Archive for the ‘ghost-town’ Tag

Ghost Town: Finshing the Game, aka Witnessing An Increasingly Bad Series of Design Decisions   7 comments

From the Electron version of Ghost Town, via Moby Games.

I have sympathy for Scott Adams here.

Adventure games were just invented as a thing. He managed to be ahead of his time with plot and puzzle integration (The Count) and participatory comedy (Mystery Fun House). This is despite the fact it wasn’t at all clear what would work and what wouldn’t.

A lot of what he tried in Ghost Town didn’t work.

This was partly, as I mentioned earlier, due to the structure. There aren’t many geographic bottlenecks, and not a lot of ones having to do with items, either. Essentially, the whole game is open, and finding all the treasures is a matter of prodding at every location until the obscurities reveal themselves. This deflates the implicit plot tension which comes naturally to adventure games. Again, I can hardly assign blame here; the idea that the structure of gameplay itself is plot is still often overlooked by those studying narrative.

Also, the attempt at making a “hard game” ran into a system that was not robust enough to handle it. A good difficult puzzle often requires a responses to a large variety of different verbs and more textual feedback than the Scott Adams system could manage.

Finally, one of the puzzles was uniquely, breathtakingly bad. It was the last one I solved, so I’ll get to it last.

I. The Ghost Piano Player

I mentioned last time that in the saloon, there was a ghostly piano player that would ocasionally appears. Also, a voice would sometimes whisper “Vain…” I definitely tried to put the two things together, but I was thinking “vain” in terms of appearance; however, the word can apply to abilities as well.

Ghost stands, bows, vanishes!

The ghost leaves behind a map, which hints at the location of a gold nugget.

I’ll have to give props for this one – the hint ended up being reasonable, and the only two plausible synonyms (APPLAUD and CLAP) both work. I got stuck mainly because I got hung up on a particular definition of “vain”. (This is also another one of those scenarios where only the parser works for the puzzle.)

Having said all that, this puzzle turns out to be entirely optional for walkthrough purposes – the hint off the map you get can just be used outright without interacting with the piano player at all.

II. The Ghost Violin Player

The game has a day-night cycle; after SUNSET everything goes dark and you need a candle to see. If you sleep in a bed (which you can summon up at the hotel) you can wake up the next day, but then find that in the saloon a pair of “worn out violin strings” has appeared. This is a hint that there’s even more ghostly happenings at the saloon.

Particularly, if you walk in the saloon after dark, there’s something that gets scared and leaves. If you enter wandering in the dark, there’s no such message. You can >LISTEN and get the message

very pretty

which could possibly be a little more helpful? Especially because the right action to do is DANCE:

very pretty
I won a prize!

which yields a silver cup, one of the thirteen treasures of the game.

This one is … marginal. I like the tie-in with the day-night cycle, and I like the general idea of a ghost that avoids the light and that you can never see at any point in the game, but the actual action required is fairly cryptic (ties in with “Vain” again I guess) and “very pretty” is just a little too minimalist to fully convey the scenario.

III. The Second Hidden Exit

I had felt clever, but in a somewhat meta way, for noticing that in this room …

I’m on a ridge above a narrow ravine I see mountains in the distance.

… you got a special message for GO RAVINE …

Sorry I can’t
its full of sage brush, tumbleweed & is impassable

… which indicated BURN RAVINE was possible, then allowing entry.

Except there’s *two* exits. I had indeed tried GO MOUNTAINS


which is the game’s universal prompt for saying something like WITH HORSESHOE. I thought, perhaps, I could do some climbing with the horse? In any case, while I had the sense there was a second secret exit, the parser led me to believe it was via use of item. I had to look this one up: it’s simply JUMP RAVINE

I’m on a ridge above a ravine

Obvious exits: West

at which point, my approximate reaction, rendered in letters, is ARRGGRAGRARGHGARGAGHGRGRFGRHM. At this point I shouldn’t be surprised at an inconsistent parser message leading me down the wrong path, but this one broke all trust I had in the game.

This was additionally painful in that in the real-life analogue of the situation, or even nearly any videogame rendition, there would be no puzzle here — it’d be clear there’s another path and you just need to get over the ravine to get there.

IV. No Really, It Gets Worse

Early in the game I had found, in the “telegraph office” which contains a safe and a telegram machine, that the safe could be moved revealing “2 loose wires”.

I’m in a Telegraph office

Obvious exits: South

I can also see: Telegraph key – 2 loose wires – Large safe

These wires can then be taken, although I was never able to find a use for them.

Again, I ended up needing hints, at which point I found out by taking those wires, I had lost the game.

Mind you, there’s no “snap!” message or the like when taking the wires, or even indication they are attached to anything at all. It turns out if you SPLICE WIRES or CONNECT WIRES you get “spliced wires”. The game is still unclear as to what’s happening, and even after beating the game I still don’t know. What I do know — and this comes entirely from just checking the hints — is that if you drop the keg of gunpowder in the room, and then set off the telegraph from afar, it will set off the gunpowder and blow up the safe.

This is true even though the splicing happens before the keg of gunpowder is set. I guess somehow the wires set off sparks? Why would they be behind the safe? Why would taking them “sever” them so easily? Why are the wires there in the first place?

V. By This Point My Resistance to Hints Was Nearly Zero

I knew I was eventually destined to ride the horse in the stable. (I get the impression that the horse *isn’t* that of the main character, which raises the question of who was maintaining the health of the horse?) I already mentioned my confusion regarding the RIDE verb; when attempting RIDE HORSE the game responded that I “may need to say a magic word here”.

I assumed this would be a magic word taught elsewhere in the game. It is not. You’re just supposed to have watched a bunch of old Western movies and guessed:

after a long ride
He bucks, I’m thrown
he rides off without me

I’m in a hidden canyon

Obvious exits: none.

I can also see: TeePee

I know the baseball maze in Zork II gets constant flack for being the epitome of culture-trivia-knowledge puzzles, but to be fair, that puzzle is perfectly solvable without understanding the baseball references at all (I’ll refrain on giving further detail until I make it to 1981 in my sequence). The “magic word” here, on the other hand, is almost literally a trivia question.

VI. I Was Not Exaggerating When I Used the Term “Breathtakingly Bad”

Presented without comment,

I’m in a teepee

Obvious exits: North.



it worked!

I can also see: Indian ghost

I see
nothing special

Geronimo says: “Its easy! Happy Landings!”

… at which point you get teleported back to the stable and ….

I’m flat on my back in a manure pile

OK, maybe a little bit of comment. In old Western cartoons (and other media, I guess) it used to be a thing where the only word Native Americans would say is “How”. I have no idea why this was so common. My first association with Native American languages is the Code Talkers where language was used straight-up as a “code” during WWI and WWII because it was too complicated for the opposing armies to decipher; almost the exact opposite of the stereotype. Even though people were aware past Native American depictions were a touch problematic by the time this game was relased, the “How” trope didn’t seem to bother the general public well into the 1980s. I’m not blaming Scott Adams here — none of the contemporary reviews seem to have even a whiff of the issue; it was just applying the same trope everyone else did. Geronimo’s coherent response in English and the subsequent landing in the manure pile might even be considered lampshading / aversion. That doesn’t stop the puzzle from being very bad.

Posted June 16, 2018 by Jason Dyer in Interactive Fiction

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Ghost Town: Miscommunications   3 comments

From The Book of Adventure Games by Kim Schuette.

I’ve had two major breaks from clearing up some misunderstandings related to the parser.

1. There’s a “Jail” that can’t initially be entered.

Sorry I can’t
Doors closed, windows barred!

I tried some commands like OPEN JAIL and UNLOCK JAIL only to get the response “I don’t understand your command.”

Later, essentially by accident, I tried OPEN DOOR.

with what?
Inside bolt is latched!

Even though entering the jail says “doors closed” I didn’t occur to me try referring to the door directly, since there’s another door leading to a barbershop in the very same location so OPEN DOOR is an ambiguous command.

In any case, I had found a magnetized horseshoe earlier (there’s a compass that points to it if you USE COMPASS while the horseshoe is nearby) so I thought it’d be worth a try following up the “with what?” question:

Tell me what to do ? with horseshoe
it worked!

I was then free to enter the jail:

I’m in a jail.

Obvious exits: NORTH.

I can also see: *GOLDEN DERRINGER* – Locked door

You might remember the gun from Pyramid of Doom being entirely useless. The derringer is not useless, but it is, of all things, a water gun.

shoots stream of water

2. There’s a scene in a stable where you get on a horse called ‘Ole Paint.

I’m on back of ‘Ole Paint

Obvious exits: Down.

I can also see: *SILVER SPURS*

RIDE is a valid verb, and takes a direction

Tell me what to do ? ride
Give me a direction too.

You can RIDE DOWN and then keep using RIDE to move around the town. I initially assumed I somehow had the horse with me, but no: the game is just taking the path of least resistance in checking if your commands make sense, and you aren’t riding anything at all. (Really, I should have spotted this, but I went on a “test ride” only once and didn’t think about it after.) If you instead do RIDE HORSE, essentially ignoring the syntax suggestion the game itself made, you get a different message:

Tell me what to do ? ride horse
may need to say a magic word here

After a bit more fiddling, I decided to wearing the spurs and SPUR HORSE.

He bucks, I’m thrown

I’m flat on my back in a manure pile

This turns out to be helpful because the kicking horse broke open an entrance to a hidden room, where I found a keg of nails. You might remember last time I needed a container for some gunpowder, and the keg indeed works. I haven’t been able to use it yet without blowing myself up.

Scott Adams promoting the game. From 80 Micro, July 1980.

Posted June 13, 2018 by Jason Dyer in Interactive Fiction

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Ghost Town: The Hidden Candle   2 comments

I’ve made progress, although it took a bit of meta-knowledge to do so. (Complete spoilers follow.)

Via Bonanza.

The last map I made marked a particular room:

I’m on a ridge above a narrow ravine I see
mountains in the distance

Some obvious exits are: NORTH

I noticed >GO RAVINE told me

Sorry I can’t
its full of sage brush, tumbleweed & is impassable

After a bit of thought, I took some matches I had and applied them.

I should note this is similar to the point on Strange Odyssey where I got stuck because I could take an exit that was in the room description, rather than in the list of objects. This time, explicitly thinking of that moment, I didn’t have the same issue. I’m learning! (… to solve brutally difficult early 80s text adventures. I don’t think that can go on my resume.)

And look, a mine! Finally, some geographic suspense? (Alas pretty much not, you’ll see why in a moment.)

In any case, before going down into the mine, I found taking the “Sagebrush charcoal” and mixing it with “Powder” and “Crystals” I found earlier let me get gunpowder. Unfortunately, I don’t have anything to carry the gunpowder around with, although I can think of at least two places where it might apply.

Going down into the mine led to darkness.

Lighting a match led to a long message about the match being lit, then going out. At this point I was *very* suspicious of a bug.

You see, I had decided I had suffered enough with TRS-80 emulators, and tried playing on something called ScottFree which will allows running the Scott Adams data files directly in a modern operating system. With the match, there didn’t seem to be any reason for the pause unless something was being displayed on the screen, and my danger-instinct kicked in that my interpreter was, alas, failing me. Switching back to a TRS-80 emulator (as seen in the screenshots above) resolved the issue.

Still: the match went out just the same; I could see the bullet and another exit down, but that was it. Having done enough games where wandering in the dark was a valid strategy, I decided to risk going down and checking again with a match.

Huzzah, a light source! Unfortunately, the very next room of the mine seems to be a dead end, so I landed in the same place I started – with no obvious blank spots on the map to fill in.

I did find something else interesting with the candle.

First let me mention there’s a “saloon” early on that includes a mirror that is fixed into place. There’s a narrow time span (marked by a bell sounding) where a ghostly figure plays an equally ghostly piano. I am unable to interact with either, however.

Later, after enough time passes, sunset falls and the town goes dark. A candle is needed to see anything. If you stand outside the saloon you can hear music inside, but if you go in with the candle still lit, whatever it was gets scared and disappears. (If you don’t have the candle lit, you can’t see, so it still isn’t helpful.) I’m not sure if the piano player is back, or there’s some other ghostly activity going on.

To top those things off, randomly throughout the game (from the very first turn) there’s a ghostly voice that keeps whispering “Vain . . .” This suggests something to do with the mirror in the saloon, but no matter of dancing or preening or gazing intently seems to be of use.

Maybe the *ghost* is vain? I still have no way to interact with them, so I don’t know what the ramifications of that would be.

Is there anyone out there who has beaten this game without hints before? (I don’t want any yet, I’m just trying to gauge the general spiciness of the game.)

Posted June 12, 2018 by Jason Dyer in Interactive Fiction

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Ghost Town (1980)   Leave a comment

After the frenzy of six games Scott Adams released in 1979 (two essentially written by other people) he took a little time before releasing Ghost Town in mid-1980.

Via the Museum of Computer Adventure Game History. The first 12 Scott Adams games were given a “gold” edition both on tape and on disk.

As you might have guessed, it is Western themed. You’re tasked with finding 13 treasures in a town that appears to be empty. (How you got there and how you plan to get out are unclear, although there’s a horse in a stable I’m assuming is supposed to be yours.) In addition the traditional 100 points from adventures, this game has 50 bonus points. The general feel is pretty mysterious, so this might not be a standard treasure hunt.

I haven’t gotten deep enough to make many conclusions, but I don’t feel the same pull from this game that I do from the others. I’m still theoretically fine with a plotless gather-the-treasures experience — I enjoyed both Strange Odyssey and Pyramid of Doom — but they both were presented in a way that made exploration appealing. Strange Odyssey has you landing on a planet and finding an alien device which clearly lets you go places, although it took enough experimentation to figure out how it works it makes travel feel like a reward. Pyramid of Doom starts at the bottom of a structure and works up in a way that made me interested in what was around the next corner.

Ghost Town starts with what appears to be a “complete map”, with no obvious missing places other than a “jail” that is locked up. I can’t wonder what’s behind X because I don’t even know what X is.

There’s a piano playing ghost that appears in a saloon; a rattlesnake at “Boot Hill”; a shovel I’ve been able to use to dig up two items; a hotel room with a bed that only appears when you ring a bell. There’s not a lot of traction to grab onto here.

I’m not sure if there’s a good word for this phenomenon. I don’t need my next quest labeled with an arrow, but there’s also no appealing blank spaces on the map to go for. Maybe call it a lack of geographic suspense?

In any case, I get the impression he was “writing for his fans” at this point, by which I mean “starting to make things extremely hard, since there were already enough easier games in the catalog”. This game (and the Savage Island games that follow) have definite Reputations.

Posted June 10, 2018 by Jason Dyer in Interactive Fiction

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