SPAG
Game Reviews S

These reviews are in alphabetical order according to the name of the game reviewed. The index also has a few extra features. First and foremost of these is the instant gratification feature. If you see the SPAG button:

Then you can click on it to retrieve the file from ftp.ifarchive.org, or to go to that file's directory on the archive (in the case of competition games).

The email addresses used are those submitted with the review, so naturally some of them may be out of date. All email addresses are spamblocked -- replace the name of our magazine with the traditional 'at' sign.


Table of Contents

Saied Sangraal Sanity Clause Sardoria Save Princeton Savoir-Faire Scapeghost Scavenger Screen Seastalker Shade Shades of Grey Shadowgate Shadows On The Mirror She's Got A Thing For a Spring Sherlock: The Riddle of the Crown Jewels Shogun Shrapnel A Simple Theft Sins Against Mimesis Sir Ramic Hobbs and the High Level Gorilla Sir Ramic Hobbs and the Oriental Walk Six Stories Skyranch Slouching Towards Bedlam Small World Snatches The Snowman Sextet So Far Solitary Son of a... Sorcerer The Sound of One Hand Clapping South American Trek Space Aliens Laughed at my Cardigan Space Horror I: Prey for Your Enemies The Space Under the Window Space War! ...and the PDP-1 The Spatent Obstruction SpeeedIF 8: A Freak Accident Leaves Seattle Pantsless Spellbreaker Spider and Web Spiritwrak Splashdown A Spot of Bother Spur Square Circle Starcross Stargazer Stationfall Sting of the Wasp Stone Cell Stranded A Sugared Pill Sunset Over Savannah Suprematism Suspect Suspended Swineback Ridge Sylenius Mysterium

Saied

From: Jarvist Frost <BOBFROST SP@G compuserve.com> Review appeared in
SPAG #15 -- October 11, 1998 NAME: Saied AUTHOR: Robb Sherwin E-MAIL: robb_sherwin SP@G juno.com DATE: 6/8/98 PARSER: Slightly below Inform Standard SUPPORTS: ZCODE interpreters AVAILABILITY: Freeware (IF Archive) URL: ftp://ftp.ifarchive.org/if-archive/games/mini-comps/chicken.zip VERSION: Release 1 { Editor's note: this was one of the entries of the 1998 Chicken Comp (see the NEWS section above), hence the reference to chickens crossing the road. The file chicken.zip contains not only this game, but the other entries as well. } In this game you play the role of the spurned lover (male). Your Ex has left you for someone else 18 months ago (while you were standing there at 3am waiting for her in the freezing cold). Now, she has phoned you and asked you to come round and comfort her since she has just been arguing with her new lover, your replacement. You start this game in your bed, and have to get up and decide whether you are going to respond to your Ex's call for help. This game has more bugs than a tropical swamp. Instead of typing 'stand' or 'get out of bed' you have to type 'pump it up' to get out of bed. The direction of your door (the only exit from your apartment) is not actually mentioned in the room description and so you have to guess wildly by typing in directions at random until you realise that it is towards the east. This game hardly recognises any of the items mentioned in the room description. The main way that the story progresses is through people phoning you up. After you finely decide to get out of bed and exit the house you find yourself faced with a decision (which will, either way, end the game). Should you go to your Ex lover's house you should you cross to the other Saied to see your close (female) friend? This game had some _very_ infuriating parser problems. The two items (of which only 1 can be picked up) served no purpose other than to be looked at. Only the second of the 2 locations contains any information about the exits from it. The telephone calls are hard wired in, where ether you are, you still get the telephone calls (which occur at 'so many turns'). From the last two paragraphs of complaints you would expect the writing to be terrible and the game to be boring, frustrating and excessively hard to understand. It wasn't. The writing was of a very high standard throughout and both endings seemed very fitting, in particular I liked the joke about why the chicken crossed the road (and no it isn't "to get to the other side"(TM) but it is something similar). As a whole, this game was good fun and I would heartily recommend it to anyone with experience with bad parsers (i.e. all you Speccy Ifers out there). Once the parser bugs have been navigated, this game turns into a fun, short game and I found it well worth the download time. I will certainly look forward to the 1998 i.f. competition entry from Robb Sherwin. FTP FileInform .z5 file, bundled with other chicken-comp games (.zip)

Sangraal

From: Duncan Stevens <dnrb SP@G starpower.net> Review appeared in
SPAG #21 -- June 15, 2000 TITLE: Sangraal AUTHOR: Jonathan Partington, ported to Inform by Adam Atkinson and Graham Nelson E-MAIL: (Adam's) ghira SP@G mistral.co.uk DATE: 1987 (ported 1999) PARSER: Two-word SUPPORTS: Z-code interpreters AVAILABILITY: Freeware (IF Archive) URL: ftp://ftp.ifarchive.org/if-archive/phoenix/games/zcode/Sangraal.z5 VERSION: Release 1.18 of the original, release 1 of the port Sangraal is one of the three Topologika games recently ported to Inform--the others are Fyleet and Crobe--and it's an odd experience in several respects for present-day IFers. While it doesn't meet the fairness and friendliness standards that latter- day IF has developed, the overall level of literacy and wit is high enough to make it worth a look. The parser represents the biggest adjustment. It's a two-word parser that simply ignores anything after the first two words, so GIVE X TO Y will generally work, but PUT X IN Y will not. This requires some fairly tortured inferences at times--DROP is sometimes taken as the equivalent of PUT, improbably--and on the whole it's not a major highlight. EXAMINE is disabled--the "initial" description of each object has everything that's relevant--and other standbys like ENTER and WEAR aren't on the scene either, and nor are meta-commands like UNDO and OOPS. (On the other hand, lots of highly unusual verbs are recognized, and there's no way of guessing what the game does and doesn't allow as a verb.) There are other, smaller differences--abbrevations like I and L aren't provided for--but the parser is the biggest adjustment, and whether it drives the modern player completely insane depends in large part on whether the player grew up on Infocom (whose parser was never limited to two words) or discovered IF only recently (and therefore never encountered the earlier, cruder days of IF parsing). As you might guess from the above, the puzzles don't, by and large, involve particularly subtle object manipulation--i.e., discovering subtle hidden properties of objects generally isn't key to solving the puzzles. They do, however, involve some baffling logical leaps, and it's possible to solve some of them without figuring out the key, so to speak. Moreover, a few are simply infuriating--there's a maze that ranks with the most annoying in the history of IF, which is saying quite a bit, and an extended one-of-these-three-doors-is-telling-the-truth sequence. Some are more creative, admittedly--there's a "seven deadly sins" puzzle that would feel quite original if the idea hadn't been done several times in recent years (i.e., long after Sangraal was released)--but few are real highlights. Supposedly, Sangraal is the easiest of the three ported Topologika games; if so, that should give IFers pause, because in no sense are the puzzles in Sangraal easy, nor is the game design particularly forgiving. It's not at all hard to close off the game without realizing it, and some of the puzzles don't allow for trial and error. The game itself is fairly wide--lots of puzzles are available for most of the game--but many of the available puzzles aren't initially solvable, and solving them in the wrong order can render the thing unfinishable. Sangraal's saving grace is its literacy and cultural acumen. The game is littered with references to various authors--Keats, Poe, Shelley, Homer, the Bible several times over, and many, many more. Some of the digs are rather subtle--there's a Wailing Wall that, initially, you get driven away from because you don't belong there, and you (minor spoiler) evade getting driven away by changing your appearance so that you look the part, a barbed reference to the ongoing controversy in Jerusalem over Orthodox Jews refusing to allow Reform and Conservative Jews to pray at the Wailing Wall. Equally subtle is the following: There is a five-foot high pillar of salt here, which looks a bit like a running woman. But not a lot. Sangraal abounds with humor along these lines, and while not all the jokes work--one sequence involving the "Eleventh Commandment" and a bunch of computer programmers feels rather forced--most of them are funny enough to make the game consistently amusing. The drawback, however, is that much of the humor requires that the player think in the same bizarre and subversive way as the author does, and Sangraal is hence best played with the aid of a walkthrough or a helpful friend who's already finished it. Particularly difficult in this respect are the puzzles that draw on certain poems by Keats and Shelley--the logical progression is highly obscure. Sangraal occupies such an odd niche that it's hard to liken it to any recent work of IF. There's no plot, really--the initial premise (retrieving the Holy Grail) is entirely irrelevant, as with most fantasy quests--and neither is there anything binding the game's world together. (I.e., the world depicted feels less like a setting than an excuse for a lot of silly puzzles.) The puzzles have a way of disappearing once they're solved, and most of them either give the player a treasure-type object or simply award points; none, as far as I can recall, changed the game's landscape, and not many even opened up new territory to explore. No doubt this is a function of the memory limitations of the day, which made it difficult to code for both a solved and unsolved state of a puzzle, but the effect is to magnify the random-collection-of-puzzles feel. While it's an uneven work in several respects, there's plenty of wit in Sangraal, enough to overcome the clumsier bits, and if you enjoy rather obscure satire, you may well enjoy this. FTP FileInform .z5 file FTP FileSource code

Sanity Clause

From: Audrey A. DeLisle <rad SP@G crl.com> Review appeared in
SPAG #1 -- May 15, 1994 NAME: Sanity Clause PARSER: AGT Standard AUTHOR: Mike McCauley PLOT: Excellent EMAIL: ??? ATMOSPHERE: Funny AVAILABILITY: IF Archive S10 WRITING: Excellent PUZZLES: - SUPPORTS: AGT Ports CHARACTERS: Good DIFFICULTY: - You are Santa Claus and you must deliver all the presents before midnight in each time zone. This can be done in five trips. When you have to go to the same place, you will find a different puzzle. It is tedious, but fun if you have the patience. The author wrote S.O.S. (Son of Stagefright, both with AGT.) Understand that each trip will be shorter than the previous one. Your elf is a delightful companion. Author--Mike McCauley, has MAC version, sends map and hints on reg. FTP FileAGT files with PC Executable runtime (.zip) FTP FileSource (.zip)

Sardoria

From: J. Robinson Wheeler <jrw SP@G jrwdigitalmedia.com> Review appeared in
SPAG #35 -- December 31, 2003 TITLE: Sardoria AUTHOR: Anssi Raisanen EMAIL: anssi.raisanen SP@G cop.fi DATE: October 2003 PARSER: ALAN standard SUPPORTS: ALAN interpreters AVAILABILITY: Freeware URL: ftp://ftp.ifarchive.org/if-archive/games/competition2003/alan/sardoria VERSION: 1.0 (competition release) Normally, I don't play ALAN games, mostly because they're a lot of extra trouble. There doesn't seem to be a way (and I might be wrong about this) of automatically saving a transcript, and that's something I like to do when playing comp games, so that I can refer back to it when writing reviews. [Editor's note: Apparently, ALAN games can in fact generate a transcript when they are started at the command line with the -L switch. This fact does not necessarily overturn Rob's point about these games being "a lot of extra trouble." --Paul] As a result, I ended up doing this very tedious thing of copy-and-pasting a screenful of text at a time from the ALAN terp window into a text editor every twenty seconds. This has served to make me grumpy and irritable and likely to rate the game more harshly than I would have if it had been an Inform or TADS game, which isn't really fair. Maybe I'll add a point at the end to try to compensate, but that isn't really fair, either, I suppose. This is a fairly standard and fairly short old-school type game set in a castle with dining halls, secret passages, a bearded old wizard, and a king who's in trouble. That sort of thing. You start out in a locked room, and figuring out how to get out of there was, to me, the most troublesome puzzle of the game. I went to the hints fairly quickly, and all they did was suggest that something else was hidden in the room with me. Given the extremely limited set of things to interact with, I eventually found it, but it was a total read-the-author's-mind type of situation. The next puzzle after that was equally perplexing. I guess if I'd really taken the time to examine everything (which I was steered away from doing, because it was a kitchen full of knickknacks, the first dozen or so of which yielding nothing more than a note saying that they're not worth playing with), I might have figured it out on my own. Instead, I used the WALKTHROUGH command. After that, things went a little better. I'm an old hand at looking behind things and finding secret passages and so forth. There was a curious cultural gap that made one puzzle here a bit more of a stumper than it was supposed to be, I think. You have a clue sheet of abstract concepts, and then a grid of icons you have to touch, matching the concepts. Two of the concepts were "night" and "wisdom". One of the icons was an owl. The mismatch and the correct solution are left as an exercise for the reader. Later on, I unintentionally found the solution to a puzzle because an NPC blurted out the solution, due to a bug, as if I'd already stumbled on it and was showing him the results. Oh well, whatever works. Just after this, there was something that I guess was a bug -- I was told to proceed through a set of color-coded doors in a certain order, and that order was incorrect: two of the colors needed to be swapped in order for me to get to the end. I don't know what that was about, but it seems like a beta-tester should have found that. Unless it was deliberate, in which case, it was just weird. Right after that, there was a puzzle that reminded me of something I made fun of in one of last year's games. It's the equivalent of going into a room with a gigantic vault safe, with a description saying, "Oh no! How will you ever get this open? Also, there's a note attached to the safe." Examining the note says, "The combination is 59-73-102." Makes you wonder whether it even qualifies as a puzzle at that level. Following one more read-the-author's-mind puzzle, the game suddenly ended, and I had won. Uh -- okay. Well, that was, hmm, brief, I guess. There is nothing especially bad about the game, but nothing especially unique about it, either. Sometimes I like old-school games like this, but this one left me kind of wishing for more in the way of entertainment value. My natural reaction would be to rate this one a 4, but is that because I was grumpy about the lack of a logging feature? Hmm, nah, I think it's because that's the proper rating to give it. RATING: 4 FTP FileZip archive with Alan files (updated version) FTP FileDirectory with Alan .acd and .dat files (competition version)

Save Princeton

From: Brian Reilly <reillyb SP@G gusun.georgetown.edu> Review appeared in
SPAG #8 -- February 5, 1996 NAME: Save Princeton PARSER: TADS AUTHOR: Jacob Weinstein PLOT: Rescue Princeton from terrorists. EMAIL: jweinste SP@G alcor.usc.edu ATMOSPHERE: Good AVAILABILITY: IF Archive, shareware,$10 WRITING: Good PUZZLES: FAIR SUPPORTS: TADS Ports CHARACTERS: FAIR DIFFICULTY: Moderate Egads! Gun-toting radicals have infiltrated the Ivy League. Nope, it's not Columbia of '69, but Princeton of today. As a mild-mannered perspective Princetonian, you duck away from your tour of Princeton out of boredom and begin to explore the the campus on your own, only to be startled by the sounds of gunfire erupting in the usually tranquil Princeton, NJ. When you come out of hiding, you can tell that something has gone drastically wrong. Your explorations around Princeton soon lead you to discover that the Administration Building has been seized, and the President of Princeton is being held hostage. Now, it's up to you to oust the terrorists, and rescue President Shapiro. The puzzles in this game are done fairly well, but some tend to be rather illogical or bizarre. The game is full of a good amount of humor, although a lot of it is dependent on Princeton history or a familiarity with the campus. The characters add to the humor of the game, although many of the characters could have been more developed. I do have to add though, that I was ecstatic when I realized that the maze was a non-maze, and did not have to spend hours mapping. All in all, Save Princeton is a fun, enjoyable game. FTP FileTADS .gam File FTP FileMacintosh (.hqx) FTP FileDOS executable (.zip) FTP FileSolution (text)

Savoir-Faire

From: Daphne Brinkerhoff <cendare SP@G hotmail.com> Review appeared in
SPAG #30 -- September 20, 2002 TITLE: Savoir-Faire AUTHOR: Emily Short EMAIL: emshort SP@G mindspring.com DATE: April 2002 (original) PARSER: Inform SUPPORTS: Zcode interpreters AVAILABILITY: IF Archive URL: http://emshort.home.mindspring.com/savoirfaire.htm http://www.ifarchive.org/if-archive/games/zcode/Savoir.z8 VERSION: 6 (most recent) (Note: I have recently moved, and my computer is still in pieces in boxes, so I am not able to replay the game to get exact details. Also, I played an older release (not sure which one).) Savoir-Faire is an excellent game, featuring a strong sense of place, an innovative backstory & magic system, and a protagonist whose idiosyncrasies are charming in a way that reminds me of Varicella. Place: The opening "room" is so present and alive that I spent many turns there before even going inside. Throughout the house, the furniture, doors, molding, and knickknacks all contribute to a feeling of really being there. But what would you expect from the author of Pytho's Mask and Best Of Three -- both games which focus on conversation and still have room for books, costumes, inlaid tiles...? "Place" also encompasses the idea of culture. With sausages strung up on the rafters and seven planets in a model of the solar system, it's clear that we aren't in Kansas any more. So *this* is "old skool"? I don't remember Zork and Advent being quite like this. Backstory: Obviously, I can't say much about this without giving away the plot. But even the brief opening text raises a number of questions: Where is everyone? What is your relationship to them? To this house? Who are you, that you can so blithely gamble away your life savings and assume someone else will bail you out? Like so many games, Savoir-Faire has a subplot about discovering your true identity, but it's low-key: no melodramatic scenes of revelation. The magic system: Figuring this out is one of those "aha!" moments, so again I can't go into great detail. In some ways, though, I felt frustrated -- the magic seemed to be so powerful that the limitations felt arbitrary at times. The thought "If action A works, why doesn't action B?" crossed my mind many times. If I may digress briefly, I think this is a universal problem with powerful characters in general. It could be called the Commander Data problem (after the Star Trek character). If you have an exceptionally able character, plots tend to fall apart. "A heavy bulkhead? Data can lift it. An encoded password? Data can decrypt it. A rescue in the vacuum of space? No problem!" So the writer ends up inventing more or less believable reasons why this power can't be used to solve this problem. For me, this *mostly* works in Savoir-Faire, but there are occasions when I just rolled my eyes and went to the walkthrough. Of course, this can be written off as more of that "old skool" atmosphere. I should add that another alternative (severely limit your character's powers) is the more usual way of handling things -- hence the numerous magic systems with equivalents of "fnord: create illusion of blue antelope", and similar very specific powers. What Savoir-Faire attempts is more interesting, and mostly more intuitive -- if I *had* magic powers, this is how I would both prefer and expect them to work. Protagonist: A bit prissy, a bit amoral (breaking and entering starts the game, after all!), a bit noble -- yeah, kinda like Varicella. I particularly enjoyed being hungry and eating. This guy is *serious* (and seriously vivid) about his food. Fortunately, he does care about something other than himself. And there is evidence (especially if you play it right) that he has a strong sense of humor and self-mockery. Basically, I enjoyed being Pierre. Other: I especially enjoyed the memories that pop up from time to time (they reminded me of an aspect of L. Ross Raszewski's Moments Out of Time. My only quibble is that there weren't quite as many of them as I wanted, and they seemed to cluster in the beginning parts of the game. And now I've gotten through a whole review without mentioning the puzzles! Isn't that why people play "old skool" games? I had fun with some of them (finding a light source and exploring the cellars, particularly). Mostly the puzzles are tied up with the magic system described above. If you like the magic system, you'll like the puzzles (and mostly, I did). To sum up, while this game may claim to be "old skool", that doesn't mean Yet Another Dungeon Crawl. There's atmosphere & polish which bring Savoir-Faire to a higher level than that. From: Francesco Bova <fbova SP@G mts.net> Review appeared in SPAG #32 -- March 20, 2003 The type of IF I've always preferred has been more puzzle-based than story-driven, and as a result, I've always enjoyed the old Infocom games because, if anything, they erred on the puzzle side of that spectrum. They typically featured mazes, colour-based puzzles, hunger and weight restrictions, and a whole host of other implements we just don't see in modern IF today (albeit in most of those cases, for very good reasons). With the lack of many truly puzzle-oriented games lately, I have been longing for a big puzzlefest-type game reminiscent of an Infocom classic and I'm happy to say I've found one in Savoir-Faire. Savoir-Faire comes out and blatantly calls itself a piece of old-school IF; a throwback, if you will, to the days of Infocom and perhaps more recently to the days of Curses and Delusions. When a game comes out and patently calls itself old school, comparisons to some of the more popular Infocom classics and early shareware games will be drawn. So the question is, does Savoir-Faire succeed in replicating the old Infocom standard? As far as I'm concerned, it doesn't just succeed in replicating it; it's better in every respect I can think of while still maintaining the illusion that the game could have been created in Infocom's heyday. For example, Savoir-Faire implements many common design strategies used in Infocom games that are now considered designing no-no's (encumbrance-based carrying systems, hunger restrictions, the opening of doors before you go through them), but does so in a much more contemporary and less threatening fashion. There are different light-based puzzles for example, a maze of sorts, and an abundance of locked doors, yet Ms. Short seems to reluctantly (and thankfully) only put a half-hearted attempt into creating an authentic old-school system. The hunger restriction, for example, is only that in name and serves more as a reminder of what goals you should be focusing on as opposed to a rigid hurdle that has to be traversed (which is to say you can never die of hunger). Unlocked doors open automatically once unlocked, and any encumbrance issues are nicely done away with, with a sack that can carry pretty much anything. It probably grated on a game designer as strong as Ms. Short in the first place to have to implement so many old-school faux pas, let alone make them completely unuser friendly. Fortunately for the player, it appears that her innate sense of good game design prevailed. Continuing on with the puzzles, Savoir-Faire again throws up some old Infocom tropes without the typical old school constraints (i.e., unwinnable game states). The credits list the game as cruel, which makes me typically feel that there are many opportunities to put the game into an unwinnable state. Actually, when I see a cruel rating for a game followed by the word 'unwinnable' I get that eerie chill down my spine that I got so often while playing So Far, where every turn seemed destined to limit my possibilities. Although some of the puzzles were on the tougher side, none were unachievable without a little lateral thinking, and I can't think of one that would be considered truly cruel. On the contrary there are plenty of ways to solve the same puzzle unless you go about willfully destroying things (and even then you might find some possible avenues). At one point, while I was stumped, I attempted an action that involved the destruction of an item (an action which I was sure would lead me to an unwinnable state). To my surprise, an alternate solution that I'd thought of but which I felt unlikely to be implemented, turned out to work. To my further surprise, upon reading the verbose walkthrough, I discovered many other solutions for that particular puzzle and was duly impressed. Once again in defiance of most classic-IF axioms, there is very little linearity in this game. As I mentioned, alternate solutions abound and the puzzle-solving process is aided by a whole plethora of parsed verbs to choose from. Savoir-Faire is a game that understands the following sentences equally: >get water from well with teapot. >fill teapot with water from well. And Savoir-Faire also provides for many rare but useful verbs as well as verb synonyms. Also remarkable are the impressive bits of programming involved in the game. There is a magical set of physics to Short's world that the player learns through flashbacks and bits of backdrop, and the macroparsing involved in setting up this particular magic system is impressive; all the more so as the game was originally released in .z5 format (as opposed to the .z8 of later releases.) When things work as smoothly as they do in Savoir-Faire, you know there's a lot going on behind the scenes that makes the game work as efficiently as it does. For the average author this means adding libraries, extra classes, and more often than not ugly, redundant bits of programming. But for the true artist, efficiency is what's important and nowhere is efficiency more apparent in any recent game in memory, than it is with Savoir-Faire. Sure, in terms of gameplay I guess it ultimately doesn't matter how big or small a game is, but as a hack programmer myself, I really do appreciate the elegance and efficiency with which Ms. Short constructed her universe, as I know how difficult it is to make it so. Anyway, all these positives and I haven't even talked about the writing. Ms. Short, a former winner of an XYZZY for best writing, has an economical and beautifully descriptive way about her prose. It's effective and lasting and brings every piece of scenery to life. The writing is such a pleasure to read that one could still enjoy the game greatly just playing it strictly with a walkthrough and reading the responses the game spits back at you. So to sum up, Savoir-Faire is a great game, and I don't have many complaints about it. Since this is a critique of the work, however, I feel obliged to talk a bit about something I wasn't overly fond of in the game, and surprisingly (when I think back to Short's other works), what I wasn't overly impressed with was the story. Well that's not true exactly. I thought the story and background were great up until the ending, after which I felt differently about the story as a whole. The plot starts off with the PC, a minor noble in financial difficulty, returning to the house of his youth where an adoptive family had once raised him. Upon finding the manor abandoned, the PC decides to ransack it for profit (and so begins a classic treasure hunt, albeit with a lot more backstory than the Infocom standard). The story to this point is fine, but as bits of background became more and more available throughout the game, it seems obvious that the protagonist was treated quite fairly by his adoptive parents and their daughter (who it appears also had a crush on him) despite his poorer upbringing and what you could only assume was a lower status in their household. I therefore found it extremely jarring that he would go back and pillage the home of the people who showed him so much kindness growing up. Other factors contributed to my growing disdain for the protagonist as well. For example, the constant reminders of his hunger (as illustrated by his constant yearnings for different exotic foods) that I had mentioned earlier, while important to the plot as it focuses the player on the task at hand, also reinforced, to me at least, the PC's selfishness. I mean really, worrying about gourmet cuisine when it was becoming readily apparent that a dear friend was in trouble? These are not the thoughts of a modern day IF hero. As a result, by the time the ending rolled around, I didn't have a great deal of respect for the protagonist and hoped all the while that he would receive an 'appropriate' reward for his violations and selfishness. In this respect, the game's PC reminded me a lot of the protagonist from Infidel (an Infocom classic for those who don't know). Infidel featured a protagonist who was a self-centered excavator and treasure seeker, committed to running through anything and everyone in his pursuit to achieve his goals. Fittingly, he receives a 'reward' worthy of his self-absorption upon reaching Infidel's conclusion. I was hoping for a similar result in Savoir-Faire but found none. No ending that befitted the crimes I'd committed, no slap on the wrist, no scolding, no guilt; Just some tacked-on sugary sweetness that completed the fairy tale in a typical and (at least for me) unsatisfying way. Interestingly enough, Infidel's original ending was very similar to Savoir-Faire's. I remember reading an interview with Infidel's author Mike Berlyn, and he alluded to the fact that the game's original ending finished very positively; the way most treasure hunts did at that time. But the ending was changed between the initial beta-tests and the game's final release because of an outcry from testers who disliked the protagonist, and thought he deserved far worse than the ending had provided. Faced with such an overwhelming sentiment, Mike and his team got to work to fix the ending and thus was born Infocom's first tragedy. Looking at the credits for Savoir-Faire, I noticed 4 beta testers to its credit -- a normal amount for a piece of modern IF. Let me start by saying that these four testers did a great job. As I've already mentioned in this review, Savoir-Faire is a technical marvel, and so much more playable than any Infocom game I can think of that it's laughable. But I would hypothesize that one advantage of having tens of testers look at a game (which was the case with the Infocom games) is that it's easier for an author to notice trends and sentiments with respect to storyline and mood. So if an author notices, lets say, 6 out of 20 people not feeling at ease with a story's direction it's a lot easier to detect a plot concern than if 1 out of 4 people notice a similar issue. I'd also hypothesize that having a smaller number of testers might mean that those same sentiments may be overlooked and that ultimately having a greater number of beta-testers will improve a storyline regardless of who writes it. Having said that though, it's tough to find dedicated beta-testers in the first place these days, let alone tens of them, and again this is not a criticism of Ms. Short's work in any way, just a comment on how the IF scene is different today as compared to the Infocom heyday. Hmmm... I guess the old Infocom games may have actually had an advantage or two in some areas over today's games after all. Go figure. Anyway, my brief quibble with the ending notwithstanding, Savoir-Faire is an excellent game penned and programmed from one of today's IF masters and well worth playing. Download it today! FTP FileZcode .z8 file

Scapeghost

From: J. J. Farmer <J.J.Farmer-CSSE94 SP@G computer-science.birmingham.ac.uk> Review appeared in
SPAG #6 -- July 26, 1995 NAME: Scapeghost PARSER: Very Good AUTHORS: Level 9 Computing PLOT: Linear EMAIL: ??? ATMOSPHERE: Excellent AVAILABILITY: Commercial WRITING: Good PUZZLES: Poor (part 1), Very Good (parts 2 & 3) SUPPORTS: Amiga, Amstrad CPC, PCW, Apple II, Atari ST, XE, 800XL, BBC Master, Enhanced (sideways or shadow RAM) BBC Micro, Commodore 64 or 128, IBM PC, Apple Mac, Spectrum +2 or +3, MSX 64k, Spectrum 48k or 128k CHARACTERS: Excellent DIFFICULTY: Moderate-Low Let's start at the beginning: Alan Chance was a cop. Alan Chance was infiltrating a drug gang. Someone (or something) tipped off the gang. Alan Chance got killed, his partner Sarah was taken hostage and his ex-colleagues think it's all because of his own stupidity. But all is not lost. Alan Chance has returned as a ghost and, with the aid of an adventure game-player intrepid enough to actually locate and purchase a copy of this game, has three nights to rescue Sarah and bring the criminals to justice. Scapeghost was the last game Level 9 wrote before they withdrew from the adventure market, and evidence of their previous experience is obvious. The parser understands pretty much anything you type in; you can use the command "FIND" or "GO TO" to take you to any object in the game, and you can order around characters in the standard fashion (e.g. "JOE, RUN TO MY GRAVE, WAIT FOR ANDY, FIND THE WATCH, GET IT, FIND ME"), although whether they actually do it is another thing. Like most of the later Level 9 games, Scapeghost is split into three parts; in this case, the three nights on which the game takes place. However, unlike many of the previous games, they can be played in any order. I'm not really all that keen on this; the parts follow each other in a logical and chronological manner, and later parts do all but give you the solutions to puzzles in previous parts. I exercised restraint and played through the parts in order. The first part, November Graveyard, is probably the weakest. You start the game by waking up at your funeral just before dusk. There are four characters in the graveyard at this point (a workman, a supervisor, a detective and a crowd of mourners), and valuable information can be gained from following them around. Then night falls and you are introduced to the first of your fellow sufferers - Joe Danby used to be a publican, but he's stuck in the graveyard now because his place "doesn't serve spirits" groans all round. He'll take you on a guided tour of the graveyard and introduce you to most of the residents. It doesn't take you long to deduce that each one of them has a problem, and if you solve it for them they'll help you. It's all rather routine and there are some awful puns along the way. The climax of this part involves coordinating your small army of ghosts in a final effort to delay the drug gang while you wait for part two. As I said, this part has a good atmosphere but it's pretty much all been done before. There is only really one innovative puzzle, which I won't go into detail about because I don't want to spoil it for anyone. It took me about a day to complete this part. The location descriptions are very terse; some versions include graphics, and these help to get the true feel of the locations. I had the BBC Master version, and whilst the graphics were in an ultra low-res mode, with the BBC's normal complement of 8 colours not really helping, they were of surprisingly good quality and quite atmospheric. The back of the box shows some screen shots from the Atari ST version, and these are of near-photographic quality. On the other hand, they would put the best pictures on the box... Although the quality of the location descriptions is rather poor, all of the other text is truly excellent. It more than makes up for the other shortcomings. Part Two, Haunted House, sees you with enhanced abilities, and you can now leave the graveyard. Your previous squad of helpers has melted into the darkness, with only Joe Danby remaining to aid you in your quest to investigate the gang's old hideout. The puzzles in this part are really excellent. You must use your ghostly abilities to piece together your final moments, and to assemble a body of evidence. All of this can be solved by pure logical thought. There's still nothing too testing, but it's all good fun. In part three you can finally get to grips with the criminals - but they're trying to get to grips with you too, and force a priest to attempt an exorcism. After your exploits in part two, the police are making their way to the gang's new hideout - with lights flashing and sirens blaring. A surprise assault it won't be. Although it initially seems that you are left to develop your own strategy to bring them to justice, the instructions actually tell you what to do, which is a mite disappointing. The atmospheric touches in this part are excellent. It's worth playing the part through once just to sit and watch the gang's poker game. The puzzles are once again very original, and in some parts hilarious. Yet again, though, there's nothing overly difficult. Scapeghost is a truly classic game let down by a poor first part and some very brief location descriptions. Another review (in the magazine "The Micro User") said that it contained "real brain-teasers", and left the impression that it was rather difficult. I personally found it very easy - I finished it in three days, which is the quickest I've completed any game, but maybe I was lucky. Availability is probably rather low - it was released in 1989, and when I purchased my copy three years ago Level 9's supplies of all their BBC games were running very low (sold out of all but three), and it's a fair bet that a similar situation exists for the other formats. However, if you do see a copy anywhere, snap it up at once. You won't be disappointed. FTP FileSolution (Text)

Scavenger

From: Virginia Gretton <VGretton SP@G aol.com> Review appeared in
SPAG #35 -- December 31, 2003 TITLE: Scavenger AUTHOR: Quintin Stone EMAIL: stone SP@G rps.net DATE: October 2003 PARSER: TADS2 SUPPORTS: TADS2 interpreters AVAILABILITY: Freeware URL: ftp://ftp.ifarchive.org/if-archive/games/competition2003/tads2/scavenger VERSION: Version 1.0 (competition release) This game was well-coded and extensively tested. I was given choices at the beginning, which worried me in case no-win states lay just beyond the horizon. Happily, that was not the case. The setting did not excite me for a long time. And being forced to abandon a child in a hostile world went against the grain. Still, it is a means to an end -- a workman-like way of coding progression. Inside the main location, I was frustrated by clear solutions combined with inability to get the required response. That said, the tension built nicely and crept up on me unawares. The conclusion was satisfying and mollified my buried worries about child abuse. Multiple endings were sufficiently interesting to make me want to try them. In some ways this game achieved more than my favourite entry -- it drew me in and held my attention in a very subtle way. If Scavenger were a book, I would find myself pre-ordering the author's next title from Amazon. From: Cirk Bejnar <eluchil404 SP@G yahoo.com> Review appeared in SPAG #35 -- December 31, 2003 My favorite game of the Comp, this old-school gem combines well-done puzzles with evocative prose to create an intriguing world. You are cast as a scavenger in a post-apocalyptic wasteland, seeking some secret technology of the ancients. This provides a nice explanation for why you go off exploring behind every desk and pick up anything not nailed down. One feature of note is the many alternate solutions that are coded. There is a store in the opening portion of the game where you have a choice of several items. Most of them are optional and they provide the game with a fair amount of replayability. From a technical standpoint, Scavenger is superb. Most actions are anticipated and generate interesting customized responses. In addition, alternate syntax is generously provided. Only once did I have to rephrase a command. There are a few minor bugs in the end game where it fails to properly check state, but nothing that adversely effects gameplay. Personally, I found the gameplay experience of Scavenger to be very rewarding. You are given a goal at the beginning that drives the action throughout. The primary task breaks down nicely into subgoals, how to enter the base for instance, but there are also puzzles which are more of less optional, depending on the supplies you have and whether or not you want a full score. The balance between player freedom and keeping the plot moving was well handled in my opinion. I would also like to mention the writing. It is generally quite good at sketching places or people with a few simple strokes. Details are included with just the right frequency to give you a vivid picture of the world and its inhabitants. The difficulty is not particularly high nor is the game very cruel. And if you do get stuck it features a nicely done hint system to give you a nudge (or a shove if you need it) in the right direction. Highly recommended to all except perhaps very young children. The language and violence would probably garner a PG-13 rating from the MPAA. FTP FileDirectory with TADS2 .gam file, license, readme, and walkthrough

Screen

From: Tony Baechler <baechler SP@G myrealbox.com> Review appeared in
SPAG #31 -- January 3, 2003 TITLE: Screen AUTHOR: Edward Floren EMAIL: edwardfloren SP@G netscape.net DATE: September 2002 PARSER: Inform SUPPORTS: Zcode interpreters AVAILABILITY: IF Archive URL: ftp://ftp.ifarchive.org/if-archive/games/competition2002/zcode/screen/screen.z5 VERSION: Release 1 I really enjoyed this game, but it had small faults. Before I mention them, I would first like to mention that it was very well-written. I found no obvious grammar errors. Almost everything I examined had descriptions. I found no obvious bugs. I liked the overall premise. The best way to describe it without spoilers is "short and sweet." However, it is just the right size for what it is trying to do. It had small faults. Probably the biggest was that it could not make up its mind about whether we are in first or third person. At the beginning it was obviously first person. It moved into standard IF, which I think is second person. Finally, it was third person in the cut scenes. This was a little jarring since I had already figured out my name but it kept referring to me by name as if I was reading a book about a stranger. I felt myself becoming distanced from the PC, as if I am looking at him through an outside window or some such. Overall, this was minor but detracted from the game. Secondly, I felt it could have transitioned into the three parts more smoothly. In other words, suddenly I am in a different part and am trying to figure out who I am and what I am doing. I guess it did a good job though because the first thing I thought to do was examine myself. It did a fair job of describing me, but I thought that part 3 was better done with more described characters. The NPCs were cutouts but that was perfectly fine for a game like this. They both gave clues as to what they wanted, so by poking around it was obvious what I was supposed to do in part 2. Finally, it lost some points for originality. Sorry, but similar devices have been used before. Besides, I am a little confused how the screen got there in the first place. Again, though, I emphasize that these faults were very minor. The game was slightly above average. The faults might have been less noticeable if the game was larger, but I think the reason why I liked the game as much as I did was because of its small size. It is enough to capture my attention but is not too long and drawn out. I was never this PC but can relate to his nostalgia, even with the narrative style changing as it did. If the transitions were slightly smoother, this would be a good game to polish and release after the competition is over. It is a pleasant way to spend 10-20 minutes. Congratulations and good job. I would like to see more from this author, since I like his writing style. My comp rating: 6 FTP FileDirectory with zcode .z5 file

Seastalker

From: Graeme Cree <72630.304 SP@G compuserve.com> Review appeared in
SPAG #4 -- March 2, 1995 NAME: Seastalker: [Your Name] and the Ultramarine Bioceptor GAMEPLAY: Infocom Standard AUTHORS: Stu Galley & Jim Lawrence PLOT: Routine EMAIL: ? ATMOSPHERE: Good AVAILABILITY: LTOI 2 WRITING: Passable PUZZLES: Good SUPPORTS: Infocom Ports CHARACTERS: Good DIFFICULTY: Very Short and Easy In Seastalker, Infocom's only adventure designed for children, you play the part of...yourself, a brilliant young scientist who has designed a two-man submarine. Before it is completely ready, your aquadome is attacked by a mysterious sea creature, forcing you to rush to the rescue, encountering danger without and treachery within. Obviously, ratings for such a children's game reviewed by an adult will be somewhat skewed, though I tried to compensate for this in Wildcard Points. One of the authors has ghostwritten books for the Hardy Boys, Nancy Drew, and Tom Swift series, and the writing style carries over very well. The game has the same oh-my-gosh-golly sense of adventure that those books have. This is not a criticism, I read and enjoyed the Hardy Boys as a child, but it has a mixed effect on the ratings, causing the atmosphere rating to go up a bit, but the plot rating to go correspondingly down, as I had read so many of these books that the plot seemed rather routine and predictable. The game scored well in the wildcard category, because I thought that it was very innovative in three ways. First, it allowed you to give the main character your own name, or any other name that you chose (this was later used in Moonmist, also by the same authors, but in no other Infocom games). Secondly, unlike other text games, items in a room are not necessarily visible when you walk in the room, even if they are out in the open. In one room, there is a pile of miscellaneous equipment that contains something you need. You are not told that the item is there, and searching the pile will not help unless you tell the game exactly what it is that you're looking for (If you have your documentation, you should be able to figure this out). Third, the system used for piloting your submarine, gives you an ASCII readout of your radar screen, similar to the sector maps in those old Star Trek games (periods for empty sectors, a special character for your ship, and so on). There was however, one feature that I didn't like. Seastalker's documentation comes with maps of both building complexes, and the neighbouring harbour (not the box-and-line graph paper maps that the players would make, but floor plans). This is fine in itself, but many times, the description of a room in the game would not tell you where the exits are. If you have the documentation you can figure it out of course, and perhaps this was meant as a form of copy protection, but it was still rather annoying, as it meant that you had to keep the docs right by your side at all times. I did come up with a little joke to counterbalance this. Remembering the stereotype of the child genius who can design moon rockets, but can't pronounce his S's correctly, and noting that the title of the game, and the name of your submarine had three "S" sounds between them (Seastalker, Scimitar), I decided to play with a main character named Thuthie Thmith. All children's software today seems to be designed for the preschool through kindergarten age group. The rest is for adults. Seastalker, like The Hardy Boys, is for ages 8-14, and even 10 years later it remains about the only game specially geared towards them. Since the purpose of children's software is always to educate as well as entertain, an all-text adventure seems especially appropriate. It's only a pity that there aren't more. FTP FileSolution (Text)

Shade

From: Tina Sikorski <tina SP@G eniac.stanford.edu> Review appeared in
SPAG #23 -- December 29, 2000 TITLE: Shade AUTHOR: Andrew Plotkin E-MAIL: erkyrath SP@G eblong.com DATE: 2000 PARSER: Inform standard SUPPORTS: Z-code interpreters AVAILABILITY: Freeware (IF Archive) URL: ftp://ftp.ifarchive.org/if-archive/games/zcode/shade.z5 VERSION: Release 2 Walkthrough? No (hints) Genre: Surreal +------------------------------------------+ |Overall Rating A |Submitted Vote 9| |Writing A |Plot B+| |Puzzles C+|NPCs n/a| |Technical C+|Tilt A+| +------------------------+-----------------+ *** Initial Thoughts Mmm. Games that aren't what they seem at first. Except that this one, I already had a feeling wasn't going to be what it was presented at first, simply from the quality. I have to say, with all due respect to Zarf, that I was a bit surprised to discover he was the author; I generally don't enjoy his games this much simply because his puzzles are usually beyond me. That is just not a problem in this game. It will be very difficult for me to discuss this game without revealing spoilers, I'm afraid; I'll try to keep it to a minimum. *** Writing (A) First-rate, and from the opening paragraphs I was nearly certain that the pseudonymous author was someone with prior experience. I never formed a solid opinion about the potential author -- I'm actually not very good at such things in any event -- but I was sure it would turn out to be someone whose name I recognized. Consider, if you will, this bit of description: "Odd, how the light just makes your apartment gloomier. Pre-dawn darkness pools in the corners and around the tops of walls. Your desk lamp glares yellow, but the shadows only draw your eyes and deepen." This is something well-crafted. Without getting terribly verbose, it reveals information, sets mood, and (though you don't yet know it) also firmly sets the plot in motion. Light and darkness are important in this game (or at least certainly in my view of the game), and they definitely are properly introduced in the first paragraph. Beyond that, I could continue to quote, but why ruin your chance to see the writing develop? The writing is excellent, details abound even where strictly speaking unnecessary, and responses to your actions are superb. *** Plot (B+) This is the thing that is so hard to discuss without giving anything away, because it is on the one hand so terribly simple, but on the other, there are some twists. Perhaps one of the most interesting parts is that there comes a time when you know precisely what will happen (at least for a while) and yet... there is still this sort of frantic "what happens next" reaction. It's eerie, it's creepy, it's just plain fun. *** Puzzles (C+) This would be the one area the game is a little weak in. Oh, sure, the puzzles are fairly straight-forward and oftentimes even sensical. There is an in-game hint of sorts. But... it would be fair to say that the puzzles pretty much exist to give you something to do while you're waiting for the next, er, cascade of story, and unfortunately, because of a few timing problems, it -feels- that way. *** NPCs (n/a) Except for possibly once, there are no NPC encounters. *** Technical (C+) The way the apartment was implemented was interesting. There wasn't much else in the way of neat trickage (fairly surprising in retrospect). There were a couple disambiguation problems, and maybe one bug (but it may have been on purpose) with the in-game hint provision, but overall it was fairly bug-free. *** Tilt (A+) and Final Thoughts I cannot, without revealing entirely too much about this game, explain to you just what it was that had me raving about this game for two days afterwards, including randomly piping up with a particular rant that would, again, spoil things. Let me just assure you that this is the case: for two days, I was so haunted by this game that it was constantly in my head, teasing me... waiting for me in the darkness. In the shadows. In the Shade. FTP FileInform .z5 file (updated version) FTP FileMac .hqx archive (updated version) FTP FileInform .z5 file (competition version)

Shades of Grey

From: Molley the Mage <mollems SP@G WKUVX1.WKU.EDU> Review appeared in
SPAG #2 -- September 26, 1994 NAME: Shades of Grey PARSER: AGT AUTHOR: See Review PLOT: Serious, and quite different ATMOSPHERE: Excellent AVAILABILITY: F_IF Archive WRITING: Often evocative PUZZLES: Not the real focus SUPPORTS: AGT ports (IBM/Mac/Atari ST) CHARACTERS: Atmospheric DIFFICULTY: Fairly Standard (5/10) EMAIL: ??? This is an excellent piece of IF and certainly the best game I've ever seen written using AGT. One of the most interesting factoids about this game is that the authors have never actually met face-to-face; the entire game was designed and written on Compuserve gamers' forums and via E-mail. Despite the geographic disparity, the product is a wonderful game, once you get past the very first single stupid non-intuitive puzzle, which is all that keeps this game from being an 8.0 (and thus in my ultra-elite). Basically, you have amnesia. You are wandering the streets of an unknown city during an unknown year wondering who you are and how you got here. Eventually you will discover a clairvoyante who will help you to discover your true self and your past through the power of Tarot. What you learn is that this is a somewhat political, occasionally difficult, *extremely* well-written game which deals with the past, present, and future of Haiti. Beyond that I can say no more without spoiling the excellent plot, but take my word for it -- Shades of Grey is a game not to be missed. You might find occasional frustration with the parser, but overall this is only a minor annoyance and is quickly forgotten in the stream of evocative images which will begin pouring forth from your computer as soon as you play... From: Christopher E. Forman <ceforma SP@G rs6000.cmp.ilstu.edu> Review appeared in SPAG #8 -- February 5, 1996 The AGT programming language was designed to be easy to use, to give non-programmers the power to create their own games. Yet in games I've seen, its parser has been almost consistently flawed, leading me to believe that users didn't find this aspect of the programming as user-friendly as AGT's developers had intended. But "Shades of Gray" is different. The annoying quirks that plague every other AGT game simply are not present. The parser generally accepts multiple methods of phrasing, a move in a wrong direction does NOT repeat the entire room description, and trying to examine something that isn't there gives a better message than the annoying "You see nothing special", which always seems to imply that something is there when it really isn't. Add to this the fact that the writing approaches the very best in _any_ text adventure, and you've got something well worth downloading. What fascinates me about "Shades of Gray" is the fact that it wasn't written by a single author, or even a creative pair. This game is the combined efforts of _seven_ authors, from both the U.S. and the U.K. Not only that, but the authors' only means of communication has been through a private CompuServe Gamers' Forum! Having collaborated with a co-author myself, I can appreciate the difficulty in trying to merge the products of two creative minds into a single streamlined work of art, but SEVEN...! One would think that conflicting ideas and plot details would crop up incessantly, reducing the end product to a cluttered, incomprehensible mess. But, astoundingly, it doesn't. In fact, "Shades of Grey" has the most fascinating plot I've ever seen in a work of I-F. You begin with no clue about who you are or what you're supposed to be doing, shifting back and forth between hallucinations and reality. Eventually you gain the help of the clairvoyant Lady Magdalena, whose Tarot cards seek to provide insight into your existence. (I often wonder if this game was Graham Nelson's inspiration for the Tarot puzzles in "Curses.") As you learn more about yourself, and your past and future, you act out the roles of yourself as a young child, a soldier, and Robin of Locksley and the Sheriff of Nottingham, all culminating in a complex political thriller surrounding Haiti. To say more would certainly spoil the entire game, but rest assured that everything fits together beautifully in the end, after you've faced every facet of yourself and put the events together. The use of seven authors leads to a rather segmented design, but linearity serves the story well. The individual episodes vary in style and quality (both in the writing and the overall design), yet somehow this creates the effect of many pieces coming together. And the whole of "Shades of Grey" is far, far more than the sum of the parts. Still, it's not perfect. The parser still isn't up to TADS level, but it's the closest I've seen from AGT. And there are some small mazes and a few puzzles that involve trying to guess the author's frame of thinking. But the rest of the game is so breathtaking that these flaws are easy to ignore. Give this one a play. Even if you normally hate the AGT system, you'll enjoy it. FTP FileAGT files with PC Executable runtime (.zip) (updated version) FTP FileAGT files with PC Executable runtime (.zip) (older version) FTP FileIBM Pophints (.zip)

Shadowgate

From: Adam Myrow <amyrow SP@G midsouth.rr.com> Review appeared in
SPAG #36 -- March 16, 2004 TITLE: Shadowgate AUTHOR: David Griffith (originally published by Icom for the Nintendo Entertainment System as well as many other platforms) EMAIL: dgriffi SP@G cs.csubak.edu PARSER: Inform standard SUPPORTS: Zcode interpreters AVAILABILITY: freeware IF-archive URL: ftp://ftp.ifarchive.org/if-archive/games/zcode/sgate.z5 Source code is also available at: ftp://ftp.ifarchive.org/if-archive/games/source/inform/sgate.tar.gz Sometimes, a game grows larger in the mind when it is not played for many years. This was the case for a game called Shadowgate which was released by Icom for the Nintendo Entertainment System in 1989. I have been totally blind since birth. Thus, I was never able to play the original game by myself. However, I was able to play it a few times by having a friend read the text and I would tell him what I wanted to try. The game was a mixed graphical/text game with a menu of verbs which could be applied to objects in your inventory. Anyway, I never got very far, and eventually, lost access to the game. Fast forward to late 2003. I was casually browsing rec.games.int-fiction when I noticed a post announcing that David Griffith had just released an Inform adaptation of Shadowgate based on the Nintendo version. I was thrilled. After over a decade, I could now finally play this game by myself and get past the puzzles which had previously stumped me. I grabbed it immediately. What I discovered was that this game had become much more exciting in my mind than it was in reality. First off, as the original was based on a menu of verbs rather than a parser, the puzzles were rather simple. With one or two exceptions, one object is used to solve one puzzle. Once the puzzle is solved, the object is either removed from play or will never be needed again. There are no alternate solutions, and few hints. Either you get past the obstacle, or you die. In fact, dying is extremely common in this game. There are numerous death traps besides the instant death puzzles. Take an object, go through a door, or attack a monster with the wrong weapon, and it's curtains for you. As if that weren't bad enough, there is the light source problem. When you start the game, you have a torch. You will quickly notice lots of torches lying around for the taking. Be sure and grab them! Your torches don't last very long, so you will find yourself constantly lighting new torches and dropping dead torches. The good news is that there is no inventory limit. This was fairly minor, as there are more than enough torches to let you finish the game. I think I ended up with 10 extra torches at the end of my play session. It's just a nuisance to constantly be told that your torch is about to go out and having to light one. There are no mazes, and no hunger or sleep puzzles, so most of the really annoying puzzles of older games are absent. It's just that learning by death is not much fun. Here's a typical example of what I mean. Tower Prison You are in a bare, round room. A beautiful woman is chained to the wall. Moonlight streams in from a window. You can see a golden blade and a beautiful woman here. >x blade It's some sort of spike that is made of precious metals. The tips are as sharp as needles. >get it As you reach for the golden blade the beautiful lady suddenly transforms into a wolf! With a load [SIC] roar, the wolf pounces on you, taking your life! The wolf's powerful jaws rip your throat out! *** You have died *** It's a sad thing that your adventures have ended here. Examining the girl gives no hint that she is anything other than what she seems. So, the only thing you can do is learn by dying, undo, and try to figure out how to get rid of the wolf. Another even worse example of this. Stone Tunnel This hallway is made of large granite slabs. There are exits up, west, and north. You can see four unlit torches here. >w Without thinking, you jump through the opening and immediately hear a loud click. Suddenly, the granite slab above you gives way and crushes you beneath it. It breaks every bone in your body. As for plot, it is the standard save-the-world type of plot. You must overthrow the evil Warlock Lord before he releases the Behemoth to destroy everything. Of course, this involves collecting various items and assembling them into a weapon of great power. In other words, nothing that hasn't been done before. There are a few spells as well. I don't know how spells worked in the original graphical game since I didn't get that far, but in this version, the good old Enchanter system of using gnusto to copy them into a spell book from a scroll was adopted probably because it is readily available. This really isn't a big deal as far as I'm concerned since like everything else, the spells each are used exactly once. So, overall, I was a bit let down by the game mainly because it had grown into an epic in my mind. What it is, in reality, is a very short little fantasy game with loads of death traps and one-use objects. There are also plenty of red herrings. However, while the plot is minimal, the writing is fairly decent aside from a few spelling errors. I think most of the writing comes from the original game, but according to the "about" text, many descriptions were made longer to account for the lack of graphics. So, it's not all bad. As for coding, I found a few minor bugs, but for the most part, things work pretty well. The torches, while annoying, have had a lot of work done on them to make dealing with them as painless as possible. I would suggest that any game developers have a look at this game's source code even if you don't plan on using Inform. Bundled with the source code are some transcripts of very early beta versions of the game with embedded remarks from the beta testers. These serve to illustrate the sorts of bugs to watch out for and the crazy things players might try when they get stuck. So, for me, I actually found the source code and transcripts very informative despite finding the game to be a little annoying. If you treat it like a game from the late 1980's rather than a modern piece of IF, I think it will sit much better with you than it did with me. From: Francesco Bova <fbova SP@G mts.net> Review appeared in SPAG #37 -- July 10, 2004 This game is a reimplementation of Shadowgate Classic as it appeared on the Nintendo Entertainment System (NES) presented by ICOM in 1989. It's an interesting experiment and follows somewhat in the recent IF Arcade tradition that converts graphical games to text. I played Shadowgate in '89 and always felt it would transfer well to a text adventure setting, so I was pleasantly surprised to see this game released in late '03. In its exactness, the Inform version stays very true to the NES version (from what I can remember of the NES version). Even the little bits of background noise and red herrings from the original were completely implemented, and I have a lot of respect for the painstaking amount of replaying of the original version that must have happened to get this done correctly. All of the NES version's written responses were intact although thankfully the IF version cleans up some grammatical and spelling errors. For nostalgia's sake then, this was a great walk down memory lane. Unfortunately, once you look past that, it also highlighted many of the design errors inherent in many of the early NES games. There are unfortunately many things to gripe about here so let's start with one of my least favorite foibles: author telepathy. Specifically, there was major death without warning. Seemingly innocuous actions like picking up items freely available in the scenery, or entering apparently non-threatening directions often lead to death with no discernible justification. It was also fairly easy to break certain structures which always left me wondering whether or not I had permanently made the game unwinnable or not. I think the game can't actually be made unwinnable, unless you don't budget your light resources properly (which is another issue, but I'll get to that later), however death-without-warning abounds and waits in every corner, which is something we just don't accept in IF games anymore. Another issue is a concern that always crops up in my reviews, and that's the combinatorial explosion of having too many items in your inventory. Throughout the game, you collect well over 80 items and when you begin the endgame, it's difficult to remember what each piece does or the exact details of each item. This leads to a lot of put X in Y, hit X with Y experimentation, which gets pretty tedious the third or fourth time around. It also makes the game more difficult than it probably should be, as your light resources dwindle very quickly -- the net effect of all this is that every time I somehow made the plot progress I would have to save, explore, make the plot progress again, restore to a previous saved game armed with my new knowledge, and proceed forward. Ultimately, that type of forced gaming experience is a recipe for disaster. It's unfortunate, too, because many of the game's structure problems could have been easily alleviated by loosening its light restrictions a little. The light issue I keep referencing actually has to do with the limited life cycle of the torches you find lying around. As I played through the game a second time with walkthrough in hand, I completed it with a reserve of only 5 usable torches (having picked up every available torch I could find). Essentially, I won without wasting a move. Unfortunately, the game is so cavernous and the amount of author telepathy need to win the game so great, that winning without wasting a move is next to impossible, as is completing the game with any usable torches. There is a spell of sorts that you can find that might help you with this issue, but it has to be invoked in every new room you enter, which leads to further tedium. And, considering the tight restrictions on your time, I'm not entirely sure you'll find the spell before you run out of torches, so the benefit might be moot regardless. Still, the torch issue remained faithful to the NES original, as did a number of other conventions, which have to be commended. For example, the original Shadowgate loved to bury clues in the scenery -- specifically, the game's walls. The regular Inform parser has a wall object parsed for each of the cardinal directions, and the author here did a great job of subtly clueing the player into examining a wall without blatantly telling us which one. I believe this involved a nice hack in the Inform source code's wall objects. That is to say: a general query of X WALL, would still generate a disambiguation request, listing all the cardinal directions, but if you examine the right wall there wasn't a simple default response [I am impressed here because I believe I attempted to parse something similar a while back and made a mess of it]. Before I started playing the game, I was curious to see how the author was going to implement the puzzles buried in the room's constructs and for the most part, I was really happy with the way he did it. There was only one glaring omission, where a clue of vital importance was buried in the scenery with no hint as to where or even why a player should look. I knew it was there from the NES version, but were I a first-time player, there is absolutely no way I would have found it. So, overall the game is effectively parsed, diligently researched and implemented (the attention to the original game's detail is impressive and the consistent representation in the face of the original's poor design choices -- i.e., torch issue -- was commendable), but ultimately, due principally to the original's shortcomings, it doesn't live up to the standards we expect in IF nowadays. Despite this, however, I was surprised by how much I really enjoyed the nostalgia. As a result, you may want to check this out if you've actually played the NES version, but probably skip it otherwise. FTP FileZcode .z5 file FTP FileInform source code

Shadows On The Mirror

From: Jessica Knoch <jessicaknoch SP@G mindspring.com> Review appeared in
SPAG #35 -- December 31, 2003 TITLE: Shadows On The Mirror AUTHOR: Chrysoula Tzavelas EMAIL: exstarsis SP@G msn.com DATE: October 2003 PARSER: TADS3 SUPPORTS: TADS3 interpreters AVAILABILITY: Freeware URL: ftp://ftp.ifarchive.org/if-archive/games/competition2003/tads3/shadows VERSION: IFComp ver 1.0 A major part of this game is figuring out who you are, why you're stuck in this car, who the driver of the car is, why you don't want to see your grandfather, and so on. It's tricky; there's a lot to it, and it can't all be explained, even when you play through it several times. But what I have seen of the story and background is pretty intense. There's some supernatural stuff going on, and the PC is in the thick of it, and you get to be cool, and the driver of the car is cool, and there's just a lot of cool parts. But... there is a problem. It's kind of like the third quarter of a really close (American) football game. Sure, the score is tied at 24, but that's what it was at the half, and you're not down to the wire yet, because it's still the third quarter. Or maybe it's like the second to last chapter in a short novel -- all the really good stuff has already happened, and all of the explanations are saved for the last chapter, so even though you're in a great story, it isn't happening now. It's already happened, or it's going to, but everything that happens in Shadows is subtle and under the surface. That said, what you get of the story is definitely worth playing the game to see. I was initially put off by having to repeat actions to get the whole effect, but it's mentioned in one of the "hint" or "about" menus, so I guess I should have known. There are some pretty good liner notes, which is always nice. Hints and a walkthrough are included, so I can't complain too much about the puzzles, such as they are. In this game, "puzzles" are either an action you have to take, or a milestone you can reach in the conversation. In this sort of situation, getting to a "losing" ending and having to replay loses a piece of the game's appeal, but there's nothing to do for it but restart and try again. Shadows makes it worth the trouble. FTP FileTADS3 .t3 file

She's Got A Thing For a Spring

From: Duncan Stevens a.k.a. Second April <dns361 SP@G merle.acns.nwu.edu> Review appeared in
SPAG #13 -- February 5, 1998 NAME: She's Got a Thing for a Spring AUTHOR: Brent van Fossen E-MAIL: vanfossen SP@G compuserve.com DATE: 1997 PARSER: Inform standard SUPPORTS: Inform interpreters AVAILABILITY: Freeware (IF Archive) URL: ftp://ftp.ifarchive.org/if-archive/games/competition97/inform/spring/spring.z5 VERSION: Release 1 PLOT: Reasonably interesting (1.4) ATMOSPHERE: Effective (1.6) WRITING: Strong (1.6) GAMEPLAY: Mostly good (1.4) CHARACTERS: Excellent (1.8) PUZZLES: Not especially notable (1.3) MISC: Attention to nature is a nice touch (1.6) OVERALL: 7.6 Though it's arguable whether She's Got a Thing for a Spring has the best or most memorable setting in this year's competition, Brent van Fossen has clearly given the backdrop a wealth of detail: there are ample descriptions of flora and fauna that play no part in the game other than scenery, and the player gets a feeling that Mr. van Fossen lives among and enjoys observing the sights that he describes. The rest of the game doesn't quite live up to the setting, unfortunately, but She's Got a Thing... is a solid entry in this year's competition nonetheless. The story: you've received a note from your husband asking you to meet him at a hot spring, and you have to get over there, first, and then assemble all the little things needed to enhance the experience. Getting there is fairly straightforward, and gathering most of the accoutrements isn't difficult, but one puzzle at the end requires considerable intuition and, even when the gap is bridged, doesn't make much sense. (It feels like the author is either trying to make the game harder or trying to come up with an excuse for the puzzle -- which is, to be fair, a reasonably clever one, though the game doesn't give you much of a nudge.) Still, the idea is compelling, and the sensual delights associated with the various features of your dip in the hot spring are so vividly described that it seemed a safe bet to me that this is among the author's favorite real-life experiences. Among the more intriguing parts of the game is only tangentially related to the plot: you encounter a fellow named Bob, who resides in a cabin in the woods and can offer his knowledge on virtually everything in the game. Bob seems to serve as a stand-in for the author in providing useful information about the various forms of wildlife you encounter -- he has a paragraph for all of them, as far as I can tell -- and he'll go on about the various aspects of his little cabin and garden. (In fact, he so fits the image of the benevolent kindly old fellow that his one off-color comment, when you ask him about the spring, seems slightly out of place; dirty old man, perhaps, but it doesn't seem to fit his persona.) One gets the feeling that Bob is so happy to have someone to talk to that interaction isn't much of a problem for him; he'll often babble on whether or not you respond. If there is a side of Bob that is lacking, it is Bob himself -- we get something about his wife Sally, dead of breast cancer, but virtually nothing else. (Moreover, you are told repeatedly that you remind Bob of Sally, certainly effective in painting Bob as a slightly forgetful old coot, if that was the intention, but it breaks the spell more than anything else. (Even a forgetful old coot doesn't word it the same way every time.) If you stay by Bob's side, you can watch him picking strawberries, fixing a rocking chair, fixing the porch, making lunch, making a strawberry shortcake, painting the forest (no, silly, on canvas) -- and though all this takes hundreds of moves, the passage of time is slowed while you're with Bob (a comment on the stimulating nature of his company?) so that you don't forfeit the main story by hanging out around the cabin. The main problem with all this is that, apart from a few things right at the beginning, you're largely confined to typing Z endlessly -- there are undoubtedly a wide variety of things to ask Bob about, but they slow down his various chores, and even those run out after a while. There doesn't, sadly, seem to be any way to participate in Bob's actions, and watching Bob put together the batter for the shortcake, ingredient by ingredient, loses its fascination after a bit. And if you're an IF player conditioned to expect that something elaborately coded will be relevant, well, you'll be wrong, because you only need about five moves' worth of interaction with Bob to finish the game. Bob is worth noting because he's the rare example of an NPC who is much more developed than he needs to be; in fact, he's a relatively ordinary character with an ordinary life which you can even witness in all its glory. The failure to really fill out Bob's background is a weakness, yes, but even so, he does such a remarkable amount of things and reacts to such a remarkable amount of stimuli that one can only wonder at the amount of code that went into him. It isn't, of course, unprecedented to have an NPC who plays encyclopedia for the game, but to have one who does that but also carries on complicated time-sensitive tasks of his own (which speed up dramatically when you walk away from him). And I don't recall ever encountering an NPC who did such a variety of, well, mundane tasks, described in such detail; it reinforces the idea that living in the wild and carrying out these chores is something that Mr. van Fossen enjoys, or at least thinks more people should know about. Bob is noteworthy, in short, because he's one of very few NPCs that can't be reduced to an obstacle; more often than not, characters represent puzzles, locked doors upon which you need to use the right key to get the needed object or bit of information. There is much more to this one -- the mundanity of it all makes him feel more real -- and if for nothing else, She's Got a Thing deserves recognition for the inclusion of Bob. (He's a close second to Maurice of Zero Sum Game as best NPC of the competition, I think.) There are several puzzles, as mentioned, one slightly unfair but most reasonably straightforward. One requires observation, as it happens, to figure out a pattern, irritating to the impatient IF player but consistent with the feel of the game (as in, nature is there to be observed, not simply co-opted to the player's ends). The gameplay is likewise strong; most verbs and nouns have several synonyms, and there are multiple substitute syntaxes for most important actions. One puzzle is a mite peculiar -- you dodge an adversary simply by moving away, and the adversary disappears and doesn't return (though the behavior in question is not atypical in real life) -- and the solution to another is not obvious to those of us who aren't familiar with hot springs -- but most of the puzzles are passable. As suggested, though, the appeal of this one lies less in the puzzles than in the scene as a whole, and though a few elements of it do break the spell -- two elk lock antlers and stay that way for the _entire game_, several birds are largely untroubled by your presence -- the game is well-written enough to make those minor flaws. The descriptions are effective... The canyon rim trail descends, clinging tightly to the stone wall, then disappears entirely as the rocks converge. You have no choice but to wade, the current swift and powerful. Overhead, a small slice of the sky is visible between the two cliff faces, covered with ferns that thrive in the dark moist environment here. The crevice runs northwest to south. ...and restrained; Mr. van Fossen has the sense not to go on about how beautiful the setting is, certainly a welcome touch. Moreover, the vocabulary employed is considerable and scenery objects get far more detailed description than standard IF would give; it is virtually impossible to find a "That's not something you need to refer to in the course of this game" in She's Got a Thing... (And there's even some humor: a book that you find includes short stories about "a bored diplomat who uses underground means to accomplish his goals", with other references to the 1996 competition.) And even though things get resolved oddly at the end -- you learn about a few things involving your own thoughts and motivations for the first time -- the nature of it fits the game quite well. On the whole, then, though She's Got a Thing... might not be the entry whose playing experience stays with you the longest, it's a polished work that's consistently enjoyable to play. Though sticking with Bob is only for the extra-patient, there is much to do in the game environment, and I gave it an 8 in the competition. FTP FileDirectory with Inform .z5 file and walkthrough

Sherlock: The Riddle of the Crown Jewels

From: Graeme Cree <72630.304 SP@G compuserve.com> Review appeared in
SPAG #4 -- March 2, 1995 NAME: Sherlock: The Riddle of the Crown Jewels PARSER: Infocom AUTHOR: Bob Bates PLOT: Very Good EMAIL: ? ATMOSPHERE: Excellent AVAILABILITY: LTOI-2 WRITING: Excellent PUZZLES: Very good. SUPPORTS: Infocom Ports CHARACTERS: Quite good. DIFFICULTY: Standard In Sherlock: The Riddle of the Crown Jewels, you play the part of Dr. Watson. Moriarty has stolen Victoria's regalia, leaving a trail of clues to follow, and Holmes must recover them before the weekend is out. Fearing that Moriarty would anticipate his own moves and trap him, Holmes puts the case in your hands to throw Moriarty off the trail. Having read all the Conan Doyle Holmes stories, I found Sherlock a positive delight to play. Both Doyle's writing style, and the atmosphere of 19th century London are approximated extremely well. Unlike Infocom's earlier mysteries which took place in one house, Sherlock's action takes you all over London. Numerous little bits of Holmesian minutiae flesh out the game. The humour is appropriately wry without resorting to the usual Infocom style of silliness that would not work nearly as well here as in other games. Sherlock is remarkably free of save/restore puzzles (i.e. ones that require death or failure to acquire information that can be used after you restore the game. You are usually given multiple opportunities to solve ones that you probably wouldn't get the first time around. The only place where Sherlock suffers is in its "intangibles". The concept of the villain laying down a trail to follow is more reminiscent of Batman's Riddler than Professor Moriarty. Also, the idea of Holmes turning such a vital case over to a tyro, stretches the imagination a bit, despite the fact that he personally oversees your activities. The game also suffers a bit from the "Zork Syndrome", where you as the adventurer go wherever you want and take whatever isn't nailed down. In the course of the game you must take or deface items from Scotland yard, Madame Tussaud's, and the Tower of London, with little consequence or resistance. In e-mail correspondence, Bob Bates told me that he was aware of this problem when writing the game, and sought to minimize it as much as possible. To a large extent he succeeded, but there is a little residual weakness. Finally, it must be remembered that Moriarty died in the same story that he was introduced (The Adventure of the Final Problem), and that at that point Watson had never heard of him. Therefore there is a difficulty in going back and doing a story where he and Watson meet. To be fair though, Conan Doyle himself made the same cheat in The Valley of Fear, as did almost all of the movies. Despite these nits, the game's strong points almost completely overwhelm them, and Sherlock, Infocom's final all-text game, ranks as one of their very best. FTP FileSolution (Text)

Shogun

From: Preston Landers <planders SP@G sierra.net> Review appeared in
SPAG #4 -- March 2, 1995 NAME: Shogun PARSER: Infocom Graphic AUTHOR: Infocom PLOT: Linear EMAIL: ??? ATMOSPHERE: Very Well Done AVAILABILITY: LTOI 2 CD version only. WRITING: Very Good PUZZLES: Fair SUPPORTS: Infocom Ports CHARACTERS: Very Good DIFFICULTY: Hard I forgot that I had a copy of one of Infocom's last releases, Shogun, laying around over Christmas break. So when I found it, I decided to tackle it because the novel it was based on, James Clavell's SHOGUN, is one of my favorites. The parser is Infocom's last, the Graphic style similar to Zork Zero. There is one graphic puzzle (that can be solved "non-graphically" if you must.) There are many beautiful illustrations in the style of Japanese 17th century paintings. The game itself is extremely linear. If this really turns you off, you won't like the game. You go through a number of "episodes" or scenes, very closely based on the book. Honestly, I don't think I could have won the game if I had not read the original novel (or used the built-in hints extensively.) For instance, you must know where to go and what do to almost by magic. If you haven't read the book, or you don't plan on using the hints, then you might not enjoy this game. Those caveats aside, it WAS a very enjoyable game. It was done by Dave Lebling (I believe.) The story, in case you haven't seen the mini-series or read the book, casts you as John Blackthorne, a 17th century English pilot, sailing a Dutch ship towards the fabled Japans. The game goes quite a bit into the political intrigue between the various feuding Daiymos (Japanese kings.) Ultimately, you must become a samurai and help your Daiymo become Shogun, or Supreme Ruler. There are a few sub-plots, such as your love interest with the beautiful courtier Mariko (how many games do you get to type 'MAKE LOVE TO MARIKO' to score 5 points?) but overall, the game flies from one episode to the next in a very fast-paced, and overall, enjoyable game. From: Graeme Cree <72630.304 SP@G compuserve.com> Review appeared in SPAG #4 -- March 2, 1995 In SHOGUN, you play the role John Blackthorne, an English seaman in 1600, working for the Dutch to open up a trade route to Japan. Based upon the book of the same name, the story involves your attempts to learn Japanese native customs while caught in the middle of the power struggles between Toranaga, and Ishido, two local warlords. The writing is much grittier than in any other Infocom game; from the cockroaches swarming over your cabin floor to the frequent violent killings to the occasional nude bathing scene. Shogun was the only Infocom game ever to carry a warning label on the box. If it were a movie, it would probably be a PG-13. Shogun is also the first of Infocom's three Graphic Interactive Fiction games. Unlike the other two however, there is no interaction between text and graphics (except the automap in the maze in Chapter 10), and graphics simply pop up at certain times. Ordinarily in a game like this, the cartoon-like graphics would positively destroy the atmosphere, but in a historical novel they resemble what you might see in an ancient manuscript, and thus add to the atmosphere. One weakness of the game is in compartmentalization. Rather than one large game, it is divided into 18 separate chapters. It is rather like Nord and Bert, except that there are more chapters, and they must be played in a specific order. This does not work as well here as it does in Nord and Bert. Your point total is the only thing that carries over to the next chapter; the items in your inventory are pre-determined. Admittedly, this is probably the only way to adapt such a novel to game form, but the effect is still not entirely satisfactory. Many text games end up being all puzzles and no story. Shogun is exactly the opposite. Too often the story just seems to go on around you while you get meaningless points for smiling, nodding, or bowing at the right times. The result is rather too many "guess what the author is thinking" type puzzles, rather than puzzles that can be reasoned out. Two exceptions to this are Chapter 1 (The Erasmus), and Chapter 16 (The Ninja). Both are outstanding blendings of story and puzzle solving, and rank with Infocom's best moments. One nice feature is that the game asks if you want to save at the end of each chapter. I keep a save file for each chapter on a scratch disk, so that I can enter the story at any point if I ever feel like pulling the game off the shelf. Shogun is a very good game to read, though a bit less satisfying to play. Overall though, a fine effort. FTP FileSolution (Text)

Shrapnel

From: Christian Baker <lankro SP@G hotmail.com> Review appeared in
SPAG #20 -- March 15, 2000 TITLE: Shrapnel AUTHOR: Adam Cadre E-MAIL: ac SP@G adamcadre.ac DATE: 2000 PARSER: Inform standard SUPPORTS: Z-code interpreters AVAILABILITY: Freeware (IF Archive) URL: ftp://ftp.ifarchive.org/if-archive/games/zcode/shrapnel.z5 Shrapnel is weird. Really weird. I just want to get that out in the open. Shrapnel seems less like a game, more like an idea that Adam Cadre had been mulling around. The question on r-g-i-f is, is Adam Cadre a genius or a madman. I’m settling for genius, but as Andrew Plotkin said "If he snaps and starts barbecuing the neighbors, of course, we'll have to pencil in some corrections." Shrapnel starts off outside the classic Zork White house, but it’s soon obvious that this is no Zork clone. Or any clone of anything ever made. You go north, you get eaten by vicious attack dogs. I try to quit, seeing that this is just another "One room death" game. I start typing QUIT, and find to my surprise that the game is forcing me to type RESTART. I go north from the original location, and find that another location has opened up. And so on. And so forth. I felt like the game was leading me round the (extremely strange) plot, and it seemed like it was just a matter of time before I completed it. But on the brighter side, the writing and room descriptions were excellent. A good example is: In the pines As you proceed along the path, the light trickling in through the treetops seems to grow brighter, as if it had been sunrise and not sunset when you began. And the trees... this isn't North Carolina anymore. This is, what? Maryland? Pennsylvania? You'd think a man would notice walking two hundred miles, but apparently not. You hear voices in the distance. "Hey, Green," says the first one. Even this is enough for you to pinpoint the accent: Carolina. So you're not caught behind enemy lines. Good to know. "Yeah?" says someone, presumably Green. There was a Green in your regiment, you recall. Common enough name to be coincidence, though. "Have you been helped?" The characters are a bit underdeveloped, but what do you expect from a game you can complete in under 10 minutes? What this game does best is unsettle you. The whole game has an extremely eerie atmosphere, and half of that is due to the strange plot (or lack of a plot, I’m not sure which.) The other half is due to some Adam Cadre writing, and the strange ignoring of player input. It really adds something to the game, and gives the feeling of a total lack of control. All in all, the game is short and pointless, but darn enjoyable for a short while. From: Duncan Stevens <dns361 SP@G merle.acns.nwu.edu> Review appeared in SPAG #20 -- March 15, 2000 It's science fiction! It's a split-identity story! It's a war story! It's a parody of Zork! It's a satire! It's Adam Cadre's Shrapnel, the weirdest bit of IF to come down the pike in quite some time, and there are enough things going on here to drive several full-length games (this one takes about 15-20 minutes, though). The ideas are interesting, but there's not much polish here--mostly, we only get the ideas. Still, Adam's ideas are better than most, and the game does has its intriguing moments. To try to describe the plot of Shrapnel would be a thoroughly futile endeavor, because the point is that the story doesn't travel in any discernible path: rather, you come across fragments of story here and there, and what exactly is going on isn't apparent until the end, when a character appears and infodumps all over you. Even then, it may not be fully clear how everything fits together--there are still plenty of hows and whys left unresolved for those who care about such things. Moreover, there are quite a few memorable images and surprising moments, meaning that you might remember and be affected by certain bits of Shrapnel even if you never tried to put the various story pieces together. Shrapnel might in fact be remembered more for its meta-IF elements than its actual story. For one thing, this is the first work of IF to actually ignore keystrokes--not disregard a command, but actually ignore that the player is typing something and show something else as the input. What's shown is 'restart,' no matter what the player types, at the restore/restart/quit prompt, though restart generally continues the story from where it left off rather than starting from scratch. Moreover, pauses are an essential part of the presentation of the text, again a meta-IF function that may catch the IF veteran off guard. Similarly innovative is "talk" as a conversation system: you direct your conversation toward whoever you're paying attention to, usually the person you last interacted with, and you're given a choice between accepting or rejecting a proposed rhetorical sally; if you refuse, your character says something else, something you have no way of predicting. The fragmentary aspect, the variety of apparently unrelated plotlines, is reflected in the text itself, which now and again spits out disjointed words and phrases that have already appeared elsewhere. All these are intriguing, even subversive takes on IF as we've known it up to now, but--I know, I know, this is a hangup of mine--they also reduce the interactivity aspect down to just about zero. In something as short and disjointed as Shrapnel, the immersion factor is minimal anyway--by the time the player has figured out what's going on in the story, the story's over--and when the game commandeers the keyboard, the player is justified in thinking, well, why do you need me here, tapping on the keyboard? Why don't you just let everything scroll by me at once? Certainly, there's interaction of a sort here, even if it's forced: being powerless to stop the course of the story is an integral part of the experience, of course (though it's still possible to quit at prompts other than restart/restore/quit), but, again if you can't figure out what story is being told, it's hard to get all worked up about not being able to stop it. The limited control over the conversation system is similar: if the player's only control over what's said is a veto on one conversational option, the character may as well just start talking. (Admittedly, there are several people the player can talk to, but the choices aren't exclusive--were this rewritten as static fiction and the conversations simply written out, one character after another, the effect wouldn't be dramatically different. There are a few effects that couldn't be reproduced in static fiction: notably, you die repeatedly over the course of the story, and the place is littered with your own corpses by the end--but it's questionable how much impact that has on the story when the player's likely reaction to the deaths is something on the order of "huh?" It's not that there are no choices to be made in Shrapnel, but the choices there are affect the outcome so minimally that the result is closer to F than IF. Still, in its own way, this is pretty good F; the effect may be that of an early draft of a novel, with ideas, themes, and character development all fighting for space, but it looks like it would be a fascinating novel. Notably, the protagonist is split between two separate identities, and piecing together the way those identities is an intriguing challenge. (Of course, given the rampant confusion, the player isn't likely to make much headway in separating out those identities by the end of the story, but there's definite replay potential.) On the figurative level, the numerous violent deaths you experience are a precursor to the pain that your character inflicts, and you could even say that you're desensitized to the violence sufficiently that it doesn't have much effect on you, the player, after a while. (A similar process seems to have gone on with the character himself.) The Zork parody element--Shrapnel is set in and around a white house, and the living room has a rug with a trap door under it--brings out the ho-hum-more-violent-deaths aspect, since one hallmark of traditional fantasy IF is dying violently so many times that *You have died* has zero emotional impact. The core of the story, involving a dysfunctional family and abuse, is vividly and disturbingly rendered: the abuse is sufficiently distanced from you (you hear accounts of it rather than actually seeing it--that your sense of culpability is minimized, which is exactly the effect that the character himself has achieved. The way you seem to find horrific violence around every corner is a direct reflection of the nature of the story: the events that have already transpired have left unsightly secrets everywhere. The science-fiction aspect that appears at the end of the story, in an apparent attempt to make a bit of sense of the demented structure of the story, feels a bit tacked on, but it doesn't diminish the impact of what's come before. In its own way, then, Shrapnel is quite a story, and that it's less interactive fiction than a forced march isn't a major drawback, in the end. It's certainly not easy to make sense of what goes on, nor is it particularly pleasant, but it's still an impres precursor to the paindown to just about zerooff guardfragmentary aspectdemented structureseems to have gone onho-humrhetorical sallytacked onrampantbits of Shrapneldisregard a commandscratchdiscernible pathculpability*you have died* [Hit any key to exit.] FTP FileInform .z5 file FTP FileBrief notes on the game, by the author FTP FilePC Executable

A Simple Theft

From: Duncan Stevens <dns361 SP@G merle.acns.nwu.edu> Review appeared in
SPAG #20 -- March 15, 2000 TITLE: A Simple Theft AUTHOR: Mark Musante E-MAIL: olorin SP@G world.std.com DATE: 2000 PARSER: TADS standard SUPPORTS: TADS interpreters AVAILABILITY: Freeware (IF Archive) URL: ftp://ftp.ifarchive.org/if-archive/games/tads/quick.zip VERSION: Release 1 Mark Musante's A Simple Theft is indeed simple: you're apprenticed to a fellow who wants to retrieve a jewel from a castle, and you're sent in to do the deed--but it's a nice small game nonetheless, with just a few puzzles and a fairly thoroughly done backstory. The setting is fantasy, but magic at this point is not under control--your master is hoping to find something that would help in control it--and the incursion of magic at an entirely unexpected point in the story, and your discovery that a certain object has magical properties, therefore fit the plot nicely: you have no special insight into or control over magic, so you're not expecting it when it appears. The technical aspect, while mostly good, isn't flawless: one puzzle is marred by what I consider a major design flaw (it turns on using an object that you're told you can't pick up), and a key object is rather confusingly described. Still, in a game this small, there's only so much that can go radically wrong, and on the whole the coding is fairly solid. Likewise, the writing is more than good enough to tell the story, and it's pretty funny in spots as well. A Simple Theft feels like an introduction to a longer game--in particular, your boss, who's barely a character in this one, is an intriguing character who deserves more development in a longer, more in-depth game. Indeed, the ending text suggests that there's more to come: the story doesn't feel at all complete. For one thing, most of the names dropped in the introduction remain dropped--they're not explained anywhere--suggesting that the author intends to make something more of the world introduced here. The PC is worth fleshing out as well--it's intimated that you're a thief, but you don't learn anything about how you learned your trade or how you came to be apprenticed to your boss. In short, A Simple Theft is a nice preview of what could be an intriguing full-length game. Should there be a followup, it'll certainly be worth a look. FTP FileTADS .gam file

Sins Against Mimesis

From: Paul O'Brian <obrian SP@G colorado.edu> Review appeared in
SPAG #13 -- February 5, 1998 NAME: Sins Against Mimesis AUTHOR: Adam Thornton E-MAIL: adam SP@G princeton.edu DATE: 1997 PARSER: Inform standard SUPPORTS: Inform interpreters AVAILABILITY: Freeware (IF Archive) URL: ftp://ftp.ifarchive.org/if-archive/games/competition97/inform/mimesis/mimesis.z5 VERSION: Release 1 (1997 competition release) Few things are more unfunny than an in-joke that you're not in on. On the other hand, an in-joke that you *are* in on can be hysterical, as it provides not just the pleasure of humor but also the feeling of community that comes from shared experience. Sins Against Mimesis is definitely a very in-jokey game, and consequently not for everyone. However, having been a longtime (since 1994) lurker and sometime participant in the rec.*.int-fiction newsgroups, I was part of the audience at which the game was aimed, and I have to admit that I found a lot of the in-jokes really funny. In fact, one of the most fun parts of the game was to play name-that-reference -- kind of the IF equivalent of listening to a World Party album or a Dennis Miller routine. Of course, the nature of the game (and the fact that it was written pseudonymously) also invited us to play guess-the-author. My guess was for Russ Bryan, but as it turns out the game was written by Adam Thornton, a relatively new author. If you haven't played much IF, and in fact even if you haven't spent much time on the IF newsgroups, most of this game is going to mean very little to you. Even its title is an allusion: to "Crimes Against Mimesis," a well-crafted series of articles posted to the newsgroups by Roger Giner-Sorolla (whatever happened to him, anyway?) a year or so ago. The rest of the game continues in that vein. The opening paragraph alludes to Jigsaw. The score of the initial part of the game is kept in IF disks which magically pop into the player's inventory every time a correct move is made. In some ways, this familiar, almost conspiratorial approach is a weakness. Certainly in the context of the competition it won't endear Sins to any judge who stands on the outside of the privileged circle at which the game aims itself. Even for an insider, the constant barrage of "if you're one of us, you'll know what I mean" references can start to feel a little cloying. However, the game is cleanly coded and competently written, and on the first time through I found it quite entertaining. There aren't many games which I would highly recommend to one group of people and discourage others from playing, but Sins is one of them. If you're an raif and rgif regular, I think you'll find Sins quite funny and entertaining. If not, forget it. It's bound to be more baffling and irritating than anything else. Prose: The prose is generally somewhere between functionally good and rather well done, with occasional moments of brilliant hilarity. Plot: The plot is based around several clever tricks which are quite funny at the time, but aren't worth repeating. If you've already played, you know what they are, and if you haven't played yet I won't give away the jokes. Like the rest of Sins, the plot is funny the first time through but won't wear well. Puzzles: Actually, this was the weakest part of the game. Many of the puzzles can be solved by performing extremely basic actions, which of course hardly makes them puzzles at all. Others, however, depend either on extremely specific (and not well-clued) actions or on deducing something about the surroundings which is not included in object or room descriptions. For a game so adamantly self-aware, it's ironic that Sins falls into some of the most basic blunders of puzzle design. Technical: writing -- I found no mechanical errors in Sins' writing. coding -- I found no bugs either. FTP FileInform file (.z5) (updated version) FTP FileInform file (.z5) (competition version) FTP FileInform source code and makefile (.zip) (updated version) FTP FileGUEmap format map (.gmp)

Sir Ramic Hobbs and the High Level Gorilla

From: Donna Mccreary Rodriguez <donnar SP@G ix.netcom.com> Review appeared in
SPAG #6 -- July 26, 1995 NAME: Sir Ramic Hobbs and the High Level Gorilla PARSER: AGT AUTHOR: Gil Williamson PLOT: Slightly linear EMAIL: ??? ATMOSPHERE: Whimisical AVAILABILITY: IF Archive (hobbs.zip), F WRITING: Good PUZZLES: Clever; logical SUPPORTS: AGT ports CHARACTERS: Whimsical; "punny" names DIFFICULTY: Easy You, the main character, are Sir Ramic Hobbs, Knight Errant. You have made a pledge to rescue Princess Anne de Pea from the clutches of the High Level Gorilla, who resides in the Pleasure Dome of the kingdom of Trassch Khan. Corny, yes......but really a light, fun little game with no pretenses except to entertain the player and present some interesting puzzles. Gil Williamson, the author, says that---having spent days lost in the caverns of Zork--he wants to make no unfair demands on the player, and he is true to his word. In case you get stuck, there is a solution file zipped in. Try this one. In my download from GMD there was no information about registering the game and no contact info on the author, so I suppose it's a gift. FTP FileAGT files with PC Executable runtime (.zip) FTP FileAGT Source code(.zip)

Sir Ramic Hobbs and the Oriental Walk

From: "John Wood" <john SP@G elvw.demon.co.uk> Review appeared in
SPAG #10 -- February 4, 1997 NAME: Sir Ramic Hobbs and the Oriental Walk AUTHOR: Gil Williamson EMAIL: Gil.Williamson SP@G syntegra.bt.co.uk DATE: October, 1996 PARSER: AGT SUPPORTS: MS-DOS (runtime included), AGiliTy AVAILABILITY: Freeware, IF Archive URL: ftp://ftp.ifarchive.org/if-archive/games/competition96/wok Not a popular choice, this was my second-favourite game of the competition and my favourite AGT game to date by far. You play a drunken knight the "morning after" who has to get the castle deeds back from an evil wizard - not the most original of plots. However, the amusing responses from the game's narrator and the situations you find yourself in more than make up for this. I only used one hint during the two hours, and this was the second game I went on to finish before the end of the competition. The ending is unfortunately weaker than the rest of the game, which would have lowered the score I gave it slightly, but it still remains great fun. From: "Christopher E. Forman" <ceforman SP@G worldnet.att.net> Review appeared in SPAG #10 -- February 4, 1997 First off, will someone please tell me whether the last word of this game's title is "walk" or "wok"? The game says "walk," the filenames say "wok." Also, is it "Sir Ramic Hobbs" or "Sir Ramric Hobbs"? The other game starring this character says "Sir Ramric." I'm bumfuzzled. Having never played the other Sir Ramic (Ramric?) Hobbs game, "Sir Ramic Hobbs and the High-Level Gorilla," I can't comment on how this game stacks up to its predecessor. I can say, however, that it explores both extremes of enjoyability. The ability to shapeshift into different animals was a lot of fun, and brought back fond memories of Infocom's "Arthur." It's funny, with clever object descriptions and commentary by the game's parser, which assumes the persona of a wizard who follows you about. His comments are frequently witty taunting, but it's done good- naturedly, unlike "Stalker." This is much more entertaining than the nameless, faceless entity that most adventure game parsers never rise above (though "Lost New York" does come close). The method of travel (via armchair) is amusing. Also, it's impossible to make the game unsolvable. My score was dragged down, however, by a great deal of typical AGT fare: Incongruities, a lack of apparent plot until the very end, obscure puzzles, a maze where one wasn't necessary, odd results when the author didn't anticipate something (entering the library when invisible, for instance, still gets you stopped by the librarian), and of course the almanac puzzle. Ohhhh, do not even get me STARTED on the almanac puzzle. After nearly an hour of wandering about, squinting in vain at the teeny tiny letters on my screen, trying to deduce a compass direction from them, then finding I'd made a wrong turn when I followed the directions I DID find... blur-r-r-r-gh! Half good, half bad, which means... From: "Magnus Olsson" <zebulon SP@G pobox.com> Review appeared in SPAG #10 -- February 4, 1997 [ Note: There appears to be some confusion about the title of this game: is it the "Oriental Walk," as the title screen says, or the "Oriental Wok," as it's called in some of the docs? "Walk" probably, since there _is_ an "Oriental Walk" in the game, but no wok even in the kitchen :-). I suppose the "wok" is intended as a pun... ] One topic that has been the subject of much heated discussion on rec.arts.int-fiction is that of player characterization. How can you cast the player as a set character, perhaps totally unlike the player's ordinary character, and make him or her feel and act like this character? The prevalent view seems to be that most players hate when the game tells them what they feel and think, and that few things are as irritating as being told that your, perfectly reasonable, action is out of character. It is interesting to see that one of the less sophisticated games of the competition not only tries to do this, but succeeds at it. And, perhaps surprisingly, it does so by casting you in a far from flattering role: that of Sir Ramic Hobbs, an antihero in every sense of the word - or, to be frank, a bumbling, drunken buffoon. Or perhaps this is just why it manages to pull it off. For "Wok" is a farce, and you are the butt of the jokes. Not just you, Sir Ramic, but you, the player. Much of the humour lies in the player being misled, and the game pretending to misunderstand the player's confusion as Sir Ramic's stupidity. In some cases (such as the sudden darkness), the game leads the player completely up the garden path, thereby forcing him to act in character. As the reader may have guessed, "Wok" is a game that talks back to you. It even makes an attempt to explain who is doing the talking by giving a name to the "narrator": Prang, a disembodied wizard who takes orders from the player and guides him along. As a moderately experienced IF player, I found this slightly annoying at first, and then I forgot all about it. However, the documentation says that the game is aimed at beginners, who maybe will find this a help. Despite the fact that the game talks back to you, commenting on your every action, and making fun of many of the mistakes you're making, it is all very good natured (as opposed to a certain other competition game, that apparently made some people feel quite insulted). I never had the feeling that the author was making fun of me, but rather that we were sharing a joke. And Sir Ramic may be a buffoon, but he's quite a lovable buffoon. This is all very skillfully done. Apart from the writing, however, the game is quite unsophisticated. To start with, it has a rather primitive look-and-feel. To avoid fanning the ongoning religious wars, I won't speculate whether this is due to the game being written in AGT; it does have, however, the feel of a "typical, mid 80's, AGT game" - garish colours, rather minimalistic room descriptions, a simple parser, rather underdeveloped atmosphere, NPC's that are just animated obstacles. To be fair, however, these aren't very serious flaws. The parser, for example, is quite adequate (there is one glaring "guess the word" problem, but a better parser couldn't have remedied a lack of synonyms), one of the NPC's (the dog) is at least a bit more developed, and this is not the kind of game one plays for the joy of exploring a detailed fantasy world. The puzzles are fairly standard, but there are some interesting twists (and the series of transformations at the end is quite clever and entertaining). The obligatory maze adds nothing to the game and could have been advantageously removed. The eponymous puzzle, the "oriental walk," is clever, but far too tedious - and this is aggravated by the fact that saving is disallowed while solving the puzzle. Disabling saving is probably a way to prevent solutions by trial-and-error, but an unfortunate consequence of this is that a single mistake means having to start the puzzle all over again, with all the directions randomized. The online hints can be somewhat infuriating, since there is only one hint per room, but fortunately a walkthrough is provided. Unfortunately, the walkthrough is of no help in the "walk" - you'll just have to sweat it through (the endgame is worth it!). In conclusion, "Wok" is a game that lives by its wit and humour, which are more than enough to outweigh its shortcomings in other areas. In fact, I found it one of the funniest games I've played. FTP FileDirectory With AGT Files

Six Stories

From: Suzanne Britton <tril SP@G host.ott.igs.net> Review appeared in
SPAG #19 -- January 14, 2000 TITLE: Six Stories AUTHOR: Neil K. Guy E-MAIL: tela SP@G tela.bc.ca DATE: 1999 PARSER: TADS standard SUPPORTS: TADS interpreters AVAILABILITY: Freeware (IF Archive) URL: ftp://ftp.ifarchive.org/if-archive/games/competition99/tads/six/six.gam VERSION: 1.0 "Six Stories" is the first full-blown use of HTML TADS I've seen, complete with high-quality graphics (well, "illustrations" feels like a better term), sound effects, and speech. However, these multimedia aspects are used differently than they are in most commercial games. A combination of effects, including subtle background textures that look like aged paper, are used to give you the impression of being inside a storybook. There is your own story, which you are playing out, and five others nestled inside that, each recounted with pictures and a quiet voice like a parent reading at a child's bedside. All come together to contribute to the one puzzle of note (which, though it is arguably an "old chestnut", I quite enjoyed solving). I found the experience, though all too brief, to be thoroughl