Archive for the ‘ship-of-doom’ Tag

Ship of Doom: Won!   9 comments

I have completed the game; this continues directly from my previous post.

To clarify something on the video nasties from last time, 72 were listed for banning, but not all were prosecuted for obscenity; only 39 were. One on the list that was not only listed but prosecuted I was rather surprised to see.

Above is the trailer for Evilspeak. I always considered it one of the “goofy” horror movies of the 80s/90s era, along with Chopping Mall, Death Spa, and Silent Night, Deadly Night 5: The Toy Maker (because just one Christmas horror movie isn’t enough). It involves a child who is bullied at a military academy so he uses an Apple II to summon the Devil.

I’m serious. That’s the plot. (There is “Satan summoning” type imagery and some genuine gore.) It is hilariously dated now but it does give a good sense where the mind-space of the morality judges was at the time.

And yes, we’re going to get to how Ship of Doom got its association–

So I left off last time with a square microbattery, a coin, a laser coin, a hook, a torch, and a silver rod with a square slot. As Mike Taylor pointed out the microbattery really ought to go in the rod, but with INSERT failing, and PUT failing, and then a bunch of other verbs failing, I was still stumped. Of course I missed the fact at the time that PUT had set the item down, so I went through the correct verb and was sidetracked a while realizing I hadn’t actually tested the verb yet.

With the sonic screwdriver, direct from Dr. Who, it was time try to open the case with a key in it.

Unfortunately, I went through every verb on my verb list, with no luck. Then I went over to the key hole at the computer room and tried every verb again, still with no luck. After some severe bafflement I realized that the game does not recognize the word SCREWDRIVER at all. You have to refer to it as a SONIC.

pardon, need to go take a moment

OK. I’m back. No primal screaming here, nope. Why on EARTH would you accept the adjective and not the noun kljASFJGkjlj234

sorry, let’s try that again

OK. Breathe. Things did go better from here. It really would have helped had the game had a few more error messages — it isn’t really revealing much even if you’re typing a noun that the game doesn’t recognize. On top of all this the verb is a pretty odd choice, but at least I had it on my standard list: POINT.

Now the key goes back to the key hole, but before I show that off, let me give the result of using EXAMINE (or GAZE) at the key hole, and get an ad.

Fun! So with the key inside, it seems that a heater has been activated.

So we can go back to the frozen body, wait a beat, and see what happens when it is unfrozen.

The little girl is not helpful and if you spend enough turns hanging around she’ll strangle you to death. You should instead shoot the door and move on, although the game also lets you KILL GIRL if you want (spoiler: the whole ship is going to blow up anyway).

You can scoop up the knife in the first room you encounter and a mirror in a side room (which I’ll talk about later). While you are doing this aliens start appearing, akin to the dwarves in Adventure. You can SHOOT ALIEN to kill them or try to run away, and they may or may not follow.

Shooting an alien has a decently high chance of success, but you might just miss, giving the alien a chance to shoot back. The alien’s aren’t bad shots either so there’s essentially a random chance of guaranteed death.

Nearby there’s a laser beam which will trigger a security system if you try to pass.

I don’t know why CRAWL is an understood verb. Maybe the authors thought they were going to use it but thought better of it. It doesn’t work anywhere.

I got through by … EXAMINING it? I honestly don’t know what happened here or what this sequence was supposed to represent, but I saved my game and I didn’t have to think about it any more.

Yes, but why? Is Fred behind the scenes hacking the tech, C3-PO style? I sort of imagined Fred more like the robot from The Black Hole.

Moving on there’s a couple colorful scenes, including a human tied to a table awaiting androidization; if you release him, he’ll strangle you.

There’s also an android working on a ship attached to a rope, and you can chop the rope and the android will float away. I found quickly I could TIE ROPE to the hook I had earlier, and I spent a long time trying to get the rope to work in another scene with a switch in a control room.

The switch is a red herring; you’re supposed to instead go to a PIT ROOM (no other description) and realize it makes sense to THROW ROPE, and climb up to a higher level.

The aliens can appear anywhere, and sometimes one after each other in sequence.

You can use the coin from way back at the bank to get the drink from the bartender, but it knocks you out with a giant headache and you end up imprisoned. This is a good thing.

This is a good thing because you can use the mirror I mentioned earlier to cause the bars to “fuse” so you can escape. (I do not know why the mirror didn’t work on the laser beam earlier.) The verb here has to be USE; again my verb list came to the rescue.

This room represents the final challenge, and is essentially brute force. There are six button combinations, and each take you to a different place. Green-orange-red just ejects you into space which is not helpful. Red-green-orange and orange-red-green drop you back closer to your starting ship, which will be helpful in a moment. Red-orange-green takes you to a computer room.

Why do we even have that button?

Down brings you back to the combo room. I used orange-red-green to get back to the Map Room nearby where the key with the Artic ad was and it was a short trip back to the ship. I was unclear until I hit the escape button if starting self-destruct really had shut down the tractor beam.

Look, a passenger!

The game events seemed colorful enough but it came in really jerky jumps and starts due to me having to struggle with the parser every time I wanted to use it. The fact it was only two-word was really saved it from some unmanageable guess-the-phrase battles.

So back to those tabloids. In an interview Charles Cecil talks about people wanting to use swear words in his first game (Inca Curse):

I made my first game for the Sinclair ZX81 in 1981. That was my first commercial project; a text adventure called Inca Curse. I immediately learned about frustrating players. Players would type something like ‘look at man’, and the game would reply ‘does not understand ‘look at’. I know a lot of players would then type in expletives.

This causes him to get creative in his second:

I made sure my next game – which was Ship of Doom in 1982 – would understand swearing. You could type in any expletive, and the game would understand it. You could try out those expletives in the ‘Android Pleasure’ room. That was okay, until I got busted by The Sun. They thought games shouldn’t have pleasure rooms. I remember they ran the piece at the bottom of page three, which felt ironic really. It even went on to be discussed in parliament, as the Obscene Video Act at them time. If video games had been included in that act at the time, I would have been an extremely unpopular person.

Here’s the room in question:

If you “do the deed”:

SHE POINTS OUT THAT PERHAPS YOU WOULD BE MORE SUCCESFUL USING A SCREWDRIVER

This is what raised the attention of an alert parent who discovered their child in the room in question. The subsequent chain reaction of events led to a story in The Sun about the Pleasure Room —

Computer Game Nasty Zapped by the Sun

— which caused some returns from Whsmith. Artic also heard from a couple who bought the game expecting erotica and was upset to find a sci-fi text adventure. Others traders wanted the tapes specifically because of the notoriety; as Richard points out, despite the returns, they were able to sell out.

While the first-mover status (in terms of getting on the ZX text adventure market early) might have helped Artic, and along with the better art, the moment of news fame surely was the biggest boost, just like controversy over Death Race helped Exidy back in the 70s (which had stopped building new copies of the game already, but suddenly got an influx of orders after it became a scandal). They published five more adventure games following this one. I don’t know otherwise if they would have gotten that far.

Via Mobygames.

Coming up: A short Australian game involving a combination software distributor / jazz musician, followed by one of the most obscure games in the On-Line Systems catalog.

Posted July 23, 2024 by Jason Dyer in Interactive Fiction, Video Games

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Ship of Doom (1982)   8 comments

Does my hon. Friend agree that pornography is a drug, and a very dangerous drug at that, as it rots the mind and can persuade individuals to commit great violence and cruelty against innocent people?

Comment during debate in Parliament at the House of Commons, 28 March 1985

The 1987 ZX Spectrum game Soft & Cuddly was infamous for gauche horror imagery and being distributed with a barf bag. The advertising leaned into this; an insert poster distributed with the October 1987 edition of Crash boldy declared the game

THE FIRST COMPUTER NASTY

One of the tabloids — The Star — ran with it, quoting Mrs. Mary Whitehouse of the National Viewers’ and Listeners’ Association as saying “It is the product of a sick society.”

The British obsession with deviant media really kicked off in the 80s with the introduction of video stores, and the fact that videos were not covered under the rating system and so could be released uncensored. This led to a moral panic about “video nasties” (a term introduced in 1982) that included horror films being accused of spawning particular murders; the Video Recordings Act 1984 eventually led to a set of 72 videos being outright banned in the UK. These were not all recent videos and included, for example, the 1963 movie Blood Feast.

An Egyptian caterer kills various women in suburban Miami to use their body parts to revive a dormant Egyptian goddess while an inept police detective tries to track him down.

The raw paranoia that such media produced is vaguely reminiscent of the Satanic Panic in the United States.

The trailer above includes such tabloid headlines as

Scarred for life: Experts links street riots and child abuse to diet of filth fed to our young

and

Cruel movies fan hacks 4 to death

However, despite Soft & Cuddly cozying up to the title in order to trump up sales, the first game called a “digital nasty” in the tabloids came rather earlier, in 1982, in the form of an innocuous text adventure published by Artic Computing, Ship of Doom.

Ship of Doom was the second game from Charles Cecil (he was now 19), and the third in the series from Artic, hence Adventure C. (Previously: Planet of Death, Inca Curse.) Again it had ports to ZX80 and ZX81, with a port that followed for the ZX Spectrum. (The latter is what I played.)

Via World of Spectrum.

Richard Turner, one of the founders of Artic, worked together with Cecil so I am calling him a co-author.

He and I had quite good imaginations so we came up with some nice stories. We also had a love of puzzles and we liked stuff that you had to figure out. That was of more interest to us at the time than arcade games — which I wasn’t that good at anyway.

This game represents a turning point in their catalog, as Richard had talked with a Whsmith manager about selling the tapes, and discussion turned to business in general. The manager explained Richard’s company needed to be Vat-registered and also that “the artwork [was] rubbish and we needed something a lot better.” The cover above is the last of the “complete minimalism” covers in the Artic catalog of 8 adventures, and re-prints additionally added new art. Sales (according to Richard) went drastically up.

Via World of Spectrum.

As the text on the packaging (in either version) informs us, our spaceship has been scooped up by an Alien Cruiser looking to enslave humanoids and we have been stuck by a tractor beam (as told to us by Fred, our pet android). Our goal is to disable the tractor beam and escape. It’s not exactly Star Wars because there’s no stormtroopers to greet us; in fact, the entire opening area of the vessel is empty of aliens or even deathtraps. This seems to be the “apathy alien” style like how the Star Trek crew boards a Borg vessel but the hostiles don’t bother to acknowledge the crew’s presence until they become a threat.

In the typical fridge-logic sense it is puzzling, but honestly, I kind of like it. Alien stuff should be alien and it makes the experience feel stranger.

Room descriptions are minimal; the opening setup is here to provide us objects and devices to fiddle with.

A “shady room” has a dark corner, but fortunately nearby there are some infrared glasses. If you wear them, leave, and come back, you’ll find a SQUARE MICROBATTERY.

This is still the same system based on the Ken Reed Practical Computing article from 1980, so feedback can sometimes be minimal and getting a repeat of a room description can be fiddly.

Other than those objects and the hook from an earlier screenshot I’ve racked up a laser gun, a coin, a silver rod with a square slot, and a torch (British, so flashlight). I feel like the battery ought to go in the torch or some such but OPEN TORCH gives me

I CANT

with the Ken Reed standard message showing again and LIGHT TORCH just says I CANT DO THAT YET.

As far as obstacles go, there’s a body in a block of ice (can’t move or even shoot it with the ray gun)…

…a key under a glass cover (you can shoot it with the ray gun but the whole thing vaporizes and you softlock the game)…

…and a computer room with a red light and a key hole. I presume the key goes in the hole.

I’ve gotten a whole lot of I CANT from the various things I’ve tried. I don’t feel like anything is broken, really, and I’m guessing I’m missing a simple interaction. Inca Curse (game B) wasn’t terribly hard but Planet of Death (game A, without Cecil) was so this is really a coin flip on what level of pain I’m in for.

I did go ahead and make my verb list, which I’ll provide now.

I’ll wait on finishing my historical story about Artic’s encounter with the British tabloids, as I haven’t reached the room that caused the controversy yet. Cliffhanger!

(And no spoilers yet, please.)

Posted July 22, 2024 by Jason Dyer in Interactive Fiction, Video Games

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