Archive for the ‘inca-curse’ Tag

Inca Curse (1981)   8 comments

The founders of Artic Computing (Richard Turner and Chris Thornton) made their first adventure game (Adventure A, Planet of Death) themselves.

Richard had a friend (that he “met on a sponsorship programme for Ford”) named Charles Cecil. Adventures B (Inca Curse), C (Ship of Doom), and D (Espionage Island) were all by Charles (and he stayed with Artic essentially until they folded in 1986). Charles later went on to found Revolution Software and produce adventures like Broken Sword, Beneath a Steel Sky, and the forthcoming-for-2020 sequel Beyond a Steel Sky.

(ADD: Gareth in the comments points out an interview which mentions the work process — Charles gave the design on graph paper to Richard who then added his own ideas and implemented the game, so he definitely should be listed as a co-author.)

We’ll get to C and D when we reach 1982, but let’s take a look at Inca Curse.

I went straight for the Spectrum version this time, although the ZX-81 version is slightly less blinky than Planet of Death (the screen flashing only happens when you hit the enter key as opposed to at every single keypress).

IN THIS ADVENTURE YOU FIND YOURSELF IN A SOUTH AMERICAN JUNGLE NEAR AN, AS YET, UNDISTURBED INCA TEMPLE. INSIDE THIS TEMPLE YOU WILL FIND LOTS OF TREASURE, YOUR AIM IS TO GET OUT WITH AS MUCH TREASURE AS YOU CAN. BEWARE, DO NOT LET GREED BE YOUR DOWNFALL.

YOUR ADVENTURE IS COMPLETE WHEN YOU HAVE RETURNED TO THE JUNGLE CLEARING WITH TREASURE.

Yep, we’re back to a Treasure Hunt.

I AM IN A JUNGLE CLEARING
EXITS ARE SOUTH
I CAN ALSO SEE :
A BRANCH

If you try to GET BRANCH the game tells you IT IS HEAVY WITH LOTS OF LEAVES (and you don’t get the branch).

The only other location accessible at the start is some TEMPLE STEPS and a door with a LATCH. If you could bring the branch over you could break the latch.

To get the branch you need to

>CUT LEAVES
OK..

which makes no sense as a verb given the player has no cutting tool! Not only is the player being asked to refer to a “second-level” noun inside the noun, but “GET LEAVES” or “REMOVE LEAVES” don’t work even though they’re more logical verbs for what’s happening.

INTERLUDE

From an interview with Charles Cecil at Gameboomers:

Without doubt the film that profoundly influenced my first games, and many since, is ‘Raiders of the Lost Ark’. My first game for the Sinclair ZX-81 was called ‘Adventure B: Inca Curse’. It started off “You are in a jungle clearing” – that was the extent of the description. In my mind that jungle clearing had huge trees towering above you, dappled light shining through the canopy of leaves, the squawks of parrots, the distant roar of a jaguar. But all I wrote was “You are in a jungle clearing”. And years later when I was the head of development at Activision one of the producers came to talk to me, and he was very impressed that I had written ‘Inca Curse’. He told me that he remembered the game so well – how it started off in a jungle clearing, there were huge trees towering above you, the dappled light shining through the canopy of leaves, the squawks of parrots, the distant roar of a jaguar etc. I realised at that moment the power of interactive narrative – and that he had given me much more credit than I was due!

I’ve somewhat had this effect before, where minimalist descriptions nonetheless convey a much deeper world than depicted in the prose, certainly moreso than the equivalent description in a novel…

…but not on this game! When I played this I never got visualizing past the branch. In the quote, not only is the visualization strong but the memory of it includes extra detail not in the original. I’m wondering if this is a “lost effect” from early games that can’t be recaptured in 2020 the same way — Inca Curse could easily be someone’s first or second adventure game, so it probably had some intrinsic magic to players.

END INTERLUDE

The finangling with the branch was an unfortunate way to start the game, but fortunately, the rest of the was (intentionally) fairly easy. The temple is structured into two layers. Here is the top layer:

The most important section is a FIRE ROOM with a FIRE, a LAMP, and a MAGIC RING EMBEDDED IN FLINT. You can SMOTHER FIRE (as long as you have a MAGIC BLANKET) and take the RING and LAMP along. You can then use a CHISEL on the MAGIC RING to de-embed it.

In the “SLAVES WAITING ROOM” you can find a HYROGLIPHIC TRANSLATOR used to read a sign further on:

Incidentally, if you don’t have the translator, you are told

I CANT READ IT….
IT IS WRITTEN IN SPANISH..

Clearly, this wasn’t a well-researched piece, but just to spell things out: a.) the Inca did not have a writing system, although they did have “talking knot” recording devices called “quipu” and b.) it makes no sense for them to be writing things in Spanish and c.) it definitely makes no sense for Spanish to use “hyrogliphics”.

If you ignore the sign and go down, you find you are in a SAND DUNGEON where a PORTHOLE LEADS DOWNWARDS. You can arrive in the exact same location from a SACRED STONE ROOM which has a sign warning of death if you GO WEST unprepared.

The only way back to the top level is if you have a ROPE and type USE ROPE. Otherwise, you’re stuck. (Well, the game did warn you.)

In order to go down to the next level, you need the MAGIC RING from back in the fire room and a BLUE STONE that happens to just be lying around. (There’s also a RED STONE but it appears to be useless. ADD: Lee Parker mentions in the comments there is a particular passage in the lower level not visible unless you’re holding the red stone. There’s no indication you’re “solving a puzzle” as this is happening and I’m guessing a lot of players missed it.) If you don’t have these items and try to go down the game says YOU ARE NOT CARRYING THE CORRECT POSSESSIONS. Otherwise:

In any of the “Maze” rooms a wrong direction will loop back to the same room.

This is essentially just a big maze. All the treasures are here, and there are no puzzles whatsoever (except for the maze itself). There are eight treasures in total, all golden (golden knives, golden brush, gold coins, golden statue … you get the idea).

Winning requires, simply taking at least some treasure to the jungle clearing at the start.

I was doing the typical thing of having a big pile awaiting liberation, so I was startled because the game ends immediately upon reaching the exit. Also, you can carry at most 6 inventory items, but remember there are 8 treasures, you have to leave some of them behind.

The only reason this works structurally is the upper level-lower level format — if there was a treasure or two “in the open” at the start it would be too easy to end the game with “success!” immediately. (This also makes Inca Curse feels a little bit like an “optimizer” game akin to Mystery Mansion, except the treasures essentially all being “in the open” once the lower section is reached makes it almost more a shopping trip than an optimizable puzzle.)

I did have a much more enjoyable time with Inca Curse compared to Planet of Death insofar as I didn’t get stymied by a parser issue every other turn. The author was clearly trying to build more of an environment than a puzzle game. However, this did result in empty sections…

There are no objects here, or descriptions past the room titles.

…which I think may have heated up the imagination of a 1981-era player, but felt to me kind of meaningless.

Still, I don’t think my time was wasted, and if you’d like to try exploring yourself, the ZX Spectrum version is easy to play online. (There’s also a forthcoming Android version made with permission from copyright holder; I’ll post about it when it goes up.)

We’re going to stay in the UK just a bit longer. While the home computer scene was just starting, the mathematicians at Cambridge University were still busy cranking out long and difficult puzzlefests, and in 1981 they produced what is arguably their largest game.

Posted January 13, 2020 by Jason Dyer in Interactive Fiction

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