Archive for the ‘Video Games’ Category

Time Zone: The Precipice   16 comments

I think my play experience in the last 3 hours (new total, 10.75) is most aptly illustrated by a moment where I found a new area.

The 2082 AD Asia section seems more elaborate than the others because it is broken into distinct sections. You start at a “Civic Center” and can hop on a subway, where you get to — by prompted voice command — choose between North, East, South, and West side stations. When I was first mapping, I went East, and then went South. By going South, the subway returned me to the Civic Center, so I assumed the South Station was simply the one you start at, and moved on.

I was wrong. If you are at a “branch” of the subway, then no matter what direction you specify, you will go back to the Civic Center. I guess it was too much to code having the subway go back be something that happens automatically, rather than require the player say something which isn’t even interpreted correctly.

This meant there was an entire South Side I hadn’t mapped. Exciting! And…

…I found nothing. Absolutely nothing.

There was an enormous amount of poking at things and trying to get something new to happen, and failing. The one puzzle I managed to solve — and I did earnestly solve it, not just luck out — was back in Past Asia at a samurai that was attacking. I had a boomerang that I couldn’t THROW so I had put it out of thought in that area, but then it occurred to me the game was probably looking for KILL (when the aborigines first get introduced you are warned they might kill you with their boomerang) and it worked, yielding me a sword.

Way back when I dug up a piece of jade (this is the temple where they used kung-fu if I tried to steal an emerald, allegedly 50 BCish) I also found I could dig a second time to get a second piece of jade. I have found nobody else other than the rice seller who wants jade, though.

Things I tried included

  • Combing over Future Los Angeles with the key again — the one that doesn’t fit in the door that it is sitting at — looking for something, anything, that might budge. I guess it’s a red herring, but it’s more mystifying than even usual (more on those in a second).
  • Getting something stolen by the thief, taking the rope, getting the police dog, and going over every square in Future London again looking for the dog to react.
  • Picking areas at random and testing map areas in case I missed anything else, like the South Side of Future Tokyo.
  • Taking every item I could over to Cleopatra to see if I could get some kind of reaction.

The game is big enough I know there are still things I can test. The sheer size of Time Zone is one part of what makes it resistant to is the “grinding” type puzzle solve. The point-and-click equivalent is where you visit every location and try to “use” every item on every visible object. This potentially is a good thing, if it weren’t for knowing that very likely some of the puzzle solves will be very arbitrary.

A second part that makes it resistant is the “dual realities” problem I’m facing. I still haven’t been able to light the torch without using the sticks that were necessary in the stone age to get a stone hammer. So I can choose between either a hammer or a lit torch. I am 96% certain the Stone Age section is not a red herring and there really is an alternate way to give light, especially because MATCHES is a recognized noun through the game.

(Oh, you know how verbs don’t get recognized across disks? Because the objects can move across time zones, the nouns are more universal, so it’s easier to play guess-the-noun to theorize if something really exists.)

A third part is the sheer number of red herrings in general. While I can’t absolutely confirm anything in particular is a red herring, I had heard before playing there were entire time zones that could be skipped, and I’m assuming some apparent puzzles really shouldn’t be bothered with. For example, the 50BC Alaska Polar Bear does not let you react, at all, and there are very few rooms: does this mean the entire location shouldn’t be bothered with? (On the other hand, cold-weather clothes are needed elsewhere, and it feels like if any placed had some you could steal, it’d be 50BC Alaska.)

I wish there was a way to narrow things down for certain. I have an intuition of what I can just pass by but I could easily be mistaken. For example, one of the South America areas has an avalanche you can hide from in a cave, followed by a gorge that can’t be crossed.

The presence of the avalanche makes me thinks that this is a real puzzle solvable by some item or another (not the rope, I tried it in the screenshot above). But what if the game is mean enough to put puzzle sequences leading to dead ends? What if this happened maybe not even by design, but because they were exhausted from working on the game and needed to get it out the door?

The upshot of all this is I am very close to starting to consult hints. I have not yet, nor do I want to yet, but I’m going to declare that I’ll do two more passes, and if nothing breaks free, I’ll start to declare open season. (If nothing else, I know some of you have been itching to drop hints in the comments. Just a little longer!)

Posted February 8, 2022 by Jason Dyer in Interactive Fiction, Video Games

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Time Zone: Dependencies   9 comments

From an old eBay auction.

I’ve been doing some puzzle-solving, but “doing” might be more appropriate, because I’ve had to make an “alternate-universe” save where I do something in what’s likely the wrong place in order to unlock a couple areas. In other words, I’ve probably (intentionally) softlocked my game in order to see into the future.

Ok, yes, this one’s messy. Let me put my “Hours played” up front this time.

HOURS PLAYED: 7.75 (+2.5 change)

Mapping brainlessly and only solving puzzles by lucky shots on the run = fast. Combing over every area and trying to solve things = slow.

I did, as threatened, make a spreadsheet.

One thing I can conclude for near-certain is that objects do not just move forward in time for solving puzzles. Quite a few things go backwards, and in the case of Cleopatra, I was able to

a.) get a bag of rice from 50 BC Asia by giving jade to a peasant

b.) take that rice up two zones to 1400 AD Asia to trade the rice for some silk

c.) take the silk back to Cleopatra in 50 BC Africa.

You normally get stopped by a guard who says you need to bring a gift, but lets you pass by if you have silk. Interestingly enough, if you then try to give the silk to her, you are told she has enough silk already. I’m still not sure what to do.

In the department of really-odd-things, when combing over Los Angeles 2082 AD I found something extraordinarily strange: a key under a mat at a locked door.

And I’m not joking about the strangeness, because the key does not go to the door it is at. Nor does it go to the locked car a room nearby. Or the other locked house. Or the locked padlock in Asia 2082 AD that is the same color. Or the locked door in 2082 Australia. I really don’t know what’s going on. Am I having a parser issue or is this just a bizarre troll on the game’s part?

It would be bizarre for the key in Los Angeles to open a padlock in Tokyo, but the situation is already strange.

My biggest “progress” was, as mentioned before, somewhat illusory. I was nursing a burnt-out torch from the Inca, and trying to look across all time and space for a way to light it (…never mind one of the locations you can stop by is your very own house in 1982…) and tried, on a whim, to skip the Stone Age setup of trading fire for a stone hammer. I brought the fire to 1982 AD instead.

And yes, this works: you can light the torch. (You cannot take the torch back to the Stone Age, it is too far back in time and goes poof.) Having done this unlocks three brand-new dark areas. First is the far-future where I made a smidge of progress to find two grates.

The second grate is too high to reach. Remember I had to sacrifice the stone hammer to get the light, so it would be hilarious if the solution to this rusted grate is to hit it with a stone hammer.

Second is in the Middle East behind the OPEN SESAME cave. I was able to walk in and grab some gold. I can’t get out because of dying of thirst, but I’m fairly certain that’s because I skipped trading for a camel (I don’t know yet what the merchant wants).

Finally there’s a dark labyrinth at Rome. Inside the labyrinth were some tweezers, and I was able to go to the lion and USE TWEEZERS to get a thorn out of its paw. The lion let me by and consequentially I got to a top level area overlooking the arena.

Unfortunately exploring further had me thrown in a different gladiator portion where I died with no sword or shield. I don’t know if that means I will find them in other time zones and bring them forth.

I did make one further discovery not dependent on the torch in 2082 Europe but it didn’t yield me much. I had assumed that getting the police dog is what dropped a rope in my inventory, but no: for some reason when you meet the thief and he takes your stuff (or doesn’t, if you have an empty inventory) he leaves a rope behind. Then you can TIE ROPE to the dog when first getting him and he won’t run away. This lets you walk around Future London with a dog trotting behind, which sounds pretty neat, but unfortunately I haven’t found any use for this. My initial assumption was I would find the thief’s lair, but in no location in down did the dog perk up and start sniffing or the like. I even tried taking the rhea egg (from way in the past, 50 BC Australia) and throwing it at the thief so it would make a trail, but no dice.

This still doesn’t feel like a lot for 2.5 hours, but other than organizing my documentation I hit a lot of things not working. I tried visiting 1000 AD Africa which had logs and a river but where the game said I didn’t have enough to make a raft, and I still don’t, even with a rope and saw. (To be fair to the game, the picture of the rope is kind of small, more dog-leash size than wrap-around-some-logs style.) I had plenty of other simply failed theories. I assume the boomerang gets thrown … somewhere? Even though most places don’t understand THROW BOOMERANG? The only era with a promising message was 1000 AD Europe (with Robin Hood) which had a slightly different message indicating I was just in the wrong room, but I still couldn’t get anything to come from it.

Adam L. asks me what the difficulty is like. I can’t say I’ve solved any stereotypically “tough” puzzles yet, although that doesn’t mean they aren’t there. If there really is some strange finagling with fire, for instance, that’s a circumstance of generally “simple” action (making a fire) being made complicated by forming unexpected dependencies between puzzles. It may be that the sharp stick all the way back in the prehistoric age that I blew on a tiger in the Stone Age is actually also useful in 1400 AD in a “simple” way, but I didn’t have a chance to find out because I already lost the item. So that’s one facet of difficulty, and it does get multiplied by the sheer size of the game making it hard to test theories out.

I don’t doubt there are a few puzzles difficult for their own sake as well, although there is a limit; there’s no complex daemons except for the very occasional bit where an enemy chases our hero (like the slavers on the Ivory Coast). In that case it may be possible to walk somewhere in particular to help with a solve (like how you can outrun a mountain-slide by hiding in a cave) but I don’t expect the same crazy juggling we’ve seen in, say, Hezarin.

I still have many theories to test, so I’m not quite ready to consider hints yet.

Posted January 31, 2022 by Jason Dyer in Interactive Fiction, Video Games

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Time Zone: The Other Ages   17 comments

I’ve now done a survey of every single era and continent in the game. Oddly, except for the finale area, this means I’ve likely seen most everything in the game. There are a couple puzzles that gate off areas that are very clearly only single-room areas; in a good number of cases there doesn’t seem to be any rooms blocked off at all.

From Mobygames, a disk from the Japanese FM-7 version.

Just as a reminder, I’ve so far tromped through Prehistoric Age, Stone Age, 50 BC, and 1000 AD. Also, the game does make it clear from something later that the dates are approximate landing points; one time landing in “1400” there was explicitly a date given of 1492 (…betting you can guess already what that’s about…) so the time machine obviously is dealing in approximation. That means if a location is off plus-or-minus 100 years I wouldn’t call it an inaccuracy, but don’t worry, faithful readers: there are still legions of historical errors to nitpick over if you’re so inclined.

1400 AD (kind of)

My same map layout as before, with North America-Europe-Asia on top and South America-Africa-Australia on bottom.

North America results in me getting run over by a stampede of Buffalo. There’s also a ravine that appears to require some manner of rope or ladder or the like to travel over it, although I get stampeded before I can test anything.

There’s a herd of dodgy art in the game, but I kind of like this one.

South America lands us in the Andes (again) with a deadly rockslide (you have enough time to hop into a nearby cave)…

…and going down farther leads to a gorge that is (at present) un-crossable. I appreciated that the map wasn’t in a grid!

Europe lands you in 1492, where you can sign up for the crew of the Santa Maria. You explicitly have to say where you want to work (sails, hold, or galley) and I’m pretty sure only one of them is correct, because Game Design ™.

The correct option is to work the sails, because it lets you get up to a parrot and a telescope. Looking through the telescope lets you see a distance farmhouse, which you can’t otherwise find; then leaving the ship and going to the farmhouse yields an “iron bar” which is useful in 2082 AD.

For those looking to change the timeline, no, you can’t attack Christopher Columbus.

If you’re looking at this screen, I’m fairly sure you’ve softlocked the game.

I think you can take the parrot with you too, but I don’t have anything resembling parrot food.

Africa you land in a desert and then die from the heat.

Asia comes to a forest area located near to a “silk shop”. I was able to trade the rice I had gotten from a peasant in Past Asia for some silk. I haven’t used the silk anywhere yet.

That same continent has one obstacle remaining, that of a samurai. Of course, it is possible this is simply a trap and you’re supposed to avoid the place you get attacked? There are a couple deaths that definitely seem to be just for grins, but if there’s a turn pause before death (as happens here) I’m going with the assumption it is a puzzle rather than a premonition of later Sierra products.

Australia is a maze. Just a maze. There is nothing in the maze.

I wasn’t sure until I had the above experience, but I 98% now believe there are continent/time combos which are just absolute red herrings.

1700 AD

North America lands you at the Declaration of Independence.

Also, Ben Franklin is in his “print shop”, and you can’t go back to the back room if you’re not an employee, which suggests we get a job somehow? Also he has bilocation because he is simultaneously with the signing of the Declaration, if you compare the images.

South America is at the Amazon, and there is a river with crocodiles, and a village with “cannibals” who eat you.

The inside image is so bad I’m putting it behind a link.

Europe lands you at Paris in the time of Napoleon. Notably, just southwest of the time machine landing spot some thieves do a spot of robbery. I don’t know if there’s a puzzle there, as they can be easily avoided. Maybe you can later track them down and find a new object amidst their lair?

Napoleon is in a palace. The front is barred, so it may be the only puzzle in this area is to get inside.

The Africa landing spot is the Ivory Coast, where there’s a slave ship offshore and if you wander long enough you get shot by someone with a musket. There’s also a deadly snake that can kill you as well. (There’s a rustling as you are being followed, so I was hoping to time things so the snake grabbed the enslaver who is never seen, but I haven’t gotten that to work.)

Asia lands you in lots of snow, and you die of cold. There’s a bridge leading to a new place so it definitely is a puzzle rather than a trap.

Australia has quite a few grazing sheep, and a man on a horse who will shoot you if you come by assuming you are rustling sheep (not a bad assumption given how adventurers are). There’s also a barn with a padlock you can break with the iron bar from Italy 1492; inside there is a saw.

You can also take the padlock you break off with you.

2082 AD

The future is mostly boring paved streets.

North America, Los Angeles in particular, has as its only obstacle a locked house (and the boredom from mapping streets).

South America is a bit weirder. You land in Buenos Aires where it specifically says the streets are abandoned; I think the assumption in other places is that there are people that just aren’t depicted. If you wander the streets long enough you get shot by a terrorist sniper.

Europe, I’ve already discussed: you can get a rope from a runaway dog, and there’s a thief who stops you with a gun.

Africa drops you in Egypt again where there’s a dam in the desert. A guard shoots you for trespassing if you try to get by.

Asia is in Tokyo, which has a little variety with a subway that you can use to go to four sub-areas. One area has a locked warehouse, and one has a restaurant which requires yen to enter.

It feels weird doing an epoch-making jump across time and space only to be stymied by a lack of local currency and a locked door.

Australia actually looks kind of nice to live in! But the only thing to do here adventure-wise is stare at another locked door, at a house.

Honestly, the future era gave me the impression Williams was running out of ideas, or the company as a whole was running out of time. South America was interesting, at least, but I wonder if that’s another red-herring age.

Oh, and I did drop by The Far Future, where the Main Bad Guy awaits. I won’t do a full write-up yet but I’ll note the first obstacle is needing a light source, which I have yet to rustle up (I haven’t encountered any place to re-light my burnt out torch from South America).

So, that’s it for my grand tour. I am busy now making a spreadsheet listing each time zone as well as obstacles still to be overcome, and then I’ll try testing a bunch of theories. It does feel like (given I managed to squeeze in three complete eras in less than 1000 words) I’m leaving things out, but not really; there just are so many rooms that aren’t classical rooms in the adventure sense, just background fluff. You can sense the same sort of grid design in King’s Quest games 1 through 5 inclusive, but I think the difference with those is that they are packed with content; there are a few “just scenery” places in those games but for the most part every location has something interesting to look at or interact with. (If you’d like to make a more direct comparison, think of the “ocean” squares from some of those games; I remember Rosella swimming around empty ocean looking for just the right spot to find a whale or something.)

HOURS PLAYED: 5.25

Posted January 29, 2022 by Jason Dyer in Interactive Fiction, Video Games

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Time Zone (1982)   17 comments

There are some games that have loomed as dark, brooding hulks, games I have known about for a long time but have never touched.

I’ve been afraid of Time Zone ever since roughly I knew the All the Adventures project would be a thing, back in March of 2011.

“Audacious” is the right word. After Roberta Williams polished up her trilogy from 1980 (Mystery House, Wizard and the Princess, Mission: Asteroid) she wanted to make a game that kept going and going and going. From a Computer Gaming World interview, not long after release:

It’s not an easy game. And it’s not for beginners. It takes a really long time to get through TIME ZONE; even for someone who knows the answers. If I sit down to test TIME ZONE, it takes me a good week to go through it one time while testing it and I know the answers! Make sure you have GOOD maps. Use your imagination. Don’t give up. It’s going to take a LONG time.

I might get into details on the creation of Time Zone while amidst my playthrough, although Jimmy Maher already essentially has it covered. What I’m more interested in is the story of Roe Adams III, reviewer for Softalk, who (according to Steve Levy’s book Hackers) “went virtually without sleep for a week” to beat the game before declaring it “one of the greatest gaming feats in history.”

Just how plausible is this? Unfortunately, Hackers is a book that must be taken with several grains of salt (and as far I’ve been able to reckon, all later tellings of the story derive from it) but it does seem plausible to finish the game in the 150-odd hours that a week-with-very-little-sleep and no hints whatsoever would have entailed.

I’d like to test the theory, a little. Unlike most of my playthroughs, I’m going to keep a timer. Usually I don’t do this because

a.) I often play “off-and-on” and may dip in a game for five minutes to test a theory before leaving to do something else

b.) Sometimes an insight can occur “off the computer” so there is some element of “playing” even when the game is not at hand

c.) I don’t like time pressure in general

but I really am curious what the actual modern time to beat would be while avoiding hints as much as possible. Now, keep in mind I am using an emulator so I don’t have to worry about load times, but I also won’t have quite the “immersion experience” that Roe Adams III did, so maybe they’ll cancel each other out? One thing I do have going is that Roberta’s last substantial game, Wizard and the Princess, I managed to complete entirely without hints and found it basically fair, despite other accounts finding it much less fair. So possibly, I’m on the right wavelength for this.

The credits have a few more people involved other than just these, but apparently Terry Pierce did the lion’s share of the art.

I am still somewhat a sucker for the “pastoral opening” to an adventure game.

Let’s just go on a walk! And find out quite immediately after that we experienced a vivid dream.

Why we are uniquely able to defeat the evil ruler of the Planet Neburon I am unclear on, but I assume some technology like the TARDIS is afoot, where the time machine always goes where it needs to be.

It begins.

HOURS PLAYED: 0

Posted January 10, 2022 by Jason Dyer in Interactive Fiction, Video Games

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All The Adventures Up to 1981 in Review   14 comments

Here are the plot types of all the adventure games I’ve been able to play up to 1981 (which would be “nearly all” of them except for a couple stragglers):

Made with RAWGraphs. This is all 218 entries from my mainline All the Adventures list categorized “straight”. I didn’t remove or change anything (like Alkemstone which is only adventure-game-adjacent).

Note that some of the categorizations are approximate and impressionistic; for instance, I called Cyborg which I just played an Investigation since that came off as the main plot thread, even though it is also technically a Rescue as well. However, it isn’t vague hand-waving either, as I did genuinely play and write about all the games listed.

The main intent is to show the evolution of the Treasure Hunt category, games following in the footsteps of Crowther/Woods Adventure where X treasures must be located and placed in a central location. It can certainly feel like Oh No Yet Another One whilst playing through, and the graph gives a little perspective: there are lots more Treasure Hunts in absolute number terms, but as percent of all adventure games, the number is decreasing.

Also — and I didn’t notice this until I made the chart — the Escape-style plot has been slowly increasing to now be about equal in proportion to that of Treasure Hunts. They tend to be very simple (Deathmaze 5000 just says “Your only goal is to leave Deathmaze. Alive.”) so I’m not surprised, and the only thing I would have perhaps expected to be bigger is the Nemesis category, since “find Foozle X and defeat them” also has a certain simplicity to it, although it perhaps is a bit genre-restricting.

I contemplating splitting the categories since the five I chose don’t represent every plot, but they do still grab a good sense of what was going on in adventure games in this time and further splits would just make the data hazier.

My last update I updated my list of “curious firsts”:

– First use of relative direction: Mystery Mansion
– First use of landmark navigation with no compass: Empire of the Over-Mind
– First defined player character: Aldebaran III
– First use of choice-based interaction in a parser game: Stuga
– First dynamic compass interface: Spelunker
– First dynamic puzzle generation: Mines
– First free-text conversation in an adventure context: Local Call for Death
– First adventure game comedy: Mystery Fun House
– First adventure to use graphics in every room: Atlantean Odyssey by Teri Li
– First Tolkein adventure conversion: Ringen by Hansen, Pål-Kristian Engstad, and Per Arne Engstad
– First Lovecraft game of any type: Kadath by Gary Musgrave
– First graphic adventure with some action solely in the graphics: Mystery House by Roberta Williams
– First adventure written specifically for children: Nellan is Thirsty by Furman H. Smith
– First “stateless” CYOA game written for computer: Mount St. Helens by Victor Albino
– First 3D graphic adventure: Deathmaze 5000 by Frank Corr, Jr.

One of them from last time is now uncertain due to a newly found 1980 game!

– First adventure game that involves traveling back through time:

Odyssey #3, Journey Through Time by Joel Mick and James Taranto

OR

Galactic Hitchhiker by A. Knight

Technically, every game has some kind of first (as long you are descriptive and specific enough in what the game is first of) so I could make the list much longer with 1981 games, but I only have two I think are worth noting:

– First adventure game with outside third-person character movement: Castles of Darkness by Michael Cashen
– First adventure game with conversation menus and an action mini-game: Cyborg by Michael Berlyn

That’s not to say there wasn’t innovation, but games are starting to build off other games enough it is hard to be clear-cut as to the “first” moniker. For example, Hezarin had a fair number of “set pieces” where action and puzzle solving went over multiple turns in a way that seemed unlike other games, but even technically Crowther/Woods Adventure could be said to have such things (if you’re running away from dwarves, say). The apex of the Treasure Hunt concept (by 1981, at least) is arguably Zork II with the demon and its wish but that’s an innovation of progression more than being “first” (saying “first freeform wish being made to a character in the world” is starting to get far too specific). Sometimes the solid development of an idea is much more interesting and important than its initial iteration (just compare, say, Street Fighter 1 to Street Fighter 2).

At least I get an excuse to show one more piece from the Zork User Group map. Via Gallery of Undiscovered Entities.

I also made some lists when I stopped at the 1980/1981 boundary, and it is with some regret that I am not adding to #1:

1. Games everyone should play

Crowther and Woods Adventure, 350 points (1977)
Zork I by Tim Anderson, Marc Blank, Dave Lebling and Bruce Daniels (1980)

I’ll be honest here, there’s lots of funny quirks you have to cope with for games of this era. On the other hand, I’ll fully endorse so more games for list #2:

2. For adventure enthusiasts

Crowther and Woods Adventure, 350 points (1977)
Voodoo Castle by Alexis Adams (1979)
Local Call For Death by Robert Lafore (1979)
Kadath by Gary Musgrave (1979)
Empire of the Over-Mind by Gary Bedrosian (1979)
Zork I by Tim Anderson, Marc Blank, Dave Lebling and Bruce Daniels (1980)
Wizard and the Princess by Ken and Roberta Williams (1980)
Gargoyle Castle by Kit Domenico (1980)
Deathmaze 5000 by Frank Corr, Jr. (1980)
Will ‘O the Wisp by Mark Capella (1980)

Adding, in no particular order:

Zork II by Marc Blank and Dave Lebling

The continuation: the wizard is not as good as the thief from Zork I, but his undoing is extremely satisfying.

Cyborg by Michael Berlyn

My main problems were technical, and mostly resolved if you play the PC or Macintosh version. A fascinating merge of theme and medium.

Palace in Thunderland by Dale Johnson and Ken Rose

I honestly thought I’d see more tightly-wound, clever, murderously hard puzzle-fests in miniature by now, but at least there’s this one.

Frankenstein Adventure by John R. Olsen Jr.

This manages to make its puzzles, plot, and action fit together seamlessly, and there’s one scene I still find unnerving.

The Black Sanctum by Ron Krebs, Stephen O’Dea, and Bob Withers

This felt like like a dynamic world with encroaching snow and sinister monks, where the plot moved ahead of its own accord.

3. Things I personally enjoyed quite a bit that didn’t make the above list

Trek Adventure by Bob Retelle (1980)
Crystal Cave by Anonymous and Kevin O’Gorman (1980)
Dracula Avontuur by Ronald van Woensel (1980)
House of Thirty Gables by Bill Miller (1980)
Odyssey #3, Journey Through Time by Joel Mick and James Taranto (1980)

The two new additions here are mainly because of difficulty. And yes, I really did end up enjoying them both, even if they were self-flagellation to play:

Hezarin by Steve Tinney, Alex Shipp and Jon Thackray
Madness and the Minotaur by Tom Rosenbaum

4. Some bonus games for historians

Also known as games I had trouble fully enjoying, but I recognize still did fascinating things.

The Count by Scott Adams (1979)
The Prisoner by David Mullich (1980)

To which I add:

The Institute by Jyym Pearson, Robyn Pearson, Norm Sailer, and Rick Incrocci
Galactic Hitchhiker by A. Knight

As I always disclaim with these kind of lists, I always feel bad the moment I make them, as there are still worthy contenders left out, and I still feel a fondness for the bad games and the evil games and the games with erratic spelling (even that game from a high school sophomore, and if the author ever shows up in person, I’m sorry).

So, what’s ahead for 1982? Well, a whole bucketful of games. CASA Solution Archive lists 233 games, and I already know of some missing. (I also know of some I wouldn’t count as adventures, or I’ve already played under a different year, but the overall balance has always been to increase slightly.) I am tentatively planning a change of format for some of the less notable games where I combine entries; if I don’t have as much to say about Treasure Hunt #452 I will try to condense things down. I’m still not sure how well this will go, but we’ll see?

You have some things to look forward to, though:

– The finale of the Zork trilogy
– Andrew Plotkin’s first game (!)
– Three new Acornsoft games
– The first adventure games in Japanese (at least 4 of them)
– The start of Level 9 (which we should have seen in 1981 but their game Fantasy is still lost, sadness)
– Giant mice that smash Chicago
– An adaptation of a game seen within a BBC game show

and lots more besides!

Posted December 20, 2021 by Jason Dyer in Interactive Fiction, Video Games

Porpentine on Greenlight (and Hadean Lands update)   3 comments

HACKCUPCAKE

A new collection by Porpentine is on Greenlight and awaiting your vote.

Eczema Angel Orifice is a compilation of award-winning interactive fiction by me, Porpentine Charity Heartscape! They’ve been exhibited in museums, profiled in the NYTimes, taught in college classes nationwide, and now I’m trying to get them on Steam, truly the ultimate goal of any artform!

Just to prove trying to put interactive fiction on Steam is not a futile effort, Hadean Lands (posted back in January) has been Greenlit!

Still needing votes are:

Tin Star
https://steamcommunity.com/sharedfiles/filedetails/?id=425999310

Jack Toresal and The Secret Letter
http://steamcommunity.com/sharedfiles/filedetails/?id=371862595

The Shadow in the Cathedral
http://steamcommunity.com/sharedfiles/filedetails/?id=371866777

Posted May 25, 2015 by Jason Dyer in Interactive Fiction, Video Games

Mainland, the first parser game on Steam   Leave a comment

Mainland had been approved on Steam Greenlight (I think due to longevity — it had been on there a while) and has just appeared on the service.

mainlandsteam

Click here to go to the Steam main page

Note that the “parser” is somewhat hybridized. You type a verb you want to use and the initial letters you type are used to generate suggestions that you can click (essentially like texting).

mainlandscreen

However, to finalize picking a verb you have to click, you can’t just type. The space bar does nothing.

nounlist

After clicking a noun, there’s an option to continue using “with” or to simply enter the command.

Despite the oddities, this is good news for followers of commercial interactive fiction. Steam opens a vast new audience for text adventures. The game is free-to-play and should gather curious people that might normally not buy it.

At the time of this writing there’s a weird bug that makes the game hard to install. If you have the Steam service installed, clicking here should do the trick. (NOTE: The game is Windows-only.)

Posted May 9, 2015 by Jason Dyer in Interactive Fiction, Video Games

Tin Star is on Steam Greenlight   Leave a comment

Not long ago three text adventures appeared on Steam Greenlight. They still need your votes, but there’s a new *ahem* sheriff in town:

tinstartitle

Tin Star is one of the very best choice-based interactive fiction games I have played. If you have a Steam account and care about the future of commercial interactive fiction, go vote for it!

Link to play a demo of Tin Star online

Link to vote for Tin Star on Steam Greenlight

tinstarscreen

Posted May 1, 2015 by Jason Dyer in Gamebook, Interactive Fiction, Video Games

Wander (1974) release, and questions answered   44 comments

(For the opening of this saga, you might want to read Anthony’s post first.)

There is a text adventure creation system that dates back to before Crowther wrote ADVENT.

I’ve been stalking a copy of Wander for months now; I made a blog post about it and some other games I’ve been tracking down. Anthony read my post and reached out to the author Peter Langston, who has been enormously helpful and managed to find a friend (Lou Katz) who had an archived copy in email, but it only contained a demo version of one of the games.

I had the vague suspicion it might be in a public place if I knew where to look. Indeed: Doug Merritt has found a copy of Wander buried in a software distribution from the Usenix 1980 conference. It includes all four games mentioned in my “lost mainframe games” post.

NEW: This is an update archive which includes all worlds (except advent) and should compile out of the box. Saving and restoring are fixed. Also now fixes a one-line typo that prevented compiling.

Here’s a binary for Windows 32-bit, made by Jayson Smith.

Here is the advent “world” as a separate file which is a Wander version of the Crowther and Woods Adventure. It seems more like a demo than the other games; Peter only made a partial conversion.

Part of the “castle” world for Wander.

These are by Peter:
castle (1974): you explore a rural area and a castle searching for a beautiful damsel.
a3 (1977-1978): you are the diplomat Retief (A sf character written by Keith Laumer) assigned to save earthmen on Aldebaran III
tut (1978): the player receives a tutorial in binary arithmetic.

One of the games is by Nat Howard:
library (somewhere between 1974-1978): You explore a library after civilization has been destroyed.

Also, Peter himself did a very incomplete port of Crowther and Woods Adventure called advent dated at 1981.

There’s one “missing” game. Lou Katz (who I mentioned earlier) wrote “a department store world, trying to make a computer game that would appeal to girls.”

Now to address some questions (note to Peter: please let me know if anything is off!) —

Was it really from 1974?

To quote Peter:

As I remember I came up with the idea for Wander and wrote an early version in HP Basic while I was still teaching at the Evergreen State College in Olympia, WA (that system limited names to six letters, so: WANDER, EMPIRE, CONVOY, SDRECK, GALAXY, etc.). Then I rewrote Wander in C on Harvard’s Unix V5 system shortly after our band moved to Boston in 1974. I got around to putting a copyright notice on it in 1978.

The early version in HP Basic was possibly from 1973; Peter isn’t sure. The move to Boston is a distinct event, though, so 1974 as a start date is is definite.

Note: Peter Langston’s legendary Empire was from 1971.

Did it look like its current form in 1974?

Peter says “the concept didn’t change, but implementation got better and the worlds got easier to create”. He doesn’t have a good recollection, though, so he can’t answer questions like “which features got added first” and “did anything get tweaked after the release of Adventure”.

Probably the best way to verify the early state would be to somehow track down the HP BASIC version, which was never revised post-1974.

Do we have to rewrite the history books?

Er, sort of. Wander never really had the same impact as Adventure; Peter notes that in his games distribution Empire, StarDrek and the Oracle attracted all the interest.

What else is there to do?

There’s a need for modernization and ports. (People have been mentioning Github; if someone wants to start one, feel free to do so and toss a note in the comments section.)

Finding the original BASIC version would be huge; we’d know exactly what things were like at the earliest stage of the development of the adventure game.

For my part, I’m going to play the games and blog about them in my All the Adventures project.

What about other mainframe games?

Ok, this is my question. If you’re interested in this sort of thing, you can refer to my lost mainframe games post and see if you can find any of the others. LORD is particularly tantalizing but I don’t know where to even start searching for an archive from Finland.

Posted April 23, 2015 by Jason Dyer in Interactive Fiction, Video Games

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Places related to the All the Adventures project   Leave a comment

All the Adventures has been continuing apace, but I thought I’d take a moment to mention other places that are useful to visit because they have similar goals.

Blogs:

Gaming After 40

This blog is probably the closest in terms of games played to what I’m doing now — the author has plowed through nearly every TRS-80 game out there. Walkthroughs are included. Oddly, it means I haven’t read it much because I’ve been avoiding spoilers, but I did find their How To Emulate the TRS-80 Model I/III post helpful.

The Adventure Gamer

This isn’t “ALL the adventures” because it’s skipping text adventures. It has a fairly thorough treatment of graphical adventure games that’s sort of a blog version of a Let’s Play. There’s also a rating system, so if you dislike my allergy to applying numerical scores to things you can get your fix over there.

The Stack

This blog is probably the closest cousin to mine in my attempted writing style (small, trenchant observations rather than replication of everything that happened in a particular game) and also covers some very old adventures, like Time Zone.

The Digital Antiquarian

No computer gaming blog anywhere matches Jimmy Maher’s depth of historical research; he’s also surveyed quite a few adventure games through his blog’s history.

Archives:

The Classic Adventures Solution Archive

The folks over here seem to be determined to play (and write walkthroughs for) every classic adventure game, no matter how obscure.

Interactive Fiction Database

This is a mindboggling comprehensive and well-organized catalog of interactive fiction, with plenty of helpful links. Some of the commercial work from the 1980s seems to be missing, but combined with The Classic Adventures Solution Archive nearly everything is covered.

Museum of Computer Adventure Game History

This site has a plethora of original cover art and documentation (both useful in my own quest).

The Internet Archive

The Internet Archive seems to have everything about everything, but I’ve found it most useful for finding old books and computer magazines of the time (including type-in adventures).


 

Any sites I’m missing?

In a related question, often my writing leans towards short posts like The Stack but occasionally I go a bit longer, like The Adventure Gamer. What do people prefer?

Posted April 15, 2015 by Jason Dyer in Interactive Fiction, Video Games