The Scepter: The Pacifist Demon   8 comments

(Continued from my previous post here.)

There’s a confusing meta-feeling playing one of these ultra-minimalist games (where all that gets conveyed to indicate a single place is a word, like “LOCATION: SLOPE”). In book form, this would be atrocious. Somehow, the act of gameplay boosts the significance, like receiving a writing prompt and filling in the blanks, but rather than “writing” the spaces are colored in with the mental effort of playing. This is true even when there’s a lot of flailing at nothing. But what gets colored in isn’t plot, exactly (I’m not imagining my avatar try to lick, kiss, poke, and kick every single thing) but just tension. Feelings. Unrealized ideas for puzzle solutions.

To pick up from last time, I had a door with a doorbell that caused electrocution. Poking through my inventory with LOOK doesn’t reveal anything, but I eyeballed the verb list (reproduced above) and occurred to me the OLD BOOT I had might respond well to SHAKE. It did, having a key fall out, so I was able to unlock the door and go in.

This led to another item dump; a golden goblet that says MELT ME (referring to the crystal ball vision, no doubt), a sword, and a lamp.

The kitchen had a PANEL and it took me a lot of struggle with verbs like PUSH, OPEN, SLIDE, and so forth before I hit upon LIFT, which I am fairly sure is the only verb that works. It didn’t feel like solving something as much as–

–okay, here’s an analogy. Sometimes the old Fighting Fantasy books, with numbered sections, had a bit that asked a riddle. Since you can’t “type in” a word you are supposed to convert it to a number, so if you get the one correct riddle answer, you can move on, but because you’re staring at a static book it isn’t going to react otherwise.

Solving “puzzles” like “what verb to open a panel with” is like fighting the right section to jump to in a Fighting Fantasy book; no responsiveness until you’ve done the task, and the whole process can feel arbitrary.

Back to the action: going down further led to a SPIDER, a DEMON, and a PIT.

This sounds like it might be exciting! Engage the demon in combat, realize just the sword isn’t cutting, and enhance it by solving another puzzle before engaging again, or something like that. No, this is how the demon scene ran:

The spider was similarly pacifist:

No responsiveness to anything (including the obvious KILL and KICK), nor do they try to kill me back. At least you can jump down the pit and die, but that’s a little like “I hurt myself in order to feel alive”.

In normal circumstances I would have reached for hints already, but I want to re-iterate that this game was a massive pain to get emulated correctly. I have sunk investment.

However, at this point, I am totally happy to get hints from you, the readers, either in:

a.) speculation [again] what to do in normal text form

b.) hints telling me exactly what to do in ROT13 form, and feel free to plunder the BASIC code although there’s a walkthrough up at CASA so you might as well use that

One quick side note: the tree you can climb at the start to get a WALNUT you can also chop down. The chopping seems to serve no purpose.

I tried every single verb on my chart with no response. Maybe it is meant as a red herring.

Posted August 24, 2023 by Jason Dyer in Interactive Fiction, Video Games

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8 responses to “The Scepter: The Pacifist Demon

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  1. For the spider:

    Gur fbyhgvba vf va nabgure ebbz.
    Gurer vf n fybcr arneol.
    Bar hapbzzba ireo va lbhe yvfg jbexf jvgu n jrveq vgrz lbh sbhaq.
    Ebyy fbzrguvat qbja gur fybcr.
    Gur ovxr jurry!

    After that I’m stuck too…!

  2. Ok, for the demon:

    Vg vf vaqrrq cnpvsvfg. Svaq n pvivyvmrq fbyhgvba.
    Qb lbh urne n ehzoyvat fbhaq?
    V guvax vg vf uhatel…
    Tvir be bssre gur npbea.

  3. It does seem odd that on Englishman would spell sceptre with “er” at the end.

    This is another of those annoying “teeny with my first pc” games where they are flushed with youthful excitement while simultaneously constrained by tiny amounts of memory and the lack of any semblance of storyboarding or basic playability. It may have seemed initially difficult to outgun Scott Adams in terms of brevity but a perhaps unsurprising number of games like this exist.

    Can the pit be descended or the web be cut and the strands used as some kind of rope?

    Does throwing anything into the pit produce a deus ex machina moment?

    Can the web be navigated like in that simple quest Quondam? Or an object thrown into the web force the spider into action?

    • I’ve been wondering about the ER RE thing too. Weirdly I had to check myself the first couple times because I was spelling it with re (even though I’m not from the UK, I work with people in Europe and I’ve done enough copyediting that I usually can mentally switch spelling regions)

      and yes, this feels very beginner-ish

      I figure since the author does have more games so it’s worth a look just for seeing their growth

      I’ll try all that when I get back to the game later, thanks!

  4. Have you tried interacting with the spider/demon in conversation? TALK DEMON
    Maybe a pet? PET SPIDER
    Tried feeding them? (with what I have no idea)

  5. Pingback: The Scepter: Won! | Renga in Blue

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