RSS

Author Archives: Jimmy Maher

Starcross

For whatever reason, it seems that the Infocom guys just weren’t interested in laughing it up during 1982. Like its simultaneously released companion Zork III, Dave Lebling’s Starcross is amongst the most austere of Infocom’s efforts. Their first science-fiction game, it’s also the hardest science fiction they would ever produce, in the mold of technically and scientifically rigorous authors like Larry Niven, Poul Anderson, and Arthur C. Clarke, whose classic 1972 novel Rendezvous with Rama is Starcross‘s most obvious direct inspiration. Like the novel, Starcross tells the story of a mysterious alien generation ship that enters the Solar System, to be met and explored by a very unlikely ship from Earth. The heart of the Rama scenario, of exploring a strange, largely deserted environment and puzzling out the wonders of alien technology, seems tailor made for an adventure game. It’s thus no surprise that games had used it before Starcross, and would continue to do so afterward, including two officially licensed direct adaptations of the novel. Typically enough, however, Infocom approached the scenario in a more rigorous way than anyone had before.

It’s the year 2186, and we are a prospector for quantum black holes that can be harvested as energy sources. (The technology is “based on theories that began as early as the 1970s,” the manual tells us, a reference to Stephen Hawking’s pioneering work.) A sort of wildcatter of the future, we live a lonely life aboard our one-man vessel, the eponymous Starcross, scouring the vast reaches of the Solar System for that lucky gusher that will make us rich for life. Then, one day…

You are sound asleep in your bunk aboard the deep-space black hole prospecting ship "Starcross," operating out of Ceres. Just as your sleep becomes deep and comfortable, an alarm bell begins ringing! It's the mass detector! Instantly you awake. This hasn't been a profitable trip so far, and you don't even have the cash for repairs. This could be the break you've been waiting for.

Our first task is to navigate to the mass, which we accomplish using a map of nearby space included in the game’s box. Working out how to read the map to determine the correct “range, theta, and phi” values to enter into the ship’s computer serves as a unique and interesting puzzle in its own right, one sadly lost in later, cheaper repackagings in such collections as The Lost Treasures of Infocom, which reduced the map to a simple list of destinations and values. Still, the map also represents Infocom’s most obvious attempt yet to use feelies not just to enhance the experience of their interactive worlds but also to combat piracy. The destination is determined randomly from more than a dozen possibilities, which makes simply writing the necessary numbers down and passing them along with a copied disk at least a bit more complicated.

The mass, of course, turns out not to be a quantum black hole but rather something even more spectacular. This whole opening sequence has a dramatic urgency that is new, not only to Infocom but to text adventures in general. We feel caught up in an onrush of events, like we’re really living out a story rather than just exploring a static environment (Zork) or ducking in and out of someone else’s story (Deadline). For the climax, Lebling takes his time, using a number of turns to introduce us to the massive, awe-inspiring spaceship that proceeds to effortlessly capture our pitiful little vessel. Even the fact that there’s nothing for us to really do here works for the scene, which functions as a sort of preview of some of the things we’ll encounter when we actually start exploring inside and outside the ship. What else would you do in this situation but sit and hold your breath and stare?

>wait
Time passes...
Time passes as you journey towards your destination.
Filling space before you is an enormous artifact, more than 5 km long and about a kilometer in diameter. Regularly spaced around its waist are bumps and other odd protrusions. You cannot see the aft end but the fore end sports a glass or crystal dome almost 100 meters across. This dome is brightly lit.
There is a brief burn as the ship matches course with the artifact. You are hanging in space about one kilometer away from the waist of the object. The Starcross's engines shut down. The computer speaks: "Program completed. We are being scanned by low level radiation at various frequencies. Waiting for instructions."

>wait
Time passes...
As the object rotates beneath you, the surface features of a different area are visible through the viewport.
There is an area with a blue dome below. Near the dome is a spherical object which just might be a spaceship. It is held down by silvery ropes.

>wait
Time passes...
As the object rotates beneath you, the surface features of a different area are visible through the viewport.
The area here has a yellow dome. The surface of the object here looks damaged and scorched, and is littered with tangled debris.

>wait
Time passes...
As the object rotates beneath you, the surface features of a different area are visible through the viewport.
This area has a green dome and a long, silvery spaceship tethered nearby.

>wait
Time passes...
As the object rotates beneath you, the surface features of a different area are visible through the viewport.
Below is an area with a red dome which has no ship near it.
Suddenly an odd protrusion near the red dome splits open and a huge articulated metal tentacle issues from it at great speed. It approaches the ship and delicately wraps itself around the hull. You are slammed against your seat as the tentacle accelerates the Starcross to the speed of rotation of the object. Inexorably, your ship is drawn toward the dome. When you are a few tens of meters away, three smaller tentacles issue forth and grapple the ship solidly to the surface of the artifact. The large tentacle retreats into its housing, which closes.

From here — and inevitably given the restrictions in the allowable amount of text under which Lebling labored — things get more traditional. Once we solve the next few puzzles to get inside, it becomes clear that the ship is another large, static environment to be explored and gradually conquered. To his credit, however, Lebling refuses to make Starcross into Zork in Space. In keeping with the game’s hard science-fiction roots, the alien ship is a carefully worked-out environment which, at least as far as such advanced technology can be expected to, makes sense. The ship rotates to provide gravity. Inside it consists of a network of corridors and rooms spanning the underside of its outside hull and a large open cavern in its center, whose outside walls/floor are planted with trees and grass. As one would expect, gravity gets weaker as we get closer to the center by, for instance, climbing one of the taller trees. In fact, this is the key factor in a fairly brilliant climactic puzzle that finds us floating in the very center of the cavern and requires us to devise the most unlikely means of propulsion if we don’t want to be left stuck there permanently.

So, the ship always feels, at least conceptually, like a real and believably alien place, give or take the occasional slip-up like the damaged computer that flashes — in English — “Fault” when we try to turn it on. Again in keeping with the game’s influences, the puzzles mostly involve practical, real-world science and technology, a marked departure from those of Zork. Often we find ourselves needing to translate alien symbology into universal scientific principles, as when we must use our knowledge of basic chemistry and our decided preference for breathing oxygen over methane or ammonia to figure out which button to press to reactivate the ship’s life-support systems.

Repair Room
This is a bright room taken up by two large pieces of machinery. On the leftmost one is a symbol depicting the emission of rays and beside it a yellow slot. The other machine bears a symbol in three parts: the first two parts, in black, are a solid block and a fluid level. The third, in red, is a series of parallel wavy lines. Beside it are three diagrams; under each one is a red slot. The first diagram shows four single dots equally spaced around a six-dot cluster. The second shows two eight-dot clusters in close proximity. The third has three single dots equally spaced around a seven-dot cluster. The only exit is up some stairs.

Starcross is by no means a trivial game; it has a fairly big map and a lot to keep track of, and, as usual for even Infocom games of this era, it’s very easy to lock yourself out of victory by doing things in the wrong order. Still, its puzzles require careful experimentation and practical thought rather than leaps of intuition. We always feel grounded in Starcross; it’s by far the most solvable game Infocom had yet produced, a prime reason I’m declining to spoil it heavily here.

Surprisingly, the ship is not the deserted environment you might expect. In fact, in a marked departure from Rendezvous with Rama, it’s well-nigh teeming with intelligent or semi-intelligent alien life, all captured and held here over the centuries in the same way that we are. There are small creatures who look like “crosses between a rat and an ant”; a hyper-intelligent giant spider who’s been learning English via radio broadcasts from the planet; and some human-sized weasels who have regressed into a primitive and superstitious tribal culture since their ship was stranded here generations ago. And even though Starcross largely transcends being Zork in Space, there are nevertheless grues here, a fact which was doubtless helpful to Infocom in not making them rewrite their standard code for darkness. We even learn through their existence here that the Zork games apparently took place on an alien planet; even hard science-fiction authors have to have a little fun sometimes.

Broken Cage
This cage was apparently forced by its inhabitants before the general deterioration of the zoo equipment. The force projectors are ripped out of their mountings and smashed against the bulkhead, and the whole cage is scratched and dented as though many enraged creatures pounded on it violently for many weeks. There is a somewhat chewed sign to one side of the cage.

>read sign
The sign is a liquid crystal display, and even more oddly, is in English:

" Common Grues (Grue Vulgaris)

The common grue, an inhabitant of the dark underground passages of a forgotten planet, is here exhibited for your pleasure in a typical family group. Note particularly the slavering fangs which reach such impressive size in the adults. Feeding the grues is not recommended."

Inevitably given the sheer quantity of stuff packed into Starcross‘s 83 K story file, our scope for interaction with any of this life is decidedly limited. They’re all classic vending-machine NPCs, each possessing some vital object to be coaxed away, traded for, or taken by force.

Indeed, if Starcross really falls down somewhere it’s in failing to adequately convey the grandeur of the experience we’re allegedly having. It comes the closest to evoking a sense of wonder during the introductory sequence I quoted above. After that, however, the text is usually flatly practical and to the point. It gets the job done, mind you, describing some very intricate puzzles, devices, and situations with careful precision. But it hardly feels like it even tries to inspire. That’s particularly surprising given that the game was written by Dave Lebling, who had the reputation of being the most self-consciously “literary” of the original Zork team, and who took his share of ribbing for his purplish prose — and with some justification. (The more wordy and elaborate descriptions in Zork, such as the jeweled egg found in the forest, tend to be Lebling’s.) Perhaps he just didn’t have the space to indulge his literary sensibilities here. Still, Zork III managed to do much more with similarly terse prose. Starcross is a fun, well-crafted adventure in an interesting, meticulously worked-out setting, but it never manages to be more than that, never touches that ineffable something that makes Zork III resonate so.

Our goal in Starcross, we slowly realize, is to repair this ancient and rather battered ship enough to fly it triumphantly back to Earth. It’s only when we’ve finally done so that we realize that the whole exercise has been a test, an experiment conducted by the hyper-advanced aliens who built the ship to see which species is ingenious enough to succeed in this task before the ship leaves their system forever.

The artifact, under your assured control, moves serenely toward Earth, where the knowledge it contains will immeasureably benefit mankind. Within a few years, there could be human ships flying out to the stars, and all because of your daring and cunning...

A holographic projection of a humanoid figure appears before you. The being is tall, thin, and swathed in shimmering robes. It speaks perfectly but expressionlessly in your own language. "Congratulations, you who have passed our test. You have succeeded where others failed. Your race shall benefit thereby." He smiles. "I expect to see you in person, someday." The projection fades.

The idea of the game as a sort of diegetic test for the player’s avatar was one that Infocom fell back on quite a lot in these early years; Zork III, and by extension its prequels, were built on essentially the same premise. It worked there, but it’s not very compelling here. In fact, it undercuts almost everything that came before. Suddenly this believable ship we’ve been exploring, with its battle scars and its aged and malfunctioning systems we’ve lovingly repaired, is revealed as nothing more than an elaborate prop in a game of interstellar eugenics. It feels like Lebling, having so carefully worked out all of the engineering details of the ship’s design and its history of collecting more and more aliens, suddenly didn’t know how to justify its existence in the first place, didn’t know how to answer the Big Question (“Why?”) and end the game. This is the disappointing result. Luckily, Infocom — and Lebling — would get more sure-handed and confident in their storytelling in later efforts.

Infocom’s advertising firm, G/R Copy, once again played a vital role in presenting Starcross to the world in the most memorable possible light. As they had for Deadline, G/R came up with Starcross‘s short, catchy name, a huge improvement over the original title of A Gift from Space. And in Starcross‘s packaging Infocom and G/R really outdid themselves, packing it all inside a big plastic flying saucer.

Granted, there were no actual flying saucers in the game, but it was certainly unique. Maybe too unique — retailers quickly came to loathe the things, which tended to literally roll away when shelved on racks designed for normal, rectangular boxes. Many ended up hanging the games from the ceiling using string, as a) the most practical solution and b) one that looked pretty cool in its own right. Today the original saucer Starcross is one of the most sought-after bits of Infocom memorabilia. (The plastic used to form the saucer doesn’t tend to age all that well, making a copy in good condition a rare find indeed.) Infocom and G/R didn’t stuff as much inside the box as they had for Deadline, just the aforementioned foldout star map and a fairly terse manual. (For the “gray box” re-release a couple of years later, they added a rather jocular diary painting the protagonist as something of a loser. They should have left well enough alone; it’s one of the least effective of such inserts, jarring with the fairly serious tone of the actual game rather than complimenting it. It feels more suited for Planetfall — or, hell, Space Quest.)

Both Starcross and Zork III –more minimalistically packaged in a blister-pack with only a short manual — were solid hits for Infocom, selling more than 10,000 copies each during the 1982 holiday season alone. Already more games were in the pipeline, including one from a talented new author about which they were very excited. And, on what is in retrospect a more ominous note, they were now established enough to start another project, one completely unrelated to games — a little thing called Cornerstone.

 
24 Comments

Posted by on September 19, 2012 in Digital Antiquaria, Interactive Fiction

 

Tags: ,

Zork III, Part 2

Last time we explored the area west of the Junction. Today let’s head east.

There we find the Royal Museum, which houses a time machine that lies at the heart of the last of the intricate new puzzles that Blank crafted just for Zork III. It’s interesting to compare the rigorousness of Zork III‘s approach to time travel with that of Time Zone, which despite having time travel as its overarching theme swept most of its ramifications under the rug as just not worth wrestling with. Indeed, and despite the challenges that time travel presents even to authors of static fiction, temporal puzzles would continue to be something of a favorite with Infocom in the years to come.

They acquit themselves pretty well in this first effort; there’s no way to really “break” the simulation, thanks both to some surprisingly complex modeling and to some very clever restrictions on the player that straiten the scope of possibilities. In a bit of broad comedy that does somewhat lighten the generally oppressive tone of the game, we can even come face to face (albeit briefly) with Lord Dimwit Flathead the Excessive himself, a fellow who’s been an ongoing gag throughout the series thus far:

>push button
You experience a brief period of disorientation. When your vision returns, you find yourself in the middle of some kind of ceremony, with a strange flat-headed man wearing royal vestments about to break a bottle on the bars of an iron cage containing magnificent jewels. He appears somewhat pleased by your presence. He speaks very loudly, nearly deafening the poor civil servant whose duty it is to see that his wishes are carried out. "Aha! A thief! Didn't I tell you that we needed more security! But, no! You all said my idea to build the museum under two miles of mountain and surrounded by five hundred feet of steel was impractical! Now, what to do with this ... intruder? I have it! We'll build a tremendous fortress on the highest mountain peak, with one narrow ladder stretching thousands of feet to the pinnacle. There he will stay for the rest of his life!" His brow-beaten assistant hesitates. "Don't you think, Your Lordship, that your plan is a bit, well, a bit much?" Flathead gives it a second's thought. "No, not really." he says, and you are led away. A few years later, your prison is finished. You are taken there, and spend the rest of your life in misery.

** You have died **

Everything that I discuss from here on has been lifted, pretty much whole cloth, from the PDP-10 Zork. First, just south of the museum, is the Royal Puzzle, an elaborate set-piece logic game that might just be the first of the soon-to-be infamous genre of sliding-block puzzles to appear in an adventure game. This one, however, is more interesting than most of those that would follow. We must push sandstone walls around a grid to discover an important book hidden inside (easy) and make our escape with it (hard). Although one of the later puzzles to be added to the PDP-10 Zork, the Royal Puzzle was geographically located relatively early in the finished game, lying adjacent to the big maze and the thief’s lair. It was primarily the work of the most unheralded of the original Zork team, Bruce Daniels. It was cut out of Zork I for reasons of space, but Infocom obviously decided it was too good to exclude from the PC games, and so placed it here as an adjunct to the Royal Museum.

And it is a good puzzle, requiring some careful planning and even sketching, but eminently solvable. Most importantly, the process of doing so is thoroughly enjoyable. I’ve never quite understood its reputation for extreme difficulty. (An old walkthrough’s sentiment is typical: “Take a deep breath here, because you’re about to enter one of the toughest puzzles in Zork III…”). In reality, the Royal Puzzle requires only patience, careful planning, and, yes, a willingness to restore many times; one wrong push on a wall usually means rendering the puzzle insolvable. It’s not trivial, but much less daunting than some of the other puzzles scattered throughout both the PDP-10 Zork and the first two PC games that rely entirely on, shall we say, intuitive leaps. The Royal Puzzle is even very appealing as a game of its own, divorced from the context of Zork. Some at MIT treated it this way, and competed to see not just who could solve it but who could do so in the fewest number of moves.

With the Royal Puzzle behind us, we’ve now explored and exhausted all of the initially available rooms on the map. In one of its perhaps more questionable design decisions, the game now leaves us to wander about looking for something, anything new to do. Eventually we wander into the Engravings Room and stumble across a sleeping old man, who gives us access to the endgame in return for a bit of bread. Now it all comes down to working our way through a linear series of puzzles lifted from the PDP-10 Zork endgame, designed largely by Dave Lebling. The puzzles here are appropriately challenging, but, like the Royal Puzzle, mostly challenging for the right reasons. The centerpiece is a sort of weird vehicle that we must figure out how to direct. As Jason Dyer noted in his own excellent write-up of the PDP-10 Zork, we find ourselves straining here to visualize an elaborate device described solely in text — described, in fact, in what is likely the longest contiguous infodump to be found anywhere in the trilogy.

Inside Mirror
You are inside a rectangular box of wood whose structure is rather complicated. Four sides and the roof are filled in, and the floor is open.

As you face the side opposite the entrance, two short sides of carved and polished wood are to your left and right. The left panel is mahogany, the right pine. The wall you face is red on its left half and black on its right. On the entrance side, the wall is white opposite the red part of the wall it faces, and yellow opposite the black section. The painted walls are at least twice the length of the unpainted ones. The ceiling is painted blue.

In the floor is a stone channel about six inches wide and a foot deep. The channel is oriented in a north-south direction. In the exact center of the room the channel widens into a circular depression perhaps two feet wide. Incised in the stone around this area is a compass rose.

Running from one short wall to the other at about waist height is a wooden bar, carefully carved and drilled. This bar is pierced in two places. The first hole is in the center of the bar (and thus the center of the room). The second is at the left end of the room (as you face opposite the entrance). Through each hole runs a wooden pole.

The pole at the left end of the bar is short, extending about a foot above the bar, and ends in a hand grip. The pole has been dropped into a hole carved in the stone floor.

The long pole at the center of the bar extends from the ceiling through the bar to the circular area in the stone channel. This bottom end of the pole has a T-bar a bit less than two feet long attached to it, and on the T-bar is carved an arrow. The arrow and T-bar are pointing west.

Dyer describes this puzzle, appropriately if anachronistically, as Myst-like. But of course the elaborate mechanisms of Myst are shown and manipulated graphically. And indeed, one is left just wishing for a picture after reading that mess, even as meticulously described as it is. Already Infocom, the gaming world’s foremost proponents of the power of pure text, were brushing against some of its limitations. (Notably, Bruce Daniels chose to represent the Royal Puzzle with simple ASCII diagrams rather than even trying to describe it in prose.)

Moving on, we meet the Dungeon Master at last. Zork III thankfully omits the Zork trivia quiz that the PDP-10 version requires us to pass to gain access to his inner sanctum, the final area of the game.

"I am the Master of the Dungeon!" he booms. "I have been watching you closely during your journey through the Great Underground Empire. Yes!," he says, as if recalling some almost forgotten time, "we have met before, although I may not appear as I did then." You look closely into his deeply lined face and see the faces of the old man by the secret door, your "friend" at the cliff, and the hooded figure. "You have shown kindness to the old man, and compassion toward the hooded one. I have seen you display patience in the puzzle and trust at the cliff. You have demonstrated strength, ingenuity, and valor. However, one final test awaits you. Now! Command me as you will, and complete your quest!"

The Dungeon Master becomes our partner; we must order him about to solve the final puzzle. Played after Zork II‘s similar puzzle involving the robot, one is chiefly struck by how much easier and cleaner it now is to communicate with others, thanks to the new conversation system Infocom developed for Deadline and incorporated here.

Given the description of the Dungeon Master shown above and the fact that we’ve been collecting equipment to “become” him throughout the game — not to mention the brooding, weighty tone of everything so far — the final subversive twist of the game and the trilogy don’t come completely by surprise. Still, when we take our place as the Dungeon Master it brings a chill. We’re a long way from jocular treasure hunts now.

On a desk at the far end of the room may be found stock certificates representing a controlling interest in FrobozzCo International, the multinational conglomerate and parent company of the Frobozz Magic Boat Co., etc.

As you gleefully examine your new-found riches, the Dungeon Master materializes beside you, and says, "Now that you have solved all the mysteries of the Dungeon, it is time for you to assume your rightly-earned place in the scheme of things. Long have I waited for one capable of releasing me from my burden!" He taps you lightly on the head with his staff, mumbling a few well-chosen spells, and you feel yourself changing, growing older and more stooped. For a moment there are two identical mages standing among the treasure, then your counterpart dissolves into a mist and disappears, a sardonic grin on his face.

For a moment you are relieved, safe in the knowledge that you have at last completed your quest in ZORK. You begin to feel the vast powers and lore at your command and thirst for an opportunity to use them.

Much of what’s just happened is still very vague, with, as was so typical of adventure games of this era, the details all left to the imagination. Yet in this case, rather than seeming an artifact of technical constraints or just a lack of talent for fiction, the vagueness works. One senses that careful explanation would only spoil it. Given how powerful this ending is, one has to feel happy that Infocom decided not to cheapen it with a Zork IV. And, as Jason Dyer also noted, it’s hard not to want to read this ending meta-textually: “Here is a new art form, one raw and unrefined, with the potential to be serious and profound.” The last paragraph, which is not found in the original version but only in Zork III, adds to the impression. The last sentence might even apply to the way that Infocom themselves were feeling at just about this moment. And justifiably — they had a remarkable next few years in store.

That, then, is Zork III. As many remarked at the time, sometimes disapprovingly, it’s considerably shorter than either of its predecessors, with a total number of real puzzles that could probably be counted on your fingers. Yet it occupies roughly the same space as the earlier games on disk. In place of sprawl and “cheap” puzzles like mazes and riddles, Blank implemented a smaller number of more intricate, satisfying interactions. He implemented, in other words, deeply rather than widely, beginning a trend that has persisted in interactive fiction right to the present day. This, combined with that pensive, fraught atmosphere that seems to affect everyone who plays it and its subversive thematic focus, make Zork III feel like a leap toward not only a more satisfying approach to adventure gaming but also that ineffable thing called Art.

 
17 Comments

Posted by on September 17, 2012 in Digital Antiquaria, Interactive Fiction

 

Tags: ,

Zork III, Part 1

In September of 1982 Infocom released their fourth and fifth games, and their second and third of that year, simultaneously. Starcross, by Dave Lebling, was an outer-space adventure in the mold of Arthur C. Clarke’s Rendezvous with Rama. We’ll get to that shortly. But today I want to talk about Zork III: The Dungeon Master, the next installment in Infocom’s flagship series.

Although its endgame and one rather elaborate puzzle are borrowed from the PDP-10 Zork, the rest of Zork III is an original work of the indefatigable Marc Blank, a fellow whom I’m coming more and more to recognize as perhaps the key influence behind the Infocom Way. This is after all the guy who co-authored the original PDP-10 Zork, who worked tirelessly to make the parser better, who designed the Z-Machine, who expanded the very definition of an adventure game via Deadline. Zork III isn’t so obviously groundbreaking as Deadline, but it’s a better, more mature piece of work — better than anything that had come before, not only from Infocom, but from anyone. That’s not to say that it’s an easy game. No, it’s hard as nails. Yet it’s difficult for all the right reasons. Here you’ll find no mazes or useless geography, no riddles, no parser games, no hunger or light-source timers or inventory limits (that matter, anyway). No bullshit. You’ll just find a small assortment of puzzles that are more intricate and satisfying than anything we’ve seen before, couched in the most evocative of atmospheres.

As I’ve mentioned before, Zork has always had a schizophrenic personality. The series has never quite decided whether it wants to be goofy, mildly satirical comedies full of the over-the-top excesses of the Flathead clan or mournful tragedies played out amidst the faded grandeur of the erstwhile Great Underground Empire. The PDP-10 game and the first PC game vacillated wildly between both extremes, while Zork II, largely the work of Dave Lebling, played up the light comedy. Zork III is not without some well-placed Flathead jokes, but its main atmosphere is one of windy austerity, with a distinct twinge of sadness for better times gone by. It begins thus:

As in a dream, you see yourself tumbling down a great, dark staircase. All about you are shadowy images of struggles against fierce opponents and diabolical traps. These give way to another round of images: of imposing stone figures, a cool, clear lake, and, now, of an old, yet oddly youthful man. He turns toward you slowly, his long, silver hair dancing about him in a fresh breeze. "You have reached the final test, my friend! You are proved clever and powerful, but this is not yet enough! Seek me when you feel yourself worthy!" The dream dissolves around you as his last words echo through the void....

“Your old friend, the brass lantern, lies at your feet,” we are soon told, a sentence that well-nigh drips with Zork III‘s new-found world-weariness. And indeed, we’re a long way from the famous white house. If Zork I, with its points-for-treasures plot, is almost the prototypical adventure game, Zork III, just as much as the Prisoner games, is all about subverting our expectations of what makes an adventure game. Its most remarkable, peculiar achievement is to simultaneously be a damn good play within the confines of the genre it happily subverts.

But, onward. Here’s a map of the geography, in case you’d like to follow along as I explore, or (better yet) play along. I’m going to make a real effort not to spoil Zork III as thoroughly as I traditionally have in these analyses; it’s eminently worth struggling with a bit for yourself. My nudges, plus the map and the list of objects to be discovered in each room thereon, will hopefully blunt some of the edges of difficulty while leaving the heart of the experience intact.

From the Endless Stair where we began, we move south into the Junction. Another old friend, our sword, is embedded in a stone here, but there’s no way to pull it out. This “puzzle” is not really a puzzle at all; the sword will come to us, unbidden, when the time comes.

So, we move westward. We climb down a cliff to discover just the thing for an adventurer like us: a treasure chest — albeit a locked one. As we’re fiddling with it:

At the edge of the cliff above you, a man appears. He looks down at you and speaks. "Hello, down there! You seem to have a problem. Maybe I can help you." He chuckles in an unsettling sort of way. "Perhaps if you tied that chest to the end of the rope I might be able to drag it up for you. Then, I'll be more than happy to help you up!" He laughs again.

Every instinct tells us not to trust this guy; Zork I and Zork II have taught us that pretty much everyone in the Great Underground Empire is against us. Surely this fellow just wants to make off with our loot. And what else is an adventure game about if not collecting loot? Sure enough, if we take a chance and do as he asks we learn our suspicions were correct.

The man starts to heave on the rope and within a few moments you arrive at the top of the cliff. The man removes the last few valuables from the chest and prepares to leave. "You've been a good sport! Here, take this, for whatever good it is! I can't see that I'll be needing one!" He hands you a plain wooden staff from the bottom of the chest and begins examining his valuables.

Yet — and here’s where the subversion comes in — the treasure doesn’t matter. The old staff is what we need.

By this point we’ve already noticed something else very strange about Zork III: its scoring system seems completely out of whack. There are just 7 points to be scored, not the hundreds which we’ve come to expect from the earlier games. Further, points are awarded for such innocuous actions as just wandering into a certain completely accessible room, while major breakthroughs go unremarked. It’s possible to have 6 or 7 points and still be completely at sea, nowhere close to actually, you know, solving the game. Once again it seems that Zork III is playing by new rules that we don’t quite understand.

Yet Zork III is a finely crafted adventure as well as a subversive one, the first from Infocom without any howlingly bad design choices. We see this demonstrated in a rather surprising way on the Flathead Ocean. If we stand around here for a randomly determined number of turns, a ship will show up. Then we have one turn to say “Hello, sailor” to receive a potion of invisibility. “Hello, sailor” was a running joke throughout the first two Zork games; thus its appearance here, where it’s finally good for something. For the real oldtimers, there’s also a bit of even more meta meta-humor here: there’s a trivia quiz in the endgame of the original PDP-10 Zork about Zork itself. One of the possible questions is, “In which room is ‘Hello, Sailor’ useful?” The correct answer, in that game, is “None.”

Meta-humor aside, this business on the Flathead Ocean is on the face of it a staggeringly awful puzzle. First we must magically divine that we need to wait around in an otherwise uninteresting location (shades of Catherine the Great’s hairpin from Time Zone); then we must type the One True Thing from a multitude of choices. None of which, of course, would have stopped On-Line or perhaps even an earlier incarnation of Infocom from shoving it in there and being done with it. It’s exactly the sort of puzzle early adventure implementers loved, being trivial to code yet vastly extending the playing time of the game with its sheer obtuseness. Here, however, it’s not actually necessary. The potion only provides an alternate solution to a puzzle in the endgame. Thus the puzzle stands as an Easter egg only for the hardcore who like to plumb every depth and ferret out every secret. I don’t know of a better example of Infocom’s fast-evolving design sensibility than the decision not to make solving this bad puzzle necessary to winning the game.

But there are other, positive rather than negative examples of said sensibility. West of the lake we find what may just be my favorite puzzle in the game, a puzzle which is everything the arbitrary seaside puzzle is not. A magic portal can transport us momentarily not only to another location within this game, but also to locations from Zork I and Zork II. We need to plan for the next phase of our explorations by leaving a light source at a critical location using the portal. This is, at least by some criteria, unfair, as we have to do some learning by death a little later in the game to figure out that we need to do this. Yet it’s also a complex puzzle that grows organically from the sort of intricate, believably modeled storyworld that no one other than Infocom was crafting at this time. Puzzles like this feel shockingly modern in comparison to those of Infocom’s contemporaries.

Interestingly, the portal can also transport us to a fourth Zork game, a preview/advertisement for a work that was obviously already gestating in Blank’s mind. Zork IV, of course, never appeared (at least under that title). It came to me as something of a surprise to realize that Zork on PCs was never conceived by Infocom as a neat trilogy, a reality that seems at odds with the air of doomed finality that becomes more and more prevalent as we get deeper into Zork III. But at this stage Infocom still considered Zork, their flagship series and ongoing cash cow, very much an indefinitely ongoing series. Some players must have wondered just where it was going; the scene from the planned Zork IV is one of the most violent and disturbing in the Infocom canon.

Sacrificial Altar
This is the interior of a huge temple of primitive construction. A few flickering torches cast a sallow illumination over the altar, which is still drenched with the blood of human sacrifice. Behind the altar is an enormous statue of a demon which seems to reach towards you with dripping fangs and razor-sharp talons. A low noise begins behind you, and you turn to see hundreds of hunched and hairy shapes. A guttural chant issues from their throats. Near you stands a figure draped in a robe of deepest black, brandishing a huge sword. The chant grows louder as the robed figure approaches the altar. The large figure spots you and approaches menacingly. He reaches into his cloak and pulls out a great, glowing dagger. He pulls you onto the altar, and with a murmur of approval from the throng, he slices you neatly across your abdomen.

**** You have died ****

This scene would eventually appear, violence intact, in Blank’s next game, where it would jar with the tone of the rest of the game even more dramatically than it does here. However, that game, which did indeed start life as Zork IV, would be wisely retitled Enchanter, situated as its own entity and the first of a new fantasy trilogy.

Zork III is nowhere near so dynamic a system as Deadline. In the ongoing tradition of many adventure games even today, its world is a largely empty, static one. There is, however, one exception. At a randomly determined point of approximately 100 to 150 turns in, an earthquake causes the High Arch above the Aqueduct to collapse. I mention this now because making our escape through the area south of the lake depends on this arch still being intact, as well as the aforementioned light source having been properly placed. (Relatively static it may be, but Zork III nevertheless requires almost as much planning and learning by death as Deadline.) Lest I be accused of praising too much, let me just also note that the aqueduct area contains one of the few stumbles in this otherwise elegantly written game, when Blank suddenly tells us how to feel rather than letting the scenery speak for itself: “You feel a sense of loss and sadness as you ponder this once-proud structure and the failure of the Empire which created this and other engineering marvels.”

At this point we have only one more area west of the Junction to explore: the Land of Shadow. Just as the sailor on the Flathead Ocean feels like a puzzle Blank thought better of, turning it into an Easter egg and alternate solution instead, the Land of Shadow feels like it started life as a maze. Within it we meet a strange, apparently hostile figure. The sword we last saw stuck in the stone suddenly appears in our hand, and we are treated for the last time in the Infocom canon to the randomized combat system Dave Lebling developed for the PDP-10 Zork back in the day. Subversion is still the order of the day, however, so we can’t really die. Nor do we really want to kill. Playing the situation the right way results in an unnerving scene that recalls, among other possibilities, the climactic moment of the Prisoner television series.

>get hood
You slowly remove the hood from your badly wounded opponent and recoil in horror at the sight of your own face, weary and wounded. A faint smile comes to his lips and then his face starts to change, very slowly, into that of an old, wizened man. The image fades and with it the body of your hooded opponent. His cloak remains on the ground.

What is going on here will become more clear — at least a little bit more clear — later. But we’ll wrap things up for today on that ominous note. Next time we’ll tackle the area east of the Junction, and the endgame.

 
26 Comments

Posted by on September 14, 2012 in Digital Antiquaria, Interactive Fiction

 

Tags: ,

The Once and Future SPAG

As many of you reading this undoubtedly know, I was for five years the editor of a webzine covering goings-on in the modern interactive-fiction community: the Society for the Promotion of Adventure Games, or SPAG. In 2010 I turned it over to another fellow, but that didn’t work out too well in the long run. After 1.5 excellent issues under his guidance, SPAG fell dormant. It’s been that way for over a year now.

This has always vaguely bothered me, like a little worm of guilt always burrowing away at the back of my psyche. SPAG, you see, is just about the longest-lived institution in contemporary IF, dating back to 1994. It even pre-dates the big annual Competition. People have continued occasionally to inquire about the magazine’s status, which has only made me feel worse. Still, I never felt quite bad enough to take on the job of reviving SPAG myself, as that feels very much like a “been there, done that” kind of endeavor for me. So I let my guilt fester in the background as I continued with my other projects.

Luckily, someone has finally come to my psychological rescue. More importantly, he’s come to SPAG’s rescue. Danni Willis has already done a hell of a lot for IF with Parchment, his interpreter that lets you play IF right in the browser. Now he’s going to take over as editor of SPAG. He has big plans for a new, dynamic website. He also plans to take a shift in emphasis I began at the end of my tenure to its logical conclusion: SPAG will now be a magazine for in-depth features and analysis rather than a reviews clearinghouse, a change I wholeheartedly approve.

But of course, and as I said way too many times during my own tenure as editor, to succeed SPAG needs your articles and feedback. Please contact him, or contribute to the aforelinked forum discussion, with your article proposals and ideas on how to make the new SPAG bigger, better, and more relevant than ever. I know that it’s again in good hands at last.

 
6 Comments

Posted by on August 31, 2012 in Interactive Fiction, Modern Times

 

Tags:

SAGA

I haven’t had much to say recently about Scott Adams, the man who first brought adventure games to PCs. But he was out there through all of the developments I’ve covered since the last time I wrote a post about him, continuing to run Adventure International and to slowly expand his stable of simple 16 K adventures. I called AI the Dollar General of the early software industry in that last post, and I don’t know how to express it any better today. It existed in a sort of hazy space between publisher and mail-order catalog retailer; many of its programs were also available in other ways thanks to non-exclusive publishing agreements, and most were available only via the catalogs or the company’s single Longwood, Florida storefront (“Just 40 minutes from DISNEY WORLD!”), never finding their way into shops. AI is perhaps best seen as a bridge between the very earliest days of microcomputer software, when semi-altruistic organizations like SoftSide magazine’s TRS-80 Software Exchange and Creative Computing‘s equivalent organ acted as mere middlemen to help programmers sell their creations, and the modern paradigm that had fallen pretty firmly into place by 1982, of software publishers that functioned like book or record publishers in demanding exclusive rights from the actual creators and aggressively marketing those creations under their own brand.

In the long run such a business model was going to be problematic for AI, as the new order asserted itself more and more. As of 1982, however, they were still doing well within their niche. Their catalogs remained the same ramshackle pile of junk, oddities, and the occasional gem, all priced much cheaper than the more polished products of the competition. Sometimes, when AI felt they had a particularly hot product on their hands, they would try to pierce their insularity and play with the On-Lines and Brøderbunds, yet without losing the same weirdly, um, casual approach to basic English diction that marked their catalogs and the adventures of their founder.

I don’t think “penultimate” means what you think it does, Mr. AI Copywriter. At moments like this there’s something almost lovable about AI’s happy slapdashery.

Space war games aside, AI’s flagship titles remained their adventure games. Despite being like Ken Williams and Doug Carlston in needing to spend more and more time running a company and less and less hacking, Scott Adams managed to author another of these in 1981, Savage Island Part 2, and also co-authored Golden Voyage with a university student named William Demas. This brought AI’s line of official Scott Adams games to the neat dozen that have passed into history as the original Scott Adams canon. By 1982 their OtherVentures line, a grab bag of games not authored by the master himself, consisted of an additional five titles of varying technical approaches and quality, among them yet another port of Crowther and Woods’s original Adventure and Lance Micklus’s landmark Dog Star Adventure. But now AI’s comfortable position was beginning to feel threatened by the innovations of other companies. To understand why, let’s step back for just a moment to survey the adventuring field as a whole.

There’s a simple narrative about the life and (commercial) death of the text adventure that most of you interested enough to read this blog probably know all too well already. In the beginning, it goes, adventure games were all text all the time. But then came Mystery House, and in the years that followed more and more makers began adding pictures to their games, which became more and more important, until finally they were all that was left. Throw in the requisite appreciation of Infocom and a few other holdouts who stayed with text until it was painfully obvious that that way lay madness, and that’s pretty much the story.

As simplified encapsulations go, the story is fine. Still, there are things that surprised me when I started to look closely at the actual timeline of releases. One of those was just how quickly games with graphics came to dominate the market in the wake of Mystery House and (especially) The Wizard and the Princess, at least on machines like the Apple II that had the ability to display reasonable pictures. A flood of other “hi-res adventures” followed On-Line’s into the market, so many that On-Line would eventually feel the need to start suing others for using what they saw as their own name for their own unique line of games. Already in its May 1982 issue Softline magazine wrote that “the demands of the market are weighted heavily toward hi-res graphics” in adventure games.

Put crudely, we might say that text-adventure makers sorted themselves into two groups: those who saw text as a necessary kludge only, and got away from it as quickly as possible (the vast majority); and those who defined themselves by a more literary sensibility of which the use of text was an essential part (largely only Infocom at this point, although a handful of others would spring up to follow their example). In other words, are you working with text because there’s no other choice given technological constraints, or out of an intrinsic fascination with the medium? Let’s call the former group Type 1; the latter Type 2. This dichotomy continues to persist today; those who continue to write and play textual interactive fiction out of a love of the form itself often confuse others who see text adventures only as an early, primitive form of gaming technology that was quickly and thankfully replaced with something better.

The big, obvious drawback of including graphics was that they used precious memory and disk space on machines that had little of either to spare. Still, most players were entranced enough by pictures that they were willing to accept the tradeoff of less or worse everything else: total text, total length, parser, world modeling, execution speed, etc. The Apple II commercial adventure market by 1982 was divided between the picture-sporting but otherwise very primitive “hi-res adventures” and, well, at this stage pretty much just Infocom, who offered no pictures but better and more of just about everything else. It would be another year or so before Infocom started aggressively marketing their lack of graphics as addition by subtraction, but already they were beginning to stand out from everyone else for their refusal to jump on the hi-res bandwagon.

The only company that didn’t fit comfortably into this bifurcation was Adventure International. The Scott Adams adventures were still built using the same technological blueprint Adams had developed way back in 1978, when his Adventureland became the first adventure game to reach microcomputers. They still had to fit, database and interpreter, into just 16 K of memory, meaning they combined the worst of both adventuring paradigms: the lack of pictures of Infocom and the primitive everything else of typical graphics games. Luckily, the games’ low system requirements made them ideal for a market virtually everyone else missed. In addition to comparatively powerful machines like the Apple II, Atari 400 and 800, and the new IBM PC, the computer industry of the early 1980s had a huge soft underbelly of cheap, low-powered machines like the TRS-80 Model 1 and 3, the TI-99/4A, and the king of this segment and bestselling computer in the world, the Commodore VIC-20. For these machines, the Scott Adams titles, with their need for only 16 K of memory and their ability to run off cassette or even (in the case of the VIC-20) cartridge, were literally the only adventure games in town. Adams had a captive market here, as uncontested as the general PC market had been back in 1978. For several years he fed very well upon it.

Yet it would be nice to compete on the bigger machines as well, wouldn’t it? To do that he would obviously need to improve his games, to bring them more in line with those of either On-Line or Infocom. Given the carelessness of the prose in his games, one might be tempted to immediately lump Adams in with On-Line as a Type 1 developer. Surprisingly, however, even in a 1984 interview he was still expressing ambivalence about the addition of graphics to adventure gaming: “I still do prefer text. The player is left to exercise his imagination and provide his own images, which is more exciting.” Still, it would be much easier to add graphics to his existing games, using the ample memory and disk space they left unused in a machine like the 48 K Apple II Plus, than to rewrite them from scratch with the better everything else of Infocom. And that was clearly the path of least commercial resistance. As he said in the same interview, “If we can provide graphics, and people want graphics, then we should let them have graphics.” The result was SAGA, the Scott Adams Graphic Adventures.

At the heart of each SAGA is the original non-graphic adventure’s data file. (Literally; even misspellings go uncorrected.) To this foundation AI’s long-term in-house artist, “Peppy,” added lots of bright, colorful illustrations, one for each location as well as the occasional bonus scene. Following On-Line’s lead, you can see the text “behind” a picture by hitting enter on an empty command line, and takeable objects show up in the pictures, lending them a certain degree of interactivity and functionality rather than serving strictly as decoration. However, there isn’t the persistent annoyance that dogs the On-Line games of always needing to wonder whether pieces of the illustrations not described in the text can nevertheless be interacted with. Because they are text adventures with hooks for graphics retrofitted after the fact, you can turn off the graphics entirely if you like without missing anything vital.

In preparation for writing this post, I played through the SAGA version of Pirate Adventure, Adams’s second game and the one, along with The Count and perhaps the original Adventureland, that is generally the most fondly remembered today. (In contrast to pretty much every other designer ever, Adams’s games tended to get less and less satisfying as his career progressed.) And indeed, Pirate Adventure, which was co-written by his wife of the time, Alexis Adams, shows Scott Adams with his best foot forward. This early in his career he did not yet feel the need to ratchet up the difficulty through increasingly absurd puzzles. Yes, there are still some parser frustrations as well as such Scott Adams-isms as UNLIGHT as the antonym of the verb LIGHT, but the central task of building a ship is fun, and there’s an enthusiastic, encouraging tone to the text (what there is of it) that makes the whole go down surprisingly easy even today, a remarkable feat for such an early, primitive effort. There’s even a smidge of the more dynamic storyworld that would appear in The Count, with a cracker-loving parrot and a rum-loving pirate who move about. The SAGA version, with lots of pictures that are perhaps not quite up with the best of On-Line but aren’t bad either, only adds to the charm — at least until the slowness of loading all those graphics from disk makes you opt for all-text mode again.

AI released SAGA versions of the first three of the Scott Adams dozen in 1982, followed by the next three the following year, while also continuing to market the text-only versions for low-end machines that couldn’t support the graphic versions. Some of the OtherVentures also got their graphical due. A changing market and changing priorities after that meant that the remaining titles never got converted.

In their time the SAGA games served their purpose of breathing new life into this stable of old, comparatively unsophisticated games. Sure, Adventure International continued to look a bit low rent in comparison to slicker publishers, but their games were relatively inexpensive and, at their best, fun. For plenty of eager adventurers who had exhausted the works of other publishers, or who lacked the machine or the money to access them, Scott Adams and his OtherVentures buddies still held plenty of appeal. They could even do one thing the competition couldn’t: they could talk. That is, when running on a computer with a Votrax Type ‘n Talk, the first hardware-based speech synthesizer to arrive for PCs. Sure, it was a gimmick, but it was a clever one, and one that probably sold some SAGAs on its own.

If you’d like to check out SAGA for yourself, here’s Pirate Adventure for the Apple II.

 
 

Tags: ,