Archive for November 2023

Crime Stopper: On Computer Disk Preservation   2 comments

I haven’t had a lot of time to play, unfortunately, but I still wanted to make a post as Matt W. in the comments last time skillfully sleuthed out the issue: I was using a bad disk.

Specifically: I had been using this version of the game from the Internet Archive (added 2018-08-08 by 4am) but I should have been using this version of the game from the Internet Archive (added 2019-09-29 by 4am).

Apple II preservation history is long and complicated as the first emulator goes back to 1990 (!) and the emulator I typically use, AppleWin, goes back to 1994. Early files were in DSK, PO, or DO format, which copied file content but not necessarily their exact layout on the disk; much later, technology was developed to dump the disk as a whole including disk structures that don’t port over with DSK (NIB files). In 2018 things went even further to allow dumps at the individual magnetic flux level and the WOZ file format.

Visualization from AppleSauce of the Crime Stopper disk.

The big catch here to all this which makes Apple II emulation tricky is copy protection. Piracy was rampant (as well as methods of circumventing copy protection) but copy protection bypasses also sometimes broke the software in subtler ways. The most amusing I’ve encountered is how The Queen of Phobos has the nuke in the game get set off right away if you’re running off a disk sector other than 000.

You can generally expect early dumps to be based on cracks from the 80s — especially since some of the dumps genuinely go back to 1990 — while WOZ files are based on “fresh cracks” on current technology and the ability to account for subterfuge like what disk sector a program is running on. This means that WOZ files are usually preferrable to DSK, although in Kabul Spy I had the opposite: there was a bug present in the newer WOZ dump not in the DSK format.

None of this was actually relevant here! The two dumps were both in WOZ format, although one of them was more recent than the other. I’ve checked all the ways I can and they seem to be the same “version” (an early version of Oo-Topos was unfinishable) but yet something is different enough about the dumps that there is a signifcant gameplay difference.

In the 2018 version of the file, looking at your desk in your office says you see nothing special.

I also hadn’t found the secret behind the picture last time I played.

In the 2019 version, you find a drawer.

You can still refer to the drawer in the 2018 version dump (which is why I went hunting for version numbers first) but you just have to guess one exists.

(ADD: 4am confirmed on Mastodon it was different versions rather than different dumps. There isn’t anything visible to the player.)

Neither dump led me to realize the other issue, which Matt. W also pointed out: this game has a clue via sound. Specifically, there’s a loud obnoxious beeping sound at the start, which is supposed to indicate your telephone is ringing. This never gets mentioned in the text. (Sorry, I’m still not turning on Apple II sound otherwise except in dire circumstances.)

The message from the phone, combined with the telegram on our desk…

AL CLUBS- I REQUIRE YOUR SERVICES STOP STRICTLY CONFIDENTIAL MATTER STOP COME TO THE LOBBY OF THE SIZEMORE BUILDING 2ND AVE. 50TH ST. STOP COME IMMEDIATLY STOP -MILLICENT HYACINTH SIZEMORE

…led me to the subway where I could use my newfound cash from the desk to be able to get on board.

I assume this means the game has 13 places in total we can go to.

Arriving at the Sizemore building, we are handed a ransom note and a letter.

So, as far as we know so far, we’re supposed to help deliver ransom money in order to get a kidnapped daughter back. Something tells me the plot won’t be this straightforward, but I’ll try to pick up the momentum from here next time.

Posted November 30, 2023 by Jason Dyer in Interactive Fiction, Video Games

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Crime Stopper (1982)   15 comments

This case has more twists than a Martini drinkers’ convention. You’re Al Club, private eye, and you’ve got to grab a beautiful heiress from the gang that snatched her.

Hayden Publishing company was founded in the early 1950s (trademark registered 1954) as a technical publisher, generally associated with electronics and mathematics, although they branched into other subjects including language arts.

From The Mathematics Teacher, March 1965.

They were well positioned to enter computers as well, starting in the 60s. As far as games goes they re-published what is arguably the first “commercial” CRPG in the second edition of William Engel’s book Stimulating Simulations, which includes the CRPG Devil’s Dungeon. (The 1977 self-published 1st edition does not include it but a self-published 1978 booklet does, which was folded into Hayden’s first version in 1979.) They also published non-books around this time like Sargon II and Sargon III, two of the most important early chess programs. Relevant for our purposes today, in late 1982 they published two Apple II text adventures by Daniel Kitchen, Crystal Caves and Crime Stopper, the latter also giving story credit to Barry Marx.

Crystal Caves was written first (people of this era tended to copy the fantasy of Adventure before branching out), but they don’t form a series, I’m not being that picky about chronology as long as I’m playing within a year, and I’m still needing a break from Adventure Quest, so: hard-boiled crime it is.

Dan Kitchen, a New Jersey native, got his game-design start in handheld toys, making Bank Shot and Wildfire for Parker in 1979. He obtained an Apple II that year:

I was a big fan of Microsoft Adventure and all of Scott Adams’ games … I fell in love with text adventures instantly and knew I wanted to make my own.

With his brother Garry Kitchen he co-founded Imaginative Systems Software and got a contract with Hayden (also in New Jersey) for six games.

The idea for Crime Stopper came from one of my brother’s friends, Barry Marx, a writer and a brilliant chap. He suggested he write the story and I would make it interactive using my Crystal Caverns engine. And he’s responsible for the Sam Spade pun.

You start in your stereotypical office, with a telegram urgently summoning you:

Unfortunately, I haven’t gotten to the actual crime-solving part of the game. If you climb to the roof of the building your office is in you cand find a “hanky”…

…and if you go out into the street you can find an ice cream shop and a diner.

However, to get to the building mentioned in the telegram (2nd and 50th) we need to ride the subway, but the subway requires cash, and our protagonist has no cash.

I’ve very thoroughly examined every object described in every room, I’m still stuck with just the HANKY and the TELEGRAM. I tried GIVE HANKY in the ice cream parlor (…maybe they’d give me something I could get money out of?…) but the game responded I didn’t have any money, suggesting it thought I was trying to buy ice cream instead. To be fair trading a hanky for ice cream isn’t logical but when I’m stumped already I’m willing to try anything.

There’s hints out there — Crime Stopper is even a featured game in the Kim Schuette book I’ve re-visited in this blog many times — but I’d very much like to avoid spoiling the very first puzzle in the game, as that makes me much less likely to hold out for anything later which might involve solving an actual mystery.

My map of the city streets so far.

Posted November 14, 2023 by Jason Dyer in Interactive Fiction, Video Games

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Building of Death (1982)   8 comments

The first programming contest was held at Texas A&M back in 1970 on a large mainframe using punchcards. Teams competed to finish problem tasks within a set time.

This eventually transformed into the The Association for Computing Machinery’s Scholastic Programming Contest, and even later the International Collegiate Programming Contest. Back before the contest was international, in 1988, there was a set of 8 problems that teams has 6 hours to complete, using Apple Macintosh computers. The contest had recently switched from allowing both Pascal and FORTRAN to just only having programs given in Pascal (this made it easier to give problems, as they were designed previously so that neither language would have an advantage). The winning team — for the second time, and they only started competing in 1986 — was Caltech.

Caltech’s team had two graduate students (David Gillespie and Scott Hemphill) one senior majoring in biology (Adam Greenblatt) and one junior majoring in computer music: Ron Goodman. Likely, Ron — also the founder of the group Synthesized Music Enthusiasts of Los Angeles — was responsible for the victory lap that happened after winning, as all programs were finished with 43 minutes left to go:

We spent the remaining time fooling around, programming the computer to play musical scales.

Ron Goodman later went on to work for Creative Labs (most famously known for the Sound Blaster). In 1998, while working on some new mixer software as well as the Nomad (a predecessor to the iPod) he started to get major arm and wrist pain. He was diagnosed with De Quervain’s disease and tried to use a pre-existing software to help:

Eventually, intense pain prevented me from clicking the mouse. I found a free utility that would click for me, and I asked the author to make a few tweaks to make it more usable. He was “busy” and politely suggested I do it. Slowly, I did! My dev environment required that I come up with a name – I chose RSIGuard with far too little consideration. I thought I’d finish the program in a couple of months, never imagining I was starting a 20+year project.

Ron made a small webpage and received an order for “50 licenses” from Hewlett-Packard. He decided this was the time to leave Creative and start his own business; Mr. Goodman still works as the product manager for RSIGuard today.

You’ll notice all this, including the contest, is long after the year for today’s game (1982). Goodman was another one of the teen programming prodigies we’ve seen and was quite involved with computers all the way through the 80s; for example, in 1983 he wrote a technical article for Dr. Dobbs about the shift and rotation commands on the Z80 processor.

Goodman was 15 or 16 at the time he sent Building of Death for publication in the TRS-80 tapemag CLOAD.

CLOAD, October 1982. Technically speaking this is the month a disk started being available, so it was also a diskmag.

The copy provided by the CLOAD editor just states that

Just in time to miss Halloween – Building of Death. This is an adventure game with many ways to die.

and it isn’t more complicated than that: we’re in a building, we need to get out. The novel bit is that the Building of Death is a department store.

Now, just being written by a teenager doesn’t mean a game is bad; Frankenstein Adventure, published in CLOAD exactly a year before this game, is a good case in point — it genuinely is one of the best from 1981.

I regret to inform you, alas, that this game does not accomplish the same feat. It is quite dodgy.

Just to illustrate with one screen:

Yes, immediately after using the word PLAY to play a portable game from the toy department, we are informed trying that the game doesn’t understand the word PLAY. The cassette incidentally is “A cassette labeled ‘Adventure hints'” and if you go back to the TRS-80 at the start you can LOAD it or CLOAD it (I had to look this up) but this gets a checksum message I never was able to get by.

It doesn’t really matter though; I checked the source code and if you manage to get in farther the computer explodes and you die.

Just to give a general sense of geography, let me first give a zoom-out of the entire map…

…and a zoom-in on the starting area, which is the only part that feels like a normal department store.

Some observations:

1. The large grid makes me wonder if the author was riffing off of Conquest of Memory Alpha, like Danny Browne did. The layout and parsing in the actual source code are different enough that I don’t think so, but the author may still have played it, as there’s a similar notion of a “central area” that the player breaks into.

2. Rooms are incidentally specified by X and Y coordinate; here’s a line from the source code, where (7,0) is at a vending machine:

260 IFC$=”INS”ORC$=”PUT”IFB$”QUA”THENC$=”DRO”:GOTO230:ELSEIFX7ORY0THENPRINT”Where ???”:GOTO120:ELSEI(0)=512:PRINT”The machine rumbles for a second then stops.”:VM=1:GOTO120

3. The vending machine lets you use a quarter that starts in your player’s inventory to get food and some garlic. The food must be eaten to avoid starving (yawn) and the garlic fends off a vampire that randomly enters the store later and starts hunting you. Somehow you are supposed to WEAR the garlic, garlic breath like Adventure Quest doesn’t work:

A vampire attacks
But your garlic warded her off

4. Most of the inventory is stuffed in the upper right corner, where you get some no-slip boots, a flat handball, some dill pickles, some meat, and the aforementioned food and garlic. Only the meat, food, and garlic are useful. Throughout the map you can also find a chalkboard, a torn leash, a bottle of vitamins, and a comb; again, none are useful. Most of this map is a red herring.

5. The red-marked rooms all have lions which kill you. None are worth visiting, and one even specifies the lion has a key, but that’s just another red herring.

Most of the experience of the game — due to the giant grid — is walking through large, empty halls. Again, it invokes the Memory Alpha experience, and can also be compared a little to a CRPG like Wizardry.

Again useless. Leading up to here are simply “dimly lit hallways” and rooms with strong stenches.

Barring randomly being killed by lions (and also one bit where there’s a spider on a key, again a red herring, just don’t get the key) the central part is where the action really begins.

Starts from the lower right.

First, a dog you need to give meat to.

Then, a door you need to KNOCK to get by. (The portable game from earlier gave a hint about this.)

Then there’s some grease you need to JUMP over. There’s an explicit hint elsewhere about acting like a kangaroo, but I still wasted a fair amount of time trying to wear the no-slip boots which have no purpose at all (“I don’t think you want to put it on”).

Proceeding further I get exceedingly stuck on a door.

Here’s the relevant bit of code:

315 IFC$=”OPE”ANDB$=”DOO”THENIFX0ORY0THENPRINT”Oh! You are upsetting!!!”

The command OPEN DOOR only works at the “front door” to the building, in the far left corner at (0,0). Otherwise it gives the weird response shown. You can still open the door, but you need to TURN DOOR (??) or TURN KNOB.

Then you can straightforwardly find the front door key, although don’t leave just yet! There’s also a room with a “rusty pin” where if you take it summons an elevator and you are asked if you want to go in. Say Y and an animation starts.

On the top you can find a bulletproof vest.

Leaving teleports you out close to the exit, and with both front door key and bulletproof vest in hand you can leave safely.

The first part of this gets animated with a “screen shake” effect but I’m going to be polite and leave it off.

So yes, dodgy. At least memorable and slightly unique-feeling, with the vast majority of the content as a red herring; I did kind of like the fake keys as it wasn’t too hard to catch on to the fact they were unnecessary.

This game is otherwise noteworthy insofar as a tape (now diskmag) was willing to publish it as late as 1982; they clearly were still scrounging for material.

13000 I(1)=512:PRINT”You lost your sunglasses. It is much too bright to see. Your
eyes are burning up. You are blind.
Do you wish to continue this adventure as a blind person (Y/N)”

Posted November 12, 2023 by Jason Dyer in Interactive Fiction, Video Games

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Adventure Quest: The Final Battle   5 comments

I have completed Adventure Quest, and as usual, my previous posts on the game are needed to understand this one.

I completed the game with no hints.

In some of the later printings of Level 9 games they included this paper you could send by physical mail for a clue. From the Museum for Computer Adventure Games.

I was very much on track to win already; the problem with this sort of game is you never quite know if you’re inches away or miles. All that is really needed to finish from where I ended is

1.) getting all four stones plus the talisman together at the end, which is more trouble than it sounds like

2.) also bringing the “onion” that’s really garlic (except I found out after the fact I didn’t need to tote it around at all)

You get “locked in” at the last part with all four inventory slots spoken for, so it turns out you don’t need to laboriously bring over the silver ball, the stick that makes fruit, etc.

I left off on a marsh where I found a Mist-Stone and teleported to escape (you find boots later which let you just trudge back through quicksand, but I only found them after I already had the stone liberated). The whole marsh area is tricky insofar as hands keep trying to grab you, and you need to HIT them with your sword to shake them loose. The sword occupies one of the four crucial inventory slots.

For a while, I was toting the sword and the insulated cloak and the magic lamp and making runs back and forth to tote items forward using my one available inventory slot (it turns out there was a faster way, but just like with the boots and the Mist-Stone I only realized this after the fact). Still, in a text game it doesn’t take that long to shove things forward, and eventually, I had the Stones plus the talisman. I also brought the “onion” (garlic) along because I had found this building on a side path in the marsh:

Gee, I wonder what’s inside?

I first thought I needed to cut the garlic or throw it, but you’re actually supposed to eat it, attaining permanent garlic breath. I could have done this at the very start of the game, even.

At the top of the building are some boots (the ones that protect from quicksand) and a window. The window is one-way but you can pitch all five items (Stones + talisman) before going through. Then it’s just a short walk through more quicksand (hope you kept the boots) and the Black Tower.

In the room back at the lake that sucks down items, they go to the quicksand room. I found this out after doing most of my work toting things through the biomes of the game, though.

What follows is simply a series of doors of different colors, and you insert each of the stones. This is a satisfying sequence despite — really, because of — the simplicity of it. The work is already done, you’re just proving it.

At the gold door and above you are locked in one-way, which is why — as I mentioned before — you are stuck with all four of your inventory slots full: three Stones, plus the Talisman. This was honestly helpful because it meant I could stop tracking all those previous items in the game thinking they’d may yet be useful. (Maybe the picnic table from the very start is useful in the final battle, who knows!)

Once on top you get a forced sequence where you are surrounded by orcs and pushed to the face-off with AGALIAREPT. Given there’s only one inventory item left it isn’t hard to figure out what to do.

You give the demon chase; the orcs chase you. This is a very short section where there are tunnels with dead ends but you just need to find the right room to hide in.

Having juked the orcs, you can go down a previously blocked passage to find the central lair of the demon.

The Phoenix has been following us around (as visible if you just stop and WAIT or LOOK) and now is its time to shine, as was told in the prophecy:

No idea what’s up with the point system, I don’t care much but I am not surprised there’s a wide possible range. The structure of this game led to more alternate solves but in an unusual way. That is, there are some puzzles you can simply ignore.

Remember the octopus I killed with an air-filled bag? You don’t need to fight it at all. It lurks at the white dot in the lake, and there’s a black dot right at the final quicksand that goes there, but there’s no need to use it. You can either a.) properly anticipate which items should be tossed through the window to the final area so you don’t have to go back or b.) use the magic lamp to teleport instead. Shockingly, giving how much magic lamp use I had in the game, I went with a.

The moor where you get cold? The insulated cloak works (I was keeping it because I was using the fire-stair at the volcano) but you technically can walk all the way from your teleport landing point to safety without it. Or you can use the brazier (the one that was “glowing like a commercial”) by dropping it so it provides warmth. Or you can eat a fruit (according to Ilmari Jauhiainen, I never even discovered that). And if you’re out of fruit, you can drop the stick which provides more fruit, and finally I understand why the item exists.

Again, I want to emphasize: the unusual aspect here isn’t alternate solutions so much as the ability to ignore the existence of a puzzle. I had no idea removing the djinn from the oasis was meant to be a puzzle until later. The fact you could run by the tentacles really suggests that the authors purposefully engineered a way to ignore the whole sequence in getting the ruby and throwing it. This means someone could blissfully skip the unfair puzzle at the slab (SAY OPEN SESAME) and maybe even think it was scenery and not a puzzle at all! A player could even skip the sphinx, snakes, and priestess; at least it seems clear you’re intended to solve something there. But it’s definitely still possible to at least skip the sphinx and think that maybe teleportation was the intended route!

While I eventually found the lung-fish model, I ended up never strictly needing it; even lighting up the dark portion of the underwater was optional. You might think that there’s no way someone would pass by dark rooms and without realizing there’s a puzzle, but at the very start of the game — in the first building — there’s a dark room that never gets lit up! With teleport luck you could probably bring the jellyfish down into the well but maybe the authors never even bothered to give the room a description and you’d see a glitch.

I will admit I would only recommend Adventure Quest to others under very specialized circumstances. The mazes weren’t bad — except for the very start I wouldn’t say the game had mazes as much as tricky geography to keep track of — but the four-item limit is really obnoxious after a while, and it gave me tension the entire game wondering if I needed to go back yet again to my stash (a convoluted operation) to test another object out for solving a puzzle.

The endgame was satisfying, though. It was in a way very quick and easy, and I think designers are afraid of something like that — making a gameplay denouement when the plot is at its climax — but it works, as the game was all about pre-planning, so the ending is just showing the result of all the player’s planning falling into place.

Trilogies help. Adventure Quest sells as people play Colossal. Middle Earth was a convenient fantasy setting. It was a way of telling people the type of world they were getting.

— Pete Austin, from an interview in Sinclair User, May 1985

Level 9 eventually got called the British equivalent of Infocom. I don’t think they are there yet with this game — the parser is still completely basic, the design is still too tedious in parts — but at least I get the fringes of what is meant, as there’s ambition for some fairly complex overlapping systems at a grand scale. So I’m still looking forward to their next game, but I hope you understand when I say there will be a large gap before we get there.

We’ve had a big chunk of both concentrated fantasy and concentrated Britishness, so for our follow-up let’s go in a different direction. Next up I’ve got two games from the United States: a building that wants to kill you, followed by a hard-boiled detective story.

Posted November 9, 2023 by Jason Dyer in Interactive Fiction, Video Games

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Adventure Quest: You Shall Not Pass   7 comments

(Prior posts on Adventure Quest here.)

It is a good time once again to peruse the Scroll of Lore Dumping™ that was provided at the start of the game:

Take the Talisman to the Black Tower through the four elements twice. It can defeat the Demon Lord, but only a companion can bring victory at the end. The Talisman is nearby, but you will also need four Stones to gain entry and these are guarded by servants of the Demon. The blessing of Typo, God of Adventures, goes with you.

I technically have found all four stones (not all in the same save file, but I just need to go through the process). Even with those I still need to track down the exact location of the black tower. The scroll gives the super-structure of the game as a whole, which is important for wrapping things up. Namely, this is a biome journey that goes: earth – fire – air – water – earth – fire – air – water. Each of the later biomes has a warp back to its previous biome of the same element, in the form of an exit marked with a black dot; the landing point is marked with a white dot. Here’s a meta-map of the situation:

Some biomes let you travel back and forth (for example, you can go from the starting forest to the desert and back again) while some are one-way trips (to get to the mountains to the lake you have to use the rapids). The lamp seems to be oriented to only teleporting to the places on the left (except for the glitched moor trip, but I’ve since been back the normal way).

This is important in that the inventory limit of four is fairly restrictive. At the very least the endgame needs all four Stones plus a talisman, so doing some shuttling back and forth is a necessary part of the game, and in one case (as I’ll show today) you have to be careful with a particular puzzle in order to not shut off a method of passage.

Last time, I had two threads I was stuck on: finding anything else in the bleak moor, and getting by a dragon in the cave. While I used my teleport-glitch game to explore the bleak moor some first, I’m going to trace the path starting from the dragon as it will segue into the moor eventually.

The dragon has the particular attribute of swallowing anything you throw at it, so I decided to do the equivalent of clicking on every item in a point-and-click adventure to see if anything would budge:

I suppose a bottle’s worth might be upsetting to a dragon if it was insulated really well so it didn’t turn into steam before even entering the gullet, but — well, I’ll accept it under the fantasy physics clause. At least I made it forward, enough to grab an egg from the dragon’s lair to the north, and to be able to enter a volcano crater to the west.

A map, to clarify:

Starting from “Ledge Over Crater”, you need to make your way along the path while fireballs go whizzing by. This is just a simple timing puzzle where you need to wait one turn at each step before going on to the next one. Halfway through the trip you pick up an “insulated cloak”, which is good for the next obstacle, a “sheet of living flame” that harasses you as you go down some stairs.

At the very bottom there’s some burning coals where you need to THROW CLOAK in order to cover them and walk across. You can, importantly, TAKE CLOAK after you pass (even though the cloak isn’t
listed as an object in the room!) If you don’t take the cloak again and teleport out (or even just progress to the moor, which is a one way trip), then you are forever unable to get down past the living flame, meaning you’ve quite possibly softlocked your game, so be careful!

Also at the bottom you can find a burning nest, where the egg can be tossed in to summon a phoenix. The phoenix doesn’t follow you, although if visit the top of the crater again the phoenix will make a cameo, so it is clearly active. I suspect it is the “companion” from the scroll who will bring victory at the end.

There’s incidentally a black dot door to the north if you feel like warping back. To the west there’s a “rock bridge” which spans a chasm, and on the far end there’s the Sun-Stone.

There’s also copyright protection. I went over details with Colossal Adventure so I won’t repeat them here. This time I managed to get the Lenslok software LensKey to work properly.

When trying to leave with the Sun-Stone, you are confronted with the Balrog.

Oh, you are at the balrog stage! That’s… let’s say… not one of the believable puzzle solutions in the game.

Ilmari Jauhiainen, from my comments earlier today

I did manage to solve it without hints, but I also knew enough Tolkien to imagine I was re-enacting the scene from the book. The movie version should give you a hint:

The visual depiction in the game is a bit off. It is meant to be a narrow, crumbly bridge, not a firm, solid one. Plus, we’re supposed to imagine ourselves as Gandalf with magic and so forth, and probably shout YOU SHALL NOT PASS for role-playing purposes which is how I figured this out:

The version I was playing also describes the bridge as unstable if you examine it.

Especially without the EXAMINE description that’s not fair at all. The other wildly unfair puzzle also used external knowledge (OPEN SESAME). I sense a pattern.

Moving on: this lands you in the same place my glitched teleport did. The insulated cloak (assuming you remember to snag it up) prevents you from freezing as well as heat, so it makes the map much easier to create:

Other than the cold gimmick, and the Star-Stone at the barrow (which I mentioned last time), there’s no other gimmicks. For the Star-Stone you either need to teleport out via lamp or use the black-dot door to wrap; either way you go backwards, meaning if you forgot to grab the cloak, oops!

To the south there’s a stairway that leads you out of the cold-zone behind a waterfall…

…and into the eighth biome, a dank marsh.

Just a few steps in there’s a circle of silent stones, where you are assaulted by “cold shadow ghosts”.

Fortunately, escape is just a manner of moving backwards two rooms to the waterfall. Going back to the circle, the ghosts are no longer there. (I wasted time at first fussing with the Talisman of Life, but it seems to have nothing to do with the puzzle.)

Moving forward, quicksand is many directions, but to the far east you can see light.

Once at the Mist-Stone you can just grab it and teleport out (any other direction leads to quicksand), so unless there’s something else that needs be done with the Will o’Wisp, its triumph is short-lived.

I still have more directions to explore to get out. I haven’t found the black-dot exit nor what I assume is the final biome transition, making it to the black tower. Given I have the four stones and am physically close to the end I think we’ll have a win soon, but I wouldn’t put it past this game to have a very long endgame to reckon with before the final showdown with AGALIAREPT.

Posted November 8, 2023 by Jason Dyer in Interactive Fiction, Video Games

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Adventure Quest: Glowing Like a Commercial   11 comments

(Prior posts here, and definitely necessary for understanding this one.)

Via Mobygames.

So I’ve now rotated my conclusion about the teleportation in this game back to it definitely being random, definitely being chaotic, and (at least in the version I’m playing) definitely designed so you can “short-circuit” a puzzle if you want to.

Everything is normal. T̶̰͚̞͓̞͇̬̍̍̄̓̎ͅh̸̢̧̞̬͙̪͎̺̭͐̾̽̎͜ę̷̣͖̝̥̰̓̐̓̇̽͗̍̌r̴̨̧̮̬̱͙͆̉ẹ̷͔̜̩͍̲̤̳̈́̈́́̉̐̓̐̕ͅ ̸̦̫̯͖͚̣̭̃͋̓͆͒͊̓͛̊ͅị̷̧̫̜͚͇̙̙̉̾͛͋̚͝s̵͔̠̿̀̆̔͛͆̓͆͆͘ ̶̨̨̡̝͚̆̂͠ͅṉ̴͎̳͇͙̬̓̀ỏ̵̭̬̾͊̂̍͑̈̀̇́͜ ̷̢̖͈͖̜͖̹̟͉̈́̒̈́̄͋͌̓̔̚g̸͕̯͍̘͊̓̾͠ļ̷̛̲̯̠̮̼̦̙͑͌̏̔̒̌͊̈́͜ì̷̖̭̟̝̫́͌̇̉̅̄͠t̷̼͉̼͓͚̟͉̪͍̏̅̃̈́̓̏̄ͅc̵̡͖̟͔̘̬̝̮̐̈̍̓ͅḧ̸̝͖̪̄̀͊̊͑̎̇̃̓.̴̜̫̞̮̼͈̹̺͈̤́̐͂

Since last time I popped open the BBC Micro version of the game and tried to go through the same puzzles I had already solved, thinking maybe the text description would be ever-so-slightly different in a way that inspiration would strike.

However, I found that the teleportation steps I found before did not apply at all, and while my first teleport was to inside the oasis in the version I was playing, I could not get inside at all whilst in the BBC Micro version.

I had also found, via experimentation on the graphical edition, that you could kick the djinn away from blocking the oasis as long as you used the bag…

…the problem is that the bag is behind the tentacled creature, where I needed the magic lamp to escape, and the magic lamp is behind the djinn that is blocking my way in the BBC Micro edition. I clearly had short-circuited the puzzle in my other game.

Using some meta-structural thinking, I decided to go back to working out how to solve the tentacle-puzzle without jumping ahead. I figured even if the puzzle turned out to be technically optional if you toss in the teleports (it is) it would help eliminate some of the clues I’ve been stuck on and narrow things down for solving required puzzles.

So rewinding all the way back: from the forest I was able to get a bottle, keys, Talisman of Life, silver ball, sling, fruit, an “onion” (really garlic), a stick, and pan pipes. The sling and silver ball I finally got working on the giant, and I swear I had tried this before:

You just have the silver ball in your inventory and it works. I don’t know what my issue was before.

Passing the giant, I could then get the snowman and push the rocks, killing the orcs on the tower. This left the open puzzles as:

– black tentacled thing
– rapids from going down the rope
– a slab near the oasis that did not respond to anything I tried

Going back to the slab, and knowing I was stuck with my item set from before (bottle, keys, Talisman, ball, sling, fruit, garlic, stick, pan pipes) I tried various combinations but nothing seemed even remotely able to knock over a slab of rock. CUT ROCK suggested my blow bounced off, further suggesting if I had a lot of power I could break through, but I otherwise started suspecting there would be no item involved at all.

So if not an item, then what?

errrrrrrrgh no, the phrase doesn’t get mentioned anywhere and yes, I worked this out without checking hints.

There’s some “Arabian Nights” style theming so I thought I’d try the themed answer out. A very similar puzzle appeared in Time Zone but in that game I came up with the solution right away; I think the presentation (and the penchant Roberta Williams has for random fairy tale references) made it more obvious to try than in that game than this one.

Nevermind. Sun-dial in hand I could return to the temple and deliver it to the priestess.

I discovered the ruby dissolved while in water and also kills you if you drop it.

Given blowing things up is not helpful for navigating rapids, I tried the tentacled thing instead:

This opens up the way to the emerald eye and the bag that blasts air. You can then (in the BBC Micro version) blast the djinn into the lamp and go pick it up. Technically speaking you can go on a teleportation spree after that, but teleportation wasn’t helping with the rapids, so I decided to keep going no-teleport and see if I could resolve the issue:

You can teleport to them or teleport away, but end up dying at the end.

Again I quickly decided my item list was of no help, so I contemplated a no-item solution. Swim against the current, maybe?

Just typing SWIM oddly enough gets no response at all from the game — it seems like it is broken, but at least it acknowledges the command. This led me to go through trying SWIM N, SWIM S, SWIM E, etc. until I got to SWIM UP.

I found out later CLIMB UP works too, but the ability to somehow grab and stop ourselves on the rapids and climb up is not even close to my visualization of how the rapids operate. I think maybe the text version of the game would’ve been easier here.

Up on the ledge you can find a “model of a lung-fish”, and if you pick up you start being unable to breathe. This is a magic item that was fun to figure out: it inverts your breathing from water to air or vice versa. The inversion happens when you pick the item up, so if you enter water-breathing mode, to switch back to land-breathing you need to do DROP LUNG-FISH followed by GET LUNG-FISH.

Breathing underwater made it easier to get to the octopus lair. I used the (intended?) lamp teleportation in order to get my items down at the lake, including the bag you need to use to defeat the octopus.

Regarding the white dots: they seem to all simply be teleport destinations. That is, there’s a black dot at the door-that-needed-oil that teleports to the white dot at the building; the white dot in the desert no doubt has a matching black dot somewhere, and they’re all one-way trips. I worked this out because I found another black dot. You see, once the slab was opened up, the destinations of my lamp changed. I was able to land (via teleporting) inside the sun-dial cave, for instance, as well as land on the ledge above the rapids. And from there I went into the glitch-i-verse, as seen on the top of this post. Fortunately I could pick a direction (like east) and end up back in normal-land:

Well, kind of. This is a new area! Wander around too long and you freeze.

Our first sighting of the black tower.

However, just to the north I found another one of the elemental stones: the Star-Stone.

I’m not sure what they were going for with “glowing like a commercial” but it’s evocative nonetheless.

So, two more stones to go? More teleportation brought me back to my regularly scheduled areas, and I’m still stuck on getting by the dragon. The dragon will swallow everything I throw at it so I think I just need to find the right thing (the garlic, if you’re curious, doesn’t work).

Posted November 6, 2023 by Jason Dyer in Interactive Fiction, Video Games

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Adventure Quest: The Great Earth-Stone Heist   9 comments

(Prior Adventure Quest posts here.)

I was stalling on writing this post until I also had teleportation figured out, but I’m still at a loss to completely explain it. I’m starting to suspect there’s a completely random aspect but the game is still demanding some parts be done more exactly?

From MSX World.

To continue from last time, I first went back to prod at the various locations of my map to see if I had missed something. Way back where I had received a scroll explaining the quest, I had a “loop” on my map, because I was unable to move any farther up:

What the game had actually done is moved me to a new room but not described the room nor changed the graphical screen. If you LOOK you will find you have, in fact, entered a new room, with an item I previously missed:

The stick, when dropped, grows an endless supply of fruit. I already had fruit from elsewhere and I still don’t know what it is for.

The stick grows incredibly as it hits the ground. Buds form, leaves burst and drink in the light, and the stick is a mass of flowers! Fruit swells and falls onto the ground and the leaves are shed. It is just a stick again.

Another part I prodded at insufficiently was in the tower surrounded by orcs (or at least previously surrounded, if I used a saved game where the snowman had taken care of them). On the top is a tentacle creature which I still have yet to handle.

However, you technically don’t need to handle the creature — maybe — as you can just walk on by. This is different from the sphinx, giant, djinn, and dragon, so I was implicitly assuming the same applied, but no:

This incidentally might still be “wrong” as the creature will now kill you on sight if you enter the room again, so if there’s some item you get via defeating it this will skip by. On the other hand, it seems like the authors had to special-code letting you waltz by, so maybe there is no way to defeat it.

Opening the bag says “A blast of air roars from the bag.” It took me a long time to realize where the bag went but I do have it resolved. (I’ll show you later, feel free to guess! It is one of the obstacles we’ve already seen.)

The emerald eye, on the other hand: I knew exactly where it went, as I had a statue back in the cave with a missing eye.

This gave me a weapon past the ARMED INTRUDER door so I immediately tried whacking the various obstacles with it. The dragon? Still no dice. But the spider:

Now you need to give the orc chase. It runs past the “ambush” point, but fortunately the presence of the Earth-Stone apparently now has all the hostile orcs distracted, as it is now an “unguarded” lair.

The earth-stone is stashed in a nearby storage room so you can just grab it, but rather like Adventure 200, the problem is not getting in but getting out.

But given I had just obtained a shiny new sharp implement, and there didn’t seem to be anything else to do in the orc lair, I realized I could Indiana Jones it with CUT BRIDGE:

You sever the rope bridge, preventing pursuit.

There are no orc issues in the cave past this point. There’s a still a dragon (would love to get the water trident in there and see what it can do) and some blocking giant rocks (which I think might be the solution to getting the water trident in).

The Earth-Stone itself I haven’t been able to do anything with (I’ve tried waving it, throwing it at things, etc.) so it may just not activate until we reach the final climax.

Frustrated, I went back to trying to decipher the teleport mechanics. There seems to be some sort of background timer. That is, I could be at step 5 of my teleport sequence, wander back and forth ten turns, and jump to step 7. Wander some more and I could jump to step 9. However, I was stuck at 18 (the death rapids) where no matter how much wandering I did the teleport sent me to death.

I would have thought maybe that was that, but then this happened:

This is directly in the temple past the sphinx and the snakes. I think on this particular run I hadn’t even taken care of the snakes yet. I definitely hadn’t reached here before via teleport. Where I had this happen was immediately after entering the building at the start of the game.

Maybe the white dots are part of this? (As far as I can tell, other white dot rooms like the pillar in the desert and the small cave next to where the snowman is don’t have the same effect.) In any case, after my “reset” I had a much more erratic sequence of teleport destinations which I believe is truly random. For example, I went west of the building to some “biting insects” where there’s a direction that loops and tested different number of SOUTH commands before rubbing the lamp twice. I used this same procedure with the Oracle in the game Madness and the Minotaur where I needed to “rotate the RNG”.

from biting insects –> zero steps –> underwater at well
from biting insects –> one step –> lake bed above deep trench
from biting insects –> two steps –> tiny alcove
from biting insects –> three steps –> tiny alcove
from biting insects –> four steps –> wide stone staircase climbing up, narrow path west
from biting insects –> five steps –> brick of rapids
from biting insects –> six steps –> at tentacles
from biting insects –> seven steps –> at tentacles
from biting insects –> eight steps –> at tentacles
from biting insects –> nine steps –> at tentacles
from biting insects –> ten steps –> at snowman
from biting insects –> eleven steps –> outside south door of guard tower
from biting insects –> twelve steps –> outside south door of guard tower
from biting insects –> thirteen steps –> outside south door of guard tower
from biting insects –> fourteen steps –> outside small door, foul smell
from biting insects –> fifteen steps –> underwater, belfry
from biting insects –> sixteen steps –> in rapids, one before brink

At “zero steps” I teleported to the dark room under the building. If that somehow could be done from underwater I could safely take the jellyfish over to see what’s in there. At “two steps” and “three steps” that teleported me directly to the alcove where the emerald and bag were, bypassing the tentacle creature entirely!

The fact that some teleport locations last for multiple turns and some last for only one suggests to me that teleportation is now really, truly, random. I still strongly suspect I’m missing something here.

All this random teleportation did lead me to accidentally solve a puzzle. Remember the bag that blasts air?

I cannot say I had any grand insight. I just happened to have it in my inventory when I hit the right room. I’ll take the luck, this game is an uphill climb enough.

Next up: actually getting light to the octopus-free room (is there an item now?…) and maybe trying to get it in the well too, but that sounds like a major pain. Other than that I really just have rocks to deal with. Also, a shark which I never saw before but now seems to be circling. I think it is a delayed like the wolves and I just hadn’t got “lucky” yet:

Posted November 4, 2023 by Jason Dyer in Interactive Fiction, Video Games

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Adventure Quest: The Secret of the Jellyfish   6 comments

(My prior posts on Adventure Quest are needed for this one to make sense.)

Since last time I solved three major puzzles, although I’m going to list them in reverse order, as that will proceed from least to most complicated. And by “most complicated” I mean it is the kind where I was completely boggled, in the same ballpark as realizing the final purpose of the train in Ferret or leveraging the “time travel” in Quondam.

My last solve (but the first one I’m going to talk about) came from a simple misreading.

I had interpreted this scene as the snowman was “on the loose” and something still needed to be done. However, it struck me (upon retrying this scene) that the way the bear worked in Crowther/Woods Adventure still required you to GET BEAR even after it had been pacified, so maybe I was just lacking that. And indeed, you can just GET SNOWMAN and have him walk around with you in his inventory.

Further down the mountain are some large rocks. Earlier I had tried to PUSH ROCKS (being on a mountain, thinking they’d roll down and maybe hit the giant) but I was told they were too heavy. The Snowman seemed like he’d be strong, and indeed:

This gets rid of the orcs at the tower and you can go in and encounter the rope and the shape-with-tentacles at your leisure. You can also walk around the giant, suggesting maybe the giant doesn’t get defeated at all.

The big catch to all this is that the mountain path past the giant occurs near the very end of your long teleport-route. If there’s some reason the orcs need to be scared off earlier (maybe the orcs on the mountain are the same as the ones in the cave ambush?) then there’s still an issue.

For my second solve, I was still fiddling around with the sandworm in the desert. Remember I had done WAVE TALISMAN and it caused the rumbling of the worm to decrease. I realized (because of the brutal inventory limit incentivizing me to test) that I could WAVE KEYS or any other item and it would work equally well.

I later realized — rather more later than I should have — that in fact WAVE was simply passing time, and any action that wasn’t walking would work, even just WAIT. That is, the sandworm was tracking when you move, but could not hear you if you were standing still!

My updated, now-accurate desert map.

I also got to thinking about the sphinx, and it seemed rather suspicious that the worm was swallowing up “everything” when it surfaced. I had also found — by moving south out of the desert just at the right moment when I was experimenting with the worm in the first place — that you can just barely evade the worm and have it surface anyway.

Combining the two facts together, I messed with my timing so that the worm was just about to appear while I was right next to the sphinx. Then I ran east to the “Rock Outcrop” on my map:

The fact you can see the sphinx from here was another hint this might work.

While it isn’t explicit from the text above, the sphinx is now gone: it has been swallowed. You can freely go to the snakes at the sun temple, charm them away with the pipes, then meet the priestess who tasks you with finding a sun dial.

Just as a reminder. One very long shot is a place to the west of the oasis with many large rocks, kind of like the ones at the mountain. Maybe the Snowman is meant to go down here first and help move these rocks before taking out the other ones? But that would mean I’d definitely need to take out the giant first. Which I feel like the sling has to be meant for (see: David and Goliath) but I still don’t have a small stone to launch.

So yes, those were the easy puzzles. Now we get on to the monster.

This kicked off with an observation, while messing around in the underwater church, that a jellyfish that I thought was scenery was probably meant to be a thing you could take.

Mentally I parsed “A luminous” with the sentence before that as a single paragraph, but on second glance the “A” would clearly have come on the prior line if it was in the same paragraph. Being in the same paragraph would mean I couldn’t pick the jellyfish up, but since it is on a new line, it is takable.

After finding out I could refer to a JELLY-FISH (just FISH breaks the parser here) I decided the nearby fish net had to be used here. With some fussing about I was able to CATCH FISH JELLY-FISH but died immediately afterwards being out of breath.

Let me go back to my updated map of the lake, as the positioning is very important for the puzzle. Note the blue locations are teleport landing spots.

You have exactly six actions you can take underwater before you die.

So you can walk from the Gravel Beach (taking a deep breath) down to the Inside Drowned Church, but die immediately upon catching the fish.

1.) down to Quiet Pool
2.) north to Beside Clam
3.) west to Lake Bed
4.) west to Graveyard
5.) west to Church
6.) catch fish
(dead)

Additionally, if you teleport to an underwater place, while teleportation resets your breath-o-meter (that is, you can teleport from underwater to underwater on turn six and still live), your arrival to a new underwater place counts as an action for the purposes of the fresh set of turns.

For example, you could teleport to the Mass of Weed, fairly close to the church. As already mentioned starting underwater causes you to immediately give up a turn, but this still gives you enough turns overall to catch the fish and teleport out:

1.) arrival via teleport
2.) step west to graveyard
3.) step west to church
4.) catch the fish
5.) rub the lamp
6.) rub the lamp again (remember you rub it twice to teleport)

Unfortunately, this kills the fish! Let’s go back to that teleport sequence from last time.

1: inside the oasis
2: at the clam, lake
3: path through forest
4: north of oasis
5: rapids
6: inside guardroom, tower
7: at underwater weed, lake
8: trackless desert
9: tight spiral staircase inside tower
10: lake bed (south of trench)
11: south of oasis at trident
12: underwater (dark), lake
13: road north of building
14: desert south of canyon
15: top of pyramid
16: track up mountain past giant
17: mountain at giant
18: rapids (DEATH)

Being at the underwater weed is step 7. So when you teleport, you go to step 8, the trackless desert. Guess what happens to a jellyfish in a desert?

So despite it being close enough for the full sequence, the teleport start at the weeds is out for catching the jellyfish. What to do?

One thing to keep in mind here is the ultimate destination. The jellyfish provides light, so we want to not only get the jellyfish but bring it somewhere dark; in the lake this means the underwater trench, which conveniently is one of the teleport landing spots. Working backwards, here are the previous two spots:

10: lake bed (south of trench)
11: south of oasis at trident
12: underwater (dark), lake

All three are underwater, good! Jumping between these will not kill the jellyfish. However, the teleport spot is exactly one room to the east of the weeds, meaning you need not six but seven moves to make the jellyfish heist; what to do?

If you go to the Shallow Water (far northwest) and go up, you get on land and can breath air. So if you use that as a starting point…

…it looks like you still don’t have enough moves, because that takes four moves, and you need one move to catch the fish and two to rub the lamp and teleport out. 4 + 1 + 2 = 7.

HOWEVER!

The two rubbings of the lamp do not need to happen one after the other. This is irrelevant to a path that starts and ends underwater, but if you can start on land, and rub the lamp once before entering the water, then you only need to rub the lamp one more time before a teleport. That is, the sequence is, starting from just above the shallow water:

RUB LAMP. DOWN. EAST. SOUTH. WEST. CATCH JELLY-FISH. RUB LAMP.

This is exactly six steps and it teleports you to water (south of the Oasis, inside the pool itself). You can then teleport again to land at the dark trench and light it up.

Dropping an item here sucks it down a hole (the small gap). I don’t know if this is useful.

Just to the east there’s more trench and an entrance to a cave.

Then inside, an octopus. Which kills me instantly. Of course.

Reaching for your “treasure” happens even if you are carrying nothing. I also tried bringing in the trident and I had no way of using it in time.

Still, that was exceedingly elaborate and required keeping far closer track of teleport destinations than I thought it was going to need. The situation is still even a bit worse, because even given my experimentation I’m still not sure what’s fully going on with the lamp.

You see, sometimes it skips destinations. For example, even though you have two steps from the jelly-fish (10) before the dark trench (12), I’ve sometimes had the game skip from 10 to 12 and I don’t know why. The order still always seems to be the same otherwise (it won’t ever go back to a location the teleporter already skipped) but given how complicated the jellyfish puzzle was, I’m sure mastering what’s happening with skipped destinations is important for winning the game. Maybe there’s still more teleports past the fatal one (18?)

Posted November 1, 2023 by Jason Dyer in Interactive Fiction, Video Games

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