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Temple of Bast: The House of Anubis, Judge of the Dead   16 comments

The Weighing of the Heart. Anubis reads the scales. Osiris presides to the right. From The Met.

So far I have still only opened up one more room (an attic) since last time. The object puzzles are elaborate enough that (in a way) the objects themselves make up the exploration space, not the rooms.

Also as was prophesized, due to this, the game really fell down hard on its parser. This is true even of the very first puzzle I solved immediately after my last post: dealing with the fuses. Specifically, I had a broken fuse, I had some wire from disassembling a hen run, and I could FIX FUSES. I’m don’t 100% visualize what was wrong on the bad fuse but at least the shenanigans are slightly believable.

Where things then fall down hard is putting the fuses back in. INSERT FUSES doesn’t work (SORRY I DON’T KNOW HOW) and PUT FUSES is even worse; the game says OK as if it was successful, and you have to carefully look at the room description to realize the game just parsed PUT as a synonym for DROP.

No, the right action is REPLACE FUSES. Then you can MOVE SWITCH (if you haven’t already) to kick the power on. This allows the saw in the back to work properly. (What happened before, if you don’t remember, is you could swap fuses and still run the saw, but it would cause both fuses to bust. So the game explicitly added a fixing route that was wrong.)

The saw can be used to cut up a pair of post into pieces, but that’s also wrong. You need to get some BOARDS from upstairs (they were LOOSE FLOORBOARDS hiding a PIN)…

Nice repurposing here — the boards would normally just be the thing hiding the “useful object” but they become useful in themselves.

…and cut those instead.

Then you can take the posts and boards together with some screws to make a ladder.

I tried the ladder in every room and always got NOWHERE TO CLIMB TO. It then struck me there might be a secret exit up, and I’m finally trained enough by the school of hard knocks (Nuclear Sub from 1980 plus my recently-played Doomsday Mission) to try LOOK UP.

Upstairs is dark, but you can grab the extension cable from the shed and the lamp from the study to provide some light.

Getting the mirror ends up unfortunate:

IT’S RATHER CUMBERSOME PERHAPS IF I … WHOOPS!
OH DEAR! I COULD DO WITHOUT SEVEN YEARS BAD LUCK!

While there are PIECES OF BROKEN MIRROR, they aren’t super useful and going down the ladder kills you.

If our heart is judged worthy is not mentioned.

This is mostly where I’m now stuck. redhighlander in the comments mentioned the ladder but also a fishing rod, which I haven’t been able to make and I assume is useful later. I did somehow manage to get a key and I think it was a bug. I was able to get a key by … looking at the main switch?

Somehow my screenshot didn’t save, but I looked at the switch and I was told I saw something, and suddenly I had the key. The key I could then use to open the safe to the east.

The blue liquid is poison. Drinking it kills you. I assume it is topical (on either yourself or an appropriate item) but I haven’t been able to rub it.

While I have a saved game past the key-finding bit, so it doesn’t really matter I can’t replicate the behavior (probably, unless I soft-locked in some other way) I’m very stuck parser-wise now. I peeked at the machine code and you can take the SPRAYER in the shed and have the LIQUID inside of it, so I guess then you can spray … the mirror probably? However, all attempts at POUR LIQUID or FILL SPRAYER or the like fail.

I’m 85% certain I’m just stalled on a parser issue but knowing what the issue was doesn’t necessarily help solve it. I also don’t have anything approaching a fishing rod and I could see it possible I softlocked myself out of one.

Any and all help at this point is appreciated. I’ll keep going a while longer but it is faintly possible my journey will end here. The weird appearance of the key makes me especially nervous about more lurking bugs.

Temple of Bast eventually had some sales in the US via Hypersoft. From 80 Micro, April 1986.

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

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Temple of Bast (1982)   13 comments

Molimerx is a company we’ve only brushed by briefly (see: The Golden Baton); they were a specialist in the TRS-80 based in the UK, specifically, Bexhill in Sussex.

They really were one of the earliest and more prominent companies of that time, and lasted from 1978 all the way up to 1987 before petering out. A. John Harding founded it in 1978 with his wife Marion. Quoting Harding’s holiday 1986 message:

I started Molimerx in August of 1978 so this is the eighth time that I have had the pleasure of wishing our customers a Merry Christmas. I do so this year with no less enthusiasm but, I suspect, considerably more weariness. Most of you will remember the gusto with which we all got involved in the microcomputer revolution in those days. The joy of actually finding out what information was held at which address — and the miserliness with which we held onto that information! Now its all business and nowhere near as much fun. The first microcomputer I owned, boasted — and I mean really boasted lK of memory, which one had to program with toggle switches for each bit. Now 256K is considered small.

John Harding, from the magazine 80-U.S., February 1983.

This 1985 catalog lists 400+ items which is a good run for any company of that era. Other than them being the initial publisher of Mysterious Adventures they’re mostly known for the 1980 lawsuit Molimerx vs. Kansas City.

There were a couple companies caught up in this (Kansas City Systems was selling both Microsoft and Scott Adams products on the sly) but on Molimerx’s end the actual instigation of the lawsuit had to do with dominoes. Specifically, J. W. B. Dunn had written a Dominoes program (copyright 1979) intended to be distributed exclusively by Molimerx. The author Dunn had come across the Kansas City version — a friend had bought it via mail order — and wanted to compare it. He found it to be identical, and further investigation led to the lawsuit, which ended up establishing the legal certitude of software copyright in the UK. (See: the book Programming for Software Sharing and also an article here from 1981.)

(There’s also some allegation from Marion that Molimerx almost had a deal with IBM to get LDOS rather than MS-DOS as the IBM system default but John threw the deal. This makes no sense as LDOS was developed by Logical Systems in Wisconsin as explained by one of the developers here. Molimerx was LDOS’s distributor in England but they would not have been the ones dealing with IBM. The actual near-miss-for-IBM-default company was Digital Research with the CP/M system. Marion then claims that LDOS was then sold for the BBC Micro, which never had LDOS. I think something happened because the narrative is quite dramatic but multiple stories got jumbled together.)

However, despite or perhaps because of their pioneer status, Molimerx was prominent in the way Instant Software from the US was — they were mail-order kings when that was relevant, but now a lot of their catalog is lost, including the “children’s adventures” Dreamland and Wonderland. We do have a copy of Temple of Bast but no packaging. It is Malcolm McMahon’s only game.

Via Ira Goldklang.

Our job is to … rescue? unearth? “liberate” for the British Museum? a gold nugget from Egypt.

This feels like it ought to have the same start as Pirate Adventure from Scott Adams; that is, you start in a London flat, and then magic your way over to Egypt-land, grab treasure, and take it back. That might be genuinely the case here, but there’s justification beyond straight averice, as you can’t step outside:

This means the opening has you confined to a relatively tight area:

Importantly, it is a tight area with a lot of gizmos to play with. This feels like the kind of game where you need to mash things together and build things, which is risk with this kind of parser. What I’ve thrown at it has worked so far, but since I’m stuck (as you’ll see in a moment) I can’t guarantee things stay that way!

For the things in the opening room (SCREWDRIVER, FUSES, ELECTRIC METER, MAIN SWITCH), the fuses are the most immediately helpful, as you are told there’s one lighting fuse that works and one main fuse which is dead. You can MOVE FUSES to swap them, then plug in a nearby LAMP in a electric socket upstairs to test it. You can also, in a different room, get an EXTENSION CABLE that lets you tote the lamp for one extra room in any direction, but I’m not sure what the purpose of that is.

Next to the opening room in different directions are a paperback guide to reading Egyptian, a can of spaghetti (!?), and a floor safe that requires a key to open. I suspect maybe the key is in the can because the can is hard to open.

Out back there’s a “hen run” you can DISMANTLE with a screwdriver (fortunately the game gives the exact verb here) to get some wire and some posts.

The shed has the previously mentioned extension cable, as well as ENGINE OIL, an empty SPRAYER, SCREWS, and an ELECTRIC BAND SAW.

If you’ve fixed the fuses you can use the band saw to try cutting open the can, but it busts mid-saw.

I don’t have much else to play with; upstairs I was able to find a pin hiding under some floorboards and turn an unraveling vest into a THREAD. The game asks WHERE? if I want to TIE THREAD but I haven’t found anything that this helps with (yes, I was doing the equivalent of clicking on every item in a scene in a point-and-click game).

Still interesting to have a heavily MacGyver style opening with realistic technology in what originally was advertised as an Egyptian treasure hunt. So far no magic has entered in. Maybe we’re not going to teleport after all? (Eh, who am I kidding, we’re probably going to teleport.)

I’m happy to take guesses from y’all as to what to do next. (Or you can can even just play to test things out, here’s a link to play online.) There’s no guide or walkthrough to consult so we’re on our own.

The MAIN SWITCH works via MOVE SWITCH so you can shut everything off/on. I’m not sure the use of this, but I wonder if the whole point of having an extension cable for the lamp is to be able to test power things and it otherwise isn’t necessary.

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

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Dateline Titanic (1982)   16 comments

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

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Dragon Mountain (1982)   3 comments

A 1950s toy car from Mettoy. In 1949 they had opened a new factory at Fforest-fach, Wales and they had steady growth all through the 1950s.

Between 1979 and 1983, two-thirds of the toy manufactures in the UK collapsed. (This is according to The British Toy Business: A History since 1700, which I’ll be referring to for this intro.)

The trade itself blamed changes in age (over the 70s the number of children under ten went from 9.3 million to 7.7 million) but foreign makers under similar conditions didn’t have a struggle with this. The economic situation in general was bad, with heavy inflation across the world map, and only Hong Kong toymakers improving over the span, but still, the collapse was disproportionate. A report from the British toy association in 1983 called the time period “amongst the worst in living memory”.

More locally to blame? Outdated practices both at a financial level and a technological one. An analyst looking at toy firms in 1978 found that 115 of the 360 looked at had financial accounts too old to be helpful. Consumer research was lax to non-existent. Marketing was amateur. One 1970s toy fair held in Britain went so badly that the foreign attendees threatened to stay away permanently.

Inside a Mettoy factory, 1973, via WalesOnline.

The CEO of Mettoy, one of the affected companies (headquartered in Wales), had been asked why they hadn’t branched into electronics; the answer was that the Americans and Japanese could simply do it better.

Mettoy in particular was in deep trouble, and threw out in 1982 — as sort of a desperate attempt at staying relevant — the spinoff company Dragon Data, which manufactured the Dragon 32 and Dragon 64. They were essentially Tandy Color Computer clones and software from one could easily be adapted to the other (Madness and the Minotaur, for instance, had a Dragon-adapted version published by Dragon Data).

While the Dragon had some die-hard fans, it wasn’t picked up much by third parties, the major exception being Microdeal. Quoting John Symes, director of Microdeal:

Dragon has been of no help whatsoever to any of the software houses; they didn’t even tell us they had reconfigured the Ram — it meant we had to withdraw two games.

People bought games after playing them in the shop but found they didn’t work on their machines at home — naturally they assumed the machine was at fault — it must have cost Dragon a lot of money in unnecessary repairs.

Dragon User, May 1983

Microdeal published Mansion Adventure and we will be seeing them again on the Dragon, just not here. Instead, we’re playing a first-party game, one published by Dragon Data itself: Dragon Mountain.

From World of Dragon. This is the entire awesome 80s all in one picture, including the dragon-figure to the left who seems to be eating his weapon.

There is no author name, just the company label, and there’s a fairly straightforward premise:

Dragon Mountain is an adventure game with all the action taking place underground, inside a mountain where a ferocious dragon guards his store of treasure. Your aim is to enter the mountain, find your way to the Dragon’s Den and carry away the treasure. However, you will have to deal with a variety of creatures roaming the inside of the mountain before you can accomplish your goal.

We’re in a fantasy world, we’re dealing with fantasy monsters, gotcha.

In historical context, they’re a company against the financial wall trying to build their initial product; they’re not going to stretch the envelope as far as plot goes. Fine. However, I think this is close enough in resemblance to another game there may even have been (let’s say 20% chance) some lifted source code. I’ll get through the game itself first and then I’ll return to the strong resemblance.

The “classic” Dragon look has black against green but even back in the 80s we had TV settings, so I used the “inverse” feature of XRoar and boosted the brightness a little to get the screen as shown.

The game is essentially divided into two floors. The first floor is almost completely obstacle-free.

The overall map of the first floor is a five-by-five grid.

The only exception to the “obstacle-free” aspect is in the upper-left corner, where there’s a locked door that needs a key. However, since the key is laying out in the open (just like everything else) I don’t think I’d call it a puzzle.

Another UK game which understands LEAVE but not DROP.

While exploring, there are three timers running:

a hunger timer

a thirst timer

a sleep timer

So technically speaking, all three count as puzzles, insofar as you need to EAT FOOD that you’ve found somewhere when the hunger timer hits, and DRINK WATER when the thirst timer hits.

Weirdly enough, there’s multiple food items, and when I ate one, it caused the other one I found in an adjacent room to disappear. I discovered this because my inventory was full — the limit is generous but not unlimited — and the hunger daemon hit, so I ate my food, walked over to pick up the food I had left behind, and found nothing.

Where the “action” starts is in the second floor, which is a three by three grid.

You need a cloak from the first floor to make sure you don’t freeze in the cold.

There’s wandering elves, a demon, and a dragon. You find out methods of defeating all three from that locked-door room on the first floor. Specifically, the demon needs a sword (just laying around on the first floor) and elves can be bribed by gold (also laying around on the first floor). The dragon is marginally trickier: it needs to be killed by a dagger found laying around on the second floor.

After KILL DRAGON. The screen flashes so this is a little dramatic.

Past killing the demon and dragon, and bribing away the elves, there’s only one more obstacle: a door locked by magic.

There’s a spellbook which I assumed had the right word to get through but the game kept saying I couldn’t read it. This is the only tricky part of the game. There’s a “grotto” at the upper right of the second floor which (for some reason) makes it so the spellbook is readable while you are standing there.

Using the magic word, you can escape, get the treasure, and win.

Now, I don’t know if you’ve spotted yet what game this resembles, but it might help if I mention that the items on the first floor are randomly scattered. This presents essentially no obstacle whatsoever — with no wandering encounters and the like, the only way to die on the first floor is by not finding the water / food in time — but it does strongly suggest a different game, one also published by Dragon Data.

The screen above is from Madness and the Minotaur, which was one of the most difficult games of 1981; honestly, one of the most difficult adventure games ever. It had so many random elements and obstacles it was nearly impossible to overcome, and Dragon Mountain strikes me as just a (very) lite version of Minotaur. Specifically, the vibe of rectilinear layouts PLUS food and hunger daemons PLUS the fact that Dragon Data also published Minotaur for the Dragon. The company even had source code access (remember they published a Dragon port) and quite possibly did some simplification to make this game; that’s extremely speculative, though. I think it is almost guaranteed that the author(s) at least played Madness and the Minotaur.

While I don’t consider Dragon Mountain an interesting game in itself, the context of a company trying to build up product that likely grabbed from one of their own published products for inspiration is a fascinating one. And if nothing else, this is the first adventure I’ve been able to confirm as coming from Wales.

From World of Dragon.

(OK, in a game design sense there was one interesting thing: you can gather several gold objects from the first floor, but none of them give “score” or count as treasures in the classical sense; they’re only needed to bribe the elves, as the dragon’s treasure is overwhelming enough that’s the only treasure you need.)

Posted July 7, 2023 by Jason Dyer in Interactive Fiction, Video Games

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Prisoner 2: Have You Not Always Been in Control   8 comments

(If you need to read my previous entries on Prisoner 2, here’s a handy link.)

I’ve reached the ending; really it was a matter of finding the keyhole, as the resolution with the Caretaker is identical with the original game. There are still were some absurd surprises along the way.

The first came from just returning to the court in order to scrounge up more cash and score. There’s more hangman, and it started with the same words as before, but then things got very strange indeed.

The word is QRBU.

Instead of providing real words, hangman started providing literally random combinations of letters. I know they are random because after finishing I consulted with David Mullich’s original design document, which you can find here.

If a random number between 1 and 2000 is less than the SCORE, then a word of 3 to 8 random letters is constructed, otherwise, one of these words are chosen: FREEDOM, LIBERTY, LICENSE, INDEPENDENT, AUTONOMY, SOVEREIGN, AUTARCHY, LIBERATION, ANARCHY, ESCAPE, RELEASE, HOPE, FREE, DIGNITY, INDIVIDUAL, RESPECT, or PRIVACY.

In other words, the higher your score is, the more likely you will get a gibberish word at the court. Once your score reaches 2000, the court will only provide gibberish words.

The word is XZKDFGQ.

After I had stocked up on as much score and credits as I thought I could pull off, I took a shot revisiting some locations. In the Theater in particular I got met by the Brotherhood, just like the first game.

In the middle of the word VOUCH.

The visual effect is to show text a few letters at a time scrolling across. There’s a whole scene where people are conversing:

DOES ANYONE HERE KNOW #?

I’VE BEEN WATCHING HIM.

They take a vote and you are able to be admitted and be given missions. I was given a mission to sit on a throne and say MARY HAD A LITTLE LAMB. Fortunately in this case I knew it was talking about: the “switchboard” location with one of the two mazes.

Some of the letters suggest directions, but some eventually do not, and I eventually just had to map the whole thing. The rooms are at least unique so you can treat it like an old-school Adventure map.

I will have to say in a way this is even worse than any of the bad ones I’ve mapped before (like the Adventure 500 Crazy Maze) insofar as the map is randomly generated. That is, if you leave and come back, the map will be entirely different. With the opening Castle, it isn’t tedious to map and there is a feeling of some humanity in the algorithm. With the maze here, it’s quite almost literally filling in a spreadsheet with arbitrary values.

To make a more lateral comparison: there are hand-made Sudoku puzzles and computer-generated ones. When the Sudoku craze first hit there were books with pages and pages of the computer generated puzzles, but I could never get engrossed in them like the ones made by humans (anything of the puzzle books published by Nikoli are hand-made puzzles, for instance). Some of this has to do with humans making interesting and creative logic in a way the algorithms were not, but some has to do with: the hand-made ones were pieces of art being sent into the universe, part of a person’s life being experienced. Solving them is like sharing a piece of humanity.

Prisoner 2 making the map-truly-random-maze-by-hand aspect part of the experience bump up against the feeling of inhumanity is part of the Point, of course, just like trying to solve a hangman game with random letters. Akin to the first game, it was a point I could admire more at a meta-level rather than when I was burning hours of my own time trying to baffle over what was going on.

Moving on: the throne (shown above) is in the maze. You can SIT and get the curious display shown (confirming later with the design notes, this is all that happens, the A and B displays mean nothing). Typing MARY HAD A LITTLE LAMB here will fulfill the request of the Brotherhood. You can go back, get the hint AN ISLAND IS NO MAN, and get a new quest. This animation shows the one I got:

For this one (“RUN THE ISLAND”, “TO THE SHRINKS”), you need to go back to the hospital and the bit where you can “break the source code”.

From here, type RUN THE ISLAND. Then the game will respond that the subject has delusions of grandeur, but you’ll also have fulfilled the Brotherhood’s request, and they’ll give you the hint (?) DRINK AND BE MERRY.

From here I got a mission to go to the newspaper and set the headline to DEUS EX MACHINA. The original game made it a puzzle where you had to put in the right ASCII codes. Here it is a little easier; you simply shuffle letters around until the text becomes what you want:

This sends you back to the Castle, but you can then return to the Brotherhood and get the hint “THE TRUTH SHALL REVEAL THE PLUG”.

After this I got a mission repeat (shrinks again). Looking over the design doc, there’s only one other mission, to set the file cabinet at the Carnival on fire. You can do that by buying MATCHES, then going to the bit where you can add weights, and typing the commands ESC and I. This moves the cursor one step up (this is just Apple II shenanigans). Then you can tap right-arrow until you get launched out of the carnival. If you have the mission you’ll then set the file cabinet on fire.

After pressing ESC-I, the cursor is to the right of “TYPE WT”.

Yes, that’s a fairly obscure string of text there, but at least in this version of the game I just followed the literal directions on screen over on the right side.

The hint received from the Brotherhood for doing this task is INPUT THE PLUG.

Anyway, as you might have surmised, the Brotherhood doesn’t do anything useful past this point; you can just repeat missions over and over. I still had no keyhole. I did wander and participate in some wacky activities, like math.

The result of typing “4”. According to the design document this whole section does nothing for the credits, score, or overall goal of the game. Except I suppose in a “feeling of despair” sense.

I finally found the keyhole in the other maze, at the Grail Hall, an entirely new building for this version of the Prisoner. It is just … another maze. At least this one was made by hand, but the opening rooms are indistinguishable so I spent a lot of time just wandering around.

Once you get deeper the rooms start to get very curious indeed.

For the last one you get booted back to the Castle at the start, and yes, those are meant to be adventure game references, the last being The Wizard and the Princess from On-Line Systems. There’s also a Mystery House reference (where you get a MURDER flag set on your character if you get in there). The real route to go is FORWARD repeatedly, which is no doubt an intentional tweak by the author. (The most naïve thing a player will do upon finding their first maze is just going the same direction repeatedly, and authors put forward effort to make sure that would never work.)

With keyhole in hand I could return to the Caretaker. The same phrase as in the previous game (THE ISLAND IS A COMPUTER GAME) worked, and it gives a setup that will let you “unplug the computer”.

The game references a Master of the Caretaker; here, it implies You were the master all along. This mirrors a bit in the slightly nonsensical troll ending of the original show The Prisoner, where Number 6 finally unmasks Number 1 and finds himself.

In the show, there’s a big goofy shootout and they drive to London and … people were upset. It was meant to be provocative. According to the creator Patrick McGoohan who was happy with the reception: “as long as people feel something, that’s the great thing, it’s when they’re walking around not thinking, not feeling, that’s tough, that’s where all the dangerous stuff is, cause when you get a mob like that, you can turn them in to the sort of gang that Hitler had.”

The Prisoner game ending makes slightly more sense; The Master is yourself, in that The Master really is yourself, you are the one choosing to play this computer game, you are the one that chooses to keep going even when given literally random words in Hangman, and plenty of encounters that make no progress.

This whole questline is in: where you can get cloned at the diner (by requesting you want ESCAPE rather than anything off the menu), but then you need to pay 10000, which you get via a loan from the bank, which you can get via the items mentioned above. All three take serious work to get. When you finally get yourself cloned a pirate ship appears and kills your clone with a cannonball (seriously!) and you get sent back to the Castle. No progress is made.

Unfortunately, trying to convey the lesson in interactive form — making the player suffer pain to teach about pain — is, again, better to read about than actually try. I’d say the original is superior not because the jank somehow provides some noble reinforcement, but rather, here, there were not only one but two old school mazes. The mapping time taught nothing new and fell into cliché rather than out of it; the adventure references didn’t really imply anything other than the author having a laugh.

But at least it was trying to say something; while I’ve managed to derive interest out of most of games we’ve looked at here, that’s only by contextualization as cultural artifacts (or at least object lessons in game design) rather than as self-contained art.

Still craving more slightly off-kilter Mullich antics? Take a trip over to the CRPG Addict and Mullich’s other Edu-Ware games from this time period:

Empire I: World Builders

Empire II: Interstellar Sharks (with a follow-up post)

Empire III: Armageddon

The graphics share some commonalities with Prisoner 2, like doors with identical placement to the Prisoner 2 mazes and a “casino” that looks very similar.

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

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Prisoner 2: A Wolf in the Fold   5 comments

Every decision is scored. The Island keeps you under constant surveillance and monitors your every movement. The score is set to zero at the start of the game and is incremented or decremented based upon whether or not your actions are those of an individual. The more individualistic you are, the greater your score will be. This score is revealed only upon winning, losing, or suspending the game and is closely linked with your chances of escaping. Many doors will be closed to you until your score reaches a high enough value. Since this score is mostly invisible to you, you must weigh and verify your own decisions to determine if they are in your own best interests. The authorities (i.e., computer) will give you no help.

From the front cover of the original manual.

Prisoner 2 has at least four versions out there, probably more. This ends up being important later.

For Apple II, there’s versions 1.0 and 1.01. I started with 1.0 (which gave me a code of 444 to start) and switched later to 1.01 (which gave me an entirely different code, 314). 1.0 seems to always give 444 as a starting code while 1.01 changes it. There’s also versions for the Atari and MS-DOS. The DOS version is lost, but the v3.0 of the Atari port is available.

Here’s Highretrogamelord playing through the opening on Atari:

The bit at the start with the airport (where you try to type a destination but the game types “THE I” for you before cutting off) is in 1.01 but not 1.0.

The opening maze was simply a top-down invisible maze in the original The Prisoner, but it is a much odder 3D-maze here. I’ve heard it compared to Wizardry, but Wizardry lets you turn around. In this maze you are always facing north, while using F, B, L, and R to move north, south, west, and east respectively. Here’s my map from playing 1.0:

Star is the start. F is the finish. Up-arrows are teleports that jump you back to start, saying “WHAT COMES UP…”

The weird effect of not being able to turn is that you can move “south” without seeing it, meaning there’s an extra layer of obfuscation to the game. At least with this map you have to discover the issue quite quickly to get anywhere (the third turn goes “south”) but check out this map I got playing 1.01 (note this is generated randomly, so if you play it will be different):

Yes, there’s a key not present in the other version.

With this map, just going straight east will result in getting teleported back to the start. I could see someone getting frustrated thinking there is some trick to skipping the teleport as opposed to realizing you can make a turn.

Also interesting about the new map is that it is more or less a straight shot to the exit, meaning players are likely to miss the key.

I don’t know if that means the key is elsewhere in 1.0, or that feature got removed. I did check the map quite thoroughly so I don’t think there’s a hidden exit.

You exit at 6 (just as the show, and the original game). The map is in four rows, buildings 1-5 on top, 6-10 on the second row, 11-15 on the third, 16-20 on the bottom, and is surrounded by a picket fence.

I mashed together screenshots like one of the old maps from Nintendo Power.

If you attempt to climb the fence, a bouncing ball appears (I assume meant to represent Rover from the original show) and you get warped back to the start.

The bouncing ball is not that menacing in Apple II format, but I’d recommend taking the minute to see the original from the TV show if you haven’t:

Moving on: you can CTRL-C out to “put the game in stasis” whereupon it will give a score. I started with a score of -3. You can also get a “hint” at a cost of 25 points.

I then tried all 20 locations.

1 — HOSPITAL

There are doors with a choice of Free Association (press L for left), Shock Treatment (F for forward), and Psychomotor Skills (R for right). B exits. I believe these were separate buildings in the old game.

Psychomotor Skills asks you to push the buttons the game asks for.

Shock Treatment asks for … I’m not entirely sure.

You get asked why did you resign, which I guess you can game over with if you like by typing your code.

However, if you type anything else, you are just told the subject is easily shocked and sent on your way.

Free Association is a slightly colorful version of the original, where you are supposed to say words in response to other words.

If you type FREEDOM you hit an Easter Egg of sorts.

This shot was taken with v1.0 and the old code.

Huzzah! I only found this post-game in the first version. The point is to make you think the game has crashed and you respond with the usual Apple II syntax of LIST 444 to debug the code. It is slightly less believable here, since the game doesn’t feel like it is about to crash otherwise, but I still can see an Apple user from the time being fooled into typing the code.

2 — CARETAKER’S HOME

It tells me I need a keyhole.

3 — TOWN HALL

It tells me I need a toga (which can be obtained at the clothing shop at the southwest of the island). Once inside:

I can type one of the number options but nothing happens and I get booted out.

4 — SWITCHYARD

I only found out the name of this thing by buying a MAP from the general store later and doing LOOK while in the room. This also gives the “official” names of all the rooms.

Once entering: there are a series of three doors, and there’s a letter in the middle left.

I don’t know yet what any of these mean. There’s no equivalent to this in the original game.

5 — CARNIVAL

You need a clown suit (again from the clothing store) to enter here. Then you can add weights to cause a clown to go flying and lose some score. This is just as inscrutable as it was in the original game. I seem to remember there was intended some way to “break out” but it didn’t even work for me?

6 — CASTLE

This is where you come out at the start. If you go back in the map resets.

7 — BANK

This asks for an account number. You don’t have one.

8 — COURTHOUSE

You are asked upon entering if you will put yourself on trial. If you do so it starts a game of hangman.

This is the only way I’ve found to increase score (it helps that the score is on the display as you are playing). The score boost seems to be better with less mistakes to the letters. If you lose you get a GUILTY verdict and thrown out and the “doubling” part (DECREASE SCORE BY X, INCREASE SCORE BY Y) gets reset. I’m unclear what relation the prosecution/defense lines have to the game, because I hit “guilty” once with the prosecution being all the way up to “reset to new game” and nothing happened.

Eventually after enough wins there’s a “TILT” message followed by WINNING IS LOSING. You can go back in the courthouse afterwards and repeat the whole process.

9 — THEATER

There are slightly unsettling nursery rhymes shown on a loop.

10 — GENERAL STORE

You can buy stuff, including the MAP I mentioned earlier, and a PAPER and BOOK which are useful for the next two places on my list. For some curious reason the shopkeeper will “adjust” their prices when you enter but all they do is increase all of them by one.

11 — NEWS STAND

I can’t get in. First it requests that I have PAPER, but then after it says THEY WON’T LET YOU IN even after holding the PAPER. This is true even when my score is up.

12 — LIBRARY

You buy a book from the general store and go in, where you get to burn books.

13 — SCHOOL

Professor Worm challenges you to spell words. The letters you type don’t always correspond to the letters on your keyboard so this is harder than it sounds. I have yet to get any of the words right.

14 — CAT AND MOUSE BAR

You have an above view where you can move around with U, D, L, and R. You can walk up to the bar and buy a drink, whereupon nothing happens and you reset back to your starting place. You can go to the right to leave.

15 — CHURCH

You can confess your sins, or give out your resignation number, or whatever I guess. There’s an open text parser and there’s ambiguous responses. The text parser has a limit to the character count that the original game didn’t have.

16 — CLOTHING STORE

The TOGA and CLOWN SUIT I mentioned earlier are here. I guess you can buy all the rest of the items and find out if any cause an effect somewhere.

The shop-keeper is in the middle of saying ALLOW ME TO ADJUST MY PRICES. Just like the other store all just go up by 1.

17 — GRAIL HALL

More doors like the switchyard.

18 — RECREATION HALL

There’s a pit you can cross by stepping on platforms without falling into a pit. It is fairly tricky and I haven’t managed yet. It seems (based on other locations) like it might take significant effort but only with the result of my score goes up by 5 or something.

19 — GEMINI DINER

There’s a list of items. If you read the menu and try to buy any of the items it says they’re not on the menu.

20 — CASINO

There are three slots. One slot gives vacuous statements that are either from 1984 or are 1984-esque.

Trying to use the second machine gets the response YOU DON’T HAVE THE MAKINGS. You don’t have a dollar, either.

That’s quite a lot to chew on and I’m not sure what I should be messing with. The original game just let you get into various shenanigans that seemed like escaping but weren’t, but the real way to escape was to go to the caretaker and tell him the right phrase. Here, I need a “keyhole” to even make it to the caretaker, and who knows if the phrase has changed. I suppose I should farm hangman a few more times for points (the word list is pretty small) and buy all the gear from both stores to see if they cause any new effects.

One other thing I should do is comb over the manual more, and in fact, I want to talk about it a little, because it is far more “in universe” than the original manual was, which gave straightforward if enigmatic advice. (“7. Above all, this is a game of psychology. While the Island is trying to keep you off balance, you must try to hoodwink the authorities. From your knowledge of the Island, try to guess how their minds must work. Your one hope for escape is to second guess them.”)

For the new manual, it is written as if from a journalist who is writing about the Island, titling it “A Wolf in the Fold: The Conspiracy Behind the Microcomputer”. The supposed journalist rambles about modern life and technology and mentions a journal that appeared as a mysterious text file called BOTTLE:

I tried to meet this Caretaker — I’m told he represents whomever is in charge. His house was easy enough to find, but his door was locked. I’m not so interested in answers that I’m willing to cool my heels until I’m let in. It’s time for me to leave.

Let’s see, if I can’t confront the top, I’ll sneak out through the bottom. My “official” map says there’s just a white picket fence surrounding the place. Yes, I see it there, down the street. Just climb over and . . . What the Hell is that? I’ve run into watchdogs both animal and electronic before, but nothing like this! It’s after me! I can’t outrun it …

A later section called THE KEY TO ESCAPE has the journalist allegedly explaining the secret:

Perhaps it takes an objective eye to see what one is facing, for I believe that I have discovered, from the bits of information I have gathered, the way out of The Island It’s all so deceptively simple. All one needs to do is CANCEL THIS LINE … CANCEL THIS LINE … CANCEL THIS LINE … INTERRUPT … INCOMING MESSAGE … BEGIN

This is followed by some text which is not from the journalist at all.

For those who don’t want to read all that (you’re tired and this is a long post, you’re on mobile, I’m happy for you or I’m sorry that happened, etc.) I just want to draw your attention to the fact it comments on how game is a remake and the commercialism implicit therein:

Such hypocrisy! Look at how he has succumbed to market pressure by taking a successful game (and don’t believe it is any more than this) and injecting the obligatory sound and high resolution graphics effects, just to make it competitive with everyone else’s product. Where is the originality? And he speaks of individually! Now there is doublethink for you.

I’ll attempt to bust open a few doors next time, or at least get caught by Rover in a more creative way. In The Prisoner 1 I missed an “ending” where you supposedly escaped and yet you really hadn’t (matching the episode Chimes of Big Ben where Number 2 figures out that he hasn’t made it to London but still is in the village). I’m hoping there’s some equivalent in Prisoner 2. I’ve put the relevant episode below with a time-stamp for the ending:

Posted July 2, 2023 by Jason Dyer in Interactive Fiction, Video Games

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Prisoner 2 (1982)   4 comments

So I have to confess: I felt a little underwhelmed by the original game The Prisoner (1980). You may wish to read my rundown on that game first.

David Mullich’s work might be one of the most famous Apple II games of 1980 — insofar as Apple II games from that year could get famous — but I found it too janky and difficult to control to really get the experience the author was hoping. Some of this was certainly intentional: the premise has you on an Island trying to escape, with a confusing array of events trying to pry out the reason why you resigned from your top-secret job (rendered in-game as a three-digit code).

I absolutely admire the high concept of having a secret that the game then tries its best to pull out of you. I still can’t think of anything quite like it, and it meshes perfectly with the medium; that is, despite the game being based on a TV show, it does something the TV show could never accomplish.

Just like how I could admire the method of defeating the dragon in Crowther/Woods conceptually while decrying the actual effect in real gameplay, the same happened here: I just had so little congruence with what was going on the end result was more me admiring the meta-structure of the thing rather than getting any Art out of it. I can understand, given the scale being tipped heavily to Craft over Art in this era, lingering for while; additionally the person of Mullich himself is intriguing biographically, and he went on to work on important games like I Have No Mouth, and I Must Scream and Vampire: The Masquerade — Bloodlines.

All this might be moot, because Mullich had a second shot at the same material with Prisoner 2; not the earliest “remake” because you have to count, say, graphics getting added to Goblins, but certainly early. The original was a combination of text and ASCII art coded off-the-cuff in BASIC; this game instead is rendered in attractive Apple II graphics, looking like something that might come out of On-Line Systems were it not for the heavy social awareness and nightmare scenario.

Just like the original you have to navigate out of an initial maze…

…and then try to escape, visiting 30 building sites in the process. But while I’ve run across at least one activity that is identical, the buildings have a much different feel and I expect some activities are different.

Also, the original solution of just walking in to the Caretaker and telling him you’re playing a computer game doesn’t work.

I originally planned to play this simultaneously with the first Prisoner game, being informed it was essentially the same game with graphics, but I discovered quite quickly it was different enough it needed its own posts. That doesn’t mean my playthrough here will necessarily be long — and I can already tell there is some identical content — but I do like having another swing at the universe with some of the rough edges removed. Maybe it will go better this time. (Are the rough edges what made it Art, though?)

I’ll report back at my efforts to get into all the buildings next time. At least some of them don’t let you in at all (which I don’t remember happening much in the original!)

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

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Dragon Adventure (1982)   6 comments

We have had games authored by very young people, most notably Stuga, written when the authors were 10, 12, and 14 respectively, and where a later commercial version would go on to become the “Zork of Sweden”. For today’s game we go even a little bit younger, but to explain, let me first jump back in time more than usual–

1908, meeting of suffragettes at Caxton Hall prior to the “Rush of the House of Commons”. Via Museum of London.

Caxton Hall in London has been the site of many significant at least noteworthy meetings, like the first Pan-African Conference (1900), Crowley’s Rites of Elusis (1910, “Saturn” through “Luna”), Churchill press conferences during World War II, and the announcement of the Russell-Einstein Manifesto (1955), warning of the dangers of nuclear weapons. Russell himself:

I am bringing the warning pronounced by the signatories to the notice of all the powerful Governments of the world in the earnest hope that they may agree to allow their citizens to survive.

With less fanfare, there was an April 1956 meeting chaired by Dudley Hooper of the London Computer Group, intended to unify people from different fields with a common interest in computing:

The Group aims to encourage the spread of knowledge in the computer field and to act as a focal point for the exchange of information. It is thought that understanding of an “integrated” approach can best be achieved by an organization providing facilities for individuals each with a specialized knowledge and interest to meet and discuss their common problems, scientist alongside manager, accountant alongside engineer, linguist alongside actuary.

This group merged with another scientist group a year later to form the British Computer Society, a still-active group and one of the oldest and most distinguished in the country.

The Society spun off sub-groups, like the Computer Education Group formed in 1965, which published a quarterly bulletin, Computer Education. Significant for our story today, the Computer Education Group had another spin-off in the 70s called the Small Computer Users Group, with a renaming to Mini-Computer Users in Secondary Education (MUSE) before landing on Microcomputer Users in Secondary Education (also, conveniently, MUSE).

Anthony Hopkins, vice-chair of MUSE in 1980, surrounded by some teachers. From Scunthrope Evening Telegraph, November 11, 1980.

One of their goals was supporting members in having good software; a complaint in early British education technology was a lack of appropriate software for the topics teachers wanted, and to that end MUSE had their own catalog. At the start of 1982, they had about 100 programs in their libraries mostly for the PET, Apple II, and 380Z (the latter using the CP/M operating system). This was even before the BBC Micro hit and swept up most of the schools.

Sadly, we don’t have much left of MUSE’s actual items. They seem to have been fairly straightforward and technical.

Despite fairly open conditions (teachers just sent in what they wanted) the entrance into the MUSE library was not automatic. For example, the group EZUG (Educational ZX-80/81 Users’ Group) had a committee of three who assessed the appropriateness of material sent in for inclusion into MUSE. At the start of 1982 there were “about 50” programs sent for ZX computers, with only 14 accepted. Eric Deeson (founder of EZUG and a member of the committee) also noted that:

Unfortunately, teachers, like other people, are often somewhat frightened of submitting their own programs to outside scrutiny.

Eric Deeson, from Your Computer, March 1982.

Despite all that, the catalog contained at least one adventure. Specifically, Dragon Adventure, made “around 1982” according the main author, William Stott, who was a teacher at the time in Hillington, the borough at the far west of London. Quoting Stott:

The basic framework of game locations and puzzles (including any violence directed towards dragons and trolls!) was produced by a group of Year 5 children on a wet Friday afternoon (thanks to Tracey, Tracy, Julia, Joanne, Amanda and the others). I put this into a finished game so the children could try out their own work, and also wrote a version for the Commodore PET (the other Y5 class had loan of one – my class had the use of the only BBC in the school that term).

Year 5 in the UK incidentally indicates ages from 9 to 10. So this has the youngest authors yet of any game we’ve seen, and this is also first mass classroom project adventure I know of. The game was spread across Hillingdon and made it in the MUSE distribution library for a while, before said library closed up shop during the late 1980s.

It was converted to run on the Acorn Archimedes around 1990, and was further updated in the late 90s for the more modern RiscPC with the addition of sound samples and pictures of the items carried. It has been available in RiscOS format as a free internet download since 1999. Over the years it has been occasionally used in various classes I have taught. Various minor changes have been made in response to the sorts of things children tend to type in and try to do in the game.

As far as why it was justified for MUSE, Stott explains

Its aim is to stimulate memory, language work and discussion within small groups, and to help foster a logical approach to problem solving. Within the UK National Curriculum for English, the program helps to develop oracy (both the speaking and listening), spelling and reading comprehension skills.

Stott continued to use the game in his classroom and converted the game again to a z5 file and the modern Glulxe format. This is the version I’m using because it does not seem (after some comparison with a video) to be much different from the Archimedes version. I’d really prefer to grab either the BBC Micro or Commodore Pet versions but both seem to be lost with the ashes of MUSE.

The introduction does differ on the two platforms, although both convey the same information. The Archimedes does it with straightforward instructions, while the more recent port has a dialogue.

The faces of the council members look grim. Gilgern continues to speak.
“Of course, something must be done soon,” he says in that gruff, hearty voice you have come to dislike so much. “Must restore public confidence and encourage the return of people to the land. Can’t just leave the place to the likes of dragons and trolls. We must all make money again. Isn’t as though it’s just arrived, dragon’s been there for years. Just that people found out about it, that’s all.”

The dragon you are tasked with removing can be either:

a.) slain dead with the Sword of Erondil found at the Castle of Abercorn

b.) made to leave by breaking an enchantment that holds the dragon

I want to emphasize how staggeringly rare this is for 1982 (assuming this content was all in circa 1982, but again, no archive to check). We have two ways of approaching the central task of the game. Could this be a case of the children, led to brainstorm freely ideas for the story without making a game in the traditional way, came up with the story branch notion themselves?

(It turns out to be a very minor change, so I don’t think it is a part that only ended up in the modern port, at least.)

The game’s environment is fairly open with lots of inventory items to juggle. In the modern port, there’s a “rucksack item” that you can use to hold everything at once; that would have been too far ahead of its time to put in the 1982 game.

Early on there’s an inn with a silver coin and an important clue.

I managed to rack up a package with some parts requiring assembling (with screwdriver), an empty mug, some matches, an old boot (with the aforementioned screwdriver), a flute, an old lamp, and a bell, all just by wandering around.

(Oh, and a parachute, but that turns out to be a red herring.)

There’s a cottage where the door closes and locks behind you. If this happens early you are stuck. In a classroom context this could be trouble, quoting Stott again:

These newer versions [referring to the modern ports] make it easier to recover from unwinnable game situations without having to restart (demanding less teacher attention!).

I admit I’ve never thought about having students play adventure games to learn English but having the teacher run around solve “tech issues” which amount to getting the students out of their softlocks!

You do need to go in the cottage because it has a key and some bananas; if you’ve got the lamp with you, you can RUB it to teleport out.

You can take the key over to a castle and unlock it. Climbing up some stairs has them collapse behind you, at which point you encounter a monkey with a sword. Hence: bananas.

In addition to the sword you get a booklet about playing enchanted music (this uses the flute from the big item scoop-up earlier). This represents the two ways of defeating the dragon. You go down to a cave (with three different routes to get there) and either KILL DRAGON with the sword or PLAY FLUTE. The latter gets more points so there’s clearly some judgment on the game which is “optimal”.

Either way, there’s still one more obstacle to go: finding the dragon treasure. This is the only spot in the game that caused me difficulty. You’re supposed to ring the bell (another random item out in the open) and wait for a troll to appear, then hand over the bell; the troll will trade with you for a horn. Then the horn can be played to get at the final secret.

It helped to go in with style expectations: this was going to have a bunch of objects that each applied to one puzzle only, and the puzzle-object correspondence was going to be pretty simple. But in this context, with a game by children and for children, there’s nothing wrong with that! The slightly unstructured map I’m guessing is also genuinely theirs, and I’m really hoping they stumbled into the idea of a peaceful or violent ending (at the very least they designed in the violence, given the Stott quote from earlier about “including any violence directed towards dragons and trolls”).

There’s two other “student games” from Stott, Goblin Adventures and Fairytale Adventures. I’m still unclear when they were actually written — possibly 1990? — and if they’re 1990, and you don’t want to wait excessively long for me to reach that year, you can try them from the archived Deansfield Primary School website here.

(And thanks to Ethan Johnson for helping on some MUSE research for this post.)

The fancy version of the game has an auto-map. I wish I knew if the original had one; it is technically possible, but Nellan is Thirsty (another children’s game, it’s funny how aiming for beginners created modern features) is the only one we’ve seen yet from the era that has had one.

Coming next: “He can make even the act of putting on his dressing gown appear as a gesture of defiance.”

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

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Mansion Adventure (1982)   14 comments

Recently I played a game by John Olson of Kansas (as opposed to John Olsen of Oregon), Island Adventure. Purely by random chance another Olson game came up next on my list, except I was somewhat baffled at first because my brain interpreted it as Oregon John; that is, I was expecting a game with complex coding, interlocking puzzles, high enough difficulty to give trouble, and a scenario where every item is important. No, this is instead Kansas John, the one with simple coding, lots of items that don’t mean or do anything, and some of the most straightforward adventuring I’ve played.

Honestly, in its original context, it isn’t bad: it was published in Chromasette, sister publication to CLOAD. CLOAD was for the TRS-80, Chromasette for Tandy’s follow-up, the Color Computer. (I’ll get back to what I mean about context later.)

Chromasette tapes are the blue stacks to the right. From Z-JunkEmporium.

It also — despite being founded by the same person who had been editor-in-chief of CLOAD since 1980, David Lagerquist — is a lot rarer than CLOAD, and the picture above is the only one I’ve found of any genuine physical Chromasette tapes. The issue at question here is January 1981, which includes an animated line movement demo as the “cover art”.

The premise lands you in a mansion where you need to retrieve a diamond.

You start with a pry bar and need to bust your way in.

Inside there are lots of shabby furnishings which have various hidden items, and really the big task is trying to nudge anything at all loose.

The coat tree hides nothing.

The main challenge is the verbs being picky.

For example, to get the hidden item out of the rug at the Small Bedroom, you can’t just LOOK at it, or MOVE it, you have to completely TAKE it. To be fair, this gets you a zinc token which might be a bit small to see just by moving.

A table gives a cryptic hint: OTKK ENTQ.

The letters just shift one ahead to be PULL FOUR. There’s a closet with four hooks and PULL FOUR reveals a secret compartment with an aluminum coin.

A third artifact, a medallion, is hidden in a cheap statue.

The initial instructions mention BREAK STATUE. I always love it when instructions give a completely explicit hint about an action in the game.

There’s a safe you can find by moving a cabinet, and the three things I mentioned (coin, medallion, token) give “atomic numbers” that can be used to open the safe.

There is, as far as I can find, no hint as to what order to put the numbers in. Normally trying all six combos would be no sweat, but entering the wrong combination kills you. I got it right on the fifth try (13/82/30).

The items are a key and a notebook; the notebook gives you the hint to KSED KCIK (read backwards).

Winning then is a matter of making sure you don’t pull levers or push buttons.

For example, a tempting red button floods the passage you’re in.

There’s another trap when you reach the diamond.

Going through with the action above without using the key first drops you in a trapdoor. You need to insert the key and then the diamond is safe to take, and that’s it! There’s no more twists.

So back to context: this was a single game tossed on a monthly collection, and as such, despite it being a 10-15 minute game at most, didn’t “feel” like a rip-off. Despite a gaggle of useless objects like a flashlight and a nail file the extra parts had some comedy mixed in came off as intentional rather than bad choices.

The bucket does nothing either. In a walkthrough all you need is the key, since the code to the safe doesn’t change.

However, this wasn’t the only format the game was published in! It was published by the UK company Microdeal more than once.

We’ll see Microdeal again as this was the first in a series; I’ll get more into their history on a revisit.

So this was fun enough for a short game, but I’m not sure how I’d feel if I bought it standalone expecting a serious experience. Fortunately, I got a reaction from someone writing in the 80s so I can clock how one person felt:

Microdeal have inevitably produced a series of adventures for the Dragon, including Escape, Flipper, and Mansion Adventure, or at least they call them adventure games, Personally the only one I thought was of lasting interest was the Mansion Adventure, but then we all have our different tastes.

— Exploring Adventures on the Dragon, Peter Gerrard, published June 1984

This honestly seems inscrutable to me — the game was enjoyable enough for what it was but “lasting interest”? On the other hand, in addition to the multiple Microdeal versions there was a Plus 4 port and an (unofficial) VIC-20 port and in modern times it has been ported twice more (once by Barry Hart, once by Jim Gerrie) so maybe the utter simplicity is the appeal.

A mouse and a spider sometimes appear. They’re just for scenery.

Addendum: IF you chip away the deathtraps and dealing with finding the right search-verb, there are really three puzzles: the OTKK ENTQ code, entering the atomic codes, and the KSED KCIK puzzle. This makes it essentially a proto-version of the style of adventure with no object manipulations of note but more a focus on self-contained puzzles (like The Daedalus Encounter or Safecracker: The Ultimate Puzzle Adventure). This does make the game of note in the innovation category and is perhaps why Mr. Gerrard indicated “lasting interest” in his brief review.

Coming up next: one more game that is straightforward and simple but for very different reasons than Mansion Adventure, followed by an ambitious Apple II game that wants you to die.

Posted June 28, 2023 by Jason Dyer in Interactive Fiction, Video Games

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The Case at KAXL: Historical Update   1 comment

(Assuming you can see video embeds, above is the trailer for Play Misty for Me, a 1971 movie with Clint Eastwood that seems to be the rough predecessor of KAXL.)

In my last post Rob sleuthed out another piece of information on The Case at KAXL that seems worth mentioning. This will be a short post but maybe it will help the actual Doug Rogers (out of the 20 or so I have looked at) find this page via a Google search one day.

First, the game states it is Copyright 1982 by Doug Rogers on the title screen of the GW-BASIC version. Since GW-BASIC wasn’t invented yet, we know it has to be a port; the file itself has a preserved timestamp of 1986-04-18, so it was made (or at least the last version was saved) in April of 1986.

I strongly suspected the original source was TRS-80 because of the odd case glitches. Look at this screen:

Notice how “sign” and “keys” are in lower case but the other objects start with an upper case letter. This suggests this was written on a computer which didn’t account for case. With TRS-80 in particular we’ve seen glitches where someone developed on a TRS-80 without case but then an oddity occurs when the same game gets moved to a later model that does have case. (That is, even when the display isn’t showing case, that still gets stored as data.)

The display is also wide, suggesting more than 40 columns, that is, not an Apple II (you could turn the classic Apple II into 80 column mode but the card that enabled that also put in lower-case mode letters).

However, this is still hand-wavy explanation, and the real evidence came from the fact it was later published for TRS-80, Model 4. All the way out in 1993 (!) but still:

TRSTimes was launched in 1986 when Lance Wolstrup had found out that 80 Micro no longer was going to cover the TRS-80, and lasted all the way to 1995.

Therefore, it is with some sadness that I declare this to be the very last issue of TRSTimes. I hope that our readers have benefitted from reading our publication. My appreciation goes out to all the many people who, over the years, shared their knowledge with us, especially my good friend, Roy Beck, without those articles TRSTimes would not have lasted past the first year.

Goodbye … and thanks.

The printing of KAXL ripped out the copyright date, no doubt it seeming awkward to publish a game 11 years after it was written. The presence of the new piece of information led me down the road of more Doug Rogers but unfortunately nothing has panned out.

This long lag time isn’t that odd for the TRS-80 community. Moreso than, say, the Apple II, they had a tradition of amateurism and retaining source code, and even now the major archive maintains a heavy amount of personal source code, and the proprietor (Ira Goldklang) will even rip your old disks and keep them private just for preservation purposes.

In order to keep a TRS-80 publication going all the way to 1995 a little amount of pulling out of the archives seems to be necessary.

Anyway, to compensate for such a short post, let me mention what’s coming ahead: two “short” games, followed by an Apple II game which I consider one of the most important for 1982 and I have been looking forward to reaching for a long time.

Posted June 27, 2023 by Jason Dyer in Interactive Fiction, Video Games

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