Archive for the ‘critical-mass’ Tag

Critical Mass: You and Your Flimsy Keyboard Won’t Stop Me   7 comments

I’ve saved the world. On my Apple II simulacrum, at least. Read my previous posts on Critical Mass here.

I was stuck on multiple things, but I went for the mini-game first. This involved water skiing in Miami, while passing to the left of green buoys and to the right of red buoys.

I had trouble with the game for a while, and had almost fully justified the game was impossible. My problem turned out to be essentially one of hitboxes. (These are the little boxes that register collision in video games, and they often don’t match graphics exactly in order to be “more forgiving” for players but also for ease of calculation.) The “front” of each buoy is only at a spot near the very start of the rectangle, and then you can pass clean through the graphic without issue.

So rather than thinking of the obstacle course as dodging to the left or right of things, I switched mentality to passing through the white-colored side of each of the buoys. I suddenly had much more success, although in some cases the turns are very tight.

The graphical settings are a bit off on this recording, but you can see what the sequence looks like, courtesy of AppleAdventures.

The whole point of the sequence was to win a beach towel. (Yes, this game has “dirt quests” just like Time Zone where you meet Julius Caesar only so you can steal his ladder. We had to carry chicken soup with us all the way from New York, and we couldn’t just obtain a towel from a store with money, we had to win it. The difference here is that the game is clearly taking a comedic bent to the whole approach.)

With the beach towel I could resolve one of my other issues, that of having the explosion at the boat. After GET GAS causes a spill, a simple CLEAN GAS and we’re able to take off at San Juan without blowing up.

This leads to an open ocean map and you can steer in the wrong direction and go forever. I knew from the tip in London that I needed to find St. Thomas, and eyeballing a real-life map it’s a bit east, so I just decided to try typing EAST multiple times, and fortunately it wasn’t long before I arrived:

St. Thomas isn’t large and consists only of one beach house. (That sort of simplification happened in Time Zone all the time, but here it’s just comedic representation of geography.) There’s a door where you can KNOCK ON DOOR and they ask who you are looking for. I tried RAND or MAJOR RAND (again, based on the London tip) with no joy.

My critical issue turned out to be this is the kind of game where learning information can open things up. Uncle Harry’s Will had a moment where you had to listen to a radio broadcast about an open route before a gate would actually be open; the causality doesn’t really make sense, but it’s trying to force a certain game-plot. Here, I’m not even 100% sure what the exact conditions are. I know on the save file I was using to get the screenshot I had not met the contact in London, so at the very least, this is a case of Major Rand not showing up until you are told Major Rand is going to be there.

I’m going to loop back to the things I missed (both London and Rome) and then return to St. Vincent shortly.

First, back to London. That Telex that stopped mid-word had more information.

I thought we were supposed to infer that this is convey that missiles are going to be used rather than bombs, and the rest is just unreadable. There are games where the player really is meant to just filling in the missing information themselves, but here you’re just supposed to SHAKE TELEX.

The message goes on to indicate the contact is at the bridge (so you don’t have to hit upon him randomly after all) and also a “CODEWORD” that is intercepted. It gives the letters SNE but then the screen goes black, and then the screen goes back on showing only the letters ED and the revelation you’ve had your (not-visible-in-inventory) money stolen.

You might recall the Krishna gave over money if we gave flowers, but I was confused why we needed to do that since the player has money from the start. This scene is why. Just make sure you get the replacement money after this scene.

Outside the telex there’s also been a “blunt instrument” left behind which turns out to be a telescope. I guess you just hit people with whatever’s handy.

With the telescope in hand, we can resolve the issue at Rome. You can’t ever go through the gate — fortunately I was catching on the vibe and didn’t waste too much more time here — but if you LOOK DOOR rather than LOOK GATE you can see a note.

Trying to look while not holding the telescope.

What happens if you are holding the telescope instead.

The bizarro thing about this sequence is we get told again shortly the exact same information. I assume this “unlocks” something in the sequence to follow, but it is nearly possible to skip Rome entirely. The only reason why not is that you pick up a flashlight at Rome (needed for a cave later), but I’m pretty sure they also sell those in airports.

With those gaps filled in — and with the key from Paris still unused in our possession — it’s time to repeat the Miami sequence, followed by the boat sequence, followed by arriving at Major Rand’s door.

We’ve found Rand, so we can ask about Stupertino:

The plot is deeply confusing. How do we know Major Rand wasn’t up to anything nefarious as opposed to Count Stupertino? Why is it that the energy company mentioned in the newspaper ties everything together in the first place? I assume the informant-shorthand conversation was meant to imply all these things, and for a bounce-from-one-place-to-another plot of Rungistan it’s fine to be brief about such things, but here the player genuinely needs to be investigating in the correct direction.

Nevermind: with this info in hand we can hunt for Martinique, again using the power of real-life geography. As far as I can tell there is absolutely no way to do this other than eyeball things, realize Martinque is southeast somewhat of St. Vincent, and do some guesswork.

I ran into Antigua first, which is north of our destination. I don’t know what other places are included, but I did run into a crash once so there’s clearly some bugs in the air.

From St. Vincent, 14 steps south with the boat, followed by going east until hitting landfall will work.

Stepping off on Martinque results in landing at a “topless beach”…

…and then eventually a cave.

Inside is where the “code word” gets used, combined with the idea from way back at New York where a door might respond to a voice command. Say SNEEZER.

This is the final area. There’s a giant gun on one floor, followed by the “evil Count Stupertino” on the next. He throws a dagger at you and you need to (in real time) type DUCK.

The Count runs away and you can approach the panel. The launch countdown is already going, but you can activate the giant gun from earlier using the key from Paris.

Then it’s just a matter of strolling back to the gun, waiting for the countdown, and playing a mini-game. You have to shoot down each one of the rockets as they launch (space bar to shoot, IJKM to move the crosshairs).

Get every single rocket and you’ll be victorious.

Yes, that’s it. No idea

1. What happened to the Count

2. Why the Count was shooting missiles

3. Why the fake-out with missiles instead of bombs

4. What connection this had with the energy company

5. Why one of the directors was dead but Major Rand was fine

6. Why the Count had no personnel manning the missile area other than himself

I still enjoyed this roughly as much as Rungistan, and it was even easier — it didn’t have anything like the safe puzzle, or the weird airplane directions, or predicting an eclipse. However, I can objectively recognize the plot doesn’t even make sense as a romp, and someone who was sincerely trying to keep notes of their investigation in the hope of putting the pieces together would be disappointed.

Rather than lingering on that, I would like to discuss a bit more the unique aspect to the game: the action sequences that happen without separation from the regular world. When the bomb arrives you need to pick it up and throw it, and there is no sense that the game mode has shifted at all; the same for responding to the thrown dagger.

When people talk about the leap made by Sierra with King’s Quest 1, the third-person view with character movement is often what gets referred to. But in essence, the real innovation is making the adventure “cinematic”, by adding real-time animations to everything and having the player respond in kind. While the scenes are limited, the Bob Blauschild games are a proto-version of that. A history of adventure games that starts with King’s Quest 1 is missing quite a lot — Sierra’s earlier text-adventure work, for instance — and I think the Blauschild games also form an essential building block, and the only reason the world isn’t animated even more is due to technical limitations. King’s Quest 1 could have worked (awkwardly) in first person, but King’s Quest 1 could never have worked at all if it was missing the connectivity between commands and dynamic animation.

Up next: our first German game of the All the Adventures project.

Posted November 8, 2024 by Jason Dyer in Interactive Fiction, Video Games

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Critical Mass: Where in the World is Carmen Stupertino   5 comments

(Continued from my previous post.)

Just as a reminder, this game involves multiple cities that are going to go nuclear, and we have to go globe-trotting to stop the mad bomber. (Or evil corporation; more on that later.)

The curious bit is that I made some progress in a manner that resembled one of the old Carmen Sandiego games, where I thought about the actual geographic location as opposed to solving a regular puzzle.

We’ll get to that, but first a quick note on the dating for this game. As I mentioned last time, I got the date from the Computer Adventure Solution Archive but didn’t know where 1982 came from. It comes from the disk label.

From the Museum of Computer Adventure Games.

I found an eBay auction with an Apple II disk that also had 1982 on it. The back on the box says 1983. While this might suggest a pure typo on the disk’s part, I suspect it was a matter of delayed production, like Kabul Spy which has some 1981 dates but was published on the 16th of February, 1982. We have that specific of a date because Sirius filed it as such with the US Copyright Office. Escape From Rungistan has a “Date of Publication” of June 2nd and The Blade of Blackpoole is listed as November 24th. The last entry was filed at the start of 1983 and there are no later filings from Sirius, suggesting they stopped bothering.

Enough lingering, we have criminal(s) to catch!

From the UN Building you land at you can go east to find a shoe store and and a deli. Between the two is an “alley” that has a thermos bottle. The shoe store says it is “closed” (I don’t know if it ever opens) and the deli says it opens at 10. Going a little further is Ajax Security Systems with a sign that mentions voice activation.

The door is locked. I don’t know if this means we are supposed to break in with a voice command, or if this is just a hint that there’s a voice activated door later that uses the system.

While the shoe store and Ajax remain unresolved (and may stay that way) the deli really does open at 10 and you can wait briefly before coming in. You then find out the store is only selling soup and you have to choose what kind of soup you want.

The thermos from the alley is required. Mm, alley soup.

I chose tomato, and the game lets you pick that (and then kicks you out of the store because the health board comes and closes it down). It turns out I chose poorly but I’ll get back to that.

To the west is a taxi, and it is always the same graphic.

I don’t know what this clue means yet.

You need to tell the driver where to go, and the prompt is open ended. Theoretically, the SUBWAY or the STATUE OF LIBERTY or the MET or YANKEE STADIUM are all possible, but you instead need to suss out where the game wants you to go. You need to think back to the envelope from the UN Building. It mentioned that the threatening message came from a pay phone at the Central Zoo, so maybe there’s a clue at the ZOO.

The music cues from Rungistan are still in, by the way. This spot plays “Mary Had a Little Lamb”. There’s also an anxiety-inducing tick-tick-tick as the time goes by when you aren’t typing anything so I was not playing with the sound on.

New York. Not complete in that I don’t know if the shoe store or the security store can be entered.

If you haven’t been able to tell yet, this game doesn’t even remotely pretend to be realistic representations of the various cities, but just have some stand-in places. So while Roberta Williams might have a lot of Zoo rooms that do nothing and are meant to simulate the feeling of being there, Bob Blauschild gets straight to business.

Just to the west of the elephant is a “junk food” stand. I tried BUY ICE CREAM and the game told me I was restricted to popcorn, potato chips, and peanuts. Attempts at buying the popcorn and chips inform you the stand is out, so only the peanuts are available, and they go straight back to the elephant.

Going east there’s the seal pond, and trying to step further results in an animated bomb bouncing on screen. You need to (in a timely manner) GET BOMB and THROW BOMB to dispose of it.

Further on is a man-eating lion cage, and a paper inside. Going in the cage is fatal, but you can GET PAPER / WITH BROOM (the lion eats the broom).

A clue! We can technically take the airport straight from New York to Paris, but our “contact” is in London so let’s do that first.

Unlike most of the airports, the London one has a few extra locations to visit.

First off is a Telex — that’s a teletype, like the old-timey stock market ticker. This drops some information that not all might be as it seems.

The specifically gives the warning that there are no bombs but rather “MISSILES TO BE LA…” (messages cuts off) Adjacent to the telex is a newsstand where the newspaper gives even more mystery.

To summarize, it mentions an industrialist (Renee Renoir) found dead, and he must have died the same day as the bomb threat. He was lead of a now-dissolved energy company, International Energy Limited, and the two other people involved (Rand and Stupertino) are missing, so it’d be useful to find them (or potentially, their dead bodies).

Finally, marking the game definitely as from the 80s, there’s a Hare Krishna. They used to be common at airports in the US before they were banned from prophesizing at terminals; there was a court case about it trying to argue for 1st amendment protection (they were decided to be “not public forums under the First Amendment”).

Their appearance is marked by the tune “We’re in the Money”. They were known for having flowers so I tried GIVE FLOWERS and and received money, which is odd, since I’ve been using money (to buy plane tickets, etc.) even though I don’t have them listed in inventory. I assume this gets used for a Serious Bribe later.

You can try KILL KRISHNA to which the game responds YOU MUST BE FROM N.Y.!

Now comes the taxi and the Carmen Sandiego part, since we were given no location for the contact. I tried BIG BEN and the driver told me the traffic was bad but how about Buckingham Palace. Sure?

The main vibe to catch onto here is that despite the fact we were given no directions to the contact, by finding some place in London to go we’ll be able to find them anyway quite quickly. Just one step is away is New London Bridge, and he’s waiting for us at the north. Here’s were the word LITHIUM (randomly on the wall at the start of the game) comes into play.

Connected to the same area we can go to Paris by train. The Chunnel wasn’t finished until 1994, unless I’m missing something this otherwise wasn’t possible in 82-83?

Here’s what likely is the entire Paris map:

The train lands us by a taxi, and this time we can either use the clue and go straight to the street with the Laundry place (on the paper we found at the lion cage) or we can just say we want to go to the EIFFEL tower and of course it is connected.

Inside, we can give our slip and find out while the pants are clean yet, they found a key inside that they hand over. I have yet to figure out what the key goes to, but it managed to form some drama anyway, as while trying to get over to the taxi (to go to Rome, the next destination) it falls into some sewers.

The sewers are easier to pre-map out before this, because when you pick up the key the sewers coincidentally decide to start dramatically filling with water. This is done in real time and you have to make your way back out in time.

Unfortunately, you aren’t out of the woods yet: you start shivering from cold and die quickly from pneumonia afterwards.

The trick is to — rather than picking up TOMATO soup earlier — pick up CHICKEN NOODLE. Because that’s what’s good for health, right? (It was a thing in the 80s, at least. As was the flowers thing. As was peanuts going to elephants. There’s a lot of “unrealistic common wisdom” puzzles going on.)

OK, Rome. This time I didn’t know exactly what to tell the Taxi. The newspaper mentioned Stupertino, but that doesn’t work for a prompt. I literally Googled “rome tourist” and started running through the list, getting a hit on FORUM.

Just to the east of the Roman Forum. Weirdly, not unrealistic for these two places to be close.

These are right next to the Stupertino Villa but it is locked up and I don’t know how to get in. The key doesn’t work.

The last threatened city is Miami, which is available flying from New York. After some noodling I was able to go to the BEACH.

There’s no clues or anything pointing to a mad bomber / missile launcher, but there is a water-skiing contest, and it uses the left and right arrow keys in order to steer through some buoys. I haven’t beaten it yet so I can’t tell you what the reward is.

Miami has one more destination: San Juan.

Going back to the informant’s message, they said Rand was at St. Thomas. So if we’re looking for Rand (or their dead body) we need to get from San Juan to St. Thomas, which is why I (successfully) tried out BOAT.

Trying to GET GAS for the boat causes some of it to spill, and disasterous consequences.

I could easily still be missing a location via Carmen Sandiego method, so I should do a screen just in case the Miami taxi also can visit the Everglades. Other than that, I’ve got the security and shoe stores I haven’t entered (New York) a villa that can’t be entered (Rome), a key I have yet to use (from Paris), a mini-game I need to beat (Miami) and the boat/gas problem (San Juan). No hints yet, please; if anyone has played this before, you’re welcome to speculate.

Posted November 7, 2024 by Jason Dyer in Interactive Fiction, Video Games

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Critical Mass (1982)   15 comments

One thing that’s felt unusual about the All the Adventures project compared to studying, say, short story authors, is the vast number of people in the early days “just passing through” and either writing one or two games. Even most relatively prolific authors have had their main work confined to a small span of time, so we can’t look at their works like we might cinema and compare Scorsese’s Mean Streets (1973) to Killers of the Flower Moon (2023). Other authors who have gone into games have just touched upon adventure games briefly. Yes, normal publishing (and cinema, and art, and etc.) also have one/two-hit wonders, but the nature of the genre here seems more transient. Even the Infocom veterans really produced most of their work in the 80s and the diehards like Steve Meretzky had trouble keeping the flame alight.

In the case of Bob Blauschild, before he wrote his two games for Sirius (Escape From Rungistan — which we’ve already looked at — and today’s selection) he worked in chip design, and after he was done with his games he resumed with chip design. He has other published works but they’re all things like a chapter in the 1990s book Analog Circuit Design titled Understanding Why Things Don’t Work.

In an early attempt to build an electric light, Thomas Edison used a particular construction that glowed brilliantly for a brief moment and then blew out. An assistant made a remark about the experiment being a failure, and Edison quickly corrected him. The experiment had yielded important results, for they had learned one of the ways that wouldn’t work.

Learning through our mistakes doesn’t apply only in the areas of dealing with IRS agents or meeting “interesting” people in bars — it’s also one of the most important aspects of the creative process in engineering. A “failure” that is thoroughly investigated can often be more beneficial in the long run than success on the first try.

But let’s not be wistful and just enjoy the game, eh?

From the Museum of Computer Adventure Games.

Critical Mass maintains the animation and sense of humor of the first game, except it adds color and an extra stakes of saving the world from nuclear annihilation.

On June 1st, the United Nations received the following message: “Good morning. Just thought I’d drop a line to let you know that precisely at 8 p.m. on June 9th, I’ll be destroying the world’s five largest cities with thermal nuclear weapons. It ought to be a real blast! Sorry, but that’s about all I can tell you. Thanks for your time and have a a nice day!”

The delegates gathered quickly. How could this demented person be found and stopped? The task would require someone who could understand how the sicko thought. Well, naturally, they thought of you! Hurry now, you’ve got just nine days to prevent this heinous crime and save 50 million lives! That is, unless you’ve got something more important to do.

I’m just trusting this one on CASA in terms of the publication date, even though the manual etc. say 1983. Likely it was right at the end of the year.

The red center animates ticking down. This is slightly less elaborate than the zoom-in of Rungistan but this may have needed to be a compromise for color.

The mushroom cloud is animated rising.

After the opening graphics the game asks you to flip over to side B. (Note if you’re playing on the WOZ version, AppleWin isn’t happy with the second side WOZ file, but the package comes with a DSK version.)

The envelope on the desk notes that a message was received at 1:00 in the morning on June 1: at 8 pm on June 5th, the five largest cities in the world will be obliterated by thermo-nuclear devices.

The call “was traced to a pay phone at the Central Park Zoo” but there were no clues, and we must “find a way to neutralize this treat”. Our first destination is a contact in London.

Just to be clear, this is not a “realistic” nuclear paranoia type game, like maybe Wasteland, but more of a James Bond setup where for some reason only one person can save the world. The scenario includes a great deal of emphasis on time, and there’s a long explanation in the manual:

Each command uses 1 minute.
Taxi Rides use 30 minutes per ride.
A boat on the Sea uses 30 minutes per direction.
A boat near Land uses 1 minute per direction.
Walking uses 1 minute per direction.
Time elapsed for city to city travel varies by type of transportation.
If you are knocked unconscious a certain block of time will pass.
If you do not enter a command within 10 seconds of your previous command, the clock will advance 1 minute.

The last sentence is highly significant: the clock advances in real time. With an emulator on max speed you can watch the clock advancing quickly to doomsday.

Yes, that’s a bit anxiety-inducing. I might be doing a lot of reloading to redo sections faster, although my general suspicion is that the real-time part is more or less insignificant but city travel time might be very important.

After reading the envelope, it vaporizes, Mission Impossible style, and then we have nothing else to do but hop in an elevator.

More anxiety-inducing than the real time aspect is having commands not get accepted and having the clock tick down as a result. You can’t just GO ELEVATOR so you need to PUSH BUTTON instead first.

The elevator says there is a “special command word” but typing GO DOWN seemingly works.

As you keep riding down, the elevator “has a nervous breakdown” and the number ticks down and lets you type more commands, but all I’ve attempted so far gets me a “you can’t stop it” response.

After some fiddling around (and trying the word LITHIUM from the opening room, which also doesn’t work) I decided to invoke a page from Rungistan and try JUMP, which works to represent you going into the air by the room-picture moving down. You need to time JUMP such that you’re in the air as the elevator hits floor 1.

A grim beginning! I enjoyed the author’s prior game quite a bit so I’m willing to give some latitude here even given the ticking clock (I have the magic of save states to smooth it over) although I suspect this might be a harder game than Rungistan.

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

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