room as geographically close to the noises but not having a literal door, even given the word “inside”). There you can have a confrontation with the coyote. You’re not ready yet — the twig needs to be dipped in the oil of cactus blossoms, as told us by the lizard. So let’s save that:

Back to where I left off, I had been swimming in a pond and made it to a “block” which referenced a mysterious yellow bull. I was stuck, but I should have been paying more attention to one of the messages while in the water. For the initial dive, if you try to keep using SWIM DOWN to go farther, you get the message

CAN’T GO.

but if you do this at the third lake with the ruins, going down at the “bottom” instead says

I CAN’T SEEM TO GET ANY DEEPER.

These being different messages should have been a red alert: there is a way to go deeper. You need to be holding something heavy.

You need to be holding the granite block.

This lets you go to a fourth pond, leading to a tall pillar by another chasm. You can PUSH PILLAR to knock over the pillar and walk over it.

The path eventually leads to the north side of the same chasm we started at.

The north side of the chasm, importantly, includes a golden door. Try to open the door, and it proves to be an illusion. You can just walk through.

Lizard buddy! I tried the SAY REVEAL code from before and was told

LISTEN WELL, FOR ONCE YOU BREAK THE YELLOW BULL, THAT WHICH WAS UNREAL BECOMES REAL.

To the west are some clay colored statues of bulls. None of them look yellow normally, but fortunately I had been obsessively trying GAZE on everything in the game, and finally it paid off.

Don’t take and break the figurine right away! As the lizard warns you, unreal things will become real, so the golden door that previously you could just walked through now seals shut.

Yes, this is a softlock, although the player was pretty amply forewarned; I had to set this up on purpose to get the screenshot.

However, this also means the golden bridge and golden statue become real as well! So you can walk across the golden bridge now without falling in, and the golden statue lets you touch it, and more dramatically, push it so it falls into the chasm.

I did something goofy in retrospect here and went through the chasm section again trying to figure out where the golden statue landed, but the smell is coming from the spot the statue was, not where it went. I was just supposed to look, as the room now had a DEPRESSION.

Twig powered up! So now it was time for a confrontation with the coyote, and the game’s final trick. This is yet another moment of participatory plot, where the player themselves needs to figure out what’s going on to get the final revelation.

Pause a moment to breathe, and formulate what you think the answer is.

From World of Dragon.

If the coyote wanted us to lose, why would he tell us what we needed to do to use the magic?

Yes, our teacher was El Diablero the whole time, in some cases putting us in a significant amount of danger. This is not absurd for the Castaneda-verse.

In Castaneda’s fourth book, Tales of Power, he essentially finishes his initial “sorcerer’s journey”. He is ready at the end to take his final test with don Juan and don Genaro, and is taken to the edge of a cliff, where he must jump.

Don Juan and don Genaro stepped back and seemed to merge with the darkness. Pablito held my forearm and we said good-by to each other. Then a strange urge, a force, made me run with him to the northern edge of the mesa. I felt his arm holding me as we jumped and then I was alone.

This works terrifically as literature, but is a bit more sad when it is given as literal, which Castaneda always clung to until the end. I’ll leave the sordid details to the article I linked (but at least one person seems to have died trying to enter the “other world”). I should emphasize none of this was really known to the general public in 1982, when El Diablero came out.

Which is good, since I don’t know how well I’ve conveyed this, but: the game was magnificent.

Not a masterpiece, maybe not even a high scorer if I tried to come up with some acronym (Morpheus Kitami gave it a try). The writing is obviously sparse and one could imagine the brutal reviews if this was turned straight from text to novel form, but in terms of the game’s premise it works: it felt like I was reckoning with nature as intellectual and sparse, and the parts where the words counted they were used effectively.

I AM EVERYWHERE AND NOWHERE AT THE SAME TIME. A STEADY WIND BLOWS AGAINST MY FACE.

Despite the grand cliche at the end, the story was genuine and serious, and it gives the player freedom to do some things out of order while still driving to an ending. There are two moments of participatory plot where the player moves events forward simultaneous with having a revelation about what’s really going on.

Amnesia is definitely old hat by now, but this is the first adventure game we’ve reached that’s had it. Kalish invented the amnesia adventure plot for this game. This is the first time we’ve had “memory unlocking”.

(No, seriously! The other references I’ve made have been sort of a quasi-amnesia. Ferret had amnesia, but it was only tangentially relevant and the game is only sort-of from 1982. Mystery Fun House has come the closest by hiding the player’s objective in their shoe, and that game also did some wonderful moments of participatory plot; the protagonist knew what was going on, just the player had to figure it out.)

The puzzles were rough and could use tweaking, and a couple bugs caused distress (I didn’t even discuss how the inventory count gets messed up by the magic twig, causing your inventory limit to go down permanently by one). But this is the sort of game I was hoping to find through All the Adventures, something known to very few which deserves a more public viewing.

This was Ken Kalish’s only text adventure.

It would have been nice to be able to do more text-only adventures as a way to do story telling, but graphics adventures supplanted the text ones.

Odd comment (since Infocom was just getting started in 1982) but I can understand it being easier in a business-pragmatic sense to do graphical games, especially for a US author that didn’t have a thousand shelves he could toss a ZX Spectrum tape onto.

Next up: Speaking of endless shelves of ZX Spectrum, we’re headed back across the pond to hit one of those games, with a much simpler plot than El Diablero. (Which happens to have graphics! I might instead do one of the other ports, I haven’t decided yet.)

Thursday, 01. August 2024

Renga in Blue

El Diablero: Revenge Medicine

(Previous posts on this game here.) I have reached the lair of the sorcerer, but it’s an extensive area so I can’t promise this is the penultimate post. I can be hopeful, though! Nearly almost immediately after finishing my last post I made a breakthrough. This is not that uncommon for me. The act of […]

(Previous posts on this game here.)

I have reached the lair of the sorcerer, but it’s an extensive area so I can’t promise this is the penultimate post. I can be hopeful, though!

Castaneda’s second book. Via eBay.

Nearly almost immediately after finishing my last post I made a breakthrough. This is not that uncommon for me. The act of writing sometimes helps me think, and having my tasks laid out with pictures can also help me zero in on what to do. I had listed as task number one to try different teleport destinations, and it occurred to me, regarding the scene with the eagle…

…that I could possibly DREAM my way straight to the nest, avoiding the eagle confrontation that way.

Remember, the mechanics are such that you can DREAM a place to go to it, then AWAKEN to return right where you left off.

I flailed a bit trying to transform with the eagle feather. I should mention I still have no idea how to transform — it isn’t needed for immediate progress — and I’m starting to suspect it is location-specific rather than a new general power.

I then tried a bunch of plausible dream locations — trying to imagine what the author might go for from the Sonoran Desert — and while RIVER and STREAM didn’t work, I hit paydirt with DREAM CAVE:

HIS POWER PREVENTS ME.

I technically was already able to bypass this. It turned out to be the hardest puzzle of the game so far. Let’s save that for a bit later.

I also did some verb-testing on each of my objects in turn; with BREAK, I finally got a hit when I reached my bowl:

The key was the missing item needed to unlock the box, and the box has a blue pebble and paper that gives instructions.

This opens a small area with an “ancient Mayan mask”. Wearing the mask is sufficient to translate the various inscriptions. They essentially already reinforced what I knew about the mechanics of the game, although the second message is subtly different; remember it shortly.

I next had the the tombstone to reckon with. The MAT, woven with blue and white threads, can be examined further. You can LOOK THREADS.

Second-order nouns — where you have to examine something in an description obtained via examining — are pretty rare in this era. I usually miss them and I’d argue in this case it’s unfair you don’t get any sense that there’s more to see from the first description.

I already had everything collected for this. The beetles came from using the machete on the cactus.

From a Computerware ad in Color Computer News, November 1982.

Heading over to Uxmal’s grave, I enacted the revenge medicine:

I absolutely loved this moment; no, we haven’t had our teacher built up as a character that much, but this is still a participatory plot twist rather than one just given to us. (See, relatedly, participatory comedy and participatory deathtraps. See also the “research puzzle” in Anchorhead which leads to one of the biggest plot moments of the game.) If nothing else, I’m pleased that the game actually appears to have a plot, even if a small one?

The next phase simply involved typing REVEAL to all three of the major critters (snake, crow, lizard) and finding the lizard was willing to chat.

I already had a magic bush, so I had a guess I could TAKE TWIG whilst there.

I have not dipped the twig in anything; I don’t think I’ve seen the oil yet, but it is faintly possible I’ve missed something in the initial areas of the game.

With all this reckoned with, I needed to reach the cave still. I was misunderstanding part of the mechanics of dreaming, in a way that feels like Castaneda getting told about some layer of reality he’s missing (or being informed in Journey to Ixtlan that not everyone needs drugs but he wasn’t smart enough to enter altered-reality at first without peyote).

You can DREAM, just on its own…

I AM EVERYWHERE AND NOWHERE AT THE SAME TIME. A STEADY WIND BLOWS AGAINST MY FACE.

…and then AWAKEN, and you’ll be in the same place you started.

You can DREAM (LOCATION), which will take you to a location on the map, and then when you AWAKEN you will land back where you started. El Diablero is preventing dreaming of the cave.

However, you can also DREAM, no set location, and while everywhere and nowhere at the same time, you can AWAKEN (LOCATION). This can be used to arrive at the usual locations (like the well) but also can be used to bypass the power preventing you from arriving at the cave.

(Hence: “As you go, so can you return” doesn’t mean just that awakening is a power, but that awakening can be used just like dreaming with a specified destination.)

To the north is a ring on the floor which, quite straightforwardly, can be turned and then pulled to open some stairs. (I guess TURN isn’t used for shape-changing after all.)

If you’re wondering about the visual change, I switched to the Dragon version of the game here and switched the color scheme while I was at it.

The reason why is an item that shows up shortly after. You go down the stairs to a long east-to-west section by a chasm.

On the east side there’s a “copper bell”.

Trying to RING BELL caused the screen to clear (and no, that’s not supposed to happen). I was only using the first copy I found at the Tandy Color Computer Archive and likely one of the other copies works, but just in case I had an emulator issue I switched computer systems to the Dragon and found the issue resolved itself.

Going west to the “columns” (which have the message “FOR HE WHO SERVES”) and ringing the bell reveals a beast who is ready to give us a ride.

Before journeying deeper into the cave with beast-buddy, let me cover the two extra rooms to the west. One room has a “gold statue” but it seems to be illusionary:

MY HAND PASSES THROUGH IT! AM I IMAGINING THINGS??

Farther west is a bridge which seems to also be a fake-out.

However, since I’m stuck later, I can’t discard either room entirely.

Back to where we left our ride running:

This leads to another self-contained section where part of it is under water. I’ve marked the water sections in blue:

South of where you land there’s a skull; north is a pond. You can jump in the pond and then SWIM DOWN. This goes into darkness, but I realized I could SWIM EAST while underwater to reach a new area.

The first area you can pop your head out on is deadly. The game gives you plenty of forewarning about this, but I tried swimming in all possible directions anyway but I died of poison in all cases. (This is far more polite than the average 1982 game, which would just have the death happen without warning. There was even that mechanic with the blue/yellow shading earlier which was intended to hint at danger level; I suspect the author might have been annoyed at some deathtraps in a different game but still wanted to use them.)

Returning to life again, we can dive even deeper to swim east yet again, finding a safe pond to exit. This leads to a “granite block” adjacent to some “ruins”.

Combining the two hints together gets

HE WHO (WOULD)
FIGHT (THE DIABLERO)
MUST FIRST (DESTROY THE)
YELLOW BULL

with the catch that I have no idea what the yellow bull is, BULL isn’t even a recognized noun in the game, and I’m at a dead end. So I might have missed something in that whole sequence or I might be a few cryptic leaps from victory. (Do also note I haven’t found an appropriate twig-dipping spot yet either.) I’d still like to finish at my next post but I suspect the game will push hard enough back it’ll have to be two.


Interactive Fiction – Far Far Futures

Against Flavour Text

On Game Fiction, Topic-Based Puzzles, and Meta-Puzzles 19 Once and Zugzwang are, mechanically, the same game. These two mirrored games …Continue reading →

On Game Fiction, Topic-Based Puzzles, and Meta-Puzzles

19 Once and Zugzwang are, mechanically, the same game. These two mirrored games were released in ParserComp 2024 where they took 6th and 3rd place in the Classic Class. They were written by myself (Joey Jones) and Melvin Rangasamy under a set of pseudonyms. As in our previous collaborations, Melvin did almost all of the programming and structure, and I did almost all of the puzzle design and descriptive prose.1 In 19 Once you navigate four chat screens, convincing your friends to go on a cinema trip. The puzzles involve learning chat topics and using them on other people; in Zugzwang you fight four fantastic foes. The puzzles involve learning special attack powers and using them on other enemies. If you haven’t played, they’re really short, go check them out. But they’ll probably still be just as fun if you know the idea, so don’t worry too much about spoilers.

Under the hood, the games are the same: they use a shared extension which determines the state engine for both of the games. Almost the only difference is in the room descriptions and response texts. To justify them being parser games, forcing players to type instead of clicking links, both games have a secret command that unlocks additional story content. The conceit being that you learn each command by playing the other game. The overall point of the gimmick (beyond being a fun joke to play on the judges), was to explore the nature of descriptive text vs mechanics. If two games have the same underlying puzzles, maps, and verbs, what makes one better and why?

GENESIS

Melvin Rangasamy and I had actually started making these games (and got about 85% done) for the 2016 IFComp, but we ran out of time and the next year IFComp changed the way the competition games were displayed. Originally, entries were shown in an alphabetical list, so the idea was to have one game appear at the start of the list and the other at the end. This was initially inspired by the author of 5 Minutes To Burn Something!2 remarking that he didn’t realise his little game would be the opening act of the competition. Having determined that one game should begin with the digit “1”, and the other the letter “Z”, I settled on Zugzwang first. Having determined it should be a game about fighting fantasy chess pieces, I picked a completely different genre for 19 Once: realistic low stakes interpersonal teenage drama.

Melvin quickly made the framework for the games, essentially leaving a series of tables for me to fill in with the story and reaction texts. Despite this very low hurdle to jump, it took eight years for me to get around to finishing. Part of that was that I was never particularly satisfied with the Zugzwang story. Revisiting it allowed me to focus on punchier descriptive prose, and (following Melvin’s correct judgement) fleshing out the ending.

CONNECTIONS

We tried to make the connection between the two games as obvious as possible. Someone commented that the pair of anagram names were too similar. But from experience with Jenny Roomy and Jasmine Lavages, the anagrammatic pseudonyms we used for Escape From Summerland in 2012, no matter how ridiculous and unlikely your names almost no one will jump to the conclusion of it being an anagram unless you really spell it out. Even then, people realised that the pair of names were anagrams of one another but it took a while and some collective working out for players to even guess at the authors.

In general, players are not good at guessing that there even is a metapuzzle unless you really hit them over the head with hints. Here’s what we did:

  • Used two sets of pseudonyms which were obviously anagrams of one another.
  • Mirrored the cover art design so that at a glance they were clearly related.
  • 19 Once makes reference to a shared “Checkered Series” chess-themed book and film series
  • “Zugzwang” is even name-checked once in 19 Once.
  • Made an IFDB entry for Zugzwang that said it was the second of a series.
  • Enlisted the help of Jon Stall to post a cryptic review for Zugzwang that stated there was a connection (using his opaque writing style so it wasn’t outright stated).
  • In a forum thread about meta puzzles, I outright stated that of them that “I think they can be fun, and I’ve done it myself a few times”.

The latest review of Zugzwang shows that even with the above, the connection was missed by some players:

TOPIC PUZZLE DESIGN

We started designing the puzzle structure of the games before I’d played C.E.J. Pacian’s Weird City Interloper, but it’s essentially the same idea: you use topics on people who give you new topics which you can use on other people to get new topics. This is inherently lawnmowerable so there’s only a handful of ways you can make a puzzle out of this:

  1. Require a sequence of topics to be used on someone (in a specific order, or before moving on) to unlock a segment.
  2. Have some topics not be successful until some other condition has been met.
  3. Have some unlisted topic result in success.
  4. Have more topics than you might reasonably want to try on everyone, encouraging more judicious use

Or alternatively:

  1. Embrace the lawnmowing and make the text as fun as possible (this is what Weird City Interloper does).

The mirrored games take all of these approaches to different extents, but interestingly, the puzzles work better in different games. I’ll now explore the surprising reasons for this.

1 – SEQUENCE

To beat the Rock or Wesley (who are both The Western Being in the code), the player has to use three attacks without leaving the location. The Rock clearly signals that each attack is doing cumulative damage and that it heals when you leave. This same mechanic was harder to translate to conversation with a person, and so players felt the 19 Once version of the puzzle was more arbitrary.

2 – CONDITION

In 19 Once, Nora and Sofia won’t agree to going to the cinema until they know other people are going (one person and three people respectively). The same idea is expressed in Zugzwang with increased level of power after defeating enemies. It’s a common RPG trope, but the 19 Once version definitely made more narrative sense to me. Whether a precondition is fair or arbitrary depends entirely on the fictional framing.

3 – LEAP

If you’re going to use the parser, then you should justify making the player type. The usual way is to have a command that is not explicitly signalled be an integral part of the game experience. The player has to take an imaginative leap.3

At the end of 19 Once, the player learns a keyword. If the player takes the imaginative leap to try the word in Zugzwang, they’ll see new story content, at the end of which, they’ll learn a second keyword which unlocks a new ending back in 19 Once. If the meta-game was any more complicated than this, no one would have seen it. As is, several players missed this metagame aspect.

4 – OVERWHELM

A lot of puzzles in games can be brute forced. Two ways to design against this include: 1. Make the possibility space of the game so huge that it’s easier to just solve the puzzle properly. 2. Encourage the player to inhabit a role such that they would rather play along than brute force.

In the penultimate room in Cragne Manor, the Observatory, the player has the power to set the astrological sign, but there 6400 combinations, and so it’s quicker and more interesting to just solve the game normally than manually churn through all the possible states. Moreover, anyone that made it that far into the game would want to complete the puzzle as intended. In Toby’s Nose, Chandler Groover took the opposite approach: you absolutely could brute force all the suspects but then you’d bypass the whole game and also the answer you arrived at would make absolutely no sense. The player is trusted to actually want to play the game as presented to them.

Despite being mechanically identical, different puzzles in the two games make more sense than their mirrored counterparts. In Zugzwang fire makes more direct sense to use against a tree than talking about time does with a friend. Some pairs managed to be about equally coherent. Screeching counters the Bishop’s words, and in its mirrored puzzle, offering free tickets counters a lack of money problem. The fictive layer made some puzzles more likely to be solved organically, while the more arbitrary ones would be more likely to appear through lawnmowing.

5 – EMBRACE

When lawnmowering is going to be an expected feature, then the best approach is to make experiencing all the text as interesting as possible. In 19 Once you get funny, characterful interactions, in Zugzwang you get short descriptive moments. A fun thing for us was that everyone disagreed which was the better game. Even the authors! I preferred 19 Once, as a relatable story that drew upon my own experience with lost friendships; Melvin preferred the high powered action of Zugzwang, which also has punchier prose (and, indeed, more punches in general). The voters, overall, preferred Zugzwang. In both games, the player is rewarded with unique text for each topic and NPC combination (the same approach was taken in Weird City Interloper), with some topics in 19 Once having multiple possible responses for repeat tries. Making a text game distinct and characterful is even easier in a limited parser framework where you have fewer commands to implement and so its more feasible to give a unique response for everything.

AGAINST FLAVOUR TEXT

In collectible card games there’s a concept called ‘flavour text’: the fictional framing for the card which has absolutely no bearing on the mechanical aspect of the game. The default use of this is dismissive, it places the fictive layer as epiphenomenal to the mechanics of the game. This way of talking about rules has seeped into war games and, even worse, tabletop roleplaying games. As if the pure mechanics were the reason players were playing, and not the imagined world that those mechanics support.

Wargames originally had adjudicators and the rules were there to simulate real world battle effects, with new rulings introduced where realism dictated. As the wargame evolved, it split into what became tabletop roleplaying games (which kept the adjudication role) and more boardgame-like experienced where the rules-as-written took primacy. Giving primacy to the mechanics over the fiction would then seep back into roleplaying games, over the decades. In Dungeons & Dragons 4th Edition, characters would have special powers such as “Burning Hands”, which had certain effects in the tactical combat; but the game wasn’t interested in whether such abilities could be used to start a campfire, burn some evidence, or frighten a villager. The descriptive effects of the powers are meant as flavour text, and aren’t intended to be referred to to understand what the powers might do.

The effect of this is that the powers of the players’ characters in a game like D&D 4e are abstracted into a videogame-like realm of mechanical effect. This isn’t inevitable, even for videogames. While a normal single-player digital work can’t be so responsive as having a real-life Game’s Master, it can ground the action in a coherent fictional frame. Unlike in some real-world escape rooms, a mysterious door shouldn’t just swing open because you’ve reached made an arbitrary amount of progress: effects in the game should be grounded in an imaginative reality. 19 Once and Zugzwang demonstrate that the fictional framing of a game —including the quality of the dialogue, prose and story— shape how engaging any puzzles might be. This is why traditional adventure games with hodgepodge zany settings can be so unsatisfying to the discerning player.

MEANING

Ultimately, the players have the final say on how effective a game was at being enjoyable or conveying its themes. A few players of the mirrored games reported that the metagame content didn’t extend the story, it was more like DVD commentary. If true, this would be fine, because not everyone got to see these cross-game elements, so each game should ideally stand on its own merit.

A word of advice for any authors considering including augmented reality or meta puzzles in their work: fragmenting a story makes following the narrative harder. There’s such a thing as being too subtle.

The narrative question at the heart of 19 Once is “will these people manage to remain friends?”, or more broadly, “can teenage friendships stand the test of time?”. I feel like the cinema trip at the end of the game shows one answer to this question, and the responses to the two metagame commands show two further answers: a promising reigniting of friendship; a hint towards the splitting of the group upon new lines; a definitive loss of some, but not all, of the friendships. This wasn’t perhaps obvious enough in the game: I think that split-focus of a two-layered narrative (two different games, and two different settings) made it harder for players to read finer shades of meaning in the stories.

Finally, there is another meta layer of the story which won’t be obvious to anyone else except future biographers. 19 Once is about teenagers who were friends during their A-levels (aged 16-18) but drifted apart afterwards. My co-author and frequent collaborator Melvin Rangasamy met at sixth-form college at this age, in a Computer Science class, in 2004. Like Esther and Paige (in one of the endings), we ended up going to the same university. There we played a lot of chess in the university café, and began working on our first text adventures together. We’re still friends, making games twenty years on. So our personal answer to the narrative question “can teenage friendships stand the test of time?” is a reassuring “sometimes”!

  1. I heartily recommend collaborations of this nature. Our games made together have better implementation than ones we make apart. ↩
  2. 5 Minutes to Burn received 119 votes, seventy more than the 49 that To Burn in Memory received, much further down the alphabet. Moving to randomised lists was a very welcome move. ↩
  3. This approach is masterfully implemented in C.E.J. Pacian’s limited parser game Superluminal Vagrant Twin, improving upon the Weird City Interloper approach). ↩