The Sands of Egypt: All Others Are Cursed   5 comments

I’ve finished the game, and this post will only make sense if you read my other ones about this game in context.

To continue directly from last time, I drained a pool (grabbing the scepter I used as a hook along the way) and went down.

Going west there’s a boat, which mentions a place you can tie a rope. Having tied the rope I got from braiding fronds, I wasn’t able to do much with it other than FLOAT BOAT.

(FLOAT is another one of those “magical riddle words” the game’s looking for, but I previously had created my “standard verb list check” and it was on there. PUSH BOAT or any other kind of movement command aren’t understood.)

I was able to GO BOAT…

…but here I was horribly stuck. Pretty animation, though.

If you hang out in the boat, it’ll keep floating to the east, underneath the hole you came in, and the eventually plunge over some falls. If you skip the boat and go west, the ledge collapses.

I kept trying to manipulate the rope and failing. It occurred to me to try to have the boat move to the west but no command I tried seemed to be recognized, including PADDLE.

You can’t do that now.

I should have been more alert here. My brain was interpreting this as being on the wrong track still, but the message in the CoCo version for “I don’t get that verb” is

I don’t understand.

and the different message subtly indicates that PADDLE does make sense to the game, just it doesn’t want to do it. Of course, the game never says something like “you don’t have anything to appropriately paddle with”, because life is suffering. I did happen to grab quite a few of the items just in the random hope one would later be helpful (like the axe) but the one time I tried PADDLE I wasn’t holding the actual helpful item letting you paddle, which is the SHOVEL.

You can then tie the boat to the pole and GO ARCHWAY to leave the boat (LEAVE BOAT or the like of course don’t work).

Yet again, the game is fishing for the right word here. Our character is established as an esteemed gentlemen archaeologists, of course he can read hieroglyphics. But for some reason, you need to use the verb TRANSLATE instead to actually read them.

PUT SCEPTER (which normally just drops it in the room) works here special, and you can specify IN MUMMY. The room shakes and opens a crack.

You are told multiple people are needed to take the treasures; the ladder is what you need. You can now backtrack, hopping on the boat, and CLIMB LADDER when the boat passes under the hole in order to get back up top. The physics of this are weird and I was expecting to leave the boat first before somehow getting a ladder inside a hole but I’ve learned to stop asking questions of this game.

Then it seems like nothing has been accomplished, as you just looped back to the pool, but you can give the camel another ride and this time it goes somewhere different.

Honestly a little galling if you think about it — our selfish main character annoyed his workers but managed to find a treasure hoard and then claim it for the Crown, the British way. I’m a little more appreciative now of how the Infocom ending went instead. (If you don’t know what I’m talking about, you can read Jimmy Maher writing about Infidel, although the ending really is best experienced organically if you plan on playing it.)

I guess both The Sands of Egypt and Infidel have one similarity, in that the authors were unhappy with the result. Berlyn mentioned in an online conference he “hate[s] the game” (that is, Infidel; I enjoyed it but it’ll have to wait until 1983) and in that same interview where Bjork talked about infusing an arcade sensibility into adventures, he said:

My final comment on “The Sands of Egypt” is it could have been a little better.

No expansion. Did he mean the parser, or the plot actions? Both feel a little undercooked — we go underground, we find a treasure, we leave, and the actions are elaborate more because of the opening maze and riddle-verb parser rather than any kind of complex puzzle-solving you might expect in an Egypt-themed game. Compare with Temple of Bast which had an ancient curse that had to be outwitted in two different ways.

I will say the animation is solid. To compare briefly back with the Apple II, I do think it is clear the art was intended for the CoCo and its unique palette. Something about the Apple translation makes it muddier.

The orange along the sides feels “sharper” somehow.

The Apple version isn’t bad, exactly, but it doesn’t seem to be leveraging the strengths of the hardware. The CoCo is being used to make interesting custom “textures” (sometimes animated) which get blurred up a bit even when clearly the same assets are being used.

From Transylvania. Not that different in color scheme, but made more specifically for Apple II.

If you want to compare with Atari, too, Dave Dobson has a playthrough here.

Technically Datasoft has another adventure coming up — one based on the TV show Dallas, from 1984 — but that’s long enough away we can kick the can a bit and think about our immediate lineup. I’ve got a handful of small solo-author games, a C64 game which is a ripoff of an Apple game (as in stolen code that a company pretended was theirs), and then a most curious exploration of what happens when you hybridize an adventure game with a shoot-em-up.

Posted July 4, 2024 by Jason Dyer in Interactive Fiction, Video Games

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The Sands of Egypt: Adventure as Word Puzzle   3 comments

(Continued from my previous posts on this game.)

By the title up top, I’m not meaning games with wordplay-based mechanics. Basically this comes down to a suspicion of mine that got confirmed in this game–

In the very early days, 1977-1979, parsers were not as terrible to manipulate as now generally thought. Crowther/Woods Adventure itself had a decent vocabulary and its puzzles did not demand complex combinations of objects that are hard to communicate. The immediate clones went the same route, Scott Adams games had mostly reasonable parsing, the early Greg Hassett games all demanded only simple actions for the player so never diverged into messy-verb territory.

When authors got more ambitious — 1980 — is when the trouble began. Scott Adams starts Savage Island Part II with what may remain the most absurd verb of all time. Authors tried hard to have “difficult” puzzles reliant on things other than magic words and mazes and inventory juggling that required communicating difficult things.

Parser communication started to be such a problem I wondered if there was anyone who thought that guess-the-verb was in fact an essential feature. That the adventure was at least partly a sort of word game, like a real crossword rather than a metaphorical one, and you might intentionally pick a tricky verb over a simple one — never even thinking of synonyms — as part of the game’s challenges, rather than as part of the game’s failures to deliver a transparent UI.

Let’s return to that thought shortly.

So I left off on not being able to drink, having tried DRINK WATER, DRINK CANTEEN, DRINK POOL, and every other combination I could think of. It turns out you just need to DRINK.

Interestingly enough, I still would have been foiled on first finding the pool as the game explains a gentlemen drinks out of a canteen if you try to DRINK. Just cupping your hands is too undignified, I suppose. This is the weird sort of condition that actually works — I love it when the character of the avatar intrudes on the game — and also actually explains why the action doesn’t work, unlike most “wrong actions” in this game.

Having said that, I wasn’t quite done with the canteen puzzle, but I’ll keep to the sequence I discovered things as I was playing. Moving on, I also realized while fiddling I could GO TREE to get closer to one.

The game only lets you climb up with one object in hand.

Keeping in mind the message about the old rope, I tried to get the fronds but was rebuffed. To be fair I didn’t have anything that resembled a tool for that. But I could get the dates and go back down, and try FEED CAMEL with the dates.

The moment where it redirects “GO CAMEL” to another word is unusual but not rare; usually it indicates an author whose code structure makes it hard to have synonyms so they just add a special text message instead. Doing MOUNT CAMEL as requested, I was then able to RIDE CAMEL. However, I couldn’t get off.

I went with HELP, as this does have a contextual help command, and the game asked me

-The opposite of MOUNT is?

The game could have done the same sort of command interception, and then turns the help for finding the right command into a riddle. It appears, as I suspected might be able to happen, the authors considered finding the right word to be an essential part of the gameplay, and not in a word-puzzle game way like Ad Verbum.

This explains how miserable the game is to communicate with otherwise, including the hellish bit in the pool. We’re getting there. Using DISMOUNT on the camel we make it to a pyramid with a carving. Examining the carving reveals a pharoah holding a scepter, that we can refer to separately.

It seems like we ought to be able to take the scepter, and if we try to the game asks HOW? but the game wasn’t understanding what I meant. However, I started to suspect it was “stuck” and what I needed to do was to get the snake oil way back at the north part of the desert over to the pyramid, so I could OIL SCEPTER.

This was trickier to enact than I expected because I realized I had my map wrong: when you get into the pool area, that’s a one way trip. The map doesn’t let you go back. So you have to do everything in the desert before getting to the pool: that’s get the shovel, get the canteen, fill it with the snake oil, nab the torch, nab the magnifier.

You cannot drink the snake oil, so you’re getting thirsty all this time. (When I played before, I took the canteen on a beeline to the pool, figuring I’d go back and dig and get oil as needed later.)

Fortunately, making the entire loop isn’t that tight — I just had to suffer being told I was extra extra extremely thirsty for a few turns — so I was able to move on, and try OIL SCEPTER, then return to the pool to fill my canteen. (Every time you use the canteen, you drop it, so a number of times I rode the camel but forgot to bring back the canteen.)

With the scepter and axe in hand, I took a visit to the top of the palm tree, did CHOP FRONDS to get some, and then tried to make a rope and found … the game was being quite picky again. I had to go check a screenshot to see that the OLD ROPE was specifically made by using BRAIDed fronds. Back to the word-game, this time cued by the game proper rather than the HELP feature. (You could sort of think of it as the correct instructions being encoded in the word, kind of? It feels less gauche than DISMOUNT, at least.)

Now, we get to the horrible terrible part. You can GO POOL, and to get out, CLIMB STEPS (as mentioned by 4am). The handle of the cover that we can use to drain the pool is described as a “hook”, and the scepter is also described as a “hook”. Quite obviously the two go together. But how? Switching to Apple just for 4am (and also I switched to Apple now when I got stuck so this is the actual screen I saw):

Wonderful. (Please note the sarcasm you can hear through the screen. OK, you can actually HOOK SCEPTER, but that’s still wild, because you’re really hooking the handle, and that doesn’t work, and yes, I tried HOOK HANDLE first and went wildly in a different direction after for a while.)

You can light the torch with the magnifier, then go in to find a sewer. I’ve made it a smidge farther with yet another outrageous verb but I think I’m close to the end of the game so I’ll save it for next time.

Posted July 3, 2024 by Jason Dyer in Interactive Fiction, Video Games

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The Sands of Egypt: The Correct Command to Use in Certain Situations   6 comments

(Continued from my last post.)

If I went by raw voting (including the people who messaged me outside of the comments) I have had slightly more people ask for Tandy CoCo than Apple II. What ended up happening is

(a.) I went with CoCo, struggled, and got to a point where I was impossibly stuck

(b.) I switched to Apple II to see if anything was different, found only one difference, was still impossibly stuck

Part (b.), other than splitting the baby as Ahab suggested in the comments, is a general strategy I use when stuck on anything (not just solving adventure game puzzles) where I re-attempt the same task with different context to see if anything new pops out. In the case of adventures, there might be different text, but in the absence of that, I might just type commands in a different sequence or happen to find I made a mapping mistake. Potentially, my brain has a new insight just from the slight change in context.

I don’t think my issue is a mapping mistake even though the entire game so far has been a maze. It’s more the parser is putting up a unique struggle, where something in nearly every game so far, even the bad-parser ones, I’d have gotten a response. Just to avoid hiding the lede:

There’s a pool with … water. You don’t think that, given you’ve been repeating emphatically that the player is thirsty, that they might try to drink it? Or if they have a canteen they fill with water from the pool in case there’s some weird quirk there, that they might to drink out of that?

This adventure has an extensive vocabulary. It may take some experimentation to discover the correct command to use in certain situations.

Thanks, manual. Anyway, to rewind:

We start in what looks like an open desert. It is not an open desert. It is a fairly finicky maze. This was non-trivial to get over — I’m used to desert mazes always having some open-grid sense to them even if they get maze-like on the edges (like the trackless desert in Adventure Quest).

You don’t have any items to start — there’s one just north that you can dig up but you don’t start with a shovel — and the map is oriented so that many of the exits return you to the start room. I got through by testing out “let’s try going repeatedly E, reset, go repeatedly S, reset, etc.” and found there was a new room by going north three times.

I tried constructing a map from there, realizing that I was likely in a single column, and answering the question “how many steps north to reach the new room?” would tell me where I was at any moment.

(You might remember in my Apple II animated shot I had a shovel. I got that randomly when trying to get a good GIF file and couldn’t re-create my steps. At least it let me know the solution was purely wander-based. This is another manifestation of the “play in a different context to break something” method.)

The “down” and “west” exits lead to two different branches of desert. I started with the down branch in my gameplay but the west branch is the more useful one sequentially, so let’s go that way first.

The green exits go back to the starting room.

This specifically leads to the previously seen shovel, which means you can start using to help map out rooms. And of course, digging — digging everywhere. An Egypt-archaeology-desert is the one case I don’t feel weird about that, and even marking every room as I make sure to type DIG in it to find a new item. Ludic gameplay matching the story environment. For example, just north of the starting room there is a torch, but since I’m not in any dark places yet, I can’t use it (although it can help with the mapping).

The one non-visual difference between the Apple and CoCo versions I mentioned is that “you are thirsty” messages start triggering earlier on the CoCo.

North of the shovel is a snake. You can HIT SNAKE / WITH SHOVEL and it turns into snake oil. A bit east you can find a canteen, and fill it with the snake oil, but I haven’t found a use for it.

Taking the other branch in the desert:

At the “base of a cliff” area you can dig up a “magnifier” (50-50 on if it gets used to set fires or used to study tiny hieroglyphs) and find an “old rope”, but taking the rope causes it to fall apart.

Finally you can loop round to the accursed pool, which I’ll show off again, this time in Apple II format.

Leaving aside the impossibility of drinking the water, you can dive in to find a cover, described as having a handle.

Yes, more parser trouble. I’m almost willing to accept the cover needs a tool hence the parser not being helpful and saying “it’s stuck beyond your ability to move with your own strength” but who would code a game with a thirst daemon and not expect the player to drink the first water they see? Argh!

One thing I haven’t done yet is make my verb table, but I was trying to approach this game like a “normal player” first, since it isn’t like most people are going to have a list of words accumulated over 10+ years in order to play. I can’t imagine people in 1982 were too pleased about the situation.

(Oh, did I mention I still don’t know what command to use to get out of the pool? “Some experimentation” to communicate. Right.)

Posted July 2, 2024 by Jason Dyer in Interactive Fiction, Video Games

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The Sands of Egypt (1982)   11 comments

The year is 1893 and you are the aristocratic British explorer, Sir Percy. Life as a great explorer has its excitement of recovering precious gems and gold trinkets, but currently you are hopelessly lost in the middle of nothing but sand. You will need to avoid dangerous snakes and cliffs, and find water before dying of thirst.

Before embarking on today’s game, a more general question: how does historical context help us decide why certain games are designed the way they are?

The most obvious and common thing to look at is influences. Games with authors looking at Crowther/Woods Adventure copied specific elements, especially if that was the only game they had as a model. PLATO Adventure was an amalgam of both Adventure and Zork. The authors of Warp specifically wanted to outdo Zork and came up with a unique macro system. Some of the early home computer authors had exposure to Scott Adams but not Crowther/Woods, and the look of their games was influenced accordingly. Escape From Rungistan was written with Wizard and the Princess and Indiana Jones in mind. Japanese authors had Omotesando and Mystery House to look at, leading to Diamond Adventure being a combination of both.

Another element to consider is the technical conditions: what limitations did platforms, tools, and their own coding skills put on authors? The mainframe platform and modular programming made it easy to expand Crowther/Woods Adventure, or even make a brand new game treating the base code as an “engine”. Some early authors have games solely with or almost solely with exploration because they didn’t have the technical capability to be more complex. Bruce Robinson’s even-more-minimalist-than-minimalism style came from working with the unexpanded VIC-20 memory.

More subtly, we can look at motivations. Roberta Williams talked about the fascination of entering a world, wanting one that went on endlessly, which explains the size of Time Zone. Robert Lafore mentioned an interest in “using computers for literature” so had his free-typing system which encouraged the player to use punctuation like they were adding to a story. Roger Schrag cared about the intellectual challenge of coding so devised an elaborate first-person graphical view.

Alternately, we can look at environmental circumstances, or relatedly, financing. The college games (like Battlestar or Haunt) were designed while the students were around for an entire school year, using school resources, so they could afford to be large and sprawling and also include sexuality in a way commercial games couldn’t. The author to Transylvania had a game already done and was given nearly an entire year to work on art. The Mask of the Sun was made in a business with a professional framework where there wasn’t just an artist, but a team backing the artist.

The first three (influences, technical conditions, motivations) are nearly guaranteed to have some sort of effect; the last one (environment) is a little more up in the air. Imagine a 1982 UK coder who is writing an adventure from their house vs. the same coder in a parallel universe at the back of a computer store producing an adventure they know is for money. Will the game necessarily come out different? In this era it’s not like “beta testing” or checking for typos is guaranteed.

All this brings us to the unusual conditions behind Datasoft, 1980-1989, which mostly cranked out arcade games in the early 1980s, and where there’s a moderate chance their initial funding was via crime. Do either or both of these things affect the adventure game they produced in 1982?

Via the CoCopedia.

Let’s start with the crime, tracing specifically to the late 70s when companies were wanting computer chips with ever-increasing demand, and companies could not produce enough of them. Hence: an underground market.

In one business letter discovered at Space Age Metals, a Republic vice president told a Space Age official that he was amazed at the quantity and price of this product that was being offered, given their scarcity in the marketplace, but that he wanted to close the deal and was not stupid enough to ask any dumb questions.

Hearings Before the Permanent Subcommittee on Investigations of the Committee on Governmental Affairs United States Senate Ninety-Seventh Congress Second Session, 1982

Specifically, this regards the 32-bit Eprom (“erasable programmable”), the Intel model 2732. Demand was enormous, and Siemens in West Germany, despite being a valuable customer, could only obtain 1000 of the chips a month.

Enter Jack Jackson, previously involved in less high-profile crime like bad checks and burglary, now in Silicon Valley circa 1979 working in “remarketed” devices. Most of the chip theft (90% according to Jackson) was done in the shipping process, but one particular job involved stealing directly from Intel’s manufacturing facility.

Jackson arranged with an inside man to have Intel make 10,000 extra of the chips, and have them erased from the records. The next step was to steal the new chips outright. There was 24-hour security, an alarm system, and closed-circuit television to deal with, so Jackson had a security guard, Albert Williams, nab the chips away using garbage bags and the liner of his leather jacket. These were then sold to Siemens for enormous profit. Jackson admits to getting cardboard boxes with $350,000 or $400,000 or more (but hard to say exactly, as no records were kept).

There couldn’t be a direct route from the theft to Siemens, so there was laundering:

Via Computerworld, 7 Sep 1981.

The chips first went through Jackson’s own distribution company, Dyno Electronics, over to a metal reclaimer named Space Age Metals. From there they went to two separate companies, Mormac Technology and Republic Electronics, before finally going to a distributor in West Germany and finally Siemens.

The way the whole arrangement was got, incidentally, was glorious. Siemens, not paying attention to what was legit and what was from the “grey market”, had complained to Intel about faulty chips; Intel soon realized after what had happened.

One of the people in the chain, of the consulting form Mormac Technology, was Pat Ketchum, founder of Data Soft.

He faced serious indictments himself, but the don’t-ask-questions method was sufficient for cover and prosecutors weren’t able to bring a case. Jackson tried to finger in particular a colleague of Ketchum’s, Terry Koosed, as having Mafia involvement, and having an operation on a 150-foot yacht to put counterfeit marks on the chips, but investigators turned up no evidence of such a ship existing and Jackson’s credibility was not high. Ketchum himself was accused by Jackson of selling some of the chips to middlemen who then traded on to the Soviet Union; again, keep some skepticism as this is based solely on Jackson, who already had racked up a fraud conviction even before going into the stolen chips market.

With that context in mind, let’s go to Ketchum discussing the founding of the company in an interview:

Actually, I was involved with a very successful distribution company called Unidata Investments. In 1980 Terry Koosed, Bill Morgan, and I tried to buy a software company, but Hayden Publishing ended up with it. We got so excited about what we learned, however, that we knew we wanted to be in this business. We were already into computer hardware with California Computer Systems. We were already into retailing and mail order with H.W. Computers. And we were already into integrated circuits. So at Unidata we had all the ingredients to diversify, and it was my task to organize the new software company DataSoft. We incorporated on June 12, 1980.

Terry Koosed, remember, was the second person indicted at Ketchum’s link in the chain. This feels a little like dirty money funding a more legit spin-off, or maybe ask-no-questions money. Either way, they focused mainly on arcade games, with a mixture of Tandy CoCo, Atari 400/800, and TRS-80 games. Two high sellers were Popcorn! in 1981 for the Tandy CoCo and Zaxxon in 1983 for the same machine, both written by Steve Bjork.

Bjork, one of the authors on Sands of Egypt, claimed that it was “the most costly” project Datasoft had done up to then, and took five months of work, between himself (direction) Ralph Burris (special effects) and James Garon (story). The interview neglects the mention of Frank Cohen, who is credited on the box as “Screen Play” — that is, he did the writing.

Arcade games also sell better because of impulse buying, the graphics, clever sounds and eye-catching title screens. “The Sands of Egypt” is a mixture of the graphics of an arcade game and the challenge of an Adventure.

So, returning to that question of if the environment this game was made in was relevant to the design, I would say at least the “arcade” identification is important: this was described by Bjork himself as infusing the arcade look into an adventure game.

The Tandy CoCo version of the game came first, followed by a Atari port (also in 1982) and finally an Apple version (in 1983). I tried all three of them. Here’s some of the animation from each.

The scrolling (with a background layer moving independently) is a standard arcade effect but not one we’ve seen yet with adventure graphics. The scrolling doesn’t entirely make sense. East and west causing the scroll to go right and left, sure, but north and south also have the same type of scroll, so it appears that south and west are going the same direction even when they aren’t.

The Apple II version does not have animated clouds, but rather puts an animated sandstorm front and center with the sky holding still. The port was by an entirely different person (Brian Mountford) who either decided the sandstorm was more realistic, or that the scrolling was hard to pull off with Apple II graphics.

At the very top of this post I referenced the plot: we’re a “gentlemen archaeologist” from the late 19th century who was trying to lead a dig in Egypt but was abandoned alone. If that sounds to you a bit like Infocom’s later game Infidel, yes it does, and it even keeps having a letter in the packaging which makes clear the main character is a bit of a jerk.

Being the author of nineteen critically acclaimed etiquette books, I was diligent in trying to teach the others proper digging methods and the proper way to keep their khakis starched.

Will it have the same type of Infocom ending? We’ll find out this week, I suppose. But first I need to decide: which version should I play? I won’t open this up to a formal vote, but you’re welcome to try to persuade me in the comments. The game is supposedly short enough I can probably do a replay on a different platform after winning anyway (akin to Rungistan).

Posted July 1, 2024 by Jason Dyer in Interactive Fiction, Video Games

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Hells Bells (1982/1984)   16 comments

A number of advertisements appeared in 1984 for the company Bug-Free, including in Popular Computing Weekly and Micro Adventurer magazine.

The four games being advertised (In Search of the Quill, Gunpowder Plot, Dr. Watt and the Darlics, Hells Bells) were all adventure games written by the person mentioned in the ad (J. Wright) so represented yet another one of our bedroom coders who self-published in the UK. The difference with J. Wright and our other bedroom coders is that J. stands for Jacqueline. This is the first author we’ve had of this sort that’s a woman.

Sinclair User, 1983, same address as Bug-Free.

Ms. Wright also continued her entrepreneurship as she shows up later in the 80s all the way through 1992 with a series of ads for a call-in hint line with eventual separate hint lines for separate games, and not just adventure games. 0891 445 926 was for First Samurai. As mentioned in The Adventure & Strategy Club publication, she was one of a whole group of people doing their own hintlines (Sue Roseblade, Joan Pancott, Sylvia Parry, Debbie Lawford, Mike Barton).

Now, the reason we are playing one of her games in 1982 is that the BASIC source code has a 1982 date and lists the company Jaxsoft. Neither I nor anyone else has been able to locate sales under the Jaxsoft label, but the ’82 UK games environment was such that tapes could have just been jammed in at the local computer store (or grocery store, or golfing store, or music instrument store, …) so I won’t necessarily call it unpublished. On the other hand, sometimes people would make up a “company name” for their own personal work. It isn’t certain either way.

The setting is colorful, although this is in the end another Treasure Hunt.

Travel through hell, purgatory, limbo, etc… Meet (among others) the undead, demons and the Angel of Death. Try to escape with B. Elzebub’s hoard and your sanity!

This has the simplistic minimalism of an early Hassett game, with a quite limited verb set: CUT, DIG, DRINK, KILL, UNLOCK, WAVE, JUMP. One thing it does have going for it (that I’ve yet to see in any game) is that the Spectrum character set attributes are used to make tiny graphics for the different objects.

Before things kick off, the game feels obliged to mention if you try to kill a monster, it will ask you with what weapon, and you can try to use your bare hands by just pressing ENTER. This will be important later.

The map is laid out in three sections, essentially aboveground, underground, and deep.

The first phase, aboveground, you need find a key for the locked door to go belowground. This involves taking the candle (you can’t go anywhere otherwise, I suppose this is deepest night) and stumble around the forest until you get to a room with a pit and a spade.

I was using the bottle of wine — the only other item I had other than the candle — to map rooms out. This game turns out not to have any “loops” but only an early one-way exit that makes things confusing. However, it isn’t like I’d know the game lacked loops until I had finished making the map show that in the first place!

Jumping in the pit is possible, but death. It needs to be returned to later.

This is also the sort of the game with no exits listed so you have to test every direction.

With the spade you can then test DIG in every room in the forest, eventually come across one where the game says

YOU FIND
SOMETHING.IT VANISHES

I have marked the “dig room” with an octagon. It is the only place digging is useful, but again, I didn’t know that, so for the rest of the game I tried DIG in every single room.

Having “something changed” in a narrative sense is interesting in that it makes for a slightly unexpected event: I was fully expecting to have an item in hand, but instead I was left fumbling through the forest again just in case the item showed up somewhere, and used DIG yet again on every room (in case the buried item re-buried itself somewhere). All that really happens is the key moved itself to the entrance room.

There’s an untakable “bench” to the north that I wasted time with thinking it might hide something, as it is the only item in the game that does nothing.

With the key you can unlock to the underground.

The very first room has a dagger and a dragon. The game informs you that YOU CAN’T if you try to take the dagger (you’re supposed to infer the dragon is stopping you — that’s true for messages in general in this game, like how you can’t go into the forest without the candle implies it is too dark but the game doesn’t say “too dark” or the like).

Since there’s no weapon otherwise aboveground, your only choice is to follow the curious directions at the start and try to KILL DRAGON and just press ENTER when the game asks you with what. This is invoking yet again the “kill the dragon with your bare hands” moment in Crowther/Woods Adventure.

A demon guarding a rug (a treasure) does not allow similar treatment: you need to use the dagger.

There’s elsewhere a “cord” around a chest where you need to CUT it (possibly a struggle for a player normally, but I had already made my verb list). Doing so yields a golden passkey, which lets you go down yet another level.

Giving a map of the lowest floor…

Purgatory is just a trap room. The game softlocks if you enter.

…the zombie is quite serious that the wrong way is death, although there is no logical method to figuring out the “right way” — you just have to die in other directions via an ANGEL OF DEATH until you find out west is correct.

Not interesting in a gameplay sense, but good for atmopshere. There’s not much otherwise that really gets across the “you’re in hell” message the game is supposed to have.

This is followed by a rod of silver, and then a chasm where you can immediately wave the rod of silver you just found to make a bridge.

This is a puzzle for people who wouldn’t think to WAVE, I think — that is, this would make more sense for being someone’s first adventure game.

Other than that you can find a gas mask and ruby pendant and leave, going down which will end up somehow bringing you back to the underground floor. You are passing through twisty passages without much distinguishing them once the items are gone so I had the fun case of mapping out rooms without realizing I was just re-creating the map I had already made.

The gas mask goes back to the pit above ground, where you can jump in and find a Van Gogh.

Other than that, the rest of gameplay is about gathering the treasures you’ve run across and dropping them off at the start, where they will disappear if they count as points. The golden passkey is described as just a passkey after you first find it so it is the least likely to be remembered; I just went ahead and tried all my objects just in case and discovered it worked by accident.

I was still stuck after so I was seemingly missing a treasure, meaning I had to go back and DIG everywhere yet again just in case I missed a secret. What I had overlooked is that UP and DOWN are directions that can be used arbitrarily, and in one of the twisty passages you can go DOWN to find a hag.

Not really a puzzle; the wine bottle works to stave off the hag as long as you have it in inventory. Someone who previously drank the wine (softlocking their game) would get stuck.

This has a “author’s first game” feel to it: the Treasure Hunt setup, random combination of monsters, straight-up copy of Crowther/Woods puzzles (even if the dragon is delivered in yet another novel way), the softlock room, the sudden-death exit room. However, the game was still solvable; the author didn’t try for anything overly ambitious requiring convoluted parser input, or go for a stretch like saying HI to a ghost. I had genuine fun which is all I’m really wanting from a bedroom coder’s first game. The others from J. Wright do not have a similar dating scheme so they will await us once we arrive at 1984.

For now, let’s visit a game with graphics that, like Rungistan, has animation, but uses it in an entirely different way.

Posted June 30, 2024 by Jason Dyer in Interactive Fiction, Video Games

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Des Cavernes dans le poquette (1982)   17 comments

For those anticipating the second Impact Softwear game, my apologies. It turned out The Quest was quite solidly RPG rather than adventure. I added a note to my last post with some screenshots.

But that leaves us room for an entirely different oddball game! Allow me to first discuss the French computer industry.

The early 80s were chaos; no particular manufacturer was dominant, and the French had their own standards that gave difficulty to importers. Instead of video signals in NTSC (US, Japan) and PAL (most of Europe), France had SECAM. An adapter was required, and it caused (for example) the VIC-20 to only work in black and white. Also, all keyboards in France (as had been standard for a long time) used AZERTY standard instead of QWERTY.

Amidst this chaos, the publication Hebdogiciel was founded by Gérard Ceccaldi in late 1983. It was a weekly that printed software listings for the entire menagerie of French computers. In the 6 January 1984 issue it printed the top 15 computers by number of listings sent in. Leading the pack were Texas Instruments with the TI-99/4A, Oric with the Oric-1, and Sinclair with the ZX81. (If you’re wondering why not the ZX Spectrum, the ZX81 came in France early, but the ZX Spectrum came out late. By the time it arrived the Oric had eaten up a chunk of the same market.)

A 1986 issue via eBay.

Noteworthy for today is that 4 of the systems in the top 15 — added together, 15% of listings sent in — were pocket computers. Specifically: the Hewlett-Packard HP-41, Casio FX-702P, Sharp PC-1500, and Sharp PC-1211. These are essentially beefed-up programmable calculators. Sharp had one out in 1977 that used assembly language, and by 1980 companies were coming out with programmable calculators that used BASIC.

The Sharp 1211, first out in 1980, was also released by Tandy as the TRS-80 Pocket Computer. I’ve seen many US and UK source code publications now, some of them system-agnostic, and the level of pocket computer coverage was not nearly as high as it was in France.

Here’s a video cued up to where someone plays a Lunar Lander game on a TRS-80 Pocket Computer:

This is all meant to lead to the fact it wasn’t odd for Charles Feydy’s game Des Cavernes dans le poquette (“The Caverns in My Pocket”) to appear as a type-in an a French computer magazine. Specifically, the code was for TRS-80 Pocket Computer, and appeared in the Tandy-focused magazine Trace in their April 1982 issue.

What is unusual is that it manages to squeeze an entire adventure game (kind of) in 4K.

I wanted badly to run the original.

There is such a thing as pocket computer emulation (see: PockEmul) and I tested it out a bit, but I found I really needed the original model for compatibility (either the Tandy PC-1 or the Sharp 1211) and it isn’t supported. I did find an old beta copy of PockEmul that has the 1211 but it gets listed as “experimental” and it broke in my attempts to use it.

I was able to run the PC-2 (that’s the next Tandy machine, also just a Sharp PC-1500) but was running into cryptic issues involving slight changes in the BASIC syntax and the system itself. For example, in the PC-1 version you can write F=4F meaning “the variable F is 4 times F”; that is, 4F with no symbol between the 4 and F assumes a multiplication. This no longer works in the PC-2 version. You need to write 4*F instead. The character limit is tight enough that if you try to add a multiplication sign there, you’ll bust the limit of memory, so you need to remove characters elsewhere to compensate.

The biggest issue is that the original game uses arrays in a way where memory-bleed is nearly a feature. Essentially, before the game starts, you’re supposed to set A$(22) all the way up to A$(65) to a series of text lines, like A$(22)=”E PORTE”. This uses a different part of memory to squeeze even more out of the PC-1. However, on the PC-2 the array memory gets reset on starting a new program, so any reference to A$(22) will be an out-of-array bug rather than the text it is supposed to have.

This error means “Array specified without first DIMensioning it.”

Fortunately, there’s a way to play without the calculator, because Jim Gerrie has ported the game to TRS-80 MC-10. In the process he translated it to English.

The text of the magazine talks about exploring dark and dangerous caves. There are apparently 10 “keys” that can be applied to monsters and get points, but it is unclear the author even intended for it to be possible to get 10 keys. I have gotten, out of all the maps I have tested, 0 of them.

Unfortunately, the game is very broken in terms of generating a level that can be beaten, even moreso than Orb. Jim Gerrie is still worried there might be a bug in his code, but the original is so hard to run I haven’t been able to compare.

You start by picking a “number” which is a random seed, followed by a “difficulty level” (no idea what that does, I didn’t see any difference) and then you’re off to the races:

In this room, you can go all four directions; the PATH, TUNNEL, and LARGE are all just for color. If there’s a monster they will be blocking at least one exit.

In this randomly generated level, there are exits to the north and the south, and one TROLL blocking the north and south. Since there is nowhere to go, the only command that works here is RESTART.

Sometimes it felt like I could actually explore a bit, and get the vibe of an environment:

However, this invariably always got shut down a few turns later when I get stuck again.

Seriously, where are the keys? Would this game have been printed in a magazine if it was so impossible or is it just leveraging some obscure aspects of the PC-1 hardware that would make the experience quite different than it is now?

So this post is maybe just a placeholder for if some expert on pocket computers can come along and tell us what’s really going on. The thread here is where the game was first unearthed and it includes a text file of the source code.

(Shoutout to Strident and Jim Gerrie who helped me get the files for this all this way back in this thread.)

Posted June 28, 2024 by Jason Dyer in Interactive Fiction, Video Games

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Orb (1982)   6 comments

Scotland finally confirmed! As well as, and I am not exaggerating, the weirdest game mechanic this blog has ever encountered.

For context, the only time Scotland has entered the All the Adventures project so far is with Danny Browne, and never with any commercial software. Impact Software — which existed from 1982 to 1984 — has an address listed in Edinburgh. Residential zoning, so likely another bedroom coder, in this case, Ian Richards. Only one other person seems to be associated with the company, Peter Lovett, who wrote their version of Star Trek.

Mind you, despite that status, the company racked up what feels like an impressive list of stockers.

Does this indicate professionalism? It does make the covers of their games puzzling. You see, they all have the same design with the company name as IMPACT SOFTWEAR.

From the Museum of Computer Adventure Games.

A a full cover includes the address with “ware”, but this quite earnest ad from November 1983 does include the “WEAR” spelling. I’m guessing it’s an in-joke, and maybe an intentional discussion point, like how mistakes get more people to engage with Tiktok videos?

Ian Richards incidentally did keep in games afterwards through the 80s, but let’s focus on today’s selection, Orb.

Make your way through the under ground labyrinth in your search for the dreaded Orb, which you must destroy. Encounter many monsters, discover treasure and try to remember your route so you can get out again. Save game facility.

The game includes a mini-map similar to Wolstencroft’s game Quest. I began the game wondering if there was some influence. After playing the game, I am 99.999% sure there was influence. I’m guessing the author encountered Wolstencroft’s game on MZ-80A before deciding to roll his own VIC-20 (and later Spectrum ZX) version.

The original Quest game was essentially a big logic maze where you had to work out the right sequence of moves to pass through safely. For example, with the meta-map above, your goal is to start at the opening area, go and get a key, return to the opening area to open a chest with the key, then escape back out.

To start, you can travel by some orcs (which you can only do once). Once in the “second area” you can grab the key and some coins. You then use the coins to travel to a third area with a cross and a knife, then loop back to the start, using up the knife in the process, but leaving the cross in your inventory. You’d then normally be trapped (because the orc route only works once, and you’ve also used up the spider route) but since you have the cross now, you can take the devil route out to escape.

Orb imagines the same concept but with all the objects randomly placed, and truly random; not placed in a way where there is any guarantee you’ll have the right tool for the right room. Some deadly rooms (which you’ll need to pass through!) have no tool to get by at all and will just kill you outright.

The mini-map in the upper left is also the same as the MZ-80A game.

Here’s the initial portion of Orb’s map to help illustrate:

In one of my playthroughs, the only item that was generated in the initial area was a cross. The cross is used to get by a vampire (not devil this time). However, we are hemmed in by a werewolf (needing a sword) and a pit (needing a ladder). Sometimes when going into a werewolf room the creature will be out the first time through, so you can pass through safely, but it turned out not to be the case here. We have a situation where it is impossible not to die.

If you have a sword, this is what happens to the were-wolf. The were-wolf stays dead, so you technically don’t need a sword for a second pass-through. There are rooms with snakes where you need a sword every single time, though.

Here’s a more central part of the map:

This is an actual path I took during my “““winning””” run. I did not die passing through the dragon; some enemies have two-square lairs, and the general idea is that if the monster is in one side of the lair it will leave the other side empty. (There was no way to “predict” I’d be safe — it’s just a coin flip.) I also had the ladder and sword so I was safe moving past both the snakes and the pit. However, when trying to backtrack later, there was no way to avoid the dragon on a repeat pass-through. In many cases the 2-square lairs are positioned such that you are required to pass through both squares anyway, so it doesn’t really matter if you meet a monster in the first square or not: you’ll have to die anyway. And there’s the bonus chance you might meet the monster in both squares, dying twice. Fun!

So does the game just generate a bunch of impossible maps? Well, no: the game lets you cheat, as a feature. When you die, the game kicks you out of the BASIC source code. Then you can type CONT or CONTINUE (VIC-20 or Spectrum ZX) and then game will resume in the next line, and act as if you caused a reality shift where you survived the obstacle anyway. If you die at a pit, you magically have a ladder (even if you really don’t, and it isn’t in your inventory after). If you are in a flooded room, you happen to have a boat.

The game literally quits and stops executing upon death, and then uses what is essentially the operating system’s debugging command as a central mechanic. The game goes on directly and keeps track of how many continues you used, as sort of a “high score”.

This sounds so outrageous it might loop around to being a good game mechanic, but there is no way to predict where all the objects go, or even if an object spawns at all (on my “winning” game a cross never appeared). Additionally, there are plenty of obstacles like dragons or Satan who have no counter; you have to die to pass through.

Even accepting the game is stomping all over the concept of narrative verisimilitude, and imagining we have the Reality Stone from the Marvel movies, this just doesn’t work; the main appeal of the logic maze is completely destroyed.

There aren’t any puzzles, really; there’s a rusty door you can apply an oil can to, and to get the Orb to the furnace to destroy it you need an extra key along the way.

I mostly played the ZX Spectrum version and I had some hanging crashes, like when trying to pick up some coins. A diamond crown (which needs to be traded for the key) needs to be picked up with TAKE DIAMOND, since TAKE CROWN hangs the game. I tried the Dutch edition of the VIC-20 version (can’t find the English one anywhere), but it doesn’t seem to be any better-coded; I managed to walk into a wall and crash the game.

Blue is the start, yellow is the furnace where the orb is destroyed.

I recommend the solution by Exemptus if you’d like to read more details; in the end this was just a disaster. If the random generation had somehow been done carefully (akin to Mines from 1979) and the overall map was laid out properly, the concept would work. This could have been a proto-version of Tower of the Sorcerer-style games (*), except the author didn’t have the chops to pull one off.

…or maybe they did? Ian Richards released another adventure later the same year, called, quite creatively, The Quest. That’s where I’ll be going next time. EDIT: The Quest is an RPG. More details below; it isn’t worth making an entry for, so I’ll be moving on to a different author.

Yes, game, because you blocked the key in with Satan, so there is no way to win without the cheat.

(*) If you’re unfamiliar with Tower of the Sorceror, this reddit thread should help. It’s a game laid out like an RPG but everything is carefully controlled so it is in reality a resource management game. DROD RPG is a good later iteration for Western audiences, and there’s roughly a gajillion of the games written in Chinese.

This one’s called Heaven and Earth Realm Aftermath. (Link to play online.)

ADD: After trying The Quest I can safely say it is an RPG. It’s basically Wizard’s Castle but the floors aren’t completely open and can have dead ends. You start with a lamp and you can shine it in various directions. I fought a minotaur, ran out of arrows, and then found myself stuck on the option to use a flare (which shows information about the minotaur) or to use bribery (which didn’t work) so I had to reboot the game. I found a gemstone in one room, left, came back, and then found a completely different gemstone in the same room. This seems to be just as broken as Orb and I apologize to the RPG chronobloggers for finding this.

Where I softlocked after running out of arrows. The game doesn’t give you the option for sword/armor shopping at the start like regular Wizard’s Castle does.

Posted June 27, 2024 by Jason Dyer in Interactive Fiction, Video Games

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Escape From Rungistan: The Japanese PC-88 Version   4 comments

I felt compelled, after last time, to try playing the PC-88 version of the game all the way through. I come bearing screenshots and also curious differences between the two games.

The compellation came because of a conversation I had with Leigh Alexander, who made a video on Rungistan as part of her Lo-Fi Let’s Play series. She wrote the author, Bob Blauschild, and he wrote her back.

Bob wrote that he was wondering “why computer games were so expensive” so tried out Wizard and the Princess, and ended up going through all the graphic adventure games at the time. He ran out of options so wanted to make his own, so with Raiders of the Lost Ark in mind, he came up with using “action sequences and moments of possible panic”.

He also sheepishly explains the graphics were based on technical limitations at the time. The fascinating thing about the Japanese versions (all made in 1986) is that they do not have the same limitations, but they went with black and white anyway as a style. I realized I wanted to see what it looked like all the way through. This is the remake Bob never asked for but got anyway.

The parser commands are roughly the same as the Apple II game, but the distance between exactly and roughly can cause massive headaches. Right at the start, you still need to call the guard asking for food. In the original I could go

CALL GUARD
SAY FOOD

and it worked just fine. In this version, you need to type

CALL GUARD
WANT FOOD

which was enough to throw me off for a long time. The encounter with the child is still the same…

…but to dig a hole, rather than DIG WALL / WITH SHOVEL you simply can just DIG WALL.

The layout is slightly different here. Rather than spotting the snake before doing the jump over the ridge, you do the RUN and JUMP first, and there’s no “approaching ridge” timing puzzle where you have to type JUMP before the oncoming line gets too close. I can see why the bitmap style doesn’t make the moment work any more.

The snake then can appear anywhere in the desert, including at the knife. Rather than a “slither” motion the snake sprite just slides right to left.

The bear is functionally identical, although it certainly looks rather different.

The skiing segment is in, but rather than a “oncoming 3d” look, you are controlling your skier+ from above. It is notably easier here than it is in the Apple II version. (On the M88 emulator, for anyone trying it, control is with the number pad rather than regular arrow keys.)

This is followed with more or less the same area with the saloon as before, including trees you have to look at closely. The dynamite event doesn’t have the visible fuse moving, but you still need to pour water; rather than the egg dropping from above dropped by a flying bird, you catch it from a tree.

The code with the fragments used to open the lock is done exactly the same, including the parser syntax.

The raft puzzle took me a little while. You’re supposed to GET DOOR from outside the saloon first (not DOORS, DOOR) and then MAKE RAFT and finally RIDE RAFT while at the river (you can’t make the raft early, and USE doesn’t work like it does in the Apple II version).

The farmer puzzle is the same, the planes still fly overhead (as sprites now), and the cat still has a magnifying glass.

The almanac’s description, instead of randomly mentions it includes eclipses, specifically states there will be a solar eclipse today. Unfortunately I had trouble figuring out a syntax; PREDICT ECLIPSE no longer works. TEACH ECLIPSE does, though.

The gas station and house with the mailbox are the same. It’s a little easier to tell the writing is writing.

The plane puzzle works the same, except you need to FILL TANK while outside the airplane first as opposed to inside the plane (fair).

The dynamite puzzle is in; the sign that tries to misdirect you the wrong direction is not. The booze you hand over as normal, to reach victory.

While the graphics are certainly slicker-looking the loss of animation does seem to be a bit much. In retrospect, I’m not sure if all the animations would replicate in any other style; the fuse “snaking back” on the dynamite really is only effective with an absolutely clear wavy line erasing dot by dot. The snake, additionally, needs to be both simple and easy to predict to get across its full original effect.

I still salute the effort put into this, and if you (the one reading this) are really stuck on the skiing portion of the original game, maybe you should try this version instead. Just remember to GET SKI, not GET SKIS while in the cabin even though you’re picking up a pair. (?? I assume this is because of something in Japanese, can anyone explain?)

(The skiing you can see in the video above animated up to a crash; the video stops there with a loud beep.)

Posted June 26, 2024 by Jason Dyer in Interactive Fiction, Video Games

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Escape From Rungistan: A Shortcut Through Nuggyland   3 comments

I have finished the game, and my prior posts are needed to understand this one.

The plane kept being obnoxious. Lucian Smith gave a hint in the comments that I was genuinely just missing some information. Having no idea what that information was, I combed through the entire game, and had no luck.

I didn’t want to look at a full walkthrough, so I checked for any books from the 80s that covered the game. Kim Schuette had, but I’ve used his book plenty of times before, and I came across one I’d never cracked open.

From the Museum of Computer Adventure Games.

I did find out what I was missing — and I hope you all are as infuriated as I was — but first I did want to spend a little more time on the book itself, because it was published in 1984 (after On-Line became Sierra On-Line, but before King’s Quest 1) and it rather delightfully includes some contemporary thoughts about these games which are not exactly congruent to modern opinion. I’m just going to wander through a few of these and then we can get back to Rungistan.

All the games can be played with either a monochrome or a color monitor. If you have a choice, you will probably want to use a color monitor to fully appreciate the fine pictures in some of the games.

I love the advice that you need to go out of your way to upgrade to color. On a number of the games the authors again emphasize they play particularly well with color (Rungistan, the book says, works fine on a black and white screen).

In the area of hi-res puzzle solving adventures, Sierra On-Line stands out. They offer seven of these adventures, far more than any other company. The graphics and playability are uniformly good.

Uniformly good, eh?

Time Zone is a crowning achievement in adventures. Both the puzzles and the graphics are of the highest order-and there is enough here to keep you busy for quite a long time.

I probably liked Time Zone more than anyone who has played it in a long time, but it is boggling to me even in 1984 to claim the puzzles and graphics are of the highest order.

The game includes some simple animation. The full screen can change several times for a single move, to give you the feeling of actual motion. This is fun for a few turns, but it becomes repetitive and boring fairly quickly.

This is about Mask of the Sun, which the authors also found brutally hard. They linked Rungistan’s animation, which they called “top-of-the-line”. Sherwood Forest, which we haven’t gotten to yet, incidentally wins the “fast graphics award” for quick load times.

Speaking of Rungistan, let’s get back into it–

I was struggling to control a plane, and went off to look for directions. It turns out they are here, at the mailbox:

You see that line on the ground? I did suspect already it was something, and ran through

LOOK LINE
LOOK GROUND
LOOK MARK
LOOK FLOOR
LOOK VALLEY
LOOK ENTRANCE
LOOK DOWN

and even, yes

LOOK WRITING

and in each and every case, the game responds I DON’T UNDERSTAND. (Except LOOK DOWN, where nothing happens, I don’t know why.) I discarded the line as just a graphical feature.

The book I mentioned, bafflingly, mentioned graffiti. I went back and finally hit upon LOOK PATH:

aaaaaaaaaaaaaaaaaaaaaaaaa

The graffiti has the word “NESSEN”, which is simply directions for the plane. So type N, E, S, S, E, N after FLY PLANE, and you’ll land safely.

This is nearly at the end. There’s a blockade of boulders, where, mysteriously, the dynamite that previously explodes in your hand now will pause after you light it, letting you THROW DYNAMITE and get away as there’s a fuse-shortening animation.

Step away, step back: the road is clear. Then you head south to a minor trap.

Remember, you are facing south. It may appear “west” is the way you want but the directions are reversed.

I understood the trick but I wanted to see the death text anyway.

Going east, the correct way, is the final obstacle: a guard at a gate. Here I found I needed the booze-that-makes-you-go-blind, not the empty bottle.

LIFT GATE (which took a while to find) will let you plow to the end.

I honestly on the balance had fun, even given the moment of infuriation. But let’s talk about softlocks. It’s the same sort that show up in the biome journey of Wizard and the Princess, but made even more aggressive.

I’m acclimated to the games of this era (much like the four authors of the book who have nothing but praise for the early Sierra games) so I was immediately planning and expecting that a biome journey would lend itself to such behavior. With the bottle at the very end, which could have tripped me up, I already had two save files running with the anticipation I’d need either one or the other. I was even anticipating the possibility of simply having to repeat the game: that was how it went sometimes, just like replying the early levels of an arcade game. Solving the game isn’t about the immediate moment, but correctly choreographing an entire sequence of moves.

I am still fully aware it is not a wise design choice. It does lend itself to some unique effects — every choice is a tradeoff rather than fully good or bad — but I have a hard time imagining where I’d use this kind of linear softlock in a modern game.

As a historical artifact, I do want to emphasize the animation in Rungistan is integrated in a novel way; Mask of the Sun approached the same ideas but not as fully. I’m especially curious what Bob Blauschild has in store for his other 1982 game, Critical Mass, which switches the action to color.

From Mobygames.

BONUS POINT 1: As observed in the comments for my last post, this doesn’t really seem to be central Africa (as the instructions say) or any continent in particular given the “-stan” ending and the sahuaro cactus and the El Presidente reference and so forth. (Tucson has Mount Lemmon so you can go skiing, technically. In the deep winter.) The game leans into the smörgåsbord-of-locations idea heavily enough I suspect identifying a continent was a late addition.

BONUS POINT 2: This was published in Japanese by Starcraft for various systems. The screenshots are neat; they took black and white as a style rather than a fast-Apple-II-animation restriction and ran with it.

BONUS POINT 3: SouprMatt from Mastodon shared a story I wanted to pass on:

I remember this game very well! My late father played all night with one of his friends, and got to the end, only to realize they’d failed to pick up an important item early in the game. My father, instead of re-doing the entire game, figured out how to hack the save-game file and put the item into his inventory. Then reloaded the game and finished it!

Posted June 25, 2024 by Jason Dyer in Interactive Fiction, Video Games

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Escape From Rungistan: Flying Blind   7 comments

(Continued from my previous posts.)

Part 3 starts at the side of a river. I had a mouse, catcher’s mitt, bottle of booze, egg, and stick of dynamite in hand.

The river is immediately next to a farm. This is the first (and possibly only) Time Zone-esque “big regular grid” map of the game.

Before you get anywhere, though, you potentially die of hunger.

The egg (caught raw out of the sky) works: it is described upon being eaten as a “GOOD EGG, AND GOOD FOR YOU!” You might the think the crops in the field work but the farmer grows poisonous rutabagas.

You can meet the farmer himself who “LOOKS TIRED FROM HARVESTING CROPS” and HELP FARMER.

This is unconventional parser use but I managed to run across it anyway. I don’t think I’ve ever made a term for this kind of situation; I suppose a scenario puzzle will do. That’s where you have details line up to put the player in a specific (possibly cliche) situation and they simply need to react accordingly. Hezarin had a bit (which I did figure out) where you are prompted in a way encouraging you to SURF.

Now you’ve virtually overshadowed by this, arguably the best breaker of the millennium. What about it?

>SURF

You hold the plank out in front of you and throw yourself flat out on it.

Hezarin had another bit (which I most definitely did not figure out) where you were supposed to CHIMNEY up a shaft, which I think was the author invoking a similar logic — this was a situation they know what to do with just from scenario recognition, but not everyone has mountaineering experience.

I bring up all this because we’re going to have another, much more outrageous scenario puzzle shortly.

Moving on: we’ve eaten our egg, gotten some money for harvesting poison rutabagas, and can travel on a road. The road eventually leads to a cat holding a magnifying glass.

You can trade the mouse to the cat for the glass, and then use the glass to light the dynamite.

THE DYNAMITE BLOWS UP IN YOUR HAND.

This might be helpful if you could light the fuse with the dynamite on the ground, but the game doesn’t let you, so I’m not sure what to do here. I haven’t found a good candidate for exploding yet anyway.

Moving to the west is a guard tower. There’s a helicopter that loops overhead (as an animation) and you have to wait for the helicopter to be positioned near the guard.

Incidentally, all along this section there are sometimes guard planes; if you see one you need to just walk the other way, and then go back. The plane will be gone.

Past the guard tower is a plane on the ground.

North of the plane is a gas station, and the game lets you BUY GAS, but you don’t have a container for it.

This is true even if you’ve drank the booze way back when you first found it leaving you with an empty bottle. (If you wait until after the river trip to drink the booze, the effect is incidentally much different, but we’ll get to that.)

The trick here is to first find an ALMANAC off one of the roads (none of the other roads have such a side exit, so this is a “secret item”…

…and south past where the plane is parked into a “jungle” area. Go in too far and you’ll be hustled into a pot.

I’ll link my discussion of cannibals here and leave it at that.

This is the second scenario puzzle. In such a position the cliche is to impress the natives (this happens in Return of the Jedi, for instance, where Luke levitates C3PO to impress the Ewoks). We’ve got an almanac with information about eclipses. So:

I get where the author was going with this given the comedy aspect, but could we have one African game (aside from Egypt) that’s cannibal-free? Erf.

Moving on, if you fill the plane with gas you’ll still get a message that you need a pilot’s license to fly, nevermind we’ve cared about other local laws being broken before. If you walk back to the gas station and go west you can find a guard’s house, and in the mailbox you can find the pilot license you earned by reading that HOW TO FLY book way back at the start.

The absurdism is great, and I’m guessing people did not get seriously stuck here. Checking a mailbox is much easier than predicting eclipses.

Finally with the gas filled in and the license in hand you can FLY PLANE. And if you’re like me, die shortly after.

I have found this section baffling. Upon takeoff, typing N shows a level horizon. You’ll get banking if you type E or W:

If you bank in the same direction more than one turn in a row you turn the plane upside-down and crash. If you type S while level N you try to do a 180 degree maneuver and crash. From the banking W, you can only safely type either N or S.

But what do all these directions mean? They seem to be relative to the plane itself, so N is just “move the plane forward”… maybe? But if you do W then S you also have a level plane horizon and can keep going S, but you aren’t driving the plane backwards.

Also: where am I flying to? There’s a button that lowers gear and you can LAND PLANE while fuel starts running out, but every time I’ve tried it I have crashed in the desert. I assume I need an actual airport or some analogue. There’s no way I can find to look at the ground and spot landmarks, so I am flying blind. My best guess is to go in the direction of El Presidente’s budget cuts and the cat and keep flying that way, because maybe the road picks up again (built from both ends like the Chunnel, possibly).

However, I still am not 100% sure which way the plane is facing on take-off, and what the actual effect of the “E” and “W” are in terms of positioning, and if “one turn flying = one space moved on the regular map” or any of those things. I feel like maybe I’m missing some information here.

You can incidentally literally fly blind. I mentioned the booze you could drink upon initial discovery leaving an empty bottle. If you wait, the booze makes you go blind instead. If you drink while in mid-flight, you crash.

I have two save files, one with a empty bottle and one with the full booze, and I have to keep going in parallel until I figure out what the item is for.

Posted June 24, 2024 by Jason Dyer in Interactive Fiction, Video Games

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