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Planet Interactive Fiction

Thursday, 09. May 2024

Choice of Games LLC

The Butler Did It is now on Steam, and it’s 30% off!

We are happy to announce that our Hosted Game The Butler Did It, by Daniel Elliot, is now available on Steam for the first time ever! To celebrate, you can buy The Butler Did It for 30% off until May 16th. Life in Port Terris is tough. There’s never quite enough to eat, nor quite enough work, and your friends have a nasty habit of being snatched up by the Constables and their bots. When the majordo
The Butler Did It — A Steampunk Tale of Manners and Mayhem

We are happy to announce that our Hosted Game The Butler Did It, by Daniel Elliot, is now available on Steam for the first time ever!

To celebrate, you can buy The Butler Did It for 30% off until May 16th.

Life in Port Terris is tough. There’s never quite enough to eat, nor quite enough work, and your friends have a nasty habit of being snatched up by the Constables and their bots. When the majordomo of a Great House offers you employment, a warm bed, and all the food you can eat, it’s a tempting offer. Never mind that the alternative is a long stay in the City Dungeons.

The Butler Did It is a 300,000 word interactive novel by Daniel Elliot—and a finalist in the Choice of Games writing contest—where your choices control the story. It’s entirely text-based—without graphics or sound effects—and fueled by the vast, unstoppable power of your imagination.

It doesn’t take long to realize that things are a little bit off though, to say the least. At Coburg Manor, you’ll make friends, battle enemies, and uncover a mystery far deeper and stranger than you ever imagined.

• Play as male, female, or nonbinary; gay, straight, bisexual, or asexual
• An odyssey in steampunk, with a twist you’ll never predict
• Face foes both human and mechanical with your wits, sword, or skill with steam
• Expose a conspiracy that threatens the very fabric of your society, or choose to keep its secret
• Get to know a diverse cast of characters, and you just might find love
• Maybe end up on a spaceship?

Will you save your home from the strange apocalypse that its people don’t even suspect, or will you fall prey to madness, like so many of your friends?

Daniel developed this game using ChoiceScript, a simple programming language for writing multiple-choice interactive novels like these. Writing games with ChoiceScript is easy and fun, even for authors with no programming experience. Write your own game and Hosted Games will publish it for you, giving you a share of the revenue your game produces.


Now you can save your playthrough of Royal Affairs!

In preparation for the upcoming release of Honor Bound, the newest game in the popular Crème de la Crème series, we’ve added the option to save your progress at the end of Royal Affairs. If you haven’t played Royal Affairs, download it today! If you have the game already, updating it will give you access to the new save feature. And don’t forget to wishlist Honor Bound on Steam! T
Royal Affairs

In preparation for the upcoming release of Honor Bound, the newest game in the popular Crème de la Crème series, we’ve added the option to save your progress at the end of Royal Affairs.

If you haven’t played Royal Affairs, download it today! If you have the game already, updating it will give you access to the new save feature. And don’t forget to wishlist Honor Bound on Steam!

The author, Harris Powell-Smith, has this to say about their upcoming game:

I’ve been working on Honor Bound for just over a year, and in that time I’ve written over 400,000 words on it! Making Honor Bound has been a wonderful adventure, moving the action away from Westerlin and placing the player character in a totally different role. Teran is a new culture for the Crème de la Crème series—although players of the Royal Affairs epilogue will have had a sneak peek—and it’s been lovely to introduce a new place and new characters while drawing on some familiar themes.

It’s been a lot of fun writing the player character as an adult in their late twenties or older rather than a teenager or younger adult. They’ve recently experienced hardship, and may have made mistakes that cost lives, but are returning to their hometown after a long time away. Throughout the game they can make connections with people from their past, turn towards new bonds on the horizon, or something in between.

I’ve also been enjoying the different kinds of agency the player character has—unlike in Crème de la Crème or Royal Affairs, they don’t have teachers telling them when to go to bed—along with their added responsibilities. It brings different kinds of stakes, and I love exploring that. Will they stray from the path their commanders want for them, or will they claw back their reputation? That’s for the player to choose.

Right now, I’m in the middle of writing various branches of a dramatic climax. The player’s actions have had consequences all through the game, but here’s where it all comes to a head. They might have made friends, forged intense romances, or alienated their community, made mistakes or kept a shining record…and all those earlier experiences feed into what I’m writing right now. This is my fifth Choice of Games story now, and drawing together so many threads and making earlier choices feel meaningful never gets old.

Tuesday, 07. May 2024

Renga in Blue

Stalag (1982)

We hit one part of the Eno/Stalag two-pack recently; Eno was a whimsical and short treasure hunt, while Stalag asks us to “Escape the German prison camp before its bombed”. When originally sold by PAL Creations, Eno was one of the “bonus game” choices and Stalag was one of the main ones, so theoretically speaking […]

We hit one part of the Eno/Stalag two-pack recently; Eno was a whimsical and short treasure hunt, while Stalag asks us to “Escape the German prison camp before its bombed”. When originally sold by PAL Creations, Eno was one of the “bonus game” choices and Stalag was one of the main ones, so theoretically speaking the company thought of Stalag the more substantial of the two games. Once again, we don’t have the Tandy Color Computer version but rather the one published in the UK by Dragon Data for the more-or-less-compatible Dragon 32.

I’ve found mention of PAL Creations work being sold by another company called Jarb Software but I’ve been unable to verify it. They’re just as obscure as PAL Creations so it doesn’t really help.

I have discovered a letter by one of our authors (Paul Austin and Leroy C. Smith) but I’m going to save going over it until after we’re done with this game.

Rather than escaping a prison with active guards, the guards have already left, and we’re trying to get out before bombs drop. I’m not sure how realistic this scenario is but I’m willing to roll with it.

You start with a NEEDLE in your inventory and just PICK KEY in order to get out of the Hot Box. Then the map gets wide open. Most of what’s on the map below is accessible right away.

Most of the game’s map.

There’s far more items than you need. This is a little bit like the Eno aesthetic writ large. We had a similar open style with Earthquake but that game was better; everything was divided in stores, and in hitting a particular puzzle often involved thinking about what store you needed to visit. Here, there are some themed areas, but you also might just need a key hidden in a football near a dog house.

Just outside the hotbox, after escaping with the needle. Nothing here is relevant other than the door which has a number combination lock.

I will mention right away there’s a SHOVEL that’s necessary but annoying to find. It is stuffed in a LOCKER in one of the barracks, but if you LOOK LOCKER you will just find a BELT. You need to look a second time to find the shovel. I admit I’ve hit this type of puzzle multiple times now (usually with backpacks, but ok) and it catches me still about half the time. (I mean, why wouldn’t we see the shovel? It’s just a locker, it can’t be that hard to see what’s inside.)

The game’s excess of items isn’t just accidental, it is actively deceptive about possible escapes. For example, you can find WIRECUTTERS hidden at the Chow Hall, and take them over to fencing, and without anything else being done you get fried:

However, you can go up the ladder at the start and find a control for the electricity. Switch the controls off lets you safely touch the fence, but unfortunately, the wirecutters just break when you use them.

The entire route (including shutting off the power) is a red herring.

Another bit that might be a red herring. You can find the note by noticing a bulge in a pillow and applying scissors, but I never found the text here to be relevant.

The clue that is relevant is from a jacket hanging off a hook.

For mysterious adventure-game reasons the number goes to the lock at the start. The whole purpose of getting into the area past the lock is to then find a can opener randomly lying around.

Incidentally, you can also find a “depression” outside that you can use the shovel to turn into a “deep hole”. The game does not let you ENTER the hole and as far as I can tell the whole room is meaningless. It doesn’t even work as a red herring, really; at least having a land mine blow up trying to enter the hole or something along those lines would give confirmation this is the wrong route, but we don’t even have that pleasure.

With the can opener you can get some ham from a can and use it to distract a dog, then get a football nearby, which as I already alluded to, can be cut open to find a key.

What happens without the ham. There’s bandages but there’s no command I could find to use them so you eventually just die. The only verbs are GET, DIG, CUT, LOOK, OPEN, PICK, PUSH, HELP, DROP, READ, CLOSE, EXAMINE. Did I also mention there’s no save game feature?

With the key you can get into a previously-padlocked barracks at the northeast part of the camp. Then you can move some tiles followed by some boards to find a secret hole.

You need to choose east as the route to get out. This more or less matches the map.

This sets up a sequel which was advertised but I have yet to find a copy.

Alastair at CASA calls this game “a considerable improvement on Eno” although I disagree; Eno may have been short but it was solvable without wasting time on bizarre dead-ends and the lack of a save feature didn’t really hurt it. Here, while the game is made up of simple elements (really, EXAMINE everything and try to bust an object open if it is suspicious) I found the gameplay sequence itself tedious. The bandages were especially egregious; the game gives its verb list up front so I can’t say the puzzle was guess the verb, but rather “guess that this thing you would think might have an effect actually doesn’t”.

OK, back to that letter I mentioned. This is in regards to Mansion of Doom, another PAL Creations game I have yet to get to, and shows up in the May 1984 version of Rainbow magazine. The magazine had reviewed Mansion of Doom and Mr. Leroy C. Smith of Pal Creations had some complaints.

First, the review (by a Mr. Paul Gani) had complained about how the game accepts GET but not TAKE as a verb. The response:

If Mr. Gani kept using TAKE instead of the accepted word GET. then I’d say he has a personal semantic flexibility problem.

Second, in response to a complaint about the lack of saving games, Mr. Smith shows his prowess with market research:

We also decided against having a save feature in our Adventures since most people would rather try to solve an Adventure from start to finish. If they can’t solve it in one night, then all they have to do is turn the computer off. and they can try to solve it another day.

The people demand the lack of a feature! Furthermore, Mr. Gani found the game to be “overpriced”, which the author also had to respond to:

We stand by its meager $14.95 purchase price 100 percent. We were amazed that Mr. Gani thought it was overpriced since marketing experts throughout the country keep urging us to raise the prices on all our fine 32K Adventures to $24.95 and $29.95 to be in the same price range as Adventures that are inferior to ours.

Yes. Many marketing experts. I’m sure.

The complaints about GET/TAKE and the lack of save remind me of the book by Don Norman, The Design of Ordinary Things. One of the main theses of the book is that many “user errors” in product use are really designer errors. He cites an example of people on a particular piece of software mixing up the right time to press the ENTER key and the RETURN key; the designers were adamant about their design and users were blaming themselves for the error.

And did they ever lose their work as a result? “Oh, yes,” they said, “we do that a lot.”

Similarly, citing “personal semantic flexibility” as a reason not to add a single synonym reflects the same sort of user hostility (it isn’t like there aren’t synonyms! both EXAMINE and LOOK are verbs). Not including a save game feature is lazy and potentially a technical snarl, sure, but claiming the users are truly desiring this lack of a feature is incredible folly (since the ones that really don’t want to save their game don’t have to!)

Relatedly, here’s a short video on “Norman doors” which baffle their users who pull when they’re supposed to push. User error, or design error?

Maybe this is all a little harsh; we’ll get to Mansion of Doom (1982) eventually and see for ourselves.

Sunday, 05. May 2024

Post Position

Gram’s Fairy Tales: Manual & Grimoire

Taper, an online literary magazine published twice yearly, is now in its 12th issue. An independent editorial collective (Kyle Booten, Angela Chang, Kavi Duvvoori, Leonardo Flores, Helen Shewolfe Tseng, and Andy Wallace, for this issue) makes all the decisions about selections, themes for forthcoming issues, and so on, and also handles all communication with authors. … Continue reading "Gram’

Taper, an online literary magazine published twice yearly, is now in its 12th issue. An independent editorial collective (Kyle Booten, Angela Chang, Kavi Duvvoori, Leonardo Flores, Helen Shewolfe Tseng, and Andy Wallace, for this issue) makes all the decisions about selections, themes for forthcoming issues, and so on, and also handles all communication with authors. They do all the work! Editors are allowed to submit works, in which case they recuse themselves from the collective’s discussion. I’m proud to be publisher of this magazine — although it’s really the editorial collective that makes it happen.

My “Gram’s Fairy Tales” was selected for this issue, with “Tools” as its theme!

A story grammar in a textarea (below) and a generated story about a heroic lily, a villainous droplet, and a chanterelle who helps the hero.

For those who haven’t visited Taper, when you do, you’ll find that the poems are computational and are no more than 2KB (2048 bytes) in size. (Issue #1 hosted 1KB poems and issue #3 had ones that were 3KB, but Goldilocks found the ideal constraint in 2KB.) Issue #12 features a lot of general-purpose programs that are true tools, textual or otherwise, as well as dynamic text generators that speak to the theme. In fact, the issue is our largest yet, with 32 selections.

To read what the author/programmers say about their work, in their statements, you generally have to “View Page Source” (or choose the similar option in your browser) and look at a comment at the top of each page, which is licensed as free (libre) software so you can make use of it in any way you like. However, given the theme of this issue, I wrote “Gram’s Fairy Tales” to not only give access to the underlying HTML5, but also to let people write grammars that can be placed in a text area and used to generate stories. Given this, I’m going to pull a bit from my “author statement,” found in complete form in the comments, and post it here. I’ll also provide three novel story grammars written by others: Jhave Jhonston (author of ReRites), Kyle Booten (author of Salon des Fantômes), and Kavi Duvvoori (author of Common Is That They).

Inspirations, InstructionsJhave’sKyle’sKavi’s

Two Inspiring Systems, and Instructions

As I developed “Gram’s Fairy Tales,” I was thinking about two remarkable story generation systems, very different ones, both quite simple.

One is the mid-1980s Story Machine, which I’ve known about for a while in its Commodore 64 incarnation. It is a strangely animistic system in which any entity can perform any transitive or intransitive action. While there are multimedia elements and some notion of state, it essentially develops narratives one independent sentence at a time.

The other is a system by Joseph Grimes, operational in Mexico City in 1963. Only one text from this story generator is documented. It seems to have produced stories based on a story grammar, with formalist structures. So, a hero would be challenged in some way and overcome the challenge. The one-page magazine article about the system suggested that it could be called “Grimes’s Fairy Tales.”

“Gram’s Fairy Tales” uses a simple grammar to generate stories. There are special “hero” and “villain” tokens, which always refer to the same two entities, selected from the “entity” rule. You don’t have a pool of good guys and bad guys; any entities are equally likely to be heroes and villains.

Beyond those special tokens, the other nonterminal tokens (the lowercase ones) expand according to rules, with each represented as one line in the text field.

The “|” indicates alternatives; these are split apart first.

The “+” indicates a conjunction of elements; all of those will appear.

Tokens keep getting expanded until eventually there is a run of text which in my example grammars are in all caps. These are “terminals,” and ends up being presented as is, without any further transformation.

Your grammar needs to begin with a “story” rule, and it should have “adj” and “entity” rules so a hero and villain can be determined. Anything else is up to you. Indeed, you don’t actually have to refer to a hero or villain.

My terminals are in all caps (making for an all-caps story) simply because it’s tricky to get the capitalization of sentences right. It would make things harder for those who want to edit the grammar and create their own stories, and the grammar is already a bit tricky.

Spaces have to be included properly at the beginning and ending of terminals, for instance, except for the terminals that come at the very end of stories.

Also, if you have entities or adjectives that begin with a vowel sound, you’ll end up with grammatical mistakes. The solution in this simple tool (or toy) — simply use adjectives and entities that all begin with consonant sounds!

To get an idea of how to write your own grammar, you may want to start with an extremely simple one, such as:

story>hero+ FOUGHT +villain+.|hero+ TOOK A NAP.
adj>CLEVER|STRONG
entity>FOX|CHICKEN

Jhave’s Grammar: A Harmonious Moment

Here’s a striking project by Jhave Johnston, who is my colleague at the University of Bergen Center for Digital Narrative and winner of the Robert Coover Award. You’ll notice that Jhave wrote his grammar to enable proper capitalization, despite the difficulty of that. Although the right side of the text is hidden, you can select it all and paste it into “Gram’s Fairy Tales” to see how it works.

story>intro+conclusion
intro>In the heart of +emotion+, +entities+ +verb+ in +concept+|Abiding as  +emotion+, +entities+ +verb+ in +concept+|Before +emotion+, +entities+ +verb+ in +concept+|Imperturbable in +emotion+, +entities+ +verb+ in +concept+|Serendipitous as +emotion+, +entities+ +verb+ in +concept+|Surrounded by  +emotion+, +entities+ +verb+ in +concept+|Amidst +emotion+, +entities+ +verb+ in +concept+|Beyond +emotion+, +entities+ +verb+ in +concept+
emotion>serenity|peace|tranquility|joyousness|tenderness|compassion|love|radiance|integrity
entities>entities_nature+ and +entities_tech
entities_nature>brooks|forest|cascade|swamp|torrent|ravines|refugees|stars|orchards|plateaus|tendrils|alleyways|groves|mountains|rivers|fields|meadows|ridges|oceans|orchards|moons|blossoms|nebulae|subduction trenches
entities_tech>LEDs|torrents|media|villains|dollar-stores|ditches|pop-ups|server-farms|antennae|antagonists|satellites|philosophies|trinkets|video-walls|entrails|exiles|synapses|heroes|plastics
verb>merged|thrived|replenished|enjoyed|trembled|reveried|prospered
concept>precon+conce
precon>harmony, |wisdom's light, |exuberance, |cohesion, |unity, |solidarity, |changelessness, |insight, 
conce>seeking mutual actualization|observing mutual transcendence|flourishing with supple realization|witnessing collective discovery|imploding within perfect revelation|imploding within effortless actualization|observing ripe achievement|listening to shared success
conclusion>.

A custom grammar generates “Surrounded by peace, blossoms and antennae merged in solidarity, listening to shared success.”

Kyle Booten’s Grammar: How to Compose an Ode

Kyle is a longtime member of the Taper editorial collective — since issue #5 in fall 2020! — and has long been working to have computer text generation provoke his own (and others’) writing. His grammar produces instructions for writing odes of different sorts, and is the most elaborate by far, clocking in at 70 lines, with several that are essentially comments or blank. Again, you can select all of these and paste them into “Gram’s” without trouble, although some of the text on the right side is obscured.

Pindar Horace Hordar 
(An Ode-Gym)
Kyle Booten


story>HOW TO WRITE AN ODE: +ode_type
ode_type>pindaric|pindaric|pindaric|pindaric|horatian|horatian|horatian|horatian|blended



PINDARIC

pindaric> (TURN) +strophe+ (COUNTERTURN) +antistrophe+ (STAND) +epode
strophe>IN A STANZA OF +p_lines+ +short_or_long+ +meter1+ LINES, ADOPTING A +style1+ TENOR, DESCRIBE +hero+, WITH PARTICULAR ATTENTION TO THE +p_feature+ OF +hero+.
meter1>DACTYLLIC|DACTYLLIC|DACTYLLIC|QUASI-AEOLIC|LOGAOEDIC
meter2>meter_adjust+ +meter1|TROCHAIC|IAMBIC
meter_adjust>NOT|ANYTHING BUT|ONLY IMPERFECTLY
p_lines>6|8|8|10|12
short_or_long>BRIEF|BRIEF|BRIEF|LENGTHY|LENGTHY|LENGTHY|ABSURDLY LONG
p_feature>LAUREL|ORDER|VIRTUE|LAW|DECREE|STRENGTH|CRIME|FATE
style1>SOLEMN|MYSTICAL|GNOMIC|JAGGED|SUBLIME|MORALISTIC|GOVERNMENTAL|MUSCULAR|LAUDATORY|REVERENT|JUBILANT
antistrophe>USING THE SAME STANZAIC STRUCTURE BUT NOW +style_or_mentioning+, CONTRAPOSE +hero+ WITH ITS INVERSE AND ENEMY, +villain+.
style_or_mentioning>style2|MENTIONING +p_trait
style2>ZANY|PIXELATED|EUPHORIC|REVERENT|BLOODTHIRSTY|STERN|RECURSIVE|VITUPERATIVE|BRUTALIST|PARANOID|ANGUISHED
p_trait>THE STATE|A GOD|A WAR|A SPORT|A MORAL|A VIRTUE|A CONQUEST|A VICTORY|A NATURAL DISASTER
epode>NOW, WITH +subtract+ FEWER LINES, AND THESE +ep_style+, IMAGINE HOW +hero+ SHALL +do_to_villain+ +villain+.
ep_style>meter2|style1|style2|short_or_long|short_or_long+ AND +meter2|style1+ AND +style2|style2+ AND +meter2
subtract>2|2|2|3|3|3|4|4|5
do_to_villain>OVERCOME|OVERCOME|OVERCOME|REFORM|BANISH|DEMOTE|CENSURE|STEAL FROM|WED|WOUND|BECOME


HORATIAN

horatian>IN +stanzas+ STANZAS, EACH OF 4 LINES, DESCRIBE +hero+, +gradient+.|IN +stanzas+ STANZAS, EACH OF 4 LINES, DESCRIBE +hero+, +gradient+. +extra+.
gradient>PROGRESSING GENTLY FROM+ +concept_statement|PROGRESSING GENTLY FROM+ +concept_statement+ AND SIMULTANEOUSLY FROM +concept_statement2
concept_statement>concept+ TO +concept2
concept>THE +cognizing+ OF THE +abstraction+ OF +object|THE +cognizing2+ OF THE +abstraction2+ OF +object
concept2>THE +cognizing2+ OF THE +abstraction+ OF +object|THE +cognizing+ OF THE +abstraction2+ OF +object2
concept_statement2>GREEN TO BLUE|BLUE TO GREEN|WEALTH TO POVERTY|MORNING TO NIGHT|RAIN TO SLEEP|YOUTH TO OLD AGE|FALL TO SPRING|WINTER TO SUMMER
abstraction>PAIN|SADNESS|LOSS|HUMOR|FRAILTY|YEARNING
abstraction2>LOSS|GROWTH|MERCY|HISTORY|TIMELESSNESS|MORTALITY
cognizing>AWARENESS|FORGIVENESS|HATRED|NON-AWARENESS|APPRECIATION|MISUNDERSTANDING|SYMPATHY
cognizing2>ACCEPTANCE|PERCEPTION|REGRETTING|UNDERSTANDING
object>hero|hero|hero|hero|LIFE IN GENERAL
object2>hero|hero|hero|hero|villain|LIFE IN GENERAL
stanzas>3|4|4|6|6|8|10
extra>REMARK IN THE +count_line+ LINE UPON +extra_object|prosody
extra_object>THE +h_feature+ OF +hero|WINE|WINE|WINE|A MORSEL|A MORSEL|A FRIEND
h_feature>FLAVOR|SIZE|TEXTURE|FAMILY|POSITION|TEMPERATURE|ECHO|INTERIOR|FORM|TEMPERAMENT|HONOR|HUE
count_line>1ST|rel_num|rel_num+ TO LAST
prosody>MIMIC +poet+'S METER
poet>SAPPHO|ALCAEUS
rel_num>2ND|3RD|4TH


BLENDED

blended>bl1|bl2|bl3|bl4|bl5|bl6
bl1>[STANZA 1: +pindaric_bit+] [STANZA 2: +pindaric_bit+] [STANZA 3: +horatian_bit+]
bl2>[STANZA 1: +pindaric_bit+] [STANZA 2: +horatian_bit+] [STANZA 3: +pindaric_bit+]
bl3>[STANZA 1: +horatian_bit+] [STANZA 2: +pindaric_bit+] [STANZA 3: +pindaric_bit+]
bl4>[STANZA 1: +pindaric_bit+] [STANZA 2: +horatian_bit+] [STANZA 3: +horatian_bit+]
bl5>[STANZA 1: +horatian_bit+] [STANZA 2: +horatian_bit+] [STANZA 3: +pindaric_bit+]
bl6>[STANZA 1: +horatian_bit+] [STANZA 2: +pindaric_bit+] [STANZA 3: +horatian_bit+]
pindaric_bit>meter1|meter2|short_or_long|style1|style1|style_or_mentioning|strophe|ep_style
horatian_bit>gradient|gradient|extra|extra_object|cognizing|cognizing2|concept_statement|concept|concept2|concept_statement2|prosody


adj>VINTAGE|COMMON|CIVIC|BROKEN|HONEYED|PAINTED|SACRED|HUNGRY|VERNAL|FLEETING
entity>VASE|FRIEND|DOVE|DEER|FRUIT|LAKE|HOUSE|GAME|TUNE|STORM|GLEN|KNOT|VEIL|WRIT

Kavi Duvvoori’s Most Grammatical Grammar

Kavi joined the editorial collective of Taper for this issue (#12) and has really put their shoulder to the wheel! They (like Jhave & Kyle) have been producing serious computer-generated texts and adjacent projects, of course with particular twists. Their grammar uses story elements (hero, villain) and does tell a story — but one about grammars.

story>theory+.|theory+. +coda+.
theory>A +academic+ +critiqued+ +hero+, +noting+ +villain+ IS +really+ A +metaphor+|+villain+ WAS +endorsed+ BY A +academic+ WITH +hero+ USED AS A +vessel+ TO CATCH THE +metaphor|+villain+ IS ITSELF +really+ +surface+, ESPECIALLY +hero+|+hero+ BY A +academic+ IS +villain+ THAT DESCRIBES, FINALLY, THE +metaphor+
coda>+villain+ +ofthis+ IS THE +metaphor+ PUT IN A +vessel+ BY +hero+reversal+|+villain+ +ofthis+ IS +hero+reversal+
ofthis>OF THIS STORY|IN OUR TALE|FOR OUR PURPOSES HERE
reversal> (OR DO I HAVE IT BACKWARDS?)| (WAS IT REALLY THAT +coda+?)|
response>+critiqued+ THE +problem+ IN|+endorsed+
critiqued>FOUND A GAP IN|DISPUTED|ELABORATED TO APORIA
endorsed>REINFORCED|ELABORATED ON|SHOWN TO NOT POSSESS THE ALLEGED +problem+
academic>linguist|+specialty+ +linguist+|SOCIOLOGIST OF THE +academic+
specialty>COMPUTATIONAL|CRITICAL|CREATIVE|HISTORICAL
linguist>POET|LINGUIST|PHILOLOGIST|LITERARY THEORIST
problem>LACK OF RIGOUR|IDEALISM|CONTRADICTIONS|PROBLEMS
noting>NOTING THAT|SHOWING HOW|FOR
really>REALLY|IN FACT|IN TRUTH
metaphor>image+ ON +surface|churn+ +metaphor
image>SHADOW|REFLECTION|PICTURE
vessel>NET|SIEVE|DISPLAY CASE
churn>SHIFTING|FLOWING|CHURNING
surface>A BUILDING'S WALL|A PAGE|SKIN|+churn+ +flow
flow>CURRENTS|WATER|LEAVES|WIND|MUD
adj>CHOMSKYAN|PANINIAN|MOSTLY ADELE GOLDBERG-INSPIRED|PRIMARILY IRENE HEIM-DERIVED|MONTAGUE|LAKOFFIAN|CHARLES SANDERS PIERCE-ROOTED
entity>GRAMMAR|MODEL|LOGIC|FORMALISM

“A FORMALISM IS ITSELF IN TRUTH A PAGE, ESPECIALLY A LAKOFFIAN MODEL.” Plus a grammar.

Friday, 03. May 2024

top expert

Let’s Make IF: Handling Excess Nouns

one noun or two? Last time, I talked about the magic system in my new project, which is hopefully simpler for both players and author alike. In the old system, a second noun (indirect object) was required for the INVESTING IT WITH action. Since this action could only be performed with one noun at any […]

one noun or two?

Last time, I talked about the magic system in my new project, which is hopefully simpler for both players and author alike. In the old system, a second noun (indirect object) was required for the INVESTING IT WITH action. Since this action could only be performed with one noun at any given time, this was redundant. I thought: the command should really only require a direct object, and the system will use whatever magic is at hand, first checking the player’s current acquired magic (defined by a value in a table), then checking to see if there is any magic available in the current location.

In playtesting, new players found this system easy to use, even if they had little experience with parser games. However, players habituated to my earlier work expected things to work as they did in Repeat the Ending. I thought that I should handle this with discouraging messages, pushing players to use the new system. However, I quickly learned that the implementing these messages were no less time consuming than simply honoring the player’s commands.

preliminary arrangements

Things always seem to start with a table. I’ll keep my magics in one.

Table of magics
magic	diagstring	pname	wname
tinert	"You bear no darkness beyond your own."	"Inert"	--
exploding	"You bear the power of *CRASHING DARKNESS*: the power of force, of striking."	"*CRASHING DARKNESS*"	crashing darkness
damp	"You bear the power of *SEEPING DARKNESS*: the power of water, of covering."	"*SEEPING DARKNESS*"	seeping darkness
gooey	"You bear the power of *SUFFOCATING DARKNESS*: the power of blotting, of choking."	"*SUFFOCATING DARKNESS*"	suffocating darkness

What is all this?

  • magic: a value assigned to the player for tracking the magic currently available to them.
  • diagstring: a printable text used for player feedback.
  • pname: the printed name for use in other sorts of output.
  • wname: the noun associated with the value. The player acquires magic by interacting with specific nouns. we’ll be hooking into this for processing our new actions.

The normal flow of things is that the player will simply *XYZZY [something]*. If the player has absorbed some magic, they will cast it at the [something]. If they do not and magic is available in the location, they will first gather that magic, then proceed. If there is no magic available, a failure message will be returned.

The question here is “what if somebody types in *XYZZY [something] with [something else]*? In the old model, players carried around an invisible noun that would be used in such cases, but that isn’t happening here. In order to honor such commands, we’ll need to take their command, check the table, then turn it into something useful. Here are some specific scenarios to deal with:

  • Player gets some magic, walks to another room, then uses it.
  • Player tries to use some magic that isn’t the one they currently possess.
  • Player tries to use something that isn’t magic.
  • Player tries to use a different magic, rather than the one they possess.

We’ll walk through the possibilities, one at a time. First, some general rules:

does the player mean xyzzying something with something:
	it is very unlikely.

We do not want the player to ever be prompted for extra nouns. If players want to type them in, that’s their choice, but we want the game to work without them.

Second, let’s do a scoping rule. Those can be a lot of trouble, so we’ll have to keep an eye on this one!

after deciding the scope of the player when the current action is xyzzying something with something magical:
	place the second noun in scope.

I’ve done my best to keep this narrow, which only seems wise. If the player is performing this very specific action with very specific nouns, sources of magic will be placed in scope.

the can't reach inside rooms rule does nothing when the current action is xyzzying something in the location with something magical.

Again, restraint and constraint will spare us a lot of trouble. In this case, players can only treat these out-of-room things as “touchable” when the first noun is in the player’s location and the second noun is a source of magic.

Whew! Again, these scoping rules are powerful. Be sure and test thoroughly.

Case #1: trying to use a non-magical item as a source of magic

first before xyzzying something with something that is not magical when the player is tinert:
	say "The [second noun] is not a viable source of magic." instead.
	
first before xyzzying something with something that is not magical when the player is not tinert:
	try assaying the player instead.

I identify two cases here. The distinction is that, in the first instance, the player has no magic on-hand. In that case, a simple failure message will do. In the second case, since the player does have some magic available, I’ll just redirect to reporting what that magic is via the “assaying” action instead.

case #2: trying to use magic when the player has no magic

There are two scenarios that I can think of (so far) to account for. In the first one, the player tries to use magic that is in their location, even though they haven’t gathered it. Elsewhere, I have already solved part of this problem: if the player has no magic, they will gather some if it is nearby.

Check xyzzying when the player is tinert:
	if a magical thing is in the location:
		let the target be a random magical thing in the location;
		say "(first gathering the [target])";
		try gathering the target;
		continue the action;
	otherwise:
		say "a failure message";
		stop the action.

Now, if I had a location with two sorts of magic, I’d have to handle that as a special case (using an instead or before rule), but this should be the most common situation.

For us, then, it’s a simple matter of shuffling things around.

first before xyzzying something with something magical when the player is tinert:
	if the second noun is in the location:
		try xyzzying the noun instead;
	otherwise:
		say the parser error internal rule response (E) instead.

Note the “parser error” output for the second condition. Since we’ve placed all sorts of magic in-scope, we don’t want to confirm that something the player hasn’t seen exists. So we’ll print a generic “can’t see that here” message to avoid tipping our hand.

case #3: the player has some magic

The player has some magic. Does it match the named magic in the command? We’ll have to check.

first before xyzzying something with something magical when the player is not tinert:
	choose row with a wname of the second noun in the table of magics;
	if the magic of the player is the magic entry:
		try xyzzying the noun instead;
	otherwise:
		if the second noun is held by the location:
			say "Currently, you possess the power of the [pname entry]. You must use it (*XYZZY [bk]something[cb]) or else disperse it (*DISPERSE*) before using another form of magic." instead;
		otherwise:
			say the parser error internal rule response (E) instead.

This is the most complex scenario, since we’ll have to match the player’s current state against the noun in the command. Hence, a table lookup. If there’s a match, the rule will redirect the command to the existing rule (direct object only). If there is not a match, the player will be told to use what they have (if their noun is in the room). Otherwise, they will receive a generic “can’t see that” message.

why “first before?”

That may not be necessary at all. It’s used as a precaution that will end/redirect actions related to scope changes. Since such rules can lead to unexpected problems, I’m simply containing them. They’d likely work fine as simple “instead” rules, but I like knowing exactly when they will fire.

This all requires more testing. Perhaps I will find problems between now and the next post!

what’s next

I need to write a ton of descriptive text for the project, which doesn’t really fit here in the blog. But I do have some weird cases to discuss, picking up on a previous thread about collapsing rooms after a set number of turns. See you soon!


Interactive Fiction – The Digital Antiquarian

Blade Runner

Blade Runner has set me thinking about the notion of a “critical consensus.” Why should we have such a thing at all, and why should it change over time? Ridley Scott’s 1982 film Blade Runner is an adaptation of Philip K. Dick’s 1968 novel Do Androids Dream of Electric Sheep?, about a police officer cum […]

Blade Runner has set me thinking about the notion of a “critical consensus.” Why should we have such a thing at all, and why should it change over time?

Ridley Scott’s 1982 film Blade Runner is an adaptation of Philip K. Dick’s 1968 novel Do Androids Dream of Electric Sheep?, about a police officer cum bounty hunter — a “blade runner” in street slang — of a dystopian near-future whose job is to “retire” android “replicants” of humans whose existence on Earth is illegal. The movie had a famously troubled gestation, full of time and budget overruns, disputes between Scott and his investors, and an equally contentious relationship between the director and his leading man, Harrison Ford. When it was finally finished, the first test audiences were decidedly underwhelmed, such that Scott’s backers demanded that the film be recut, with the addition of a slightly hammy expository voice-over and a cheesy happy-ending epilogue which was cobbled together quickly using leftover footage from, of all movies, Stanley Kubrick’s The Shining.

It didn’t seem to help. The critical consensus on the released version ranged over a continuum from ambivalence to outright hostile. Robert Ebert’s faint praise was typically damning: “I was never really interested in the characters in Blade Runner. I didn’t find them convincing. What impressed me in the film was the special effects, the wonderful use of optical trickery to show me a gigantic imaginary Los Angeles, which in the vision of this movie has been turned into sort of a futuristic Tokyo. It’s a great movie to look at, but a hard one to care about. I didn’t appreciate the predictable story, the standard characters, the cliffhanging clichés… but I do think the special effects make Blade Runner worth going to see.” Pauline Kael was less forgiving of what she saw as a cold, formless, ultimately pointless movie: “If anybody comes around with a test to detect humanoids, maybe Ridley Scott and his associates should hide. With all the smoke in this movie, you feel as if everyone connected with it needs to have his flue cleaned.” Audiences do not always follow the critics’ lead, but in this case they largely did. During its initial theatrical run, Blade Runner fell well short of earning back the $30 million it had cost to make.

Yet remarkably soon after it had disappeared from theaters, its rehabilitation got underway in fannish circles. In 1984, William Gibson published his novel Neuromancer, the urtext of a new “cyberpunk” movement in science fiction that began in printed prose but quickly spiraled out from there into comics, television, and games. Whereas Blade Runner‘s dystopic Los Angeles looked more like Tokyo than any contemporary American city, much of Gibson’s book actually took place in Japan. The two neon-soaked nighttime cityscapes were very much of a piece. The difference was that Gibson added to the equation a computer-enabled escape from reality known as cyberspace, creating a combination that would prove almost irresistibly alluring to science-fiction fans as the computer age around them continued to evolve apace.

Blade Runner‘s rehabilitation spread to the mainstream in 1992, when a “director’s cut” of the film was re-released in theaters, lacking the Captain Obvious voice-over or the tacked-on happy ending but sporting a handful of new scenes that added fresh layers of nuance to the story. Critics — many of them the very same critics who had dismissed the movie a decade earlier — now rushed to praise it as a singular cinematic vision and a science-fiction masterpiece. They found many reasons for its box-office failure on the first go-round, even beyond the infelicitous changes that Ridley Scott had been forced by his backers to make to it. For one thing, it had been unlucky enough to come out just one month after E.T.: The Extraterrestrial, the biggest box-office smash of all time to that point, whose long shadow was as foreboding and unforgiving a place to dwell as any of Blade Runner‘s own urban landscapes. Then, too, the audience was conditioned back then to see Harrison Ford as Han Solo or Indiana Jones — a charming rogue with a heart of gold, not the brooding, morally tormented cop Rick Deckard, who has a penchant for rough sex and a habit of shooting women in the back. In light of all this, surely the critics too could be forgiven for failing to see the film’s genius the first time they were given the chance.

Whether we wish to forgive them or not, I find it fascinating that a single film could generate such polarized reactions only ten years apart in time from people who study the medium for a living. The obvious riposte to my sense of wonder is, of course, that the Blade Runner of 1992 really wasn’t the same film at all as the one that had been seen in 1982. Yet I must confess to considerable skepticism about this as a be-all, end-all explanation. It seems to me that, for all that the voice-over and forced happy ending did the movie as a whole no favors, they were still a long way from destroying the qualities that made Blade Runner distinct.

Some of my skepticism may arise from the fact that I’m just not onboard with the most vaunted aspect of the director’s cut, its subtle but undeniable insinuation that Deckard is himself a replicant with implanted memories, no different from the androids he hunts down and kills. This was not the case in Philip K. Dick’s novel, nor was it the original intention of the film’s scriptwriters. I rather suspect, although I certainly cannot prove it, that even Ridley Scott’s opinion on the subject was more equivocal during the making of the film than it has since become. David Peoples, one of the screenwriters, attributes the genesis of the idea in Scott’s mind to an overly literal reading on his part of a philosophical meditation on free will and the nature of human existence in an early draft of the script. Peoples:

I invented a kind of contemplative voice-over for Deckard. Here, let me read it to you:

“I wondered who designs the ones like me and what choices we really have, and which ones we just think we have. I wondered which of my memories were real and which belonged to someone else. The great Tyrell [the genius inventor and business magnate whose company made the replicants] hadn’t designed me, but whoever had hadn’t done so much better. In my own modest way, I was a combat model.”

Now, what I’d intended with this voice-over was mostly metaphysical. Deckard was supposed to be philosophically questioning himself about what it was that made him so different from Rachael [a replicant with whom he falls in love or lust] and the other replicants. He was supposed to be realizing that, on the human level, they weren’t so different. That Deckard wanted the same things the replicants did. The “maker” he was referring to wasn’t Tyrell. It was supposed to be God. So, basically, Deckard was just musing about what it meant to be human.

But then, Ridley… well, I think Ridley misinterpreted me. Because right about this period of time, he started announcing, “Ah-ha! Deckard’s a replicant! What brilliance!” I was sort of confused by this response, because Ridley kept giving me all this praise and credit for this terrific idea. It wasn’t until many years later, when I happened to be browsing through this draft, that I suddenly realized the metaphysical material I had written could just as easily have been read to imply that Deckard was a replicant, even though it wasn’t what I meant at all. What I had meant was, we all have a maker, and we all have an incept date [a replicant’s equivalent to a date of birth]. We just can’t address them. That’s one of the similarities we had to the replicants. We couldn’t go find Tyrell, but Tyrell was up there somewhere. For all of us.

So, what I had intended as kind of a metaphysical speculation, Ridley had read differently, but now I realize there was nothing wrong with this reading. That confusion was my own fault. I’d written this voice-over so ambiguously that it could indeed have meant exactly what Ridley took it to mean. And that, I think, is how the whole idea of Deckard being a replicant came about.

The problem I have with Deckard being a replicant is that it undercuts the thematic resonance of the story. In the book and the movie, the quality of empathy, or a lack thereof, is described as the one foolproof way to distinguish real from synthetic humans. To establish which is which, blade runners like Deckard use something called the Voight-Kampff test, in which suspects are hooked up to a polygraph-like machine which measures their emotional response to shockingly transgressive statements, starting with stuff like “my briefcase is made out of supple human-baby skin” and getting steadily worse from there. Real humans recoil, intuitively and immediately. Replicants can try to fake the appropriate emotional reaction — might even be programmed to fake it to themselves, such that even they don’t realize what they are — but there is always a split-second delay, which the trained operator can detect.

The central irony of the film is that cops like Deckard are indoctrinated to have absolutely no empathy for the replicants they track down and murder, even as many of the replicants we meet evince every sign of genuinely caring for one another, leading one to suspect that the Voight-Kampff test may not be measuring pure, unadulterated empathy in quite the way everyone seems to think it is. The important transformation that Deckard undergoes, which eventually brings his whole world down around his head, is that of allowing himself to feel the pain and fear of those he hunts. He is a human who rediscovers and re-embraces his own humanity, who finally begins to understand that meting out suffering and death to other feeling creatures is no way to live, no matter how many layers of justification and dogma his actions are couched within.

But in Ridley Scott’s preferred version of the film, the central theme falls apart, to be replaced with psychological horror’s equivalent of a jump scare: “Deckard himself is really a replicant, dude! What a mind fuck, huh?” For this reason, it’s hard for me to see the director’s cut as an holistically better movie than the 1982 cut, which at least leaves some more room for debate about the issue.

This may explain why I’m lukewarm about Blade Runner as a whole, why none of the cuts — and there have been a lot of them by now — quite works for me. As often happens in cases like this one, I find that my own verdict on Blade Runner comes down somewhere between the extremes of then and now. There’s a lot about Roger Ebert’s first hot-take that still rings true to me all these years later. It’s a stunning film in terms of atmosphere and audiovisual composition; I defy anyone to name a movie with a more breathtaking opening shot than the panorama of nighttime Tokyo… er, Los Angeles that opens this one. Yet it’s also a distant and distancing, emotionally displaced film that aspires to a profundity it doesn’t completely earn. I admire many aspects of its craft enormously and would definitely never discourage anyone from seeing it, but I just can’t bring myself to love it as much as so many others do.

The opening shot of Blade Runner the movie.

These opinions of mine will be worth keeping in mind as we move on now to the 1997 computer-game adaptation of Blade Runner. For, much more so than is the case even with most licensed games, your reaction to this game might to be difficult to separate from your reaction to the movie.


Thanks to the complicated, discordant circumstances of its birth, Blade Runner had an inordinate number of vested interests even by Hollywood standards, such that a holding company known as The Blade Runner Partnership was formed just to administer them. When said company started to shop the property around to game publishers circa 1994, the first question on everyone’s lips was what had taken them so long. The film’s moody, neon-soaked aesthetic if not its name had been seen in games for years by that point, so much so that it had already become something of a cliché. Just among the games I’ve written about on this site, Rise of the Dragon, Syndicate, System Shock, Beneath a Steel Sky, and the Tex Murphy series all spring to mind as owing more than a small debt to the movie. And there are many, many more that I haven’t written about.

Final Fantasy VII is another on the long list of 1990s games that owes more than a little something to Blade Runner. It’s hard to imagine its perpetually dark, polluted, neon-soaked city of Midgar ever coming to exist without the example of Blade Runner’s Los Angeles. Count it as just one more way in which this Japanese game absorbed Western cultural influences and then reflected them back to their point of origin, much as the Beatles once put their own spin on American rock and roll and sold it back to the country of its birth.

Meanwhile the movie itself was still only a cult classic in the 1990s; far more gamers could recognize and enjoy the gritty-cool Blade Runner aesthetic than had actually seen its wellspring. Blade Runner was more of a state of mind than it was a coherent fictional universe in the way of other gaming perennials like Star Trek and Star Wars. Many a publisher therefore concluded that they could have all the Blade Runner they needed without bothering to pay for the name.

Thus the rights holders worked their way down through the hierarchy of publishers, beginning with the prestigious heavy hitters like Electronic Arts and Sierra and continuing into the ranks of the mid-tier imprints, all without landing a deal. Finally, they found an interested would-be partner in the financially troubled Virgin Interactive.

The one shining jewel in Virgin’s otherwise tarnished crown was Westwood Studios, the pioneer of the real-time-strategy genre that was on the verge of becoming one of the two hottest in all of gaming. And one of the founders of Westwood was a fellow named Louis Castle, who listed Blade Runner as his favorite movie of all time. His fandom was such that Westwood probably did more than they really needed to in order to get the deal. Over a single long weekend, the studio’s entire art department pitched in to meticulously recreate the movie’s bravura opening shots of dystopic Los Angeles. It did the trick; the Blade Runner contract was soon given to Virgin and Westwood. It also established, for better or for worse, the project’s modus operandi going forward: a slavish devotion not just to the film’s overall aesthetic but to the granular details of its shots and sets.

The opening shot of Blade Runner the game.

Thanks to the complicated tangle of legal rights surrounding the film, Westwood wasn’t given access to any of its tangible audiovisual assets. Undaunted, they endeavored to recreate almost all of them on the monitor screen for themselves by using pre-rendered 3D backgrounds combined with innovative real-time lighting effects; these were key to depicting the flashing neon and drifting rain and smoke that mark the film. The foreground actors were built from motion-captured human models, then depicted onscreen using voxels, collections of tiny cubes in a 3D space, essentially pixels with an added Z-dimension of depth.

At least half of what you see in the Blade Runner game is lifted straight from the movie, which Westwood pored over literally frame by frame in order to include even the tiniest details, the sorts of things that no ordinary moviegoer would ever notice. The Westwood crew took a trip from their Las Vegas offices to Los Angeles to measure and photograph the locations where the film had been shot, the better to get it all exactly correct. Even the icy, synth-driven soundtrack for the movie was deconstructed, analyzed, and then mimicked in the game, note by ominous note.

The two biggest names associated with the film, Ridley Scott and Harrison Ford, were way too big to bother with a project like this one, but a surprising number of the other actors agreed to voice their parts and to allow themselves to be digitized and motion-captured. Among them were Sean Young, who had played Deckard’s replicant love interest Rachael; Edward James Olmos, who had played his enigmatic pseudo-partner Gaff; and Joe Turkel, who had played Eldon Tyrell, the twisted genius who invented the replicants. Set designers and other behind-the-scenes personnel were consulted as well.

It wasn’t judged practical to clone the movie’s plot in the same way as its sights and sounds, if for no other reason than the absence of Harrison Ford; casting someone new in the role of Deckard would have been, one senses, more variance than Westwood’s dedication to re-creation would have allowed. Instead they came up with a new story that could play out in the seams of the old one, happening concurrently with the events of the film, in many of the same locations and involving many of the same characters. Needless to say, its thematic concerns too would be the same as those of the film — and, yes, its protagonist cop as well would eventually be given reason to doubt his own humanity. His name was McCoy, another jaded gumshoe transplanted from a Raymond Chandler novel into an equally noirish future. But was he a “real” McCoy?

Westwood promised great things in the press while Blade Runner was in development: a truly open-world game taking place in a living, breathing city, full of characters that went about their own lives and pursued their own agendas, whose response to you in the here and now would depend to a large degree on how you had treated them and their acquaintances and enemies in the past. There would be no fiddly puzzles for the sake of them; this game would expect you to think and act like a real detective, not as the typical adventure-game hero with an inventory full of bizarre objects waiting to be put to use in equally bizarre ways. To keep you on your toes and add replay value — the lack of which was always the adventure genre’s Achilles heel as a commercial proposition — the guilty parties in the case would be randomly determined, so that no two playthroughs would ever be the same. And there would be action elements too; you would have to be ready to draw your gun at almost any moment. “There’s actually very little action in the film,” said Castle years later, “but when it happens, it’s violent, explosive, and deadly. I wanted to make a game where the uncertainty of what’s going to happen makes you quiver with anticipation every time you click the mouse.”

As we’ll soon see, most of those promises would be fulfilled only partially, but that didn’t keep Blade Runner from becoming a time-consuming, expensive project by the standards of its era,  taking two years to make and costing about $2 million. It was one of the last times that a major, mainstream American studio swung for the fences with an adventure game, a genre that was soon to be relegated to niche status, with budgets and sales expectations to match.

In fact, Blade Runner’s commercial performance was among the reasons that down-scaling took place. Despite a big advertising push on Virgin Interactive’s part, it got lost in the shuffle among The Curse of Monkey Island, Riven, and Zork: Grand Inquisitor, three other swansongs of the AAA adventure game that all competed for a dwindling market share during the same holiday season of 1997. Reviews were mixed, often expressing a feeling I can’t help but share: what was ultimately the point of so slavishly re-creating another work of art if you’re weren’t going to add much of anything of your own to it? “The perennial Blade Runner images are here, including the winking woman in the Coca-Cola billboard and vehicles flying over the flaming smokestacks of the industrial outskirts,” wrote GameSpot. “Unfortunately, most of what’s interesting about the game is exactly what was interesting about the film, and not much was done to extend the concepts or explore them any further.” Computer and Video Games magazine aptly called it “more of a companion to the movie than a game.” Most gamers shrugged and moved on the next title on the shelf; Blade Runner sold just 15,000 copies in the month of its release.[1]Louis Castle has often claimed in later decades that Blade Runner did well commercially, stating at least once that it sold 1 million copies(!). I can’t see how this could possibly have been the case; I’ve learned pretty well over my years of researching these histories what a million-selling game looked like in the 1990s, and can say very confidently that it did not look like this one. Having said that, though, let me also say that I don’t blame him for inflating the figures. It’s not easy to pour your heart and soul into something and not have it do well. So, as the press of real data and events fades into the past, the numbers start to go up. This doesn’t make Castle dishonest so much as it just makes him human.

As the years went by, however, a funny thing happened. Blade Runner never faded completely from the collective gamer consciousness like so many other middling efforts did. It continued to be brought up in various corners of the Internet, became a fixture of an “abandonware” scene whose rise preceded that of back-catalog storefronts like GOG.com, became the subject of retrospectives and think pieces on major gaming sites. Finally, in spite of the complications of its licensing deal, it went up for sale on GOG.com in 2019. Then, in 2022, Night Dive Studios released an “enhanced” edition. It seems safe to say today that many more people have played Westwood’s Blade Runner since the millennium than did so before it. The critical consensus surrounding it has shifted as well. As of this writing, Blade Runner is rated by the users of MobyGames as the 51st best adventure game of all time — a ranking that doesn’t sound so impressive at first, until you realize that it’s slightly ahead of such beloved icons of the genre as LucasArts’s Monkey Island 2 and Indiana Jones and the Fate of Atlantis.[2]This chart in general is distorted greatly by the factor of novelty; many or most of the highest-ranking games are very recent ones, rated in the first blush of excitement following their release. I trust that I need not belabor the parallels with the reception history of Ridley Scott’s movie. In this respect as well as so many others, the film and the game seem joined at the hip. And the latter wouldn’t have it any other way.


In all my years of writing these histories, I’m not sure I’ve ever come across a game that combines extremes of derivation and innovation in quite the way of Westwood’s Blade Runner. While there is nary an original idea to be found in the fiction, the gameplay has if anything too many of them.

I’ve complained frequently in the past that most alleged mystery games aren’t what they claim to be at all, that they actually solve the mystery for you while you occupy your time with irrelevant lock-and-key puzzles and the like. Louis Castle and his colleagues at Westwood clearly had the same complaints; there are none of those irrelevancies here. Blade Runner really does let you piece together its clues for yourself. You feel like a real cop — or at least a television one — when you, say, pick out the license plate of a car on security-camera footage, then check the number in the database of the near-future’s equivalent to the Department of Motor Vehicles to get a lead. Even as it’s rewarding, the game is also surprisingly forgiving in its investigative aspects, not an adjective that’s frequently applied to adventures of this period. There are a lot of leads to follow, and you don’t need to notice and run down all of them all to make progress in your investigation. At its best, then, this game makes you feel smart — one of the main reasons a lot of us play games, if we’re being honest.

Those problems that do exist here arise not from the developers failing to do enough, but rather from trying to do too much. There’s an impossibly baroque “clues database” that purports to aid you in tying everything together. This experiment in associative, cross-referenced information theory would leave even Ted Nelson scratching his head in befuddlement. Thankfully, it isn’t really necessary to engage with it at all. You can keep the relevant details in your head, or at worst in your trusty real-world notepad, easily enough.

If you can make any sense of this, you’re a better detective than I am.

Features like this one seem to be artifacts of that earlier, even more conceptually ambitious incarnation of Blade Runner that was promoted in the press while the game was still being made.[3]Louis Castle’s own testimony contradicts this notion as well. He has stated in various interview that “Blade Runner is as close as I have ever come to realizing a design document verbatim.” I don’t wish to discount his words out of hand, but boy, does this game ever strike me, based on pretty long experience in studying these things, as being full of phantom limbs that never got fully wired into the greater whole. I decided in the end that I had to call it like I see it in this article. As I noted earlier, this was to have been a game that you could play again and again, with the innocent and guilty parties behind the crime you investigated being different each time. It appears that, under the pressure of time, money, and logistics, that concept got boiled down to randomizing which of the other characters are replicants and which are “real” humans, but not changing their roles in the story in response to their status in any but some fairly cosmetic ways. Then, too, the other characters were supposed to have had a great deal of autonomy, but, again, the finished product doesn’t live up to this billing. In practice, what’s left of this aspiration is more of an annoyance than anything else. While the other characters do indeed move around, they do so more like subways trains on a rigid schedule than independent human actors. When the person you need to speak to isn’t where you go to speak to him, all you can do is go away and return later. This leads to tedious rounds of visiting the same locations again and again, hoping someone new will turn up to jog the plot forward. While this may not be all that far removed from the nature of much real police work, it’s more realism than I for one need.

This was also to have been an adventure game that you could reasonably play without relying on saving and restoring, taking your lumps and rolling with the flow. Early on, the game just about lives up to this ideal. At one point, you chase a suspect into a dark alleyway where a homeless guy happens to be rooting through a dumpster. It’s damnably easy in the heat of the moment to shoot the wrong person. If you do so — thus committing a crime that counts as murder, unlike the “retiring” of a replicant — you have the chance to hide the body and continue on your way; life on the mean streets of Los Angeles is a dirty business, regardless of the time period. Even more impressively, you might stumble upon your victim’s body again much later in the game, popping up out of the murk like an apparition from your haunted conscience. If you didn’t kill the hobo, on the other hand, you might meet him again alive.

But sadly, a lot of this sort of thing as well falls away as the game goes on. The second half is rife with learning-by-death moments that would have done the Sierra of the 1980s proud, all people and creatures jumping out of the shadows and killing you without warning. Hope you have a save file handy, says the game. The joke’s on you!

By halfway through, the game has just about exhausted the movie’s iconic set-pieces and is forced to lean more on its own invention, much though this runs against its core conviction that imitation trumps originality. Perhaps that conviction was justified after all: the results aren’t especially inspiring. What we see are mostly generic sewers, combined with characters who wouldn’t play well in the dodgiest sitcom. The pair of bickering conjoined twins — one smart and urbane, the other crude and rude — is particularly cringe-worthy.

Writers and other artists often talk about the need to “kill your darlings”: to cut out those scenes and phrases and bits and bobs that don’t serve the art, that only serve to gratify the vanity of the artist. This game is full of little darlings that should have died well before it saw release. Some of them are flat-out strange. For example, if you like, you can pre-pick a personality for McCoy: Polite, Normal, (don’t call me) Surly, or Erratic. Doing so removes the conversation menu from the interface; walk up to someone and click on her, and McCoy just goes off on his own tangent. I don’t know why anyone would ever choose to do this, unless it be to enjoy the coprolalia of Erratic McCoy, who jumps from Sheriff Andy Taylor to Dirty Harry and back again at a whipsaw pace, leaving everyone on the scene flummoxed.

Even when he’s ostensibly under your complete control, Detective McCoy isn’t the nimblest cowboy at the intellectual rodeo. Much of the back half of the game degenerates into trying to figure out how and when to intervene to keep him from doing something colossally stupid. When a mobster you’ve almost nailed hands him a drink, you’re reduced to begging him silently: Please, please, do not drink it, McCoy! And of course he does so, and of course it’s yet another Game Over. (After watching the poor trusting schmuck screw up this way several times, you might finally figure out that you have about a two-second window of control to make him draw his gun on the other guy — no other action will do — before he scarfs down the spiked cocktail.)

Bottoms up! (…sigh…)

All my other complaints aside, though, for me this game’s worst failing remains its complete disinterest in standing on its own as either a piece of fiction or as an aesthetic statement of any stripe. There’s an embarrassingly mawkish, subservient quality that dogs it even as it’s constantly trying to be all cool and foreboding and all, with all its darkness and its smoke. Its brand of devotion is an aspect of fan culture that I just don’t get.

So, I’m left sitting here contemplating an argument that I don’t think I’ve ever had to make before in the context of game development: that you can actually love something too much to be able to make a good game out of it, that your fandom can blind you as surely as the trees of any forest. This game is doomed, seemingly by design, to play a distant second fiddle to its parent. You can almost hear the chants of “We’re not worthy!” in the background. When you visit Tyrell in his office, you know it can have no real consequences for your story because the resolution of that tycoon’s fate has been reserved for the cinematic story that stars Deckard; ditto your interactions with Rachael and Gaff and others. They exist here at all, one can’t help but sense, only because the developers were so excited at the prospect of having real live Blade Runner actors visit them in their studio that they just couldn’t help themselves. (“We’re not worthy!”) For the player who doesn’t live and breathe the lore of Blade Runner like the developers do, they’re living non sequiturs who have nothing to do with anything else that’s going on.

Even the endings here — there are about half a dozen major branches, not counting the ones where McCoy gets shot or stabbed or roofied midway through the proceedings — are sometimes in-jokes for the fans. One of them is a callback to the much-loathed original ending of the film — a callback that finds a way to be in much worse taste than its inspiration: McCoy can run away with one of his suspects, who happens to be a fourteen-year-old girl who’s already been the victim of adult molestation. Eww!

What part of “fourteen years old and already sexually traumatized” do you not understand, McCoy?

Even the options menu of this game has an in-joke that only fans will get. If you like, you can activate a “designer cut” here that eliminates all of McCoy’s explanatory voice-overs, a callback to the way that Ridley Scott’s director’s cut did away with the ones in the film. The only problem is that in this medium those voice-overs are essential for you to have any clue whatsoever what’s going on. Oh, well… the Blade Runner fans have been served, which is apparently the important thing.

I want to state clearly here that my objections to this game aren’t abstract objections to writing for licensed worlds or otherwise building upon the creativity of others. It’s possible to do great work in such conditions; the article I published just before this one praised The Curse of Monkey Island to the skies for its wit and whimsy, despite that game making absolutely no effort to bust out of the framework set up by The Secret of Monkey Island. In fact, The Curse of Monkey Island too is bursting at the seams with in-jokes and fan service. But it shows how to do those things right: by weaving them into a broader whole such that they’re a bonus for the people who get them but never distract from the experience of the people who don’t. That game illustrates wonderfully how one can simultaneously delight hardcore fans of a property and welcome newcomers into the fold, how a game can be both a sequel and fully-realized in an Aristotelian sense. I’m afraid that this game is an equally definitive illustration of how to do fan service badly, such that it comes across as simultaneously elitist and creatively bankrupt.

Westwood always prided themselves on their technical excellence, and this is indeed a  technically impressive game in many respects. But impressive technology is worth little on its own. If you’re a rabid fan of the movie in the way that I am not, I suppose you might be excited to live inside it here and see all those iconic sets from slightly different angles. If you aren’t, though, it’s hard to know what this game is good for. In its case, I think that the first critical consensus had it just about right.



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 book Future Noir: The Making of Blade Runner by Paul M. Sammon; Computer and Video Games of January 1998; PC Zone of May 1999; Next Generation of July 1997; Computer Gaming World of March 1998; Wall Street Journal of January 21 1998; New Yorker of July 1982; Retro Gamer 142.

Online sources include Ars Technica’s interview with Louis Castle, Game Developer‘s interview with Castle, Edges feature on the making of the game, the original Siskel and Ebert review of the movie, an unsourced but apparently authentic interview with Philip K. Dick, and GameSpot’s vintage Blade Runner review.

Blade Runner is available for digital purchase at GOG.com, in both its original edition that I played for this article and the poorly received enhanced edition. Note that the latter actually includes the original game as well as of this writing, and is often cheaper than buying the original alone…

Footnotes

Footnotes
1 Louis Castle has often claimed in later decades that Blade Runner did well commercially, stating at least once that it sold 1 million copies(!). I can’t see how this could possibly have been the case; I’ve learned pretty well over my years of researching these histories what a million-selling game looked like in the 1990s, and can say very confidently that it did not look like this one. Having said that, though, let me also say that I don’t blame him for inflating the figures. It’s not easy to pour your heart and soul into something and not have it do well. So, as the press of real data and events fades into the past, the numbers start to go up. This doesn’t make Castle dishonest so much as it just makes him human.
2 This chart in general is distorted greatly by the factor of novelty; many or most of the highest-ranking games are very recent ones, rated in the first blush of excitement following their release.
3 Louis Castle’s own testimony contradicts this notion as well. He has stated in various interview that “Blade Runner is as close as I have ever come to realizing a design document verbatim.” I don’t wish to discount his words out of hand, but boy, does this game ever strike me, based on pretty long experience in studying these things, as being full of phantom limbs that never got fully wired into the greater whole. I decided in the end that I had to call it like I see it in this article.

Thursday, 02. May 2024

Choice of Games LLC

Dragon of Steelthorne—Govern a city in a steampunk-fantasy land.

Hosted Games has a new game for you to play! Vance developed this game using ChoiceScript, a simple programming language for writing multiple-choice interactive novels like these. Writing games with ChoiceScript is easy and fun, even for authors with no programming experience. Write your own game and Hosted Games will publish it for you, giving you a share of the revenue your game produces.
Dragon of Steelthorne

Hosted Games has a new game for you to play!

Rule a mighty city, fight battles, and embark on quests in a steampunk-fantasy land. As the Ardent or Ardessa of Lake Steelthorne, find love, power and a secret which could change the world.

Dragon of Steelthorne is 40% off until May 9th!

Dragon of Steelthorne is a 140,000-word interactive novel by Vance Chance, weaving together story, city management and combat in a unique take on choice-based Interactive Fiction. It’s entirely text-based—without animation or sound effects—and fueled by the vast, unstoppable power of your imagination.

  • Play as male or female, straight or gay.
  • Explore a story set in a world with steampunk and fantasy elements.
  • Find romance from one of five possible love interests. Enjoy a romantic night with them at the Eternal Festival.
  • Choose from one of five classes, with different effects on story, city management and combat.
  • Manage a city and train soldiers to fight for you on missions.
  • Enjoy a three-slot save system which provides the flexibility to try different options without losing progress or having to start over.

Decide the future of your mighty city as its leader and ruler.

Vance developed this game using ChoiceScript, a simple programming language for writing multiple-choice interactive novels like these. Writing games with ChoiceScript is easy and fun, even for authors with no programming experience. Write your own game and Hosted Games will publish it for you, giving you a share of the revenue your game produces.


Zombie Exodus: Safe Haven—Stories from the Outbreak 2

"Stories from the Outbreak 2" chronicles events of key characters at various points throughout "Zombie Exodus: Safe Haven." These ten stories are noninteractive but focus on characters in the game and provide their backstories and events as they struggle to survive. Each short story ranges from 1,300 to 4,600 words for a total of over 29,000 original words of content.

Hosted Games has ten new stories for you to read, set in the universe of Zombie Exodus: Safe Haven by Jim Datillo.

To celebrate, we’re putting all three installments of Zombie Exodus: Safe Haven, as well as the first set of stories, on sale until May 9th!

Stories from the Outbreak 2 chronicles events of key characters at various points throughout Zombie Exodus: Safe Haven. These ten stories are noninteractive but focus on characters in the game and provide their backstories and events as they struggle to survive. Each short story ranges from 1,300 to 4,600 words for a total of over 29,000 original words of content.

Note: These stories contain spoilers for those players who have not read through Part 1 and Part 2.

  • Follow Brody and Madison on their way to Chipper Ridge High School and then exploring the school.
  • How did the Graves family make it to the train yard on the day of the outbreak?
  • Read how characters such as Bailey, Jaime, Dante, the twins, and Rachel spent Christmas before the outbreak.
  • Take part in a romantic adventure with Rachel.
  • Read daily reports from Otto Goodman, head of the New Army.
  • And more stories including Jillian, Lyle, Woody, Tommy, Lopez, and Nate Milford.

Tuesday, 30. April 2024

Key & Compass Blog

New walkthroughs for April 2024

On Monday and Tuesday, April 29 and 30, 2024, I published new walkthroughs for the games and stories listed below! Some of these were paid for by my wonderful patrons at Patreon. Please consider supporting me to make even more new walkthroughs for works of interactive fiction at Patreon and Ko-fi. Zero Sum Game (1997, […]

On Monday and Tuesday, April 29 and 30, 2024, I published new walkthroughs for the games and stories listed below! Some of these were paid for by my wonderful patrons at Patreon. Please consider supporting me to make even more new walkthroughs for works of interactive fiction at Patreon and Ko-fi.


Zero Sum Game (1997, 1998) by Cody Sandifer

You play as either Duff Malcolm Mint or Charlotte Candy Mint who returns home with 75 points and a bag full of treasure. Unfortunately, your mother is very displeased and demands that you return all those treasures to their owners and not to return home until those 75 points are gone.

This work was entered in IF Comp 1997 where it took 11th place.

IFDB | My walkthrough and map


The Witch (2023) by Charles Moore, Jr.

In this fantasy game, you play as an elf who, after a night of drinking mead, wakes up nestled up high in an oak tree. But your headache is soon forgotten when you find your village deserted. An evil witch captured almost everyone, intending to eat them, and she’s sure to come back by nightfall. Can you save yourself and the others before then?

This game was a entry in IF Comp 2023 where it took 66th place.

IFDB | My walkthrough and maps


Slicker City (2016) by Andrew Schultz

In this wordplay game, you again play as Alec Smart. You’ve been dissatisfied with yourself since the Problems Compound. Why aren’t things better in real life? Then, over spring break, you break a spring and find yourself at That Thought Park.

Billed as Bit Two of the Alec Smart saga, this is the sequel to the game The Problems Compound. This game was entered in IF Comp 2016 where it tied for 39th place.

IFDB | My walkthrough and maps


Jesus of Nazareth (2005) by Paul Panks

It’s 20 A.D. and you’re playing as Jesus of Nazareth. You’re beginning your ministry in the town of Capernaum. Your goal is to convert as many followers as possible to your teachings.

This game was written in BASIC (I assume) and was an entry in IF Comp 2005 where it took 33rd place.

IFDB | My walkthrough and map


Domestic Elementalism (2017) by fireisnormal

In this game, you play as a witch whose home is based on the four classical elements (fire, water, earth, and air). Unexpectedly, every room is malfunctioning; every aether gauge reads empty. You need to restore the elemental affinities to each room and find out why this happened in the first place.

This game was written in Javascript and was an entry in IF Comp 2017 where it took 10th place overall, and 3rd place for Miss Congeniality.

IFDB | My walkthrough and map


Renga in Blue

Magical Journey: Two Working Versions

Short post today. This information showed up in comments, but I was meaning to make a full update for posterity before Magical Journey gets kicked off my “recently played” sidebar. Specifically, I last left off Magical Journey when it was still a bit broken, and we now have two working versions. For the original TRS-80 […]

Short post today. This information showed up in comments, but I was meaning to make a full update for posterity before Magical Journey gets kicked off my “recently played” sidebar.

Specifically, I last left off Magical Journey when it was still a bit broken, and we now have two working versions.

For the original TRS-80 experience, the ever-hardy Warrigal managed to fix the TRS-80 code directly, and I have a download here which will automatically run the game from a disk, using a program like trs80gp.

Jim Gerrie has also done a TRS-80 MC-10 conversion, found here. You can get a package with all of his games here.

One last thing I should point out is that the fixes do change the game structurally from what I experienced. Namely, this meta-map…

…is straight-out wrong. There is no path to go back to the start in the regular game (other than when you win, you get moved to the start). This means, for example, the softlock where I had dropped my shovel in order to get into the first forest area could not have happened. After this I constantly kept the shovel around, so without the bug I would have consequently had a little more inventory freedom.


The Phantom’s Revenge: Especially in Your Honor

I’ve finished the game, and this post assumes you’ve read my previous posts about The Phantom’s Revenge. Breakthrough number one was simply with the parser, regarding the guard dog. PUT LEASH ON COLLAR gave the cryptic message There isn’t any switch on it. which I thought meant some dog-slang I didn’t know (I’m a cat […]

I’ve finished the game, and this post assumes you’ve read my previous posts about The Phantom’s Revenge.

Poster from the 1925 film version, still the closest to the book. Via Fandom Wiki.

Breakthrough number one was simply with the parser, regarding the guard dog. PUT LEASH ON COLLAR gave the cryptic message

There isn’t any switch on it.

which I thought meant some dog-slang I didn’t know (I’m a cat person), but after further investigation I realized the game was simply mis-parsing and thinking was hitting an actual light switch or something similar. I ended up just ramming through the entirety of my previously made verb list…

…and hit paydirt with GIVE.

This is a large rectangular room that was used as an office by the prison warden. Obvious exits lead east and north.

A large dog with a spiked collar is sitting here. He looks like he might bite if you annoyed him.

GIVE LEASH TO DOG

The dog growls ominously, but lets you clip the leash to his collar. Once leashed he seems much calmer, even friendly.

This lands the dog and leash in your inventory. The game is still pretty finicky here, as despite the two being described together, there is a difference between dropping the leash and dropping the dog. The dog will you kill you if you DROP DOG normally — that gets interpreted as also unleashing the dog. You need to DROP LEASH instead if you want to drop the dog temporarily, but fortunately for all this you don’t need to bother given the place to unleash the dog is only a few steps away:

E

You are in a small antechamber of some sort. It is simply, but attractively, decorated with nooses and pictures of famous condemned criminals. Passages lead east and west, and there is a doorway in the north wall.

E

You are in a grim looking door-lined hall. To the east is one particularly massive iron-bound door that is ajar. There is a large dark opening to the north.

A nasty looking prison guard is leaning against the cell door, and you hastily draw back, afraid he’ll see you.

DROP DOG

The dog narrows his eyes and snarls, showing ivory-white teeth. Suddenly he realizes he is free, and with a puzzled look he hesitates between you and the guard.

Finally he seems to decide that he hates the guard even more than you, and races toward him! The guard — dense, but no fool – runs like hell, with the dog snapping at his heels!

This is the other side of the starting prison cell, and you can now head north to snag a gold nugget, one of the other treasures.

With the dog out of the way, you can get in the warden’s office, described as a TREASURE TROVE in the room name.

This is the warden’s office.
N

This small square stone room was used to store the warden’s treasures; particularly the things he took away from prisoners. The only exit is a dark doorway that leads south.

This is where the black figure’s stolen loot goes to. (The figure is, as Voltgloss observed from the comments, The Persian, usually cut or merged with other characters for movie versions, although he shows up in the 1925 silent as the Inspector Ledoux.) Just like classic Adventure, after you have items stolen a chest appears with the trove as well, and taking the chest away from the trove causes the theft to stop altogether. On my “final run” I had nearly all my treasures stolen. It was easier than managing the inventory limit, to be honest, and only took to making transfers from the trove back to the wharf (the final deposit place of loot) near the very end. I never considered this as a strategy for original Adventure because the Pirate area in the maze is inconvenient to get to, and the Pirate is less persistent than the Persian is about filching things.

There is a lovely little chest here, full of jewelry.

My next moment of enlightenment was also a little meta. It went back to a portion of the game I thought I had already mapped and resolved, a storm drain with one treasure.

However, when I tried to go back to the area (on another run-through) I got stuck, and despite going north many, many, many times I was not able to get out with the emerald. Given the fact I did nothing special the first time, and none of the items I was carrying seemed to affect the area, I tried again and managed to get out. It simply is random, and the kind of random that one player (me the first time through) might luck through at first, but another player (me on the second) might roll unlucky 25 times in a row. I never worked out the actual percentage chance of escape, but if it’s, say, 10%, that means there’s an 11% chance that you could get unlucky 25 times in a row.

You are in the stormdrain.
N

You are in the stormdrain.
N

You are in the stormdrain.
N

You are in the stormdrain.
N

You are in the stormdrain.
N

You are in the stormdrain.
N

You are in the stormdrain.
N

You are in the stormdrain.

So, going back to the “mazes” I couldn’t get out of as they seemed to be single-room (the Catacombs and the Living Forest), I tested the theory I was just getting unlucky and kept trying to get out. The catacombs follows this theory exactly, so I found a “jeweled idol” and was able to escape the way I came.

There are thousands of strange twisted trees all around you, and oddly dressed people are running back and forth among them. The forest is there wherever you look, endless, frightening.

The Living Forest I was merely able to leave, so I knew I was missing something. I especially knew I was missing something because of this message:

BREAK MIRROR

The Magic Forest is axe-proof, bullet-proof, and maybe even Adventurer-proof. Your attack has no effect.

The mirror isn’t described in the room, but I was clearly presuming right that one was there. I thought to SING (one of the verbs off my list) but no dice:

“The sun shines bright on Pretty Red wing …”
I practice in front of the mirror every morning!

I ended up needing to check hints from Exemptus. There’s some “sheetmusic” I already used to play on an organ and open a secret passage, but apparently it also counts as vocal music if you’re holding it when you sing at the Forest.

It’s a toccata of some sort … “Don Juan Triumphant.”

SING

Your high note shatters the mirrors into a thousand pieces!
WOW, you really HAVE got a voice that shatters glass!

LOOK

You are in the Magic Forest.

A litter of broken glass covers the floor. You can see passages leading north, south, and east.
One solitary iron tree stands in the middle of the room.

To the south there’s a “tiny brass cricket” and I admit I had to check hints here again. Despite no indication otherwise you can READ it.

There was engraving on its back, but most of it is worn away. The only readable letters are “-UM-“.

This suggests you can JUMP, which warps you to a room with a ruby, yet another treasure.

You have found a tiny little room painted all in green. Big gold letters on one wall say “JUMP ROOM”. A steep narrow tunnel leads down to the west. If you go down, you will not be able to come back up.

There is a wonderful ruby here, carved to look like a cricket.

My only obstacles that remained were the two types of rats, the little ones and the big one. For the little ones, I hadn’t tried the cheese yet (I tried it on the big rat but just hadn’t gotten around to testing it on the others):

The mice eat the cheese a nibble at a time. They seem a lot friendlier now that they’ve been fed.

This yields a pretty heavy “Russian urn” and you have to be careful because getting back to the opera house requires climbing down a fragile rope ladder, and if you’re carrying too much it breaks.

With that resolved I technically had every single treasure. The big rat doesn’t block anything, the area it leads to you has alternate routes, but I looked up what to do:

A giant rat, easily eight feet high, bares its sharp front teeth, twitches its whiskers, and refuses to let you go by.

kill rat

Oh, sure! By yelling “BOO” I suppose?

yell boo
The giant rat looks startled, shocked, and keels over. I guess the poor thing had a bad heart.

Once the hypothetical came up the answer was easy; I hadn’t thought to KILL RAT. The game otherwise emphasizes the essential uselessness of the verb so it wasn’t at the forefront of my mind.

The theoretical question is a lot easier than Crowther/Woods asking if you are sure you want to engage in fisticuffs with a dragon. You’re still engaging in the parser here in the same way you’ve always done, you don’t have to switch modes and imagine it is possible to interact with the hypothetical narrator. Additionally, for someone who has trouble, the puzzle is genuinely completely optional.

Passing through the room marked in red (with the rat) lets you access the “Southwest Shore”, but there are multiple ways to arrive at the same place, most of them very straightforward.

I still must have missed some kind of puzzle (or maybe I was playing too slow and number of turns matters?) because I didn’t get the full spread of points. After you drop the last treasure at the wharf you just need to wait.

There is a strange idol here, covered with jewels.
(etc, some treasures skipped, you need to drop the white scarf before a jade horse or the jade shatters)
There is a rather dusty — but valuable! — tiara here.
There’s a wonderful little marble statue, signed by someone named “Picasso,” standing here.
There’s a gold nugget, off of a watch fob, here.
There is a delicate white silk scarf here.
A small gold ring lies gleaming on the floor.

WAIT

There is a sudden roaring sound as the motor of the launch comes to life. Hurriedly, you cast off the single mooring rope. The launch races off across the sea and finally comes to rest on a lovely, idylic beach. The local inhabitants all crowd around to celebrate your arrival, and proclaim National Adventurer Day, especially in your honor!

Your final score is 321.
You need 14 more points to reach the next higher rating.
You have become a Junior Grandmaster!

I’ve been puzzling over if there’s some sort of real story here with consistent lore, or if the author decided to tag what she thought were neat elements of the Phantom of the Opera story. There certainly seems to be some kind of logic:

  • we know from the dive mention of computers that we’re referring to at least the 1970s, 1960s at latest
  • there are a number of very ancient things, like a “yellowing program” from the 19th century, that indicates everyone involved ought to be dead
  • yet we have someone who appears to be the Persian and a protagonist who is the Phantom
  • we also have a single guard who is guarding our protagonist at the start

The timeline suggests that Erik (the Phantom) is too old to be the same Phantom.

There is a strange old prison near here, long abandoned except for a few caretakers, and some half-mad vagrants. A few people say that the prison is haunted by some sort of ghost, and that it guards some fabulous treasure. A lot of people have gone to search the old place, and have never been seen again.

Are we some sort of undead? Like an actual ghost? All previous renditions (that I know of) have Erik be a man, just a deformed one, but I could easily see a different take given we live in a coffin. At least the terror of the old prison and opera house would keep people in the waterfront town from filching the treasure lying around, but I’m unclear if we have been imprisoned a very long time, only to now initiate our revenge, or if this is recent events (why the loss of memory then, though)?

We do get a bonus point if we are holding a photo of Christine when the boat picks us up.

I still thought the lore was effective; unlike Dr. Who Adventure, this leveraged the “fan-fiction shorthand” well to make particular elements much more suggestive than they might otherwise be. I especially liked being able to teleport directly from the location the treasure gets stashed at to the private box reserved for the Ghost.

From the Girard article Do-It-Yourself Adventure. CHRISTINE is listed as a movement verb but I never found out where it gets used.

This was very tightly constrained via the Adventure framework. Dian even mentions in the article above

My own adventure games are built from two basic parts: the driver program and the text files or “script.” The script contains all of the vocabulary words that the driver recognizes, plus the object and place descriptions. There is also a builder program that converts the text in the script to machine-readable tables. Because the games are script-driven. I can build 70 to 80 percent of a new game without ever touching the actual program source code.

which can suggest something like the Scott Adams interpreter, but also suggests to me that the game has to be a treasure hunt and is limited in movable-characters to dwarf and pirate analogues. Still, it’s about the best game this kind of paint-over could attain.

I worry about future games with the same engine branching out, but we need to wait until 1983 anyway until we get there. Coming up next we’ve got two more prison escapes (short ones), two 1982 games written by people who comment on this blog, and finally an incredibly difficult game based on a British TV show where the TV show itself involves playing adventure games.

Sunday, 28. April 2024

Renga in Blue

The Phantom’s Revenge: Into the Hacker’s Den

(This is a direct continuation of my prior posts on this game.) In addition to Norell having a port of Adventure to DOS, as mentioned in the thread here, Chuck Crayne also made an entirely different CP/M port of Adventure under the label California Digital Engineering. It’s a regular port with 350 points. Based on […]

(This is a direct continuation of my prior posts on this game.)

In addition to Norell having a port of Adventure to DOS, as mentioned in the thread here, Chuck Crayne also made an entirely different CP/M port of Adventure under the label California Digital Engineering. It’s a regular port with 350 points.

Based on investigation in that thread there’s no obvious hints that parts of the code were re-used for the original Crayne games, but it’s useful to see yet another connection. Even if the DOS engine was made “from scratch” deep familiarity with the original engine surely had some influence.

Weirdly, it is possible The Phantom’s Revenge is also making yet another Adventure-port reference, this time to Gordon Letwin’s port (originally Heathkit, and eventually the TRS-80 game Microsoft Adventure) but I’ll be getting to that.

My progress didn’t feel like “solving puzzles” technically even though I marked some of the puzzles off my previous list. Nobody thinks of the keys in original DOOM as being “puzzles” — there’s a blue door, you find a blue key, now you can open it. Similarly, here there were items I found that defeated obstacles where the use was 100% clear, the hard part was finding the item in the first place. The gating was by geographic-discovery as opposed to ratiocinating about a puzzle-dilemma.

My gameplay loop hence has felt different than my standard adventure playthrough. As illustration, here’s part of my map as I left off last time:

This is at the prison area (the YNGVI room is up on top) and some of the rooms have already been marked; this mark means I have checked north, south, east, west, northeast, northwest, southeast, southwest, up, and down, and made sure I haven’t missed any exits. The room descriptions have mostly been nice about listing all exits, but since my last session I’ve discovered one quite intentional deviation — and sometimes I just misread stuff — so this kind of care is necessary for play.

The “Dungeon” for example, I poked in and out of quite quickly on my last pass, but I had not marked it yet so I knew it still needed checking.

A sense of horror fills you as you realize you are in an old torture chamber. There is a rack, with tongs and braziers. One doorway leads west, and a dark opening is to the south.

The door of the iron maiden is open, showing a dark path that leads north.

S

You are wandering through the rat-infested dungeon.

The dungeon doesn’t say anything about exits, and in fact all exits work: this is another small maze.

This is the dungeon.

E

This is the dungeon.

S

You are wandering through the rat-infested dungeon.

The whole area is full of dust and cobwebs.

OK, this is technically a puzzle, but it is heavily telegraphed: I was carrying around a whiskbroom with nothing to show for it yet, and one of the dungeon rooms quite specifically talks about dust and cobwebs.

Your efforts raise a thick cloud of … achoo! … dust, and dislodge a trapdoor that swings open to show a dark opening in the … achoo! ACHOO! … floor.

D

You have found your way into an ancient crypt. The stones under your feet are worn, as if by the footsteps of people long dead, and the whole area seems old beyond belief. A narrow flight of stone steps leads up to a dark opening in the ceiling, and there is an equally dark arched doorway to the east.

Again, in a general gameplay sense, while this was a new discovery in the sense of a “wanderer explorer”, it didn’t feel like I had resolved some tricky gate. I think a good comparison is an RPG where you’re finding some new path in a dungeon, but not doing any work to get there other than look carefully. It still can be satisfying gameplay but it doesn’t happen as much with modern game density (and the implicit idea that a puzzle that isn’t really a puzzle is a bad thing).

Here’s another snapshot of map creation in progress. I tested every exit from the Crypt and marked it as “done”; then I moved on the room to the east, some Catacombs (“You are in a vast and silent catacomb, lined with the tombs of un-named, ancient dead.”) and found it was another maze, so I dropped an item (my trusty spoon, used at the start of the game for digging a whole and now my opening maze placeholder). So far on the image above I’ve tested west, southwest, and south, finding it to be looping.

Continuing my way around, I found every exit to be looping. In such a case I’ve also been testing my various magic words: FANTOME, HAM, and YNGVI. I’m not expecting any of them to work as they already have their locations, but I want to be careful about false assumptions. I’ve also found, by accident, that CHRISTINE is another transport-word, but I don’t know where it goes (“You can’t go in that direction, sorry” — like FANTOM and so forth do in the wrong place).

I don’t know yet if this means if the Catacombs is a puzzle that needs resolving, or just a softlock we’re supposed to avoid. I’ve also been stalled such in a Magic Forest quite near the Phantom’s “coffin” residence for similar reasons, although going north or south causes a unique effect:

There are thousands of strange twisted trees all around you, and oddly dressed people are running back and forth among them. The forest is there wherever you look, endless, frightening.
There is a tattered page of sheetmusic lying here.

D

You are in the Magic Forest.

There are thousands of strange twisted trees all around you, and oddly dressed people are running back and forth among them. The forest is there wherever you look, endless, frightening.
There is a tattered page of sheetmusic lying here.

N

With a sickening “THUD!” you hit your head against the cold, hard surface of a Magic Forest tree.
You are in the Magic Forest.

There are thousands of strange twisted trees all around you, and oddly dressed people are running back and forth among them. The forest is there wherever you look, endless, frightening.
There is a tattered page of sheetmusic lying here.

It could be that the Magic Forest is a puzzle and the Catacombs is a softlock, or they’re both softlocked, or they’re both intended as puzzles. I don’t know yet. It was time to move on (via a saved game) and explore more rooms, though.

The Warden’s Office have exits listed to the north and east, but I hadn’t tested them yet to a guard dog. (“A large dog with a spiked collar is sitting here. He looks like he might bite if you annoyed him.”) Incidentally, trying to attach the leash the dog says “there isn’t any switch on it” so either I’m going up the wrong tree or I am genuinely missing an item. It turns out only north is blocked by the dog, and east leads to a whole new area, so I kept mapping:

This is mostly of a “warden’s house”. You’ll notice not all rooms are marked; this means I haven’t done the thorough-exit check yet. In the Antechamber, I hit gold and hadn’t bothered to loop back yet:

This is a large rectangular room that was used as an office by the prison warden. Obvious exits lead east and north.

A large dog with a spiked collar is sitting here. He looks like he might bite if you annoyed him.

E

You are in a small antechamber of some sort. It is simply, but attractively, decorated with nooses and pictures of famous condemned criminals. Passages lead east and west, and there is a doorway in the north wall.

SE

You have found a secret passage that twists around through the prison walls. There are dark, forbidding openings to the east and northwest.

The game quite explicitly left the exit to the southeast unmentioned. This means my test-all-exits has not been in vain but it also means, since there’s at least one, I have to keep going. From an author’s perspective, sometimes it is tempting to violate some gameplay norm once for effect, with the knowledge that it only happens once; from the player’s perspective, they don’t know if the gameplay norm will be violated in the future, so they have to imagine it can occur an infinite number of times!

this is a nice comfortable study. There is a fireplace, some comfortable chairs, and the walls are lined with books. There are some rather plain doorways to the north and east.

There is a beautifully carved jade horse here.

E

You are in the warden’s bedroom. It is rather plain, and the only doorway leads west.

There is a document lying on the floor marked “ONE ONLY”

This document solves another puzzle, the guarded gate. It technically is slightly ambiguous (so requires a little thought process) but in practice I knew immediately where it had to go, so the effect was more like finding the blue DOOM key.

The warden house area incidentally has a newspaper clipping which help get through yet another door:

This is the east end of the prison exercise yard. There are high stone walls all around you.

There is a yellowed newspaper clipping lying here.

GET CLIPPING

Okay.

READ CLIPPING

“Operatic soprano Mille. Christine Daae has the perfect combination for a star: a magnificent voice coupled with a perfect face and figure. The beautious Mlle. Daae, born 112371, shines like a diamond on the stage of the Paris Opera.”

The oddly-given date suggested I should use the number at the vault in the office, and indeed it works (you just type the number like it was a magic word), although the only item in the vault is another treasure (a “lovely pink diamond”).

I shouldn’t be quite so blasé about the puzzles because there were two “obvious” puzzles I didn’t recognize right away. In one case I mentioned both parts in my last post: a card that said “Joe sent me” and a “dive” that wouldn’t let me in the back. By writing my post and reading it over I realized they had to go together.

This is obviously a low dive. Big burly men in black shirts, fallen women, and computer freaks of all sorts line the dirty bar. A crazed young man is frantically pushing buttons on a big machine with bright blinking lights. There is a small, inconspicuous door in the east wall.

E

This is a well-concealed backroom, filled with strange sounds. The air is heavy with odorous smoke. Cheap chairs line the walls, and people of all sexes lean back listlessly with sheets of paper in their hands and odd dark-screened devices in front of them. Some are muttering to themselves, others laughing.

There’s a very expensive Persian rug on the floor.

There’s no acknowledgement the item even does the solving, someone might run into the Parallel Universe Problem and solve it by accident. Also, that second room is described as a HACKER’S DEN in the title description, which strongly suggests to me another room specifically in Microsoft Adventure:

YOU ARE IN A STRANGE ROOM WHOSE ENTRANCE WAS HIDDEN BEHIND THE CURTAINS. THE FLOOR IS CARPETED, THE WALLS ARE RUBBER, THE ROOM IS STREWN WITH PAPERS, LISTINGS, BOOKS, AND HALF-EMPTY DR. PEPPER BOTTLES. THE DOOR IN THE SOUTH WALL IS ALMOST COVERED BY A LARGE COLOUR POSTER OF A NUDE CRAY-1 SUPERCOMPUTER.

A SIGN ON THE WALL SAYS, “SOFTWARE DEN.”

THE SOFTWARE WIZARD IS NOWHERE TO BE SEEN.

THERE ARE MANY COMPUTERS HERE, MICROS, MINIS, AND MAXIS.

This might just be coincidence; there is no scene similar to the Microsoft game where taking a computer causes you to get punished.

The second “obvious” puzzle I missed was involving the “big round black thing, with a hole in it”, and to be fair that description is vague. However, if you grab it and take INVENTORY you find it is actually a “LARGE BLACK INNER TUBE” — in other words, it lets you travel along the river. I had already traveled along the river but didn’t realize it was helping! I did have one other river location I had missed earlier (before I had the tube) leading me to a new area:

There seems to be no end to the river. Your eyes rest in fascination on the debris that floats along beside you. There is a narrow dark niche cut into the east bank here.

E

This is a dark niche in the east bank of the river. An ominous vaulted opening leads off to the east, and the river rushes by on the west.

E

You are moving along the watery path of an ancient Roman aquaduct. A dark vaulted opening leads west, and there is a rather ornate mosaic-covered archway to the south.

S

You are standing in the vast hall of an ancient Roman Bath. Everywhere you turn your lamp you see fabulous mosaics of sea creatures and lovely naked nymphs on the walls. There is a large arched opening in the north wall, and a hole in the floor where the tiles caved in. If you go down, you won’t be able to come back up.

There’s a piece of rare coral here, carved into a mermaid.

Still, even with this moment of realization this still felt more like expanding the map in an RPG (without puzzle-blockers) than in an adventure. I did technically solve two other things: I played music at an organ and found a new treasure…

There is a magnificent pipe organ against the south wall. Its gleaming pipes, pedals, and manuals seem to fill the room.

PLAY ORGAN

The organ swings slowly out from the wall, revealing a dark opening in the south wall.

…and I tried digging at the beach and found a pearl necklace…

There is a small patch of sand here, and the seawater laps gently back and forth just south of you.

DIG

Your digging uncovers a lovely pearl necklace!

…but really, I am only just now filling in the last pieces of the jigsaw puzzle’s borders before starting on the hard work of the “stumpers” of the game. My updated obstacle list:

obstacles: single large rat, multiple rats, guard dog, going west at starting prison cell, the magic forest “maze”, the catacombs “maze”, figuring out where CHRISTINE gets used

(Oh, I was able to get to the prison cell from the other side but I still get stopped by a guard, and there’s clearly a room there I need to see. So it’s the same puzzle, now just I have two ways to get to the same place.)

Friday, 26. April 2024

Renga in Blue

The Phantom’s Revenge: A Rush of Exultation

(Previous post on this game here.) I need to dig back in the history bin in order to contextualize some design choices made with The Phantom’s Revenge, and one particularly wild moment that threw me aback. I need to talk about Jim Gillogly, Walt Bilofsky, and Software Toolworks. The above clip (Softalk, December 1982) I […]

(Previous post on this game here.)

I need to dig back in the history bin in order to contextualize some design choices made with The Phantom’s Revenge, and one particularly wild moment that threw me aback.

I need to talk about Jim Gillogly, Walt Bilofsky, and Software Toolworks.

The above clip (Softalk, December 1982) I already used in my discussion of The Hermit’s Secret, but I left out talking about The Original Adventure, which was published before either Girard game. What makes its presence here something of a puzzle is that the Gillogly/Bilofsky edition — which adds several puzzles and an endgame — was first published by an entirely different company, Software Toolworks.

In 1980, Walter Bilofsky was working at RAND in Santa Monica, and had a Heathkit H89 that he assembled out of a kit as a home computer. With his computer he wrote an enhanced C compiler (rewriting an earlier compiler called Small C made by Ron Cain), and started selling it for $40. Bilofsky originally wanted to sell the product for $80 and wanted to split profits with Cain, but Cain was not interested (early hacker ethos, he just wanted to spread the gospel of C) so he halved the price instead.

This was the start of Software Toolworks, and in early 1982 Walter started selling a version of Adventure.1 Just like Small C, this was based on pre-existing code, this time from 1977 by Gillogly (in C) although the Software Toolworks version adds three treasures and a new endgame. This means, yes, I should go back and play it at some point since it isn’t just a port. It incidentally is the one commercial version which eventually (in later ports) got an official endorsement from Crowther and Woods and started paying them royalties.

From the Museum of Computer Adventure Games.

The software was compiled for the CP/M operating system and HDOS and ran on Bilofsky’s beloved H89; it was not originally sold for the DOS operating system but my guess is the Norrell version (which we do not have) was arranged so a DOS version was available. This isn’t an enormous technical leap (the operating systems are fairly close together) but it means that Mel Norrell had C source code at hand that was a quite direct port.

This program was originally developed by Willie Crowther. Most of the features of the current program were added by Don Woods. The UNIX version was implemented in C by Jim Gillogly, and expanded and moved to the 8080/Z80 by Walt Bilofsky.

And by quite direct, I mean it even includes a feature left out of some versions, which is you can enter commands in the wrong order. That is, LIGHT LAMP works, but so does LAMP LIGHT. This tends to only be true of derivatives of Crowther/Woods Adventure; even parsers that recognize verbs and nouns like Avon insist on them being in the right order.

Guess which game also allows verbs and nouns to be given out of order?

There is a rather battered old spoon on the floor.

SPOON GET

Okay.

It’s not exact one-to-one code — for example, the weird “blank response” verbs aren’t broken in the Software Toolworks Adventure — but I feel like that the engine here had to have been created by directly eyeballing what came out of Adventure if not at least cribbed in part directly.

This explains, for example, why there are still people functionally equivalent to the dwarves and pirate in this game, despite it being Girard’s second published game. It comes off as a “re-skin” and the way puzzles work — mainly by not letting the player go through a particular exit — also gives a similar feel.

The maniac(s) — that I saw last time and had trouble throwing an axe at — serve as the dwarves. I had been typing THROW AXE, but I needed THROW AXE AT MANIAC (again, not exactly like original Adventure).

There is a nasty-looking maniac here, eyeing you.
One sharply honed knife is thrown at you.
It missed!
This is the middle of the stage. Far above you can see huge flats of scenery held in place by guy wires and ropes. Just in front of you is the orchestra pit, and beyond that stretches an endless sea of seats, upholstered in red plush. There is a small curtained exit to the east.

THROW AXE AT MANIAC

You attack a maniac, but he moves nimbly out of the way.

TAKE AXE

Okay.

THROW AXE AT MANIAC

You killed a maniac! An incredible giant rat lumbers out of the shadows, gobbles up the corpse, and leaves squealing.

Alternately, a ghoul may come out to drag out the carcass. The ghouls also serve as the games “grues” or “pits” and will get you if you wander in the dark.

The pirate, on the other hand, is a “tall dark man”.

There is the sound of heavy breathing from the darkness behind you.

This is a large dressing room obviously intended for a star. It has a pretty dressing table, and a screen covered with roses, cherubs, and an incredible collection of love letters. They are all addressed to someone named Christine. The only doorway is in the east wall.

There is a rather dusty — but valuable! — tiara here.

GET TIARA

Okay.

E

A tall dark man wearing an astrakan hat and evening clothes slides slyly out of the darkness, comments “I’ll just relieve you of that,” and lightly snatches up your treasure before vanishing into the shadows.

The references to Christine made me highly suspect we were dealing with this fellow:

Returning to my main point: you would think the strong restriction mechanically to Adventure would make any notion of a plot twist impossible, but The Phantom’s Revenge does something to pull it off anyway. It feels a bit like “engine abuse” akin to building a tower defense game in a Baba is You level but that just made me even more impressed.

So, returning to the game’s content itself, here’s a meta-map of the environs.

You’ll notice lots of dotted lines. Those are for the magic words that allow fast travel. They tend to be (or at least have tended so far to be) easy to find. As Andrew Plotkin pointed out in the comments, we saw one with the phrase “Yngvi is a louse” which originated in the short story The Roaring Trumpet and immediately became a meme in the sci-fi/fantasy community.2

Picture from The Roaring Trumpet as it first appeared in the fantasy fiction publication Unknown, May 1940. Story by L. Sprague de Camp and Fletcher Pratt; illustrators for this issue were Cartier, Hewitt, Isip and Schneemann.

“Ham” is a little more indirect, but still obvious:

You are in a small alley, walking under a lovely blue sky. You can hear some traffic noises to the south. There is a weatherbeaten door to the north that says “Deliveries.”

There is some rudely scrawled grafitti on the wall.

READ GRAFITTI

It says “Every ham wants center stage,” and looks like it was put on in a hurry with a spray can.

HAM

It is now pitch dark. If you go on you’ll probably be eaten by a ghoul.

LIGHT LAMP

The lamp is now on.
This is the middle of the stage. Far above you can see huge flats of scenery held in place by guy wires and ropes. Just in front of you is the orchestra pit, and beyond that stretches an endless sea of seats, upholstered in red plush.
There is a small curtained exit to the east.

More ominous is “FANTOME”.

You are at the south end of the wharf. There is a moorage of some kind just south of you, with a broad harbor beyond. Far off on the horizon there is a small island with a grim building on it that fills you with indescribable horror.

S

You are standing in a rather large motor launch that is moored to the end of the wharf. There is a neatly lettered sign in the stern that says “Put loot here.” The name on the side of the boat is FANTOME.

FANTOME

You are in a private theatre box, furnished with two red and gold chairs. A small sign on the wall says “Reserved for the Ghost.” The whole room is draped in red velvet except to the east, where a gap in the curtains lets you see the stage. The only exit leads northeast.

There is a tattered page of sheetmusic lying here.

As the “put loot here” message implies, I did find the place where the loot goes, and you have the typical satisfaction of a score increase when making the deposit. What I found puzzle is the location. Hermit’s had you deposit at a spaceship, and leaving the planet seemed like an appropriate end to the game. Here, we are leaving our ominous prison/opera house to an even spookier island filled with “indescribable horror”?

There is some sense to this, which I’ll be getting to. But at least at that moment I was quite puzzled.

I’m not going to give all my maps yet — they’re definitely works in progress — but the picture above shows part of outside.

You are in the middle of a short section of waterfront. The entrance to some sort of low dive opens to the north. South of you the boardwalk stretches out into an old creosoted wharf, and you can hear the roar of the surf.

N

This is obviously a low dive. Big burly men in black shirts, fallen women, and computer freaks of all sorts line the dirty bar. A crazed young man is frantically pushing buttons on a big machine with bright blinking lights. There is a small, inconspicuous door in the east wall.

The presence of people, that is, normal people walking around, not maniacs throwing knives in the dark — makes for some interesting spice to the atmosphere. There are people here living (and playing some manner of arcade game) but surrounded by a decaying opera house, prison, and distant creepy island. None of them talk, but this feels appropriate for the decay.

Well, mostly none — if you try to go east, a bouncer stops you, which is one of my unsolved puzzles. Also nearby there’s a “guard kiosk” to the prison which requires a pass and I have no pass.

South of the dive is the “loot here” place, and underneath there is a beach which serves no purpose I could find. Mind you I waited many terms, being burned by both Zork III and Avon requiring you to hang out on a beach hoping something shows up.

There is a small patch of sand here, and the seawater laps gently back and forth just south of you.

S

This is where the ocean meets the land. The waves roll in and out in hypnotic sequence.

The prison area has a bunch of curious items lying around (like keys, a whiskbroom, and a “round black thing” where you get no further description); I was able to use the keys to unlock an “iron maiden” which opened a secret area blocked by a dog. Going in a different direction led to a river where I was able to ride a grate (?) down a river before making it to a mysterious underground lake.

You are at the mouth of a large river that runs here from the north. South of you it feeds into a large underground lake.

S

This is the north east shore of a peaceful underground lake. You can see only water and the massive stone wall enclosing it.

The underground lake connects to the backstage rooms of the opera house, including an area blocked by many rats and an area blocked by one giant rat.

This is a rather dirty tunnel that slopes up to the south.
It turns into some sort of gravel covered area to the north.

A giant rat, easily eight feet high, bares its sharp front teeth, twitches its whiskers, and refuses to let you go by.

FEED RAT

The rat gobbles up the cheese, and then starts to eye you as a possible second course.

The upper portion of the opera house has some seats (a small maze, a gold ring is there), an office with a safe (which I haven’t opened) and, weirdly enough, a Gutenberg bible as one of the treasures.

Treasures marked in color.

As the pictures above imply, a good number of the treasures tend to be just lying around (again Adventure-style) although managing to get them all to safety (the wharf) without theft is somewhat tricky to coordinate (just like Adventure) and the lamp is running out of power at the same time and must be conserved (also just like Adventure).

The bit that wasn’t just like Adventure is one of the last pieces I mapped:

This is a small, rather oppressive drawing room. It is decorated in black, with a few touches of crimson and silver. Dark forbidding doorways lead out of all four walls.

There is a framed photograph of a lovely woman here.

N

As you walk into this black draped room, and see the great ebony coffin that is its only feature, you feel dizzy and suddenly faint. Then, with a rush of exultation, memory returns to you! This is your home, your secret lair. YOU ARE THE PHANTOM!

While the situation still doesn’t completely make sense to me, multiple pieces clicked: the reason we started in prison, the ambiguous opening, and most importantly the reason why we’d be gathering treasures to take to a spooky island — I assume to enact the “revenge” that we are seeking. I am curious if more plot points, I suppose again via room description, get dispensed along the way.

The curious design aspect here is that while I found the above revelation pretty deep in my wanderings, it would have been possible to discover it early. It wouldn’t have undermined things, exactly, but it was a more effective moment when I had the oddness of the situation hanging as I was making a map. I admit I didn’t trust it would go anywhere — The Hermit’s Secret never really did — which is part of why it took me by surprise.

So the man in black is someone else entirely. Since I haven’t found his lair I don’t want to speculate yet as to his identity (and of course the game might not give a satisfying answer).

A list of everything I’ve found so far:

treasures found: silver comb, tiara, ornate clock, framed photograph, russian egg, emerald, book, ivory bracelet, platinum brooch, gold ring, opera program

items found: spoon, cheese, ticket, white silk scarf, round black thing, whiskbroom, leash, keys, musicsheet, little card (“Joe sent me”)

obstacles: single large rat, multiple rats, guard dog, safe, dive, guard station, going west at starting prison cell, and I still need to map out a “magic forest” near the coffin

Yes, I should try the leash on the dog, I’ll get to it, but I suspect I’ll need to do something else to make the dog peaceful first. This is a game where coming up with the initial map is overwhelming and solving puzzles really has to come after already spending several hours just soaking up the locations.

The seats maze just for reference.

1. The copy at the Museum of Adventure Games is marked 1.0 and seems to be the earliest. It is dated February 1982. Even though some sources say it was released in 1981 I’m sticking with 1982.↩

2. Fortunately the air was warm enough so Shea didn’t mind the loss of his garments from a thermal point of view. Around them the dungeon was silent, save for a drip of water somewhere and the occasional rustle of a prisoner in his cell. Across from Shea there was a clank of chains. An emaciated figure with a wildly disordered beard shuffled up to the bars and screamed, “Yngvi is a louse!” and shuffled back again.

“What means he?” Heimdall called out.

From the right came a muffled answer: “None knows. He says it every hour. He is mad, as you will be.”

“Cheerful place,” remarked Shea.↩


Not Dead Hugo

2024 update

 Well, it's been three years since the last one, so I guess I'm due for a new Not Dead Hugo post.  In the past few months, I have been cracking open some Hugo code once again.First off, a special shout out to the hundreds of bots who visit this blog every month.  Thank you, Hong Kong!  I still have never learned any general purpose coding languages to the extent that I know

 Well, it's been three years since the last one, so I guess I'm due for a new Not Dead Hugo post.  In the past few months, I have been cracking open some Hugo code once again.

First off, a special shout out to the hundreds of bots who visit this blog every month.  Thank you, Hong Kong!  

I still have never learned any general purpose coding languages to the extent that I know Hugo.  I mentioned on here at one point how I wrote a Hugo "game" to coordinate my family's Secret Santa program.  It allows me to easily disallow Secret Santa matches from previous years so people don't get the same pick, and using game transcripts, it writes all of the picks to text files so I can be as surprised as everyone else, as far as who has picked whom.

In the last year, I decided that it would be nice to have a companion compilation that would allow my family members to look up Secret Santa's on their own (for the times you have a really inspired gift idea for someone so you would like to pass the idea on to their actual Secret Santa... or whatever other reason you might want to know).

So, I wrote this companion app.  The two programs shared a file that both could write to or read from (like I did in my joke game "The Halloween Horror").  For some reason, though, at first, values were getting overwritten by the second one.  I decided this merited some more in-depth examination of my "configuration file helper" extension, but by the time I got around to doing the deep dive, I had already redesigned my pair of "games" and was no longer able to replicate the issue.  Sometimes it's kind of disappointing when everything works, no longer able to figure out why anything ever went wrong.

Hugella over at the Jolt Country interactive fiction started a project to review all of the IF Archive's uploaded Hugo games at the tail end of 2022.  One of the early games covered was Robb Sherwin's port of the BBS door game "HAMMURABI."  Opening up the game myself reminded me that I once thought it'd be a good coding exercise to add some perks.  The main thing I wanted to do was to have the game use the normal Hugo engine game loop instead of 'while' loop so that meta commands like SAVE, RESTORE, and (most importantly) QUIT worked.  I also wanted to stop it from accepting negative numbers and other things that could easily mess up the game.

I thought about this idea in 2023 but I think I actually even gave up on it at some point, since Hugo only understands a few numbers as dictionary words by default and commands need to be understood for the game loop to work.

But there I was, in 2024, with new ambition and grit!  And I was successful (the new version is now up at the IF Archive, I believe)!  So that was fun.

There was a snag at one point, though.  My Roodylib code that turns inputted-numbers into actual numbers expected unrecognized words in the word array to have the value 0, and in my code, they were coming up as -1.  Part of me remembered seeing parse$ (the variable where Hugo saves unrecognized words) having the value -1 in the past, but I just figured I must have gotten something wrong.

So this (and another sort of meaningless update- just added some additional information at the start of game transcripts in games compiled in debug mode) caused me to upload a new version of the Roodylib suite and updated the Notepad++ packages.

Only after all of this was done did I discover the true culprit.  parse$ in a word array filled by the parsing engine gets the value -1, but parse$ in a word array filled by the input command has the value 0.  So future releases of Roodylib will allow for both values (since no legitimate dictionary word will ever have those values) but I'm not going to upload a new Roodylib suite right away.

In other Hugo news, I recently made the acquaintance of a blind IF fan so I was excited to share some Hugo games I've compiled with some accessibility stuff that strives to make games work better with screenreaders.  I don't think he noticed any of those features (which isn't a big deal since they are barely noticeable, to be honest), but he did notice that a daemon wasn't triggering properly in the game Spur.  While I was quick to suspect that some of my Roodylib updates had broken something, it turned out that some of Spur's 1999 daemon code doesn't play nice with the modern Hugo library.

It was easy enough to replicate the intended behavior in other ways, though, and I made a note about this Spur code over at Hugo By Example.  I've been trying to update Hugo By Example more in general.  Among a handful of pages, I added a step-by-step walkthrough on using the Windows Debugger as I get the impression that many Hugo authors don't take advantage of it.

In other project news, as someone who feels he has awful time management, I coded a thing in Hugo that randomly picks tasks I want to do and rewards I could have (again, I don't know any general coding languages well).  I used Hugo's system time stuff to determine what day of the week it is and what time of day so that some tasks can be limited to day or night or weekday or weekend, if need be.  Finding online equations for finding the day of the week was fun; I can't remember the last time I've needed the mod function for a game.  Still, it's unlikely that any game most people write will care if players are playing the game on a Monday so I don't think I'll be adding that code to any of the Roodylib libraries.

The plan is that I will work on my own game ideas at some point, but since working on my own games is the worst, I'll probably find one or two distraction projects to do before that happens. 

Thursday, 25. April 2024

Choice of Games LLC

“Werewolf: The Apocalypse — The Book of Hungry Names”—Unleash Rage and wield spirit to heal the land and rebuild your fallen pack.

You and your shattered werewolf pack must save the living Earth with Rage and spirit! In this interactive novel with hundreds of choices, can you defeat a Wyrm Spirit who manifests as a lie that you want to believe? We’re proud to announce that Werewolf: The Apocalypse — The Book of Hungry Names, in partnership with World of Darkness and Paradox AB, is now available for Steam, Android, and on iOS i


You and your shattered werewolf pack must save the living Earth with Rage and spirit! In this interactive novel with hundreds of choices, can you defeat a Wyrm Spirit who manifests as a lie that you want to believe?

We’re proud to announce that Werewolf: The Apocalypse — The Book of Hungry Names, in partnership with World of Darkness and Paradox AB, is now available for Steam, Android, and on iOS in the “Choice of Games” app.

Werewolf: The Apocalypse — The Book of Hungry Names is 25% off until May 2nd! As a special offer, if you purchase Werewolf: The Apocalypse — The Book of Hungry Names by 11:59pm PDT on April 26th, we’ll give you the Wardens and Furies DLC, featuring the options to play as a member of the Black Fury tribe or the Hart Warden tribe, for free.

Werewolf: The Apocalypse — The Book of Hungry Names is an interactive novel by Kyle Marquis set in the World of Darkness. It’s entirely text-based, without graphics or sound effects, and fueled by the vast, unstoppable power of your imagination.

Shapeshifter. Mystic. Hero. Monster. You are a werewolf, and you are all these things. Werewolves are the living earth’s last guardians, created by Gaia, given the gift of shifting between human and wolf forms, and called to stop humanity from destroying the world.

But you have failed.

Three years ago, packs of werewolves worked together as a Sept in Broad Brook, Massachusetts, battling the Wyrm, the enemy of Gaia. While other Septs fell to the Wyrm or tore themselves apart with fratricidal Rage, Broad Brook thrived. Some said they would be the ones to stop the Apocalypse.

But in one night, a Wyrm Spirit called “the Answering Tiger” destroyed the Broad Brook Sept and defiled its caern. In fact, Broad Brook had never been thriving at all. The Tiger had deceived their senses, disordered their thoughts, and turned them against one another. Where the different tribes saw trust, in truth there was resentment and growing Rage. Where the different packs saw safety, there were security flaws that could be exploited. Where they saw the Wyrm, there were innocents that they massacred, before reporting to other Septs about another glorious victory.

Their cruel pride allowed the Wyrm Spirit to deceive them, and they mostly destroyed themselves. The Answering Tiger had servants, too, monstrous Banes and fomori, and even werewolves sworn to the Wyrm. But they were only there to pick off whoever was left.

Now, the Stormcat, once the Patron Spirit of the Broad Brook Sept, has called upon you to rebuild a pack from the survivors and fight back against the Answering Tiger. In the savage woods and decaying towns of New England, you will forge your own legend.

Build Your Pack. Human and werewolf survivors haunt the woods and hide in the cities: find them to learn what happened and to rebuild the werewolf nation. But not all werewolves can be trusted: shun those wolves consumed by Rage, and pity those who have lost the Wolf and become empty shells.

Survive the Wilds. A desperate exile, shunned by those of your old pack who have abandoned their oaths to Gaia, you’ll have to survive by your wits. A winter night can kill as surely as any monster: find shelter, seek allies among spirits and humans, and learn how far you’ll go to survive.

Unleash Your Rage. You are one of Gaia’s monsters, a living weapon, herald of horror and death. Now the Apocalypse is here: wield your Rage with savage cunning and keen discretion, or it will swallow you whole.

• Play as male, female, or nonbinary; befriend or romance werewolves and humans of all genders.
• Shapeshift among five forms to slaughter your enemies, or outwit them to take what you need.
• Choose your auspice (moon-sign) and your werewolf tribe to learn what sort of monster you are. Play as a Bone Gnawer, Child of Gaia, Glass Walker, Shadow Lord, or Silver Fang.
• Claim your territory and heal the spirits there to unlock Gifts that let you summon animals, see into the past, or enter the spirit world.


How to get our free DLC for “Werewolf the Apocalypse: The Book of Hungry Names”

If you purchase Werewolf: The Apocalypse — The Book of Hungry Names by 11:59pm PDT on April 26th, we’ll give away the “Wardens and Furies” DLC, featuring the options to play as a member of the Black Fury tribe or the Hart Warden tribe, for free. Here’s how to access your free DLC. If you run into trouble, you can email us your purchase receipt at support-hungr

If you purchase Werewolf: The Apocalypse — The Book of Hungry Names by 11:59pm PDT on April 26th, we’ll give away the “Wardens and Furies” DLC, featuring the options to play as a member of the Black Fury tribe or the Hart Warden tribe, for free.

Here’s how to access your free DLC.

  • Steam: On the Steam Store page, there’s a link to buy the DLC for $0 for a limited time.
  • The “Werewolf: Book of Hungry Names” app:
    • On iPhone/iPad: The app itself costs $14.99 to download; when you download it, you’ll see an option to “buy” the DLC for $0. (The price will increase on April 27.)
    • On Android: The app is free to download. When you open the app, you’ll be prompted to buy the full game for $14.99. When you buy it, you’ll be prompted to login to choiceofgames.com. Logging in will give you access to the “Wardens and Furies” DLC at no additional charge.
  • The “Choice of Games” app: When you buy the game, you’ll be prompted to login to choiceofgames.com. Logging in will give you access to the “Wardens and Furies” DLC at no additional charge.
  • Our website: If you buy the game on our website at choiceofgames.com before the deadline, you’ll automatically unlock the “Wardens and Furies” DLC at no additional charge.

If you run into trouble, you can email us your purchase receipt at [email protected] and we’ll help you sort it out.

Tuesday, 23. April 2024

Renga in Blue

The Phantom’s Revenge (1982)

We last saw Dian Gerard (or Dian Crayne, or J. D. Crayne) with The Hermit’s Secret, as published by Norell Data Systems; she followed up the same year with The Phantom’s Revenge. Treasures, puzzles, and danger are waiting for you. Over a hundred rooms, a fascinating and challenging adventure. For my general history see my […]

Our author circa 1962, from the Internet Archive.

We last saw Dian Gerard (or Dian Crayne, or J. D. Crayne) with The Hermit’s Secret, as published by Norell Data Systems; she followed up the same year with The Phantom’s Revenge.

Treasures, puzzles, and danger are waiting for you. Over a hundred rooms, a fascinating and challenging adventure.

For my general history see my Hermit’s Secret post, but I have two pieces of news regarding Dian to add:

1.) Monster Rally, previously a lost game, has been unearthed. (Described as: “a large text only horror/fantasy epic weighing it at circa 300 locations”.) We’ll make it there in 1983. Oddly, the rescued copy is credited to Dian’s husband, Chuck Crayne, and despite all the games of this line being credited to Dian, he may have done some uncredited collaboration on the others. They at least worked together some; the pair are credited together in 1985 with the book Serious Assembler.

2.) Exemptus has investigated the game Granny’s Place — a game that lacked a name as published by Temple Software — and concluded Dian Gerard/Crayne was responsible for that game too. He goes into the reasons why in the post, but I wanted to highlight the use of encryption to “sign” the code:

The table of messages in the game files is encrypted with a 1-byte XOR operation. This is not uncommon, but guess what the value of the encryption byte is: hexadecimal DC, the initials of her name. So basically she signed the code.

Before getting into The Phantom’s Revenge, I wanted to look backwards a little at the formation of the publisher Norrell, as it explains how at least a little how what normally seems like a “utilities company” had more connection with games than it might seem at first glance. We can trace the story back to 1975 and, weirdly enough, the Sphere computer, which only lasted from 1975 to 1977.

Byte Magazine, September 1975. Ben Zotto has a long presentation here done at the Computer History Museum if you’d like to see more.

Despite the short life span of the computer, a company formed — Programma Consultants, headed by Mel Norell — producing software for the Sphere as well as a newsletter.

Our main function is to provide reasonably priced software program products to users of 6800 based machines. Specifically, we have been providing support software for the Sphere Series/300 System since June 1976.

The above statement was written in June 1977, when Sphere was already applying for Chapter 11 bankruptcy. It incidentally reports that Sphere was “in the hole” for $600,000.

While the Sphere was alive, Programma produced a replacement operating system (OS/1) and published some games, like a chess program by Chuck Crayne (that’s Dian’s husband, remember) and a “Tank War Game” by Scott Adams.

Chess from the Sphere 1 Emulator.

Simultaneous to this, the accountant Dave Gordon discovered computers in 1977, originally putting down payments on both a TRS-80 and a Commodore Pet; when saw an Apple II, he canceled both orders and went all-in with Apple. He scrounged (and pirated) software. According to a July 1983 profile in Softline:

From the first day he got his computer, Gordon seemed intent on acquiring every public-domain program written for the Apple. His enormous appetite for software drove him to user-group meetings, software stores, and the homes of fellow Apple owners. A hustler, a trader, a Brooklyn-turned-L.A.-bum, Gordon copied and traded software as if it were bubble-gum cards.

Gordon became friends with Norrell (no doubt due to Gordon meeting everyone in the computer community) and formed Programma International with him in 1978, expanding past Sphere computers to computers more generally. Programma became (in)famous for putting out a blizzard of software in the next two years of high and low quality. While they generally stayed associated with Apple, they went into PET, TRS-80, Atari, and the Exidy Sorceror as well.

The catalog I just linked includes Disk Magic, Apple II software by Dian Girard. It sold for $25.

This utility program allows the user to examine and modify diskettes created for the Apple ][ from the physical sector level and without the limitations imposed by standard DOS commands. It is possible to determine actual remaining disk, space, release system space for program use, fix damaged files of all types, and restore some files that have been deleted. A comprehensive manual included.

The company was having trouble by late 1980 and got bought by Hayden Book Company. Gordon stayed on as a vice-president, but Gordon was soon out due to personality clashes and formed the new company Datamost.

Norrell went off to form Norrell Data Systems instead. One of their earliest products was Rocket Command for Apple II, an arcade game that looked a lot like something that would come out of Programma instead, and in fact there was some confusion about this at the time; Mel Norrell wrote in to Softline to correct them on giving credit to Programma for the game.

Just a Missile Command clone.

After this, though, the catalog essentially settled on utilities for DOS. It is nice to know that Norrell as a person (albeit under a different company) had a brief moment of massive game distribution before switching gears.

Enough wandering, let’s get into the game:

So you want to challenge the Phantom!
Would you like instructions?
yes
There is a strange old prison near here, long abandoned except for a few caretakers, and some half-mad vagrants. A few people say that the prison is haunted by some sort of ghost, and that it guards some fabulous treasure. A lot of people have gone to search the old place, and have never been seen again. If you want to explore the old place, I’ll help you all I can. Direct me with one or two words, and if you’re stuck, type INFO for general information, or HELP for some basic instructions.

This program and script were developed by Temple Software, Inc.

You are in a tiny stone cell. The only light comes from a small barred window, too high for you to reach. There is a massive iron-bound door set in the west wall. It is ajar.

Impenetrable gray stones surround you on all sides. When you look cautiously around the edge of the door you see the back of a burly uniformed guard, and hastily retreat.
There is a slightly moldy piece of cheese on the floor.
There is a rather battered old spoon on the floor.

Despite there being of plenty of room for text I feel like we’re missing some context that’d be in a manual. We’re still on a Treasure Hunt (I think) but we start stuck in a prison instead, and then need to break out before we start exploring.

Trying to just leave to the west has us stopped by the burly guard.

The guard is a little out of condition, but take it from me, he’s MEAN! You can’t get past him without the proper resources.

It’s possible we’ll reckon with him later. I would have been stuck longer but I brought out my standard verb list to test and DIG happens to be quite early:

As you dig frantically at the east wall, the stones slowly loosen! Suddenly, several of them fall to the floor, along with a bright gold ring that had been embedded in the mortar! The ring rolls across the floor and vanishes under the door – leaving you with a heap of rubble and a hole in the east wall.

The map then opens up a bit, so while the bottleneck only lasted a short while, it did serve some purpose in giving some sense of atmosphere and plot that the author’s previous game lacked.

Just for the record, I did finish my verb list:

Purple items are verbs that give “blank responses”. This apparently happens with these specific verbs in other Norrell games, so it is a common codebase bug. For two of the words (FLOAT and LAUNCH) the game reacted like they were nouns instead. Notable green-marked verbs are SING, FOLLOW, and WAKE, none of which are easy to think about while in the midst of puzzle crunching.

After making the prison escape:

You force your body through a tight east-west crawl, moving along carefully on your hands and knees.
E

The tunnel you are in is dark, and you feel the floor ahead of you carefully, fearful of open pits or traps. The floor is dry, gritty, and seems to be made of great slabs of stone. There is a strong current of air coming from the southwest.
SW

You are crawling along through a dark, low ceilinged tunnel. The floor is fairly smooth here, and you can feel fine soft powder that might be dust. There is a dim light to the southwest, and an equally dim glow to the east.
SW

You are walking on a tree-lined lane, under a blue sky. West there is a busy street. As the lane curves off to the south it turns into some kind of waterfront area. There is a storm- drain opening to the north of you.

There is a strong leather leash lying here.

Knowing Girard’s last game, this is going to be a big map to tame, so I’m not going to be foolish enough to try to convey everything in one go. But a few observations based on what I’ve seen so far:

1.) This is still clearly using the “Adventure codebase” in feel, even if it isn’t literally the same code. The “dwarves” throwing axes are still in, just reskinned, in an admittedly nicely thematic way.

You have crawled into a low-ceilinged room where strange gray and green fungus covers the walls. There is a small dark opening in the northeast wall, and a slightly larger passage to the south.

A strange figure in a tattered old uniform (obviously some prison guard driven half mad by fear) lurches around a corner, throws an old fire axe at you — which misses — and then staggers off cursing into the darkness.

An old fire axe is lying nearby.

2.) Fairly early on there’s a magic word that warps you straight from some caves and prison cells over to an opera house. Using the same word in the same place wraps you back again; it gets treated as a “direction” like north or south rather than magic.

You find yourself in a vacant stone cell with doors to the north and south. Some demented soul has scratched the words “YNGVI IS A LOUSE!” on the west wall.
YNGVI

This is the Green Room of the opera house, where the performers and their friends used to gather after the show was over. There is a doorway to the south, and a passage leads upward.
S

This room seems to be the office of the opera manager. It is neatly decorated with playbills, and has a large desk and swivel chair. Doors lead out of all four walls, but the west wall is steel and has a combination lock on it.

There is an old theatre ticket here.

READ TICKET

It says “ADMIT ONE – CENTER SECTION”

3.) Exploring some abandoned cells I found a “maniac” but throwing an axe does nothing so I don’t think they’re meant as a normal hostile mob.

There is a vacant cell here, and the only exits are a doorway in the south wall, and a rather small hole in the floor.
D

There is a nasty-looking maniac here, eyeing you. This is the west end of a long east-west tunnel. A dusty passage goes south from here, and a narrow hole leads upward.

This already is more coherent than The Hermit’s Secret, and since I already know what I’m in for (big map that unites in multiple ways) I’m feeling positive about this one.


Avventura nel Castello: The Devil’s Lieutenant

I have finished the game. You can read all my entries in order here. I should preface a little, for the benefit of those who normally don’t read this blog and are here just for this game: this isn’t really a “review blog”, even though you can interpret what I write that way. I’m trying […]

I have finished the game. You can read all my entries in order here.

I should preface a little, for the benefit of those who normally don’t read this blog and are here just for this game: this isn’t really a “review blog”, even though you can interpret what I write that way. I’m trying to understand the full span of adventure games, and extract what knowledge I can and place it in historical context. That means some elements of a game may be bad choices, but serve a purpose, or at the very least be “good enough” in a particular setting.

This game was extremely important for Italy, and it had wide enough commercial spread it was some people’s first adventure, or even first computer game of any kind. In this interview with the author from only two weeks ago, in addition to the live comments, there’s this top comment that attests to lasting influence:

Mi sono appassionato alla programmazione proprio grazie ad Avventura nel Castello che giocavo rigorosamente al buio con i miei cugini su un M19. Oggi è il mio lavoro e la mia passione! GRAZIE

I got into my passion for programming specifically because of Avventura nel Castello, which I used to play only in the dark with my cousins using a M19. Today it is both my job and my passion. Thank you!

(M19 refers to the Olivetti M19; Olivetti was one of the big local computer manufacturers; they had started out in typewriters.)

If the game is treated as a place to visit (where you don’t necessarily care about winning) it manages a strong atmosphere; the vast majority of the castle can be reached without solving puzzles, and any new areas are small. So I could see someone playing the game off and on over years, maybe getting to a new place just by sheer persistence, meaning my playthrough is not representative of how people responded at the time.

So while I’m going to be a little hard on this, I’m doing it out of love, but also with the presumption it should be a game played from start to finish without large pauses in the middle.

Last time I was hopeful that perhaps I could turn things around and not rely on poking at hints every other puzzle.

cough

No, sorry. Things got even worse. There was one nifty trick remaining, but the rest of the puzzles were mean in some aspect. (One of the mean parts was also wonderfully audacious in its cruelty, but let’s just see it in context.)

Let’s get a reasonable part out of the way first — relatively speaking, you have to refer to a thing in the room description again:

You’re in a short room crammed with hunting and war trophies. Fixed to the walls are stuffed animal head of all kinds, weapons, shields, even an entire suit of armour that probably belonged to a rival clan chief killed in battle by the Laird himself.

What are you going to do? EXAMINE ARMOR

It is the armour of Sir Crawford, the valiant warrior wizard who, for many years, held MacCallum IV in check with his prowess and his fearsome arts. The armour still maintains a haughty bearing, and even seems to stare at you, leaning on the sword.

You’re in the trophy room.

What are you going to do? TAKE SWORD

Done!

“Reasonable” is relatively speaking. This is still referring to a “second-order” object — that is, it’s an object that gets referred to in the description of an object, and you have the realize you can try to go ahead and take it. I had this in my head because with some different suits of armor (back in the main hall of the castle) I killed myself trying to grab a pike:

You’re in a large hallway, the floor of which bears the signs of the passage of countless generations. A row of armour is lined up along the wall, each holding a long pike.
Towards the centre of the hallway, there appears to have once been a door, now bricked up.

What are you going to do? TAKE PIKE

You take the pike and pull it towards you, but the armour doesn’t seem to want to let it go. Should you pull it a wee bit harder ? YES
With a firm tug, you finally manage to get hold of the pike.

The armour, unbalanced, wobbles slightly……
and as you step back with the tip of the pike gripped in your hands, the armour falls with all its weight onto the other end of the weapon, piercing you through and through.
This is how it was used in battle!

So I was at least somewhat prepared to grab the sword. The sword is described as having a “spell” on its blade. You can try to read the spell and the game mysteriously asks if you mean to read it out loud.

What are you going to do? READ SPELL

Should you say it out loud? YES

Nothing is happening.

Back down past the ogre that the cat ate last time there are two things: a dwarf holding a diamond, and a chest. (Both locations are marked on the map below.)

The chest is where the spell goes, and yes, it’s very arbitrary:

What are you going to do? OPEN CHEST

The ghost of Malcolm’s faithful squire, Edgar MacDouglas, rises to defend the treasure of his ancient Laird from the foreign defiler.

You’re in the treasure chamber.
I can see a heavy chest.
I can see a ghost.

Yes, if you go back and look at the sword, and specifically the armor, it seems to be someone who defined the Laird family of the castle, so it makes some sense after the fact that the spell on the sword would help oppose a spirit who identifies with the Lairds. It’s still very after-the-fact reasoning, and made worse by an extra obstacle: when you try to read the spell out loud voice is cracked.

Your throat is dry with fear…
You can’t speak…
The ghost takes advantage of this to attack you.

I very briefly mentioned last time some honey milk I fed to a cat; the cat is takeable without giving over the milk. I had unknowingly soft-locked the game. The milk is supposed to be saved so you can use it on yourself, although you have only one turn, the one immediately before stating the spell.

What are you going to do? DRINK MILK

Lip-lickingly delicious!

What are you going to do? READ SPELL

Should you say it out loud? YES

With a long, desperate wail, the ghost returns to the nothingness from which it came.

The honey is sort of a hint about throat control, but this puzzle was, at the very least, kind of mean. The chest, ghost-free, yields up a hunting horn.

It is decorated with hunting scenes that wrap around in a spiral from its mouth. Galloping riders are seen to chase their prey, while large birds circle overhead.

The one after is as well:

You are in the wood store, where dry branches and logs of various sizes are stacked in perfect order.
I can see a wee dwarf with a big diamond.

What are you going to do? EXAMINE DWARF

He’s quite small.

What are you going to do? EXAMINE DIAMOND

The more you observe the wonderful gemstone, the more you become overwhelmed by an unbridled desire to possess it.

You do need the diamond, but can’t steal it away or defeat the dwarf in combat or anything like that. You’re just supposed to GREET (or in Italian, SALUTA) it:

The dwarf is so happy to finally meet such a courteous person that he simply gives you the diamond.

This is one of those puzzles if you run 20 people through, someone is bound to get it just by trying naturally, but it is hard to work out what the natural thought process for a solution might otherwise be.

The game then rather cheekily warns you to be careful with the newly-acquired diamond:

It’s magnificent: the light reflected and refracted by its a thousand perfect facets creates an infinite play of colour. You are fascinated by it, and would observe it for hours and hours. I think it’s of inestimable value, and you should treat it with utmost care.

However, remember: this is not a treasure hunt! We don’t care about treasures. We care about getting out of the castle. Somehow (…magic?…) the bludgeon from down the basement (the one that required using a bone to get) is able to smash the diamond, and we can then get a key.

On the first blow of the bludgeon, the diamond shatters into a thousand pieces.

Conceptually, I see the point here: the narrator has been a little bit off-kilter since the very first puzzle, so the very strong suggestion to treat the diamond with utmost care can be thought of as giving instructions to do the opposite. That doesn’t stop the puzzle from being amazingly cruel.

The key and the horn are the two items needed to escape. We need to head back to the maze, the one I mentioned last time led to nowhere when I mapped it out, but we got an explicit hint I hadn’t applied yet:

‘Only by the good use of sense will you find your way out from the labyrinth’

This is a puzzle we’ve seen before but somehow the phrasing threw me off here. It works both in Italian and in English, and by making that statement, I’ve given the hint that wordplay is involved.

‘Only by the good use of sense will you find your way out from the labyrinth’

We’re not using “our senses” (as I first read it) we are using the word “sense”, giving the sequence south, east, north, south, east. (Without having read the hint first, this just returns the player to the entrance.)

In Italian, the word is SENNO, which might seem like it breaks, but the Italian word for “west” is “ouest”! So S, E, N, N, O is the solution in that version of the game.

What are you going to do? E

You’re in the large secret room, under the castle tower. A current of icy air
hisses through invisible cracks.
I can see a lever.
I can see a stopped old pendulum clock.

I imagine for people who didn’t ping at the walkthrough for items this puzzle was completely stumped; here, I was just mostly stumped. The key is not the kind of key to unlock things, but the kind of key to wind things. You can WIND the clock, causing it to start ticking. It was close to but not right at midnight, and when it reaches midnight:

A stone block shifts, revealing a spiral staircase.

This leads you to the roof, and once again, you have to make arbitrary use of a magic item.

You’re at the top of the tower, where your gaze sweeps above the fog covering the peatland, and towards the distant mountains.
I can see a flag in tatters.

What are you going to do? TAKE FLAG

The old flagpole evades your grip… and suddenly gives way, making you lose your balance. You fall down onto the parade ground.

(Or you can try fiddling with the flag, but that’s a red herring, it kills you.)

You have to use the horn. Now, we hit the one part where the English version is much harder than the Italian version. You would think to BLOW HORN, but no, that verb is not understood. I was completely baffled and checked the required verb in Italian, which is SUONA, which I’d still translate (in the context of using the word on a horn in English) to “BLOW”. But they (Adam Bishop, the translator) translated it to SOUND, like SOUND HORN. This is the first time I’ve had that as a required verb in an adventure game, and it may be the only time I ever see it. Yes, it technically is grammatical, but more along the lines of terminology from a prior century.

What are you going to do? SOUND HORN

The ancient horn sounds across the moor, echoing off the distant mountains. A black dot rises from the mountains and grows larger as it approaches. Quickly it reaches the tower: it’s a large golden eagle that lurches towards you with its claws extended.

What are you going to do?

This is a fake-out; you can’t type anything before being interrupted. Oh also, you needed the parachute here, otherwise you die; theoretically an easy puzzle to resolve after dying once, but someone might have dumped their parachute back in the first room where it would be inaccessible and have to restart the whole game.

You have no chance:
The eagle grabs you, quickly lifting you up to a great height.

The eagle flies for a long time while the landscape races beneath you… … … … … … … … … … … … . .. … … … … … … … … … … … … … … … … …Loch Ness appears in the distance… … … … … … … … … … … … … . .. … … … … … … … … … … … … … … … … …Suddenly, the eagle lets go of you.

You gently descend in the dying daylight. Below you are the dark waters of Loch Ness. The wind pushes you towards the centre of the lake. By chance, you land on a small outcrop of rock.
While you fold away your parachute, you look around:

You’re alone and abandoned on a black rock peaking above the icy waters. Let me correct myself, you are not alone: the Loch Ness Monster (Nessie among friends) is there to keep you company.

The Loch Ness Monster is not trying to be your friend.

Depiction of the final area via Oldgamesitalia.

Arbitrary magic is your friend again. This is solvable in a “well, there’s nothing else I can do” sense but not in a logical sense.

The ancient horn sounds across the moor, echoing off the distant mountains. A black dot rises from the mountains and grows larger as it approaches. Quickly it reaches the rock: it’s a helicopter from the Royal Archaeological Service, which throws you down a rescue ladder. You climb the ladder as the monster’s jaws snap shut inches below you.

You are informed the horn is Malcolm the Fourth’s thought to be worth “a million pounds or more”, but upon landing we get charged with crimes.

At least the game compensates you with what I think is the best title for winning a game I’ve ever heard.

Anyhow, console yourself: you have finally earned the 1000 points that give you the right to boast the coveted title of:

THE DEVIL’S LIEUTENANT!!!

Look: I loved original Adventure as a child, but I never came close to beating it. I was able to explore most of it — even the part past the plant, which was one of the easier puzzles — and while I didn’t solve the golden eggs puzzle until I was a grown adult (so had to sacrifice treasure at the troll) I still had a grand time and have many core memories exploring the dense caverns. Similarly, while I’m sure someone will chime in they somehow solved this game without help, I’m guessing a lot of the people this game influenced treated Castle Adventure as a destination to explore, with the fact there were unplumbed secrets making something of a bonus.

And certainly: the text has a great sense of attitude, both in the Italian original and the relatively literal translation. The deaths were amusing and while the softlocks were terrible they weren’t overwhelming either; you also don’t have to bother with a light timer like so many Adventure clones felt obligated to include.

So while I only recommend this for the historically curious (English version here) I’m glad that it exists.

Sunday, 21. April 2024

Renga in Blue

Avventura nel Castello: The Sorcerer’s Apprentice

(Continued from my previous post, please read that one first before this one.) Two of my biggest weaknesses struck me since last time: magical effects that require testing in arbitrary locations, and missing room exits. Before getting to that, let me talk about my waste of time. Specifically, I decided to try mapping the maze, […]

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

Two of my biggest weaknesses struck me since last time: magical effects that require testing in arbitrary locations, and missing room exits.

Ground floor, from Oldgamesitalia. Includes some new rooms which I’ll be talking about.

Before getting to that, let me talk about my waste of time. Specifically, I decided to try mapping the maze, which I last time described as absolutely classical, but no:

What are you going to do? DROP LUTE

Paths of a twisted gravity snake away in front and behind.

You are in the maze.

If you drop an item for mapping purposes, it goes away to the start of the maze. The start of the maze is the only room that has a unique room description. This means, for many purposes, the maze would be unmappable, but I decided to at least test the exits of all four directions from the start, just to see if there was an immediate route back that could be used to distinguish some of the maze rooms from each other. Here’s a map part-way through the process:

Notice I have two rooms marked in blue; those two were “indistinguishable” based on the information I had at that moment; going north in both cases leads back to the entrance, and I couldn’t tell if they were two separate rooms or both the same room. I also had a few “second step” rooms tossed in there; while I didn’t have a “return exit” for going west from the entrance, I knew going north and then east would return to the entrance, so I wanted to put that information in.

I might have eventually still given up, except I had a breakthrough later here:

I found that going east and then heading south from the room to the west of the entrance would return back to the entrance. It occurred to me the exact same effect could happen with a loop — that is, a room exit that just goes back to the room itself — so I tried assuming it was a loop, and testing the loop once, twice, three times, and four times; that mean that the probably (nothing here is guaranteed) that I was in fact simply looping back to the same room over and over.

The loops were enough for me to start telling the rooms apart, and filling in the rest of the maze, consolidating rooms I knew to be the same.

Now, the grand effect of this was to find a maze with nothing! So either I did something wrong or there’s a gimmick later; I think I’ve found the clue for the gimmick, and it is the sort of thing that doesn’t work until you know about it. I’ll come back to it later. That means this was all likely a “peek behind the programmer curtain” moment; we weren’t supposed to have been able to map this at all, and the maze without the gimmick wasn’t designed with a solution in mind. (Another related moment happened back when we were playing Ferret; we had used the bolt from a weapon dropping as a room marker for mapping purposes, and discovered there was only one “room”. This was a bug because the desert was supposed to swallow up everything dropped. The single room was simply a mechanic to allow a giant desert without having to implement one, so the system could re-use the same place and change the player’s “coordinate”.)

So, with the maze being useless, I plodded around back in the castle proper, and finally poked at some hints, as I was getting especially frustrated at the basement section, which seemed unresponsive to anything I tried.

You are in the castle dungeon, once called ‘The Tomb’. The floor is covered in skeletons.
I can see a hole on the wall.

Trying to EXAMINE SKELETONS gets “It is our common fate. But can’t you think of something happier?” and SEARCH SKELETONS gets “He who seeks finds.” (The latter seems to be standard for typing SEARCH anywhere.) So I assumed I was supposed to be bringing in an outside item, but no: you’re supposed to pick up a bone even though it isn’t described in the room. (The narrator promised it wouldn’t have any more undescribed objects! Naughty!)

With the bone in you can use it to push the button in the hole without having it slice your hand off.

What are you going to do? INSERT BONE

A blade comes down sharply, slicing the bone cleanly in two. Lucky it wasn’t your arm!
A crack slowly widens…..

This leads over to another room with a “studded bludgeon” and then an exit back to the ground floor of the castle. I have yet to put the bludgeon to any use.

While I was mid-way through typing this post out Matt W. managed to figure out the puzzle in the comments, and he had an extra comment worth highlighting:

I remember when Marco Innocenti submitted the first Andromeda game to the IFComp there was a bit of discussion about how the Italian IF scene tended more toward elaborate descriptions and intuitive leaps in the puzzles than the English-speaking parser scene, which led to some agita when some players got stuck early. The unmentioned parachute reminded me of that, though it’s very fairly clued by the try-and-die and doesn’t waste any of your time since it’s the first move.

After some more struggle (and let’s be honest, some loss of trust in the game after the bone puzzle) I decided to peek at what to do next. This was a little fairer, as I missed examining something:

What are you going to do? LOOK

You are in a long room with a high-arched ceiling supported by two rows of tall columns. The columns, though eroded by time, still bear the signs of patient workmanship by skilled masons. In the centre of the room, a shorter stone pillar rests on a low pedestal.

I had already tried to examine the columns with no luck, and mentally I thought that meant I covered the “shorter stone pillar”, but no, that thing is a PILLAR, not a COLUMN.

What are you going to do? EXAMINE PILLAR

On the capital of the pillar is an engraving, bearing, in silvery metallic letters, half of a powerful magical word: ‘ID’

Fair enough. The game being explicit about it being half a word means it immediately occurred to me the other half was the page from the library I had already discovered (“IOT”, making the word either “IOTID” or “IDIOT”). In case you’re curious, the same joke happens in Italian, as “idiota” is the word for “idiot” so the magic fragments are “id” and “iota”. Either way, you put them together backwards:

What are you going to do? IOTID

The sound of the magic word echoes among the ancient vaults…
An entire wall of shelves rotates on itself. I glimpse a large room.

You’re in the library.
I can see a book on the lectern.

This opens up a throne room.

You’re in the ancient throne room, where the Laird used to administer justice and receive subjects. At the sides of the room are two rows of niches where the Laird’s personal guards stood. The imposing wooden throne is finely crafted, down to the smallest details. In front of the throne is a walled-up door, which must have once been the main entrance from the hallway.

The throne has an uncomfortable cushion, where you can discovered a wooden box underneath. You can find a scroll in a language you can’t read in the box, but take it back to the library and the book, which turns out to be a Gaelic dictionary, and TRANSLATE SCROLL WITH BOOK.

What are you going to do? READ BOOK

It’s a dictionary of ancient Gaelic.

What are you going to do? TRANSLATE SCROLL WITH BOOK

It says:
‘Only by the good use of sense will you find your way out from the labyrinth’

I had incidentally tried to do LISTEN while in the maze already (there’s a sound of chains, but it always comes off the same — at least prior to reading this clue). I still intend to go back there, but I haven’t made it yet as I got distracted by another magical word.

You are in the war room, where all the most serious and important decisions were made. In terms of furniture, there’s a round table surrounded by eight chairs.

What are you going to do? EXAMINE TABLE

A wise maxim is engraved on the edge of the table: ‘Not all swords wound with their blades’

(Not this bit — I don’t actually know what it goes to, but since it’s right next to the Throne Room I thought I’d mention it now.)

No, it turns out — again poking at hints — you can take the bagpipes from the music room over to the book with human skin, and play the bagpipes in order to open the book. I have no idea why you’d do this. (The Italian intuitive solution thing again, I guess?)

You are in the Alchemist’s cell. All around are crucibles, pestles, copper stills and bizarre glass containers of extremely contorted shapes. On the shelves are many heavy tomes of magic, alchemy and spells. In the centre of the room is a small table that rests on three legs shaped like the paws of some monstrous animal. On the table is a single heavy volume bound in black leather:

“The Sorcerer’s Apprentice”

What are you going to do? PLAY BAGPIPES

The volume opens to a page carrying a finely decorated bookmark.

The page gives us the magic word BIGMEOW.

You may recall I already found a cat (who I was able to pick up via the use of milk). BIGMEOW causes the cat to get huge and to eat us.

The ASCII art is also in the original.

So hungry cat needs a target, eh? Well, there’s one more place that I also extracted via hints. I had thought (after testing twice) that the spiral staircases leading to ramparts only led up — all four have the same room description, too — but the one in the southeast, and only in the southeast, also goes down.

What are you going to do? D

You are in a room with a spiral staircase.

What are you going to do? D

You’re in a room with a spiral staircase, and a narrow passageway to the north.

What are you going to do? N

You’re walking along a large tunnel carved into the rock that forms the
foundations of the castle.
I can see a ferocious ogre with sharp fangs.

What are you going to do? BIGMEOW

The cat grows until it becomes huge………….
It watches you carefully………….
observe the ogre carefully……….
The cat devours the ogre and dies of indigestion.

Again, not terribly fair, but I’m still taking this moment to do a “reset” since I’m a little more than halfway through the game (based on the score) and try to avoid hints for a bit longer. Some of the issue is simply vibing with the unwritten rules (like how the “pillar” is part of the main room description paragraph but still important, or the bone can be there and not mentioned even when you try to look, or the extra-down-exit trick, or the arbitrary bagpipe location) so perhaps the back end of this will go a little smoother than the front half.

No guarantees, though!

Friday, 19. April 2024

Interactive Fiction – The Digital Antiquarian

The Curse of Monkey Island

Fair Warning: this article contains plot spoilers for Monkey Island 2: LeChuck’s Revenge and The Curse of Monkey Island. No puzzle spoilers, however… The ending of 1991’s Monkey Island 2: LeChuck’s Revenge seems as shockingly definitive in its finality as that of the infamous last episode of the classic television series St. Elsewhere. Just as […]

Fair Warning: this article contains plot spoilers for Monkey Island 2: LeChuck’s Revenge and The Curse of Monkey Island. No puzzle spoilers, however…

The ending of 1991’s Monkey Island 2: LeChuck’s Revenge seems as shockingly definitive in its finality as that of the infamous last episode of the classic television series St. Elsewhere. Just as the lovable wannabe pirate Guybrush Threepwood is about to finally dispatch his arch-nemesis, the zombie pirate LeChuck, the latter tears off his mask to reveal that he is in reality Guybrush’s older brother, looking a trifle peeved but hardly evil or undead. Guybrush, it seems, is just an ordinary suburban kid who has wandered away from his family to play make-believe inside a storage room at Big Whoop Amusement Park, LeChuck the family member who has been dispatched to find him. An irate janitor appears on the scene: “Hey, kids! You’re not supposed to be in here!” And so the brothers make their way out to rejoin their worried parents, and another set of Middle American lives goes on.

Or do they? If you sit through the entirety of the end credits, you will eventually see a short scene featuring the fetching and spirited Elaine, Guybrush’s stalwart ally and more equivocal love interest, looking rather confused back in the good old piratey Caribbean. ‘I wonder what’s keeping Guybrush?” she muses. “I hope LeChuck hasn’t cast some horrible SPELL over him or anything.” Clearly, someone at LucasArts anticipated that a day might just come when they would want to make a third game.

Nevertheless, for a long time, LucasArts really did seem disposed to let the shocking ending stand. Gilbert himself soon left the company to found Humongous Entertainment, where he would use the SCUMM graphic-adventure engine he had helped to invent to make educational games for youngsters, even as LucasArts would continue to evolve the same technology to make more adventure games of their own. None of them, however, was called Monkey Island for the next four years, not even after the first two games to bear that name became icons of their genre.

Still, it is a law of the games industry that sequels to hit games will out, sooner or later and one way or another. In late 1995, LucasArts’s management decided to make a third Monkey Island at last. Why they chose to do so at this particular juncture isn’t entirely clear. Perhaps they could already sense an incipient softening of the adventure market — a downturn that would become all too obvious over the next eighteen months or so — and wanted the security of such an established name as this one if they were to invest big bucks in another adventure project. Or perhaps they just thought they had waited long enough.

Larry Ahern and Jonathan Ackley.

Whatever their reasoning in beginning the project, they chose for the gnarly task of succeeding Ron Gilbert an in-house artist and a programmer, a pair of good friends who had been employed at LucasArts for years and were itching to move into a design role. Larry Ahern had been hired to help draw Monkey Island 2 and had gone on to work on most of LucasArts’s adventure games since, while Jonathan Ackley had programmed large parts of Day of the Tentacle and The Dig. Knowing of their design aspirations, management came to them one day to ask if they’d like to become co-leads on a prospective Monkey Island 3. It was an extraordinary amount of faith to place in such unproven hands, but it would not prove to have been misplaced.

“We were too green to suggest anything else [than Monkey Island 3], especially an original concept,” admits Ahern, “and were too dumb to worry about all the responsibility of updating a classic game series.” He and Ackley brainstormed together in a room for two months, hashing out the shape of a game. After they emerged early in 1996 with their design bible for The Curse of Monkey Island in hand, production got underway in earnest.

At the end of Monkey Island 2, Ahern and Ackley announced, Guybrush had indeed been “hexed” by LeChuck into believing he was just a little boy in an amusement park. By the beginning of the third game, he would have snapped back to his senses, abandoning mundane hallucination again for a fantastical piratey reality.

A team that peaked at 50 people labored over The Curse of Monkey Island for eighteen months. That period was one of dramatic change in the industry, when phrases like “multimedia” and “interactive movie” were consigned to the kitschy past and first-person shooters and real-time strategies came to dominate the sales charts. Having committed to the project, LucasArts felt they had no choice but to stick with the old-school pixel art that had always marked their adventure games, even though it too was fast becoming passé in this newly 3D world. By way of compensation, this latest LucasArts pixel art was to be more luscious than anything that had come out of the studio before, taking advantage of a revamped SCUMM engine that ran at a resolution of 640 X 480 instead of 320 X 200.

The end result is, in the opinion of this critic at least, the loveliest single game in terms of pure visuals that LucasArts ever produced. Computer graphics and animation, at LucasArts and elsewhere, had advanced enormously between Monkey Island 2 and The Curse of Monkey Island. With 1993’s Day of the Tentacle and Sam and Max Hit the Road, LucasArts’s animators had begun producing work that could withstand comparison to that of role models like Chuck Jones and Don Bluth without being laughed out of the room. (Indeed, Jones reportedly tried to hire Larry Ahern and some of his colleagues away from LucasArts after seeing Day of the Tentacle.) The Curse of Monkey Island marked the fruition of that process, showing LucasArts to have become a world-class animation studio in its own right, one that could not just withstand but welcome comparison with any and all peers who worked with more traditional, linear forms of media. “We were looking at Disney feature animation as our quality bar,” says Ahern.

That said, the challenge of producing a game that still looked like Monkey Island despite all the new technical affordances should not be underestimated. The danger of the increased resolution was always that the finished results could veer into a sort of photo-realism, losing the ramshackle charm that had always been such a big part of Monkey Island‘s appeal. This LucasArts managed to avoid; in the words of The Animation World Network, a trade organization that was impressed enough by the project to come out and do a feature on it, Guybrush was drawn as “a pencil-necked beanpole with a flounce of eighteenth-century hair and a nose as vertical as the face of Half Dome.” The gangling frames and exaggerated movements of Guybrush and many of the other characters were inspired by Tim Burton’s The Nightmare Before Christmas. Yet the characters aren’t grotesques; The Curse of Monkey Island aims to be lovable, and it hits the mark. For this game is written as well as drawn in the spirit of the original Secret of Monkey Island, abandoning the jarring mean-spiritedness that dogs the second game in the series, a change in tone that has always left me a lot less positively disposed toward it than most people seem to be.

This was the first Monkey Island game to feature voice acting from the outset, as telling a testament as any to the technological gulf that lies between the second and third entries in the series. The performances are superb — especially Guybrush, who sounds exactly like I want him to, all gawky innocence and dogged determination. (His voice actor Dominic Armato would return for every single Monkey Island game that followed, as well as circling back to give Guybrush a voice in the remastered versions of the first two games. I, for one, wouldn’t have it any other way.)

The opening sees Guybrush adrift on the open ocean in, of all forms of conveyance, a floating bumper car, for reasons that aren’t initially clear beyond the thematic connection to that amusement park at the end of Monkey Island 2. He floats smack-dab into the middle of a sea battle between LeChuck and Elaine; the former is trying to abduct the latter to make her his bride, while the latter is doing her level best to maintain her single status. Stuff happens, LeChuck seems to get blown up, and Guybrush and Elaine wind up on Plunder Island, a retirement community for aging pirates that’s incidentally also inhabited by El Pollo Diablo, the giant demon chicken. (“He’s hatching a diabolical scheme”; “He’s establishing a new pecking order”; “He’s going to buck buck buck the system”; “He’s crossing the road to freedom”; etc.) Guybrush proposes to Elaine using a diamond ring he stole from the hold of LeChuck’s ship, only to find that there’s a voodoo curse laid on it. Elaine gets turned into a solid-gold statue (d’oh!), which Guybrush leaves standing on the beach while he tries to figure out what to do about the situation. Sure enough, some opportunistic pirates — is there any other kind? — sail away with it. (Double d’oh!) Guybrush is left to scour Plunder Island for a ship, a crew, and a map that will let him follow them to Blood Island, where there is conveniently supposed to be another diamond ring that can reverse the curse.

The vicious chickens of Plunder Island. “Larry and I thought we were so clever when we came up with the idea of having a tropical island covered with feral chickens,” says Jonathan Ackley. “Then I took a vacation to the Hawaiian island of Kauai. It seems that when Kauai was hit by Hurricane Iniki, it blew open all the chicken coops. Everywhere I went on the island I was surrounded by feral chickens.”

From the shopping list of quest items to the plinking steelband soundtrack that undergirds the proceedings, all of this is a dead ringer for The Secret of Monkey Island; this third game is certainly not interested in breaking any new ground in setting, story, or genre. But when it’s done this well, who cares? There is a vocal segment of Monkey Island fans who reject this game on principle, who say that any Monkey Island game without the name of Ron Gilbert first on its credits list is no Monkey Island game at all. For my own part, I tend to believe that, if we didn’t know that Gilbert didn’t work on this game, we’d have trouble detecting that fact from the finished product. It nails that mixture of whimsy, cleverness, and sweetness that has made The Secret of Monkey Island arguably the most beloved point-and-click adventure game of all time.

During the latter 1990s, when most computers games were still made by and for a fairly homogeneous cohort of young men, too much ludic humor tried to get by on transgression rather than wit; this was a time of in-groups punching — usually punching down — on out-groups. I’m happy to say that The Curse of Monkey Island‘s humor is nothing like that. At the very beginning, when Guybrush is floating in that bumper car, he scribbles in his journal about all the things he wishes he had. “If only I could have a small drink of freshwater, I might have the strength to sail on.” A bottle of water drifts past while Guybrush’s eyes are riveted to the page. “If I could reach land, I might find water and some food. Fruit maybe, something to fight off the scurvy and help me get my strength back. Maybe some bananas.” And a crate of bananas drifts by in the foreground. “Oh, why do I torture myself like this? I might as well wish for some chicken and a big mug of grog, for all the good it will do me.” Cue the clucking chicken perched on top of a barrel. Now, you might say that this isn’t exactly sophisticated humor, and you’d be right. But it’s an inclusive sort of joke that absolutely everyone is guaranteed to understand, from children to the elderly, whilst also being a gag that I defy anyone not to at least smirk at. Monkey Island is funny without ever being the slightest bit cruel — a combination that’s rarer in games of its era than it ought to be.

Which isn’t to say that this game is without in-jokes. They’re everywhere, and the things they reference are far from unexpected. Star Trek gets a shout-out in literally the first line of the script as Guybrush writes in his “captain’s log,” while, appropriately enough given the studio that made this game, whole chunks of dialogue are re-contextualized extracts from the Star Wars movies. The middle of the game is an extended riff on/parody of that other, very different franchise that springs to mind when gamers think about pirates — the one started by Sid Meier, that’s known as simply Pirates!. Here as there, you have to sail your ship around the Caribbean engaging in battles with other sea dogs. But instead of dueling the opposing captains with your trusty cutlass when you board their vessels, here you challenge them to a round of insult sword-fighting instead. (Pirate: “You’re the ugliest monster ever created!” Guybrush: “If you don’t count all the ones you’ve dated!”)


One of the game’s best gags is an interactive musical number you perform with your piratey crew, feeding them appropriate rhymes. “As far as I know, nobody had ever done interactive singing before,” says Jonathan Ackley. “I think it was an original idea and I still laugh when I see it.” Sadly, the song was cut from the game’s foreign localizations as a bridge too far from its native English, even for LucasArts’s superb translators.

It shouldn’t work, but somehow it does. In fact, this may just be my favorite section of the entire game. Partly it succeeds because it’s just so well done; the action-based minigame of ship-to-ship combat that precedes each round of insult sword-fighting is, in marked contrast to those in LucasArts’s previous adventure Full Throttle, very playable in its own right, being perfectly pitched in difficulty, fun without ever becoming frustrating. But another key to this section’s success is that you don’t have to know Pirates! for it to make you laugh; it’s just that, if you do, you’ll laugh that little bit more. All of the in-jokes operate the same way.

Pirates! veterans will feel right at home with the ship-combat minigame. It was originally more complicated. “When I first started the ship-combat section,” says programmer Chris Purvis, “I had a little readout that told how many cannons you had, when they were ready to fire, and a damage printout for when you or the computer ships got hit. We decided it was too un-adventure-gamey to leave it that way.” Not to be outdone, a member of the testing team proposed implementing multiplayer ship combat as “the greatest Easter egg of all time for any game.” Needless to say, it didn’t happen.

The puzzle design makes for an interesting study. After 1993, the year of Day of the Tentacle and Sam and Max Hit the Road, LucasArts hit a bumpy patch in this department in my opinion. Both Full Throttle and The Dig, their only adventures between those games and this one, are badly flawed efforts when it comes to their puzzles, adhering to the letter but not the spirit of Ron Gilbert’s old “Why Adventure Games Suck” manifesto. And Grim Fandango, the adventure that immediately followed this one, fares if anything even worse in that regard. I’m pleased if somewhat perplexed to be able to say, then, that The Curse of Monkey Island mostly gets its puzzles right.

There are two difficulty levels here, an innovation borrowed from Monkey Island 2. Although the puzzles at the “Mega-Monkey” level are pretty darn convoluted — one sequence involving a restaurant and a pirate’s tooth springs especially to mind as having one more layer of complexity than it really needs to — they are never completely beyond the pale. It might not be a totally crazy idea to play The Curse of Monkey Island twice, once at the easy level and once at the Mega-Monkey level, with a few weeks or months in between your playthroughs. There are very few adventure games for which I would make such a recommendation in our current era of entertainment saturation, but I think it’s a reasonable one in this case. This game is stuffed so full of jokes both overt and subtle that it can be hard to take the whole thing in in just one pass. Your first excursion will give you the lay of the land, so to speak, so you know roughly what you’re trying to accomplish when you tackle the more complicated version.

Regardless of how you approach it, The Curse of Monkey Island is a big, generous adventure game by any standard. I daresay that the part that takes place on Plunder Island alone is just about as long as the entirety of The Secret of Monkey Island. Next comes the Pirates! homage, to serve as a nice change of pace at the perfect time. And then there’s another whole island of almost equal size to the first to explore.  After all that comes the bravura climax, where LeChuck makes his inevitable return; in a rather cheeky move, this ending too takes place in an amusement park, with Guybrush once again transformed into a child.

If I was determined to find something to complain about, I might say that the back half of The Curse of the Monkey Island isn’t quite as strong as the front half. Blood Island is implemented a little more sparsely than Plunder Island, and the big climax in particular feels a little rushed and truncated, doubtless the result of a production budget and schedule that just couldn’t be stretched any further if the game was to ship in time for the 1997 Christmas season. Still, these are venial sins; commercial game development is always the art of the possible, usually at the expense of the ideal.

When all is said and done, The Curse of Monkey Island might just be my favorite LucasArts adventure, although it faces some stiff competition from The Secret of Monkey Island and Day of the Tentacle. Any points that it loses to Secret for its lack of originality in the broad strokes, it makes up for in size, in variety, and in sheer gorgeousness.

Although I have no firm sales figures to point to, all indications are that The Curse of Monkey Island was a commercial success in its day, the last LucasArts adventure about which that statement can be made. I would guess from anecdotal evidence that it sold several hundred thousand copies, enough to convince the company to go back to the Monkey Island well one more time in 2000. Alas, the fourth game would be far less successful, both artistically and commercially.

These things alone are enough to give Curse a valedictory quality today. But there’s more: it was also the very last LucasArts game to use the SCUMM engine, as well as the last to rely primarily on pixel art. The world-class cartoon-animation studio that the company’s adventure division had become was wound down after this game’s release, and Larry Ahern and Jonathan Ackley were never given a chance to lead a project such as this one again, despite having acquitted themselves so well here. That was regrettable, but not incomprehensible. Economics weren’t working in the adventure genre’s favor in the late 1990s. A game like The Curse of Monkey Island was more expensive to make per hour of play time it provided than any other kind of game you could imagine; all of this game’s content was bespoke content, every interaction a unique one that had to be written and story-boarded and drawn and painted and animated and voiced from scratch.

The only way that adventure games — at least adventures with AAA production values like this one — could have remained an appealing option for gaming executives would have been if they had sold in truly massive numbers. And this they emphatically were not doing. Yes, The Curse of Monkey Island did reasonably well for itself — but a game like Jedi Knight probably did close to an order of magnitude better, whilst probably costing considerably less to make. The business logic wasn’t overly complicated. The big animation studios which LucasArts liked to see as their peers could get away with it because their potential market was everyone with a television or everyone who could afford to buy a $5 movie ticket; LucasArts, on the other hand, was limited to those people who owned fairly capable, modern home computers, who liked to solve crazily convoluted puzzles, and who were willing and able to drop $40 or $50 for ten hours or so of entertainment. The numbers just didn’t add up.

In a sense, then, the surprise isn’t that LucasArts made no more games like this one, but rather that they allowed this game to be finished at all. Jonathan Ackley recalls his reaction when he saw Half-Life for the first time: “Well… that’s kind of it for adventure games as a mainstream, AAA genre.” More to their credit than otherwise, the executives at LucasArts didn’t summarily abandon the adventure genre, but rather tried their darnedest to find a way to make the economics work, by embracing 3D modelling to reduce production costs and deploying a new interface that would be a more natural fit with the tens of millions of game consoles that were out there, thus broadening their potential customer base enormously. We’ll get to the noble if flawed efforts that resulted from these initiatives in due course.

For today, though, we raise our mugs of grog to The Curse of Monkey Island, the last and perhaps the best go-round for SCUMM. If you haven’t played it yet, by all means, give it a shot. And even if you have, remember what I told you earlier: this is a game that can easily bear replaying. Its wit, sweetness, and beauty remain undiminished more than a quarter of a century after its conception.


The Curse of Monkey Island: The Graphic Novel

(I’ve cheerfully stolen this progression from the old Prima strategy guide to the game…)

Our story begins with our hero, Guybrush Threepwood, lost at sea and pining for his love Elaine.

He soon discovers her in the midst of a pitched battle…

…with his old enemy and rival for her fair hand, the zombie pirate LeChuck.

Guybrush is captured by LeChuck…

…but manages to escape, sending LeChuck’s ship to the bottom in the process. Thinking LeChuck finally disposed of, Guybrush proposes to Elaine, using a diamond ring he found in the zombie pirate’s treasure hold…

…only to discover it is cursed. Elaine is less than pleased…

…and is even more ticked off when she is turned into a gold statue.

Guybrush sets off to discover a way to break the curse — and to rescue Elaine, since her statue is promptly stolen. His old friend the voodoo lady tells him he will need a ship, a crew, and a map to Blood Island, where he can find a second diamond ring that will reverse the evil magic of the first.

He meets many interesting and irritating people, including some barbers…

…a restaurateur…

…and a cabana boy, before he is finally able to set sail for Blood Island.

After some harrowing sea battles and a fierce storm…

…his ship is washed ashore on Blood Island.

Meanwhile LeChuck has been revived…

…and has commanded his minions to scour the Caribbean in search of Guybrush.

Unaware of this, Guybrush explores Blood Island, where he meets a patrician bartender…

…the ghost of a Southern belle…

…a vegan cannibal…

…and a Welsh ferryman.

He finally outsmarts Andre, King of the Smugglers, to get the diamond that will restore Elaine.

Unfortunately, as soon as Elaine is uncursed, the two are captured by LeChuck and taken to the Carnival of the Damned on Monkey Island.

LeChuck turns Guybrush into a little boy and attempts to escape with Elaine on his hellish roller coaster.

But Guybrush’s quick thinking saves the day, and he sails off with his new bride into the sunset.



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 book The Curse of Monkey Island: The Official Strategy Guide by Jo Ashburn. Retro Gamer 70; Computer Games Strategy Plus  of August 1997; Computer Gaming World of October 1995, March 1996, September 1997, November 1997, December 1997, and March 1998.

Online sources include a Genesis Temple interview with Larry Ahern, an International House of Mojo interview with Jonathan Ackley and Larry Ahern, the same site’s archive of old Curse of Monkey Island interviews, and a contemporaneous Animation World Network profile of LucasArts.

Also, my heartfelt thanks to Guillermo Crespi and other commenters for pointing out some things about the ending of Monkey Island 2 that I totally overlooked in my research for the first version of this article.

The Curse of Monkey Island is available for digital purchase at GOG.com.

Thursday, 18. April 2024

top expert

Let’s Make IF: Let’s Magic

Last time, I wrote about a need to create an improved magic system based on the mechanics in Repeat the Ending. As a reminder, that system, which wound up being fairly complicated, was one of the first things I wrote in Inform 7. After I learned more about making parser games, I found many opportunities […]

Last time, I wrote about a need to create an improved magic system based on the mechanics in Repeat the Ending. As a reminder, that system, which wound up being fairly complicated, was one of the first things I wrote in Inform 7. After I learned more about making parser games, I found many opportunities for improvement.

More than anything, I was bothered by all of the nouns involved. I had nouns for sources of magic in the world, and other nouns for magic “carried” by the player. There was a lot of shuffling behind the scenes to put a noun in the player’s inventory, while omitting it from the inventory output (printed via the *INVENTORY* or *I* commands). There’s a helpful example in the Inform 10 documentation. Code omitting a specific kind of thing from inventory is pretty straightforward. The canned texts associated with printing inventory can be found in the standard rules.

The print standard inventory rule is not listed in any rulebook.

Carry out taking inventory (this is the new print inventory rule):
	now all things enclosed by the player are marked for listing;
	now all magics are unmarked for listing;
	if no things enclosed by the player are marked for listing:
		say "[text of print empty inventory rule response (A)][line break]";
	otherwise:
		say "[text of print standard inventory rule response (A)]";
		list the contents of the player, with newlines, indented, including contents, giving inventory information, with extra indentation, listing marked items only.

Now, this all worked OK. Having a source of magic in inventory is something we can check during action processing. I could and did build rules around that sort of thing. However, there was already a value assigned to the player for magic on-hand. I had nouns that I was tracking for some actions, and values in a table for very similar operations.

siphontype is a kind of value.
The siphontypes are defined by the Table of Diagnoses. 

After defining this value, I committed to the player having a “siphontype.”

The Entropist is a person.
The Entropist has a siphontype.
The Entropist is tinert.

What did the table look like?

Table of Diagnoses
siphontype	diagstring
tinert	"descriptive text to be printed under specific conditions"

Functionally, both the “tinert” value and the absence of magic in the player’s inventory amount to the same thing. From a programming perspective, I was just making problems for myself by tracking multiple situations, sometimes simultaneously, for one effect.

if magic is not carried by the player:

vs

if the player is tinert:

What would it be like to get rid of the nouns? Some things are pretty simple.

Instead of gathering something aphotic when the player is not tinert:
	say "failure message"

But what actually happens after a successful action, if the game isn’t moving nouns around? It’s actually simpler, because we just need to omit code pertaining to nouns:

Carry out gathering the exemplary magic:
	say "feedback text";
	now the thief is amped. [amped is a value in our table of magic states]

Expending the magic is simpler, too.

Carry out xyzzying the real headless statue when the player is amped:
	say "With a gesture, you send the darkness crashing against the stone. It quivers, contracts, then disappears in a murk.";
	now the real headless statue is nowhere;
	now the headless statue scenery is nowhere;
	now the player is tinert.

This seems… pretty easy. I can just assign values for all of this stuff. Everything just works! What could go wrong?

The biggest problem is that players might want to invoke a form of magic in their commands:

*XYZZY THE HEADLESS STATUE WITH THE CRASHING DARKNESS*

Only in this example, the “crashing darkness” is a thing in the world, not a thing the player has. Let’s consider the construction of the “investing” action in RTE:

investing it with is an action applying to two things.
Understand "invest [something] with [something]" as investing it with.

That second [something] is the invisible magic noun the player is “carrying.” I did it this way, back then, so that there wouldn’t be any scoping issues. Since the player carries the magic, it is always where the player is, and therefore in-scope. What if the player gets the magic in one room, then uses it in another? It’s just a bog-standard bit of action processing.

Still, this is redundant, isn’t it? A player can only use magic they have. They can’t use things that aren’t magic as if they were, and attempts to do so require more checks and feedback messages. On paper, it makes sense to just make an action that uses whatever magic is at hand.

xyzzying is an action applying to one thing.

We might even add some nice conveniences. For instance, if the player attempts to use magic that is nearby but not yet acquired:

Check xyzzying when the player is tinert:
	if a magical thing is in the location:
		let the target be a random magical thing in the location;
		say "(first gathering the [target])";
		try gathering the target;
		continue the action;

…and so forth. There probably won’t ever be more than one magical thing in a location (they’re all immovable scenery or backdrops), so randomization should be harmless. Still, since this is a “check” rule, I can always intercede with “before” or “instead,” should a particular situation demand it.

Back to the problem of commands invoking sources of magic, particularly ones in other rooms. I think the only real reason I have to worry about this is because players of Repeat the Ending will be used to something else. Since I welcome return players, I should consider their experiences!

I could add a column of nouns to my table of magic types, linking nouns to states, then convert such commands into the “correct” syntax. Another possibility would be rejecting the command outright. Or as a compromise between the two, we could drop the noun-matching idea and just apply the action to the first noun. In any case, scope will likely come up. Out of the box, Inform doesn’t let players act upon or with things that are not within scope (“visible” or “touchable,” depending on how the action is defined). I can’t just have a player gather magic in one room, walk somewhere else, then try to use it as a noun. It probably won’t be there, unless the noun is a backdrop in multiple rooms.

Cracking open scope for something like this seems like overkill, when the command structure isn’t built around using these nouns anyway. What are the other options? I could treat them as mistakes. Mistakes don’t care about scoping when dealing with verbatim commands, but they do seem to care about scoping when it comes to kinds. Something like this…

understand "xyzzy [something] with [magic]" as a mistake ("error message").

…isn’t going to solve scoping problems, at least not so far as I can tell. Accounting for every possible command, well, that would be a lot of text! I think mistakes are out, as valuable as they are. But I’m not turning back. No nouns in inventory this time! I just need to come up with some good messaging/handling to turn players to the new, simplified grammar.

next.

Letting the player down easy.


Choice of Games LLC

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We’re putting six of our games on sale today, each one dripping with magic! Play as an illusionist, an infernalist, an archmage, or an apprentice, and watch your power grow—but what will you do with it? Sale ends April 25! • Choice of Magics. Your magic can change the world, but at what cost? Battle dragons, skyships, and Inquisitors. Protect your homeland, conquer it, or destroy it forever!

We’re putting six of our games on sale today, each one dripping with magic! Play as an illusionist, an infernalist, an archmage, or an apprentice, and watch your power grow—but what will you do with it? Sale ends April 25!

Battlemage: Magic by Mail

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Heroes of Myth. Everyone thinks you saved the world, but it was all a lie! You faked a “prophecy” with magical illusions. But now, your prophecy is coming true.

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Follow us on Instagram!

Over the past few weeks, we’ve posted dozens of art pieces to our @choiceofgames Instagram profile. We’d love to connect with you there! This week, we’re posting preview images of the characters you’ll meet in Werewolf: The Apocalypse — The Book of Hungry Names when we release it on April 25th. We’re building up our Instagram as we transition away from posting on Twitt

Over the past few weeks, we’ve posted dozens of art pieces to our @choiceofgames Instagram profile. We’d love to connect with you there!

This week, we’re posting preview images of the characters you’ll meet in Werewolf: The Apocalypse — The Book of Hungry Names when we release it on April 25th.

We’re building up our Instagram as we transition away from posting on Twitter, in an effort to meet new people who haven’t tried our games before.

It would be a huge help if you’d follow us, like our posts, and comment on them, to help Instagram’s algorithm see that people appreciate us.

Wednesday, 17. April 2024

Renga in Blue

Avventura nel Castello (1982)

It is in some ways mysterious that we haven’t had more adventure games in languages other than English. Still, as we’ve seen from Australia and the UK, for adventures to be made there needs to be infrastructure in terms of number of computers in public hands, and companies willing to publish games. So while we […]

It is in some ways mysterious that we haven’t had more adventure games in languages other than English.

Still, as we’ve seen from Australia and the UK, for adventures to be made there needs to be infrastructure in terms of number of computers in public hands, and companies willing to publish games. So while we have Acheton dating back to almost primeval days, and a single odd 1980 game for the UK101, we really don’t have UK adventures start going until 1981. For Australia, the only 1980 example we have is almost completely plagiarized from a game in a 1979 US magazine.

Alternately (or additively), a country may just not have had exposure to adventure games. They specifically might have missed the “mainframe wave” created by Crowther/Woods Adventure. Japan didn’t really have the adventure game concept “filter in” until Omotesando Adventure in 1982. (As presented in the magazine which printed it, adventures were a “New Type” of computer games.) They started their exposure with Mystery House and other Apple II imports instead of mainframe games.

In the case of Italy, they had local mainframes (even developing some back in the 1950s) and they were already well-established with home computer amateur development by 1980. Yet, it took until 1982 for an adventure game to appear.

A game that is essentially required to be played in English would not necessarily have made in-roads. For one of our authors today, Enrico Colombini, his first exposure to adventures was indeed the classic Adventure, but on a foreign mainframe (or at least mini-computer) and essentially by accident.

Enrico started the electronics store EC Elettronica in 1980 with his wife (Chiara, also a co-author on today’s game) and two of his friends; that same year they were exhibitors at a fair in Milan. They were setup near a Motorola stand with a “expensive looking” computer that was very large, and Enrico wandered over and read the iconic opening from the screen:

You are standing at the end of the road before a small brick building. Around you is a forest. A small stream flows out of the building and down a gully.

Since the booth workers didn’t mind, Enrico started typing, using his “rough English”. He “persi il senso del tempo”, that is, lost all sense of time. He eventually came to a sword planted in a rock making a humming sound, but had to stop when the fair closed. The sword in the rock is not from Crowther/Woods Adventure, but rather Adventure 550, with additions by David Platt. Once extracted, it actually sings when used on an ogre.

The sword halts in mid-air, twirls like a dervish, and chants several bars of “Dies Irae” in a rough tenor voice. It then begins to spin like a rip-saw blade and flies directly at the ogre, who attempts to catch it without success; it strikes him full on the chest.

However, Mr. Colombini never got to that part, because the adventure program was gone the next day.

EC Elettronica had a PET 2001 to keep track of company stock, which was eventually replaced with an Apple II (and disk drives). The computer was used for recreation in addition to work.

In quel periodo tutto era nuovo, e quasi ogni programma era interessante.

In this time period, everything was new and nearly every program was interesting.

Enrico came across a disk marked Apple Adventure, and found a game recognizably close to the one he had played, so was able (after some hacking to fix the save file mechanism) to play to the maximum 350 points. He credits it with teaching him English.

This is a straight port by Peter Schmuckal and Leonard Barshack, so I haven’t written about it before.

Enrico Colombini and his wife (Chiara Tovena) then embarked on writing their own game, self-publishing for Apple II early in 1982 under the name Dinosoft at a local shop in Pescia, creating “una confezione molto artigianale fatta con adesivi letraset“, that is, “a very artisanal package made with Letraset stickers”.

From the author, and unfortunately the largest image of this we have, but I guess it fits with the “artisanal” part.

Some “firsts” are obscure (like Bilingual Adventure), some are well-known and celebrated. Avventura nel Castello ended up being one of the legendary Italian games, and had multiple reprints: in 1984 for J. Soft (still Apple II), in 1987 for Hi-Tech (for DOS), in 1996 (independently, also for DOS) and finally in fancy modern form in 2021, including a translation into English (Castle Adventure).

Advertising for the J. Soft version. Via eBay.

I’ve been playing the English translation and cross-checking with the first Italian version for Apple II. I can say they are fairly close, and the original is just as wordy as the newer version is. This is Apple II, with a whopping 48K of memory, and the author — clearly thinking directly of Adventure — has the memory space and inclination to be wordier than Scott Adams.

This opening genuinely is duplicating the original opening.

You’re piloting your single-seater over the desolate Highlands of Scotland.
You’ve just flown over Loch Ness…
Suddenly, the engine misfires.
The controls aren’t responding!

You’re plummeting!

You’re supposed to guess the “aren’t you forgetting something” that there’s a parachute, and TAKE PARACHUTE (GET doesn’t work).

What are you going to do? TAKE PARACHUTE

Oh, look. There is a parachute. I hadn’t seen it.
I promise you that, from now on, I’ll be much more careful, and will
scrupulously report all the objects around you.

Anyway, you’ve got it on now.

You’re plummeting!

(This is probably the fairest “get an item that is not described in the room” puzzle we’ve seen in All the Adventures. The text cues what to do quite strongly. See Escape from Colditz for an unfair example.)

In Italian, the game wants PRENDI PARACADUTE.

The conjugation is important. I struggled for a while because I was typing PRENDO PARACADUTE (“I take the parachute”) rather than PRENDI PARACADUTE (“You take the parachute”). This is the “I am your puppet” style perspective where you assume you are a step removed from your avatar. This can differ based on the norms of how a particular language approaches adventure games. I remember having a bewildered discussion with an Italian back in the 90s claiming saying “you” want to do something felt bizarre when “I” was the one in the story, but they were insistent that I was being the bizarre one.

This game also quite specifically wants the imperative. So the next step isn’t SALTO (thinking “I jump” in present tense) or SALTI (“you jump” in present tense) but rather SALTA, in imperative.

Switching back to English:

What are you going to do? JUMP

Just in time!
The plane crashes to the ground, as your parachute opens.
You gently descend in the dying daylight. Below you appears a desolate moor. The wind pushes you towards a ruined castle. You land in the castle’s large parade ground.
While you fold away your parachute, you look around:

You’re on the parade ground: a vast, square, beaten-earth clearing, surrounded by high, grey stone walls.
In the center of the courtyard, a massive slab covers the mouth of the castle’s well.
In the distance, you can hear the howling of wolves.
I can see a raised drawbridge.
I can see a closed door.

There’s not much we can do with the massive slab or drawbridge (I think) so the only way to make progress now is to open the door and go in the castle.

What are you going to do? ENTER DOOR

The door slams shut, without leaving the slightest crack.

You are in a large atrium, immersed in darkness. An eerie phosphorescence emanating from the walls allows you to just about distinguish the contours of the room.
A marble staircase rises upwards, dimly lit by the greenish light, but gradually disappearing into the darkness.
I can see a coat of arms painted on the ceiling.

Here we are trapped, and now our main objective is to escape.

My map so far, just of the ground:

It’s nearly all accessible and peaceful, and even though there’s some vivid descriptions, sort of sparse. This game is not trying to stuff itself with items. That might mean there are enough floors that we get lots of items, or it might just mean there’s hidden things. I’m going with the presumption that anything in the room description can’t really be used and only the items that get listed after are important, but if I get seriously stuck I’ll reconsider.

First, a tour of the ground floor, then a quick trip to the basement, and then I’ll show off the maze on the second floor.

You’re in a large living room, furnished with numerous sofas and comfortable armchairs. In the centre of one wall is a monumental fireplace, built with blocks of carved stone.
Although the fire has been out for centuries, the room still seems to be illuminated by a wavering reddish light.
I can see a cat crouched on the ground.

Using the presumption I just spoke of, the sofas and fireplace don’t need to be fiddled with, but the cat is important. You can feed the cat some milk from the kitchen, and then can pick it up. I haven’t found any birds or mice to sic it on yet, though.

Elsewhere:

You’re in an elongated room without any furniture. The walls are lined with portraits of clan chiefs, lairds and dignitaries who have governed the castle and lands over centuries.
The portraits seem to stare at you with malevolent eyes. One in particular, that of MacCallum IV, seems to follow your movements with a gaze full of murderous hatred.

This feels like it is just meant to be lore. You can’t move the portrait or take it. While I’m at it, though…

What are you going to do? PULL PORTRAIT

Gonnae no dae that. I’d prefer not.

…does the Italian actually attempt the equivalent of a Scottish accent? That’s past my pay grade (or rather, my dimly-remembered college Italian).

Other map highlights include:

  • a rampart that you can walk around, where you can see fog and hear “cawing of the crows”
  • a mirror room that takes a little while to exit because you can accidentally run into a mirror rather than get out, this seems to be random
  • a music room where you can play the bagpipes: “You deserve to be part of the Royal Scots Dragoon Guards! (…playing the drums)”
  • a library with a book on Ancient Gaelic; inside the book is a sheet with the word “IOT”
  • a mysterious bricked-off door
  • some “heavy stone balls” in a room with pieces of an ancient war machine that can’t be picked up
  • an Alchemist Cell with a book bound in human skin that requires a “tool” to open it

The last one’s a bit spookier than the others, but there’s still no active antagonism going on.

You are in the Alchemist’s cell. All around are crucibles, pestles, copper stills and bizarre glass containers of extremely contorted shapes. On the shelves are many heavy tomes of magic, alchemy and spells. In the centre of the room is a small table that rests on three legs shaped like the paws of some monstrous animal. On the table is a single heavy volume bound in black leather:

“The Sorcerer’s Apprentice”

Going down, on the other hand, is a bit more threatening. The way down is to look at the seal in the opening atrium.

The clan motto is written there.

“The sassenach will fall”

Suddenly, a trap door opens beneath your feet.

You are in the castle dungeon, once called ‘The Tomb’. The floor is covered in skeletons.
I can see a hole on the wall.

What are you going to do? EXAMINE SKELETONS

It is our common fate. But can’t you think of something happier?

You’re in the dungeon.
I can see a hole on the wall.

What are you going to do? EXAMINE HOLE

It is narrow and deep, and, at the end, there’s something that looks like a button.

You’re in the dungeon.
I can see a hole on the wall.

What are you going to do? PUSH BUTTON

Should you stick your arm through the hole? YES

A blade snaps down, slicing your arm cleanly off.
While you’re bleeding to death, let me tell you that you’ve been behaving rather recklessly.

I assume I just poke the button with something long, but I haven’t found a great candidate yet. Going up from the Atrium gets you trapped in a different way.

What are you going to do? U

You’re at the top of the stairs. The steps end abruptly in front of a smooth stone wall.

What are you going to do? EXAMINE WALL

I cannae see any holds or cracks.

You’re at the top of the stairs.

What are you going to do? PUSH WALL

The wall rotates on itself… and snaps shut behind you.

You’re at the entrance to the immense magical maze, of which it is said that all passages lead to this one room, from where neither man nor thing can escape. There are two skeletons on the ground. On the wall, written in blood are the words:

‘Impossible to get out of here’

This seems to be an absolutely classical maze, as those who derived their games more or less directly from Adventure are cursed to make.

I’ll hopefully have that mapped out by next time, and maybe figure out a use for the cat. As far as how long this goes, I’m not sure; the game lists 1000 points total, but it isn’t a normal rate of score increase. Even without doing much I had around 100 points, so I suspect if we normalized to, say, Scott Adams game length, we’d have a 100 point game. Some of the Scott Adams games took a while to get through, though!