Showing posts with label Infocom. Show all posts
Showing posts with label Infocom. Show all posts

Wednesday, April 10, 2024

Starcross



Starcross by Dave Lebling
Published by Infocom
Release Year: 1982
Version Played: Apple IIe

How do people manage to do everything they want to do each day, especially when they've got a job that takes up at least forty hours of that time? I barely work fifteen hours per week (because I own my own business and I'm really bad at it but I make enough to be comfortable (at least I did until corporations began running this whole "It's actually inflation and not price gouging!" scam they've been perfecting since the Reagan era)) and I never seem to move forward on any of my projects. Granted, I also own a cat that expects almost more attention than your average dog. She's sitting by the computer right now just side-eyeing me with ears on the verge of airplaning, just to make sure I know she's annoyed that I'm not paying her any attention. Also, I tend to have too many projects and they bottle neck which causes choice paralysis and then I wind up watching fifteen hours of Twitch. Although too many projects vying for my time wasn't really the problem with my Text Adventures Daily blog. The real problem was beginning Starcross and immediately realizing I didn't fancy it. And the only reasonable reaction to something like that is to never play another text adventure game for two solid years. I can't think of any other choices!

My main issue with Starcross is that it begins with you, the main character, being awoken from a nice restful hibernation by a "strident" alarm which won't shut up until you can figure out how to manipulate the ship's computer. Some of you might already be shooting holes in that barely acceptable reason for quitting a text adventure by pointing out that the game is, you know, a text adventure. How annoying can an alarm be in a text adventure? Oh, I don't know. Shall we test it out?


Oh hey! There's an alarm ringing. Let's wake up and shut that off so we can get on with our day digging up black holes!

Having been awoken while in a nice comfortable bunk, I decide to get out of the bunk so I can turn off the alarm.


Yeah, yeah! I'm coming!

Once out of my bunk, I take a quick look around my living quarters for the computer but find only an empty bureau.


Fuck. Where the hell is the computer?!

How do I get out of this room? Where are the exits?


Oh, ha ha. Still going. I didn't know teeth could grit this grittily.

Oh, of course. I'm on a ship. I go STARBOARD to wind up on the bridge.


I swear to God I will crash this ship directly into the nearest black hole if that fucking alarm doesn't stop ringing stridently!

The mass detector happens to be on the bridge and it has two large buttons, one red and one blue. So without any clue as to how to operate anything on the ship but annoyed as all fuck at the alarm, I hit the red button hoping that it begins the self-destruct sequence. Unluckily, it doesn't. Luckily, it turns off the alarm. Great! Now I can hear myself think as I try to figure out how to steer my ship to the large mass that set off the alarm on the Large Mass Detectortron!

The Feelie that comes with Starcross is the Large Mass Detectortron output which spits out of the Large Mass Detectortron when you hit the blue button. This shows the location of all the single large masses in your local area. The screen on the Large Mass Detectortron tells you which Large Mass has set off the alarm. In my case, it was Large Mass UM91. So now all I have to do, I suppose, is insert the coordinates into the computer. Luckily, the way to do this is explicitly stated on Infocom's Starcross Large Mass Detectortron Output Map that comes with the game. Unluckily, the computer tells me there's nothing at those coordinates and maybe I should input a new course. But I, being the captain and a human and not an unthinking electronic device no better than a handheld football game, tell the computer to shut up. When me and the ship arrive at an empty spot in space, the computer decides to never speak with me again and the game ends. I guess I just die out in the cold of space begging my computer to take me to an inhabited planet? How awful!

Pardon me. I just have to get this out of my system: "I like large masses and I cannot lie." Thank you for your time.

I start over, get a new location for the Large Mass (UM12) and get the coordinates right this time. I really couldn't read the Phi on the Computer Game Museum website's scan of the Starcross map the first time. But this time I successfully navigate to the Large Mass and now I'm further in the story than I've been in two years! Not that I played it more than the one time where I spent zero time examining the Feelie and refused to wear my space seat belt. It was a horrible death.

The game takes over for a bit as you just sit there in the cockpit waiting for the safest moment to unfasten your seat belt. If you do it too early, thinking maybe you can explore the rest of your ship as you're traveling, you'll eventually be splattered all over the inside walls of your ship as the Large Mass you're investigating turns out to be a phallic space station. I wasn't as disappointed as you might think. The Large Rod grapples your ship, and hauls you into it at astounding speeds. "Buy a fella dinner first," I quip to the computer. The computer responds, "I don't know the word 'buy'." Why have I put my life in this thing's hands?

If you're keeping track, staying safely belted into the ship for the appropriate amount of time is the third puzzle you must solve. It's not much of a puzzle but then neither was the first puzzle, turning off the alarm. Or the second puzzle either, reading the Feelies to figure out how to guide the ship to the main plot. But the fourth puzzle? Ah, the fourth puzzle! I, um, don't know what to think of it. I solved it but I'm not sure how?

Once on the "Unidentified Rotating Phallus," I can explore exactly one location: just outside the airlock door. The door has some kind of puzzle on it where I need to push one of ten bumps of various sizes. Being that this was before Pluto was declared "Not a Planet," and also because I'm so fucking smart, my guess is it's an abstract of the solar system. By pressing the fourth bump, the airlock opens and a black rod pops out which you can take but should probably discard it as soon as possible because it's a cursed rod whose only purpose is to end your game some 300 moves later (if you're dumb enough to use it (I know this because I'm dumb)). The black rod does not have a black star on the end and doesn't respond to a special magic word. I think, though I'm not sure, that you press the fourth lump because you've found the object around Mars. But now that I say that, Mars would be the fifth bump since the first bump is obviously the sun, being the largest bump. Fuck if I know. Whatever. I stumbled on pressing the correct bump on the third try. Infocom should not be proud of this puzzle. One thing about Infocom is that their puzzles are consistently understandable, if not while trying to solve it, at least afterward!

That last statement probably doesn't say what I wanted it to say. If Infocom's puzzles are always understandable, and I don't understand this puzzle, I must be a fucking idiot. Dammit.


I don't know how I've solved as many Infocom games as I have.

I decided to sit down and completely map the game before I began blogging about it and, in so doing, I'm one problem away from either winning or some kind of endgame. Hopefully I'll realize what I need to do as I recap the story. I sure hope it doesn't have anything to do with the weasels hunting unicorns because I don't want any part of killing unicorns.


What the fuck is going on in this ship?

Apparently this ship has a long history of catching space travelers and making them do chores aboard the ship. So far, none of the aliens have agreed to do them. They've just begun their own civilizations or refused to make webs onboard or died in a fiery crash upon landing. I'm the only one dumb enough to fall for this whole "solve the fun puzzles!" schtick. By the end of the game, it's hinted that by solving the puzzles, the aliens will reward Earth with loads of advanced knowledge. But I think they're just trying to find a species that will do free labor for useless points and an even more useless title.

Once on board the mystery ship, I soon discover another reason why I quit playing this game two years ago even if I didn't know about it then: a time limit. You have only about 250 moves before the oxygen runs out on the ship and you suffocate. As I mapped the ship and discovered more and more puzzles that I'd have to do within that limit, and realized how many times I'd have to go back and forth, and how many turns I'd lose to following other characters around, my mind began to break down. I'm pretty sure some of my brain dribbled out of my nose. This "game" was winding up more stressful than Border Zone! Of course it didn't take long to realize the turn limit goes away once you solve one particular problem. Although is it possible to beat the game without fixing the oxygen system?! Do I dare plan a speed run route?!

I spent the time mapping identifying and planning the problems that needed to be solved first. Little did I know, once you insert your red rod into the red slot and spray oxygen all over the ship, you have plenty of time to do the puzzles in practically any order. I said practically!


Getting the lights on was Priority #1. Unless mapping was Priority #1. Unless turning off the alarm was Priority #1.

Some games overwhelm you with locations and items as a way to complicate the puzzles. Other games limit the places you can go until you solve a puzzle or two while offering more puzzles than you can solve with the items you can initially find. Starcross appears to be the latter. The obstacles in my way of mapping were the dark rooms and the obligatory dreaded maze. I didn't want to deal with the maze yet, so it was off to find a light switch.


That yellow slot with a diagram emitting rays looks like an alien light switch! The red slots with diagrams looks like math. Or chemistry. Blech!

I headed off to search for something to stick in the yellow slot other than my penis (which turned something on but it wasn't the lights). Some rat-ants had built a home in the ship's zoo (why does the ship have a zoo? Probably to explain how an alien ship could have Grues, having escaped from the zoo, now living in its dark places). They had a red rod incorporated into their nest which seemed like a good candidate for sticking in one of the three red slots in the Repair Room. This was one of the puzzles that took me the longest to solve but I eventually used an old tried and true Infocom trick: when stuck, look in the manual at the verb list they offer. I hit upon "throw" and threw my space suit at their nest, destroying it. They weren't pissed off enough to kill me but they were angry enough to move to another corner of the room, leaving the red rod for me to snap up.

The yellow rod was being held by an overly friendly alien yet mammalian spider. He wanted to talk to me about everything and anything he could think of. But I didn't want to talk to him because he was gross. So I gave him the set of informational tapes from my ship I just happened to be carrying around with me like nobody would ever do unless they were playing a text adventure game. He loved them and he stopped bothering me after receiving them!


Little did he know, if I hadn't come along, he was only going to need to be sane for another 200 moves.

Before the lights were on, I could only visit the ship's Red Hall, Blue Hall, and Green Hall, with various rooms branching off from these halls and an alien civilization living in the Green Hall. Once the lights were on, I could also explore the Yellow Hall. Based on the layout of the halls, I knew each hall had an airlock to the docked ships I saw on my approach. My ship, the Starcross, was docked off the Red Hall. The spider's ship was docked off the Blue Hall. Based on my map, I could tell the Green Dock was going to be past the warrens where the weasel-like aliens lived. In other words, the maze. So I decided to explore the Yellow Dock which had been covered in debris on my approach.

Tangled in the debris on the Yellow Dock was a dead reptilian alien with a pink rod in his hand. No, I did not immediately think it was his penis.


Um, this was an attempt to solve a different puzzle!

Also in the Yellow Hall was the Laboratory. Inside the lab were a pair of manhole-sized disks (one red, one blue) and a blue rod embedded in a strange silver globe. This blue rod, in conjunction with a later part of the game, was the problem I couldn't solve. I could get the blue rod but it would make the last part of the game impossible. But while at work earlier, I believe I've figured out how to get around that problem. I haven't tested it yet but remember how I mentioned Infocom's puzzles always made sense and were satisfying once you saw how they were solved? Well, my solution I came up with makes so much sense that I'm not even bothered with trying it out. I'll just win the game when I get there! I know I will!

Infocom (and most older text adventures created before Graham Nelson descended from Nerd Heaven and proclaimed, "Death shall not be a requirement to solve a text adventure!") loved making puzzles that really couldn't be solved the first time through. You often had to experience failure to understand the puzzle you were facing. That's the case in Starcross with the ray gun you find lying around somewhere in the already lit area. When you fire it, it seems to misfire with a weird explosion a few feet in front of you. The second shot works just fine. But then that's it for shots and you seemingly need at least four shots to beat the game (one of those in the lab which is why I'm bringing it up now!). So I wondered, "Can the gun be recharged? Maybe if I stuck the black rod I found earlier into it?" So after the gun was out of charges, I tried loading it with the black rod.


Wait, what? Seriously?!

This didn't actually charge the ray gun so I thought, "What if I shove the black rod into the gun before I fire it?" And so, I reloaded and tried that.


Well I do declare! (My space farer was Southern.)

Shaking the gun, I could hear something rattling inside. Looking in the barrel, I could tell something was there. Simply looking in the ray gun revealed a silver rod! That was why the gun was misfiring! Oh, Infocom! You're so much more clever than I am! I had to stupidly try to jam another rod down the barrel of the gun to realize something was in the gun rather than realize the misfire probably meant something was jammed into the barrel. But then, I'm not a Looney Tunes character so what do I know about sticking things in the barrels of guns?

Once the silver rod was removed from the ray gun, I actually got three shots with the charge. Still one shot short of being able to complete the game and the problem I was having before I went to work last night. Before I thought of the solution to the problem I haven't mentioned yet, I could either get the blue rod or get to the end game. But, obviously, you needed to do both. I'll get to that soon enough! For now, I need to get the blue rod!

Expanding the silver globe by setting the dial on the machine allows you to shoot the globe without harming the blue rod embedded in it. The globe disappears for a moment before the machine reforms it. But during that moment, the blue rod drops safely to the ground. Just a few more rods to go: gold, green, brown, clear, and violet.

First the gold rod because it's basically free. Just off the Green Hall, there's a computer room with an access panel loaded with cards. One slot is empty. Just stick a card in the slot and the ship's computer is back up and running. Back in the Repair Room, I found a metallic and ceramic square. This is the card that needs to go in the slot. I'm not sure I would have made that connection except that I accidentally stuck it in the slot one game because I'm terrible at these games. And even though I didn't think I had a card, I typed, "Put card in slot," and the game was all, "Sure thing! Boom! Right in! Good job! Here's a gold rod!" So then I had to wrack my brain trying to figure out where I had found a card! Really, that wasn't easy. It took awhile before I remembered the metallic and ceramic square. Seriously. I don't know how I've beaten so many Infocom games!

The next rod was the green rod. To get that one, I needed help from the ship's Roomba.


The garbage collector probably looks like a mouse so a player might think the way to get the red rod is to lure the mouse to the rat-ant nest where the guard will be distracted while fucking the mouse. But that, um, probably didn't work.

Did I mention the blue and red disks were teleport pads? That was easy to figure out because what else would they be?! Once I sussed out their purpose, I figured there would be two possible puzzles using the disks: to get to a location that I couldn't normally get to or to get an item to a location you couldn't normally get it. Turns out both of those puzzles are used plus one more: to get out of a place that you can't get out of in the regular way without dying. So three uses for the things! Of course, you lose one of the disks after the puzzle where you use them to escape the situation where you'll die otherwise. So that becomes a puzzle in itself if you forget about the disks, or think you don't need them anymore. But that's part of the puzzle I couldn't figure out earlier! First, the green rod!

If you follow the mouse around for a bit, you'll discover it takes any items it's carrying through a small hole in the wall which you can't fit inside. Aha, I thought, I have to shrink myself! But I couldn't find a way to do that so I remembered the thing I thought when I found the teleport pads. I just needed to get one of the pads through the mousehole and I could teleport inside. So I just dropped a disk and let the mouse take it. The first time I did this, I let the mouse take it and then just left it so that when I teleported out of that life and death situation I keep being vague about, I would just go right into the mouse's lair. But now I realized maybe I need the escape disk in a completely different location later. So I'll deal with the mouse in one fell swoop.

Inside the mouse's lair is a trash bin. Inside the trash bin is the green rod. Also inside the mouse's lair is a secret door which lets you back into the main part of the ship with both teleport pads. But it's one way so don't think you're going to cheekily find it when you have to restart and try again. Also don't think about how large the teleport pads are (manhole-sized) and how the mouse can get them through the door and how you can't fit through the door. Mostly don't think about that because the size of the door wasn't actually the problem; I just couldn't open it. Maybe if I'd ripped off the mouse's head, I could have operated the door! Seems like the kind of solution my space farer would have come up with, seeing as how I didn't mind destroying nests and desecrating holy places (we'll get to that!).

After this, it was time to attempt the maze. But first, I needed to set up the solution to the puzzle I couldn't solve earlier! The Repair Room is on a different level than the colored halls. It is in the center of the spinning tubular satellite I was on. The interior of the tube looked like a national park, maybe to go along with the zoo theme. At either end of the tube-like room are two glass domes. Because they are at the exact center of the spinning satellite in space, there is no gravity between them. At one end, I could climb up a large tree to reach the dome and the area of no gravity. To get to the other dome, I had to propel myself while floating weightless between the domes. To do that, I could shoot the ray gun three times. But after getting the blue rod, I only have two shots left. To move the final distance, I thought maybe I needed to throw something heavy. The only thing I thought was heavy enough was my space suit. But I can't climb the tree with the space suit. "A-ha! I bet this was the second puzzle which can be solved using the teleport pads!" I thought presumptuously. The problem with that is that I needed the pads to escape from the area past the maze. And that's where I hit on the solution! If I set up one of the pads inside the dome at the top of the tree, I'll teleport out of the maze with my space suit and have it ready to propel me across the gap! Well, not my space suit. The tattered space suit. But, um, we'll get to that! First let's see if I can set the pad up in the dome. I haven't tried this yet! If it doesn't work, I'll probably quit and never play another Infocom game in my life!


Fuck it. I didn't want to play anymore Infocom games anyway.

See how the disk is floating? Yeah, I forgot about the whole no gravity thing in the dome. And the disk only works when it's securely placed on a flat surface. So that's not going to work. Oh well, how about I just get as far as I can and then see what happens?

I've got just two more locations to explore before nearing the end game: the maze and the observatory. I'll leave one of my teleport disks in the observatory and then head on over to deal with the maze and the weasel aliens.


He obviously wants my space suit.

I don't really need the space suit anymore (I don't think?) but I do need the brown rod. So I point at it to make clear that we're trading. He seems to understand and then I give him the suit. He takes off his tattered suit, leaving it for me to scrounge, puts on my suit, and then tries to pretend he doesn't have a brown rod. Fucking piece of shit. I have a ray gun but I don't kill him. I just point at the brown rod again and he honorably gives it up. But I'll remember this betrayal! I'll get even for this slight by destroying his most sacred thing! After reluctantly giving me the brown rod, the chief pouts away into the maze.

About that maze! I tried to map it earlier but Infocom, realizing early on how people learned to map mazes, began coming up with new tricks every game to keep the mazes difficult. In this one, I found I couldn't drop any objects to mark each location because the young weasels steal the stuff I left lying about. Or their parents take it from them and give it back to me. At first, I thought maybe I'd let them steal one of the teleport disks. But once I did that, I couldn't put down the other disk to stand on it because the little buggers steal that one too. So I tried to brute force it by moving in every combination. First every direction in the first room. Then every direction in the room to the north. Then every direction in the room to the north of the north room. At one point, I wound up outside the maze. But I wasn't paying attention. So I tried again and noticed I wound up outside the maze simply by moving from the first room. But that had never happened before. So I experimented a little more and realized the maze was almost certainly one room with a small chance of exiting the maze every time you chose a direction. This is proven if you deal with the chief just inside the maze because he'll drop the tattered suit and no children will take it. Then every direction you go, you'll be In the Warrens with a tattered suit.

Realizing the maze was just a big illusion, I figured the only way through was to follow an alien. You can't follow the children because they just stand there staring at you. But you can follow the chief after he pouts and flounces off with your suit. So that's what I did. For a whole bunch of moves. But it finally pays off when you wind up in the center of the warren!


Is he trying to seduce me?

The chief lives just above the Green Airlock. He seems to want me to visit so I head down to the Green Dock where there's another ship. The cargo hold of this ship is full of worthless offerings, dead flowers, and decaying fruit. Just past the cargo hold, on the bridge, is a shrine to the dead pilot of the ship, still seated on his control couch. By touching the skeleton of the pilot, his arm falls from the arm rest and he drops a violet rod. I take the violet rod but cannot fix the position the corpse was in when I found it because if I touch it again, it will crumble and I'll be immediately killed as a blasphemous heretic. And if I leave the ship and head back to the Chief's room, he'll know I messed with his shrine and kill me. The only way out is to teleport. So I drop my disk and disappear. But I'll never get that disk back. I hope I don't need to teleport anymore!

I wind up in the observatory where I'd left the other disk. I hadn't mentioned this place because I couldn't do anything here until I got a broken black visor from the cargo hold of the shrine I just looted. I feel like Indiana Jones, the super cool imperialist thief of other people's relics! Inside the observatory is a blinding light coming out of a projector. If I look into the projector, I go blind and wind up getting eaten by Grues. Not because me being blind equates everything becoming darkness where Grues live but because me being blind means stumbling into a dark corner of the ship where the Grues are hiding. I don't know where that dark corner is now that I turned on the lights. Probably under a table somewhere. Anyway, with the visor, I can look into the projector to get the last rod.


The clue there was something in the projector was that the color of the planets it was projecting were all off. But the real clue was the projector was something in the game that I could fiddle with.

I now had 325 points out of 400 and all the rods. I think. The only puzzle left is figuring out how to float from the drive bubble to the control bubble. Hopefully I have everything I need and just haven't quite figured it out yet. Otherwise, I guess I'll shamefully be looking up the Invisiclues for this one.

I eventually manage to get the suit up the tree by putting it on the teleport pad which is a total cheat of the system and something the playtesters should have noticed. My thinking is that it's bulky enough to propel me 1/3 of the way to the control bubble by throwing it. But it is not. I am at a loss. I am stuck. The game has beaten me!

Knowing that you can get across with three blasts of the ray gun, my guess is that there's another way to get the blue rod. But I tried getting help from the Garbage Mouse. I tried getting help from the spider. I tried using the teleport pads under the silver globe but only managed to kill myself in a terrible teleportation accident. I tried putting things on the globe. The only other thing I haven't dealt with in the game are the unicorns in a grassy field and the weasel hunters hunting them. Is that something? I don't know. But I've exhausted the limits of my mind. I'm disappointed but it looks like Starcross has beaten me. Time to check out the Invisiclues.

After reading the clues and discovering exactly how to get the blue rod without using a shot from the gun, I don't feel too bad. I almost had it but didn't put it all together. You have to put the disk under the globe and put something on the globe before setting the dial to 4. I had done both of those things but never together. I may have even done that once but while holding the other pad instead of putting on the ground where it needs to be to work. As I've pointed out several times, I don't know how I ever solved an Infocom game!

Luckily I had a save state where I'd done everything except get the blue rod. Because I figured there was a way to do it without using all three shots. It might seem a problem that I only have one teleport disk but that's easy enough to get around. I just slide the disk under the globe, put the gun on the globe, set the dial to 4 so that the gun falls on the teleport pad and teleports itself and the blue rod to the blue disk in the weasel shrine. Then I grab the red disk, stand on it, and get all my loot while on the weasel ship. Then I teleport back and I'm ready for the end game, a little bit sad because I had to get a fucking hint.

Does the amount you hate yourself ever fill up like an overflowing bucket? The older you get, shouldn't you despise yourself more and more for every time you've disappointed yourself? Or will I eventually forget that I failed miserably at solving Starcross completely? I guess that's what will happen because I barely remember that I also needed exactly one hint to solve Sherlock: The Riddle of the Crown Jewels.

Carrying all my rods, I climb to the drive bubble, use the silver rod to open it, and enter. There's a white rod and white slot here so that basically takes care of itself. After that, I leap from atop the drive bubble so that I'm floating over the forest. I fire my gun at the drive bubble three times to wind up on top of the control bubble. Climbing down, there's a gold slot for my gold rod. Now all that's left is entering the control bubble and shoving all of my various rods into a bunch of holes.


Wait a second. Did these ancient aliens just trick me into having sex with their ship?

Inserting the rods bring up the controls for the ship. Once I figure them out, I set course for Earth and promptly use it as a slingshot to fire myself into deep space. So I restored the game and set the course correctly, ending in an orbit around Earth rather than slingshotting around it (one option has you set course for the center of Earth. I should try that one next!) and I succeed! Now instead of Indiana Jones, I'm like Han Solo! It only took me two tries to correctly pilot this hunk of junk!


Oh no! I'm never leaving Earth again! You can personally meet some other human chump.

The game ends as if I just brought tons of knowledge to the human race. But what I actually brought them was a ship loaded with weasel-men, rat-ants, and a super curious spider man. Oh, and the weasels and ants are fucking pissed at me. Hopefully all the Grues were killed when I turned on the emergency lighting system, leaving them no dark rooms to hide in. Or maybe this is how Grues got to Earth! Is that the big twist? This is a prequel to Zork and I was the jerk that brought Grues to our world?! What a catastrophe!

SCORES

Game Title: The title confused me. I thought this was going to be a space romance about star-crossed lovers. Instead it was about a lonely miner with so little going on that he doesn't mind picking up after some ancient aliens who were so careless about their colored rods. The ship's name was Starcross so the title makes sense in that regard. But why was that the name of the ship? It's not like mankind currently has the capability to cross to other stars. That's the information the ancient aliens are going to give them. Also, why am I mining for black holes in the Sol System? Maybe my ship can travel between stars in the Milky Way. I don't really remember all the background stuff.

Puzzles: The puzzles were all really fair (maybe not by today's text adventure standards. But back in the '80s, we understood that death was often crucial to solving certain puzzles. And everybody except Graham Nelson didn't actually mind). This was labeled as an Expert Infocom game but I don't think any of the puzzles were spectacularly hard or unfair. The way to get the blue rod correctly so that you can win the game may be the only really "Expert" puzzle I can think of. Pretty much all the other solutions to puzzles are hinted at in the text or via your actions. They aren't always the best hints, like the colors of the projected planets being off or the gun's misfire. But they absolutely make sense after the fact, and I could see truly expert Infocom players grasping their meanings. I'm not sure that I cared for the way the adventurer, me, needed to solve some of the problems but then I never actually hurt anybody. Hell, I saved them all by fixing the oxygen system and the computer! And I murdered all the Grues. Oh yeah. So I did hurt some creatures. And if you don't feel bad about killing Grues, you probably haven't played Wishbringer.

Gameplay: Have you played an Infocom game before? It's like that. But with less explanation of where the exits are. Which is fine because you're in a huge tube with four long hallways. If you didn't try to go in every direction once you realized directions weren't consistently noted, that's on you. You're supposed to map these things, you know. It could have used more kissing.

Graphics: None. Not a single one. Which is not to say it couldn't have used some. I know Infocom text adventures don't have graphics but they've managed before to include helpful ASCII drawings. Take Infidel as an example. It showed you the runes inside the pyramid so you had the best chance of translating them instead of trying to describe them to you. This game had at least two locations that would have really benefitted with some kind of visual aid. Like the symbols that were supposed to represent the chemical make-up of gasses. Or the entire computer set-up once you get it running. Although the computer doesn't really do anything. Do you even need to fix it to beat the game? Does it turn on the Control and Drive systems?

Concept: Being tested by aliens was already a trope by the time this game was published. Finding alien artifacts left by aliens to help the other aliens who found them was what 2001: A Space Odyssey was about. Wasn't it? Was that what it was about? Seriously, I have no idea. Did the monkeys at the beginning solve the Monolith's riddle or were they like the weasel aliens and the spider guy? So confused by it that they just quit trying to understand it? Oh! Was I like the monkeys at the beginning of 2001 in that I was so confused by it that I quit trying to understand it and just threw a bunch of shit around my room?

Fun Time: You won't believe this but, once again, I forgot to keep track of how long I spent playing this game. It couldn't have been more than five or six hours of actual time typing in commands. But my mind definitely thought about the game constantly in the background while doing other things. Even when I didn't know I was working on one of the game's puzzles, my mind was whirling away until suddenly I'd think, "Oh! Maybe I should try that!" Too bad my brain was too stupid to come up with the solution to the one puzzle I never solved, even though I was about 80% of the way there! I was never really bored while playing this and never so stuck that I wanted to abandon it. If I had been playing this in the pre-Internet days on my Apple IIe, I probably would have solved it in another week or so. The simple fact that you could slide the teleport pad under the globe was indication enough that that was going to be part of the blue rod solution.

The Map!

Tuesday, October 6, 2020

Sherlock: The Riddle of the Crown Jewels



Sherlock: The Riddle of the Crown Jewels
By Bob Bates
Published by Infocom
Release Year: 1987
Version Played: Apple IIe

While getting the publishing information for the game from CASA, I noticed two previous players had left comments on the game. Richard Bos said, "True, and unlike so many adventures set in 'London', this one's topography actually works out as London's. So many games get that wrong, which is jarring if you've been there and love the city. Sherlock gets it right, which is pleasant." I resisted responding with "Ooh la la! Look at Mr. Fancy here! Been to London and knows it so well a stupid fucking text game's topography can ruin the entire experience for him! What a fucking twat!" But I didn't resist typing that response here and including Dick's name so that if he ever Googles himself, maybe he'll see my reply! Well, if he ever does do that and continues reading past the part where he felt insulted, I should probably tell him I'm fucking joking. It's a fucking joke, man. Calm down! Don't try to find out where I live so you can punch me in the face! Don't you think I get punched in the face enough with this kind of attitude?! I was just being whimsical! Oh, sure, at your expense! But not really at your expense, right?! If it were really at your expense, I'd have commented on CASA! I know you're never actually going to see this and get your bloody Teaboo feelings hurt! Unless you're the kind of prat who does indeed Google themselves.

Just a second! Now I want to Google "Grunion Guy"!

Wow! The second hit is for the text adventure game I wrote, Trollslayer. Other than that...um...sheesh. I've left my scat all over the Internet. This is kind of embarrassing. Don't bother Googling my name. Egads.

Okay, I'm ready to talk about this game now! If the game is a treasure hunt and I just need to find the various crown jewels, I'll probably enjoy the game. If it's a mystery where I have to question suspects to figure out clues before I can call Scotland Yard to come and arrest the culprit, I probably won't enjoy the game. If I can fuck Sherlock Holmes as Doctor Watson, I'll just stop playing and consider the game won because how can it get any better than that?

Oh yeah! You play as Doctor Watson because Sherlock Holmes is a lazy bastard who just wants to sit around smoking opium and pretending he's smarter than Moriarty. I've never read a Sherlock Holmes mystery because I have better things to do with my life. Okay, yes, I did recently just reread nine of the Xanth novels so let me amend my previous statement. "I have different stupid fucking things to waste my precious finite life on." Are you happy now? Because I'm not! Thanks for reminding me I'm going to die, jerko.

I'm glad I have this blog so I can pretend I'm not having arguments inside my own head with myself because I'm arguing with people on the Internet!


Solving my first puzzle while simultaneously being told I have a fat head.

I don't have high hopes for this game if the first puzzle has Doctor Watson finding the stethoscope he stored inside of his hat. I'd better make sure I don't have any other hidden objects on my body which I'll need later.


Regular readers of my blog might be starting to suspect that I have an infatuation with hiding things inside my asshole. But I ask, "How many text adventures have you won, hunh?!"

I knock on the door to Holmes' flat and his housekeeper, Mrs. Hudson, lets me in. She's quite worried about Sherlock because he's apparently stopped eating and drinking and smoking opium. But since he's currently indisposed, maybe there's a little time for some hanky-panky!


This answer is amusing but it doesn't bode well for getting my dick inside Sherlock Holmes.

I find Holmes upstairs staring at a vial and a syringe. He's sickly and almost certainly going through withdrawal. Sure, he'll probably tell me he's worried that Moriarty finally laid a trap too ingenious for even Holmes to avoid. But more likely, he just lost his opium source to Lestrade's handcuffs and he's freaking the fuck out about where he's going to get his next fix. Fucking hell. Do I really want to work with this bastard anymore? Holmes' gun lies on the mantle so, I mean, why not, right?


Lestrade gets me.

Instead of killing Holmes (or Mrs. Hudson), I wave the newspaper in his face and he lights up over some news about London Tower being closed. He then throws his opium into the fireplace and perks up, ready to solve the riddle of the crown jewels! Some government official meets with us, gives us some riddles, and takes off. Holmes gets dressed and tells me he'll wait outside while I go about picking up all of the things he's forgotten to take with him, like his pipe and magnifying glass. It seems most of the points I earned are from doing grunt work like an undervalued and barely thought about sidekick.

Now imagine between the previous paragraph and this one there's a gif of the sun rising and setting about three hundred times because it's basically a year later! No, I didn't stop playing the game immediately after leaving 221B Baker Street. And also no, I haven't been playing the game for a full year.

On a side note, who lived in 221A Baker Street? I'm sure Author Conan Doyle covered it in one of his boring Sherlock Holmes books.

Back to the front note, here's a problem with reviewing text adventure games: what do I do when I get stuck? How long do I let a review languish because I'm stuck on a problem? Do I look up a hint immediately just to get the review over with or do I power on for weeks unable to figure out how the author put together an unfair puzzle to extend the length of the game? Well as you may have seen in most of my previous reviews, I'll look up a hint in a day or two. I give myself enough time outside of the game world to let my mind percolate and then if nothing came to me when I return, I'll look up the hint, see how close I was to solving it (or, more likely, not close at all, thank you very much Lawrence Creighton), and then rant about how terrible the game was, blaming the author for my failure of imagination.

But Infocom games are special! I really want to be able to beat as many of these games as I can without hints. I know it's an impossible task but I previously beat both Border Zone and Enchanter without hints so why not all of them?! Okay, Enchanter definitely needs to be "beat with an asterisk" since I had read the solutions over thirty years ago. But if you've read any of my comic book reviews, you'll know my memory is pretty fucking horrid. But I feel like Enchanter's puzzles were so fair that there's a pretty good chance I could have beaten that game as an adult without remembering clues from my boring childhood of reading the solutions to text adventure games that I didn't own.

So why a year pause in playing this game? Well, I'd managed to gain possession of three of the four initial gems whose locations were clued by the riddles given to Holmes and Watson by the government guy. The only one I couldn't get was the opal hidden in the clump of moss underneath the London Bridge. Every time I knocked it down, it fell into the Thames and sunk immediately. I tried throwing various things at it but could never catch it before it sank. I tried hitting it with the oar. I tried standing up in the boat. I tried getting Holmes to hit the moss so I could catch it. I tried draping my coat across the Thames to catch it before the coat sank. In the end, I decided to leave the game be and think on it. So I did. And I never came back.

But this week, I finally did come back! At this point, having tried a bunch of the same solutions again, I decided, as I thought might be the case a year ago, that the next problem I needed to solve was the one which needed the supplementary materials (or Feelies) that came with the game. Infocom's form of copy protection was to make one puzzle unsolvable without the Feelies. I thought maybe I just hadn't gone to a location that could only be reached by cab but was mentioned on the map that came with the game. That didn't work. I thought maybe the password to the Tower of London was hidden in the newspaper that came with the game. That really didn't work because the newspaper is super long and boring. Which was super clever on Infocom's part because by the time I got to the section that listed the high tides of the Thames, I was too bored to notice or realize that that was the solution. You just had to wait until high tide so you could reach up and simply grab the moss. What also makes this solution so clever is that there's only a short time around high tide when you can grab the moss, so you're unlikely to get it by accident. And when you are under the bridge trying to get the moss, you have to keep reloading your game when the opal falls in the Thames. So time isn't going to pass at all while playing around for solutions. And you're not likely to wander around wasting time and head back to the bridge after you found nothing, giving you another random chance at being their for high tide. No, of course not since it's a limited time game! You'll just restore your previous save in the boat under the London Bridge and start throwing shit at the moss again in frustration.

Being fairly convinced that I needed the opal to get in the bank, and reasonably sure that the Tower of London's password would be revealed after that, I figured the opal problem was the copy protection problem and I wasn't going to figure it out by constantly scanning the PDF versions of the most boring Feelies in any Infocom game ever. So I looked up the hint. Luckily in this game, the Invisiclues are built right in. And so I learned I should have actually read the entire newspaper instead of scanning a few entries and thinking, "This fucking sucks."

After getting the hint, I believe I finished the game in an hour or so. Everything was pretty linear at that point and the final confrontation with Professor Moriarty simply takes a number of tries to figure out what you can and can't do. And Sherlock basically tells you the way to solve the puzzle early in the game when you ask him about his ampoule of ether; he tells you to "keep it under your hat."


The winning screen. Proof I completed the game but not proof that I didn't cheat. Which I didn't do. Except for that stupid tide clue that expected you to read that boring fucking paper.

Overall, the game wasn't as bad as I was expecting. I was expecting to solve a mystery and I hate text adventures which expect me to solve a mystery. It's why I won't be playing Deadline or The Witness. But this game was really just a scavenger hunt where the list of clues were riddles to be solved. To be fair, you didn't even need to solve the riddles. Even without any of the clues, you'd eventually map the entirety of the game and accidentally discover every gem. And it's not like the time limit forces you to rush. When I was ready to meet Moriarty, I had to wait around outside of his sleazy bar for more than 24 hours! And that was after having to wait half a day for the high tide! I must have missed the den of iniquity where you could spend most of the game rutting with prostitutes while Holmes stands nearby saying, "You must draw your own inferences, Watson," and then winking lewdly.

I'd have to say all of the puzzles were particularly fair because I solved them all. Except that one that wasn't fair but still fair in the Infocom copyright protection way. I knew a puzzle would rely on the Feelies! I just couldn't be bothered to deal with this game's shit Feelies. Even the part where you did rubbings in Westminster Abbey after which you had to discover the invisible clues on the paper must have been fair because I figured it out without even needing the hint from the museum. I only got the hint later when I couldn't figure out how to get the opal and realized the museum was a new location. That was a pretty satisfying puzzle because you get to tell an old man to shut the fuck up. That's one of my favorite kinds of puzzles because I didn't figure it out by logic; I figured it out from pure frustration. It's like when I couldn't get past the sleeping bear in Scott Adams Adventure when I was a kid and out of pure frustration typed, "Screw bear!" The response was "The bear is so startled it falls off the ledge." I think I stared dumbfounded at the television (I played it on my Vic-20) for five minutes and then burst into laughter. Even Leisure Suit Larry never resorted to bestiality for a puzzle's solution.

My favorite part of the game was dunking the urchin Wiggins into a keg of ancient wine. I suppose it was more like commanding him to get in which he did. That's probably even more humiliating. But he did say he'd do anything for Mr. Holmes! He's lucky I was done trying to kiss things after being told a dozen times previously that I was too horny for the Victorian era.

SCORES

Game Title: I suppose it had to be called Sherlock so the Sherlock Holmes fans would purchase it but Sherlock doesn't do much. He says it's because the only way to thwart Moriarty is to not think like Sherlock Holmes but I expect he's still fucked up on opium. The Riddle of the Crown Jewels might be too accurate because the game is half riddles and half crown jewels. The other half of the game is trying to kiss everybody.

Puzzles: They were all pretty fair. The gist of how to solve most of them was usually evident and then it was just a matter of trial and error to figure out the correct solution (okay, so maybe I didn't immediately think "I need to rent a homing pigeon!" when I saw the ruby in Admiral Nelson's eye. But eventually it all comes together). Except for the puzzle where the solution was "read this super boring newspaper where the bit you need is about three-quarters of the way through which you'll either never get too because the rest is so boring or by the time you do get to it, you're not paying attention anymore." In a way, it was the most clever puzzle of them all! Two other puzzles relied on reading the example gameplay in the manual because they teach you how to summon the cab and how to haggle. Those are more fair because the example puzzle was short and interesting rather than long and tedious. One of the puzzles was knocking a bung out of a bunghole which allowed me to cackle like Beavis for five full minutes. I shot it with a pistol instead of using the mace because I was a reckless maverick who totally didn't try to take advantage of Wiggins in the Tower of London dungeon. Who's going to believe a street urchin over a wealthy and famous doctor?! I mean, as long as they don't read my other text adventure reviews where I try to fuck every NPC I encounter.

Gameplay: It plays exactly as you'd expect an Infocom game to play except with less descriptive areas and less descriptive objects and no Elvish sword. It has a time limit but the time limit barely matters (except for knowing when the high tide is in). Technically, Watson remains awake for forty-eight hours before solving the case. Except for the brief nap he gets after being blackjacked outside the bank when Holmes is kidnapped. While it seems like this game should be about solving a mystery, it's just a hunt for a bunch of gems. This game could easily have been renamed Batman: The Riddler Hid Some Crown Jewels.

Graphics: It's an Infocom game! Doesn't that speak for itself?! How old are you that you don't know Infocom games don't have graphics?! Oh, don't give me any of that later stuff where they tried to add graphics! If you were old enough to know Infocom games didn't have graphics, you'd be old enough to hold the opinion that those later games with graphics weren't really Infocom games! You don't get knowledge like that from Wikipedia!

Concept: I suppose for companies that want an instant fan base for their merchandise, it's a great concept to use a famous literary character. But since Bob Bates chose to write a game that was in actuality a treasure hunt instead of a mystery, couldn't he have used a character that was in the public domain at the time?! Wouldn't Infocom have saved a bunch of money if they'd just made Gulliver: The Riddle of the Houyhnhnms Hay Bales?

Fun Time: The amount of time I spent playing the game minus the amount of time I kept knocking the opal into the Thames was probably how much of the time I was having fun. Since there was an entire year between my playing the first half of the game and the second half, I can't even remember how much time I spent on it. After getting the clue for the high tide, I don't think I spent more than an hour working through the Bank of England, the Tower of London, and the endgame with Moriarty. But before that, I probably spent four or five hours? Probably an hour or two on Westminster Abbey, an hour at Madame Tussaud's, an hour exploring London, and an hour split between Big Ben and Trafalgar Square. That seems about right! And I wasn't really bored of the game until that damned clump of moss and it's infernal need to keep falling into the Thames, taking the opal with it.

Wednesday, September 18, 2019

Enchanter




Enchanter
By Dave Lebling and Marc Blank
Published by Infocom
Release Year: 1983
Version Played: Apple IIe

I played Enchanter over thirty years ago and did not beat it. But I also owned The Big Book of Adventure Games by Kim Schuette. I knew I would never play most of the games listed within the book but I longed for many of them. I read the descriptions of the games listed in this book (and sometimes the solutions!) as if they were a new fantasy novel by Terry Brooks. Not that I still await fantasy novels or any kind of novels at all by Terry Brooks. But I was a stupid kid back then and reading thirty page chapters describing a few elves hiking through a forest was, somehow, my cup of fucking tea. One of the solutions listed in this book was for Enchanter and I'm sure I eventually broke down and used it to get by all of the puzzles that had me stumped (which were probably about 75% of them). So I'm replaying this game knowing that I once used a walkthrough to solve some of its puzzles even if I don't remember anything about the game except that there's a turtle. Having this information will not stop me from proclaiming I'm a genius if I manage to get all 400 points without revisiting Kim's book (which I don't still own but I can still access at the Museum of Computer Adventure Game History). I'm banking on my old person memory helping to make this seem like a brand new experience!

Charlatan
The Council of Elders in the Guild of Enchanters has sent me, a lowly Charlatan, into the lair of the enemy and I'm totally not bitter about it at all. Their argument that I won't attract the evil sorcerer Krill's malevolent attention because I'm a piece of magic shit didn't hurt my feelings one bit. I absolutely respect their authority and want to make them proud and it doesn't have anything to do with my lack of a father figure in my early years. But mostly I just hope to get rich like my cousin who explored the Great Underground Empire! Here I come, treasures!


Hopefully the Council of Elders can ignore how I BLORBed myself on the second turn and we can move on to ending the wicked reign of the vile Sorcerer Krill without ever mentioning it.

I don't like to criticize the Council of Elders because I don't want to live the rest of my life as a toad but what kind of sorcerous douchebags send an apprentice wizard out on a dangerous mission with just his spellbook? The entire beginning of this game is foraging for food and water so that I don't die of thirst or hunger before I die from Krill's lightning bolt or fireball. At least start me off with the BERZIO spell, you tightwads!

After loading up on supplies and learning the REZROV spell from some old crone in a deserted village, I REZROV my way into the castle. As I do so, Krill probes my mind. But sensing nothing but incompetence and a teetering house of anxiety built on a crumbling foundation of Impostor Syndrome, he shrugs his shoulders and returns to his dark work. Speaking of dark work, I FROTZ my battered brass lantern so that I won't be eaten by a Grue.

While stumbling around the castle, I discovered a beautiful jeweled egg that could be opened. Not by somebody as moronic and clumsy as me of course! So I just smashed it open to discover a damaged scroll inside. And because magic can solve any problem, I simply cast KREBF (which I found on a scroll just outside the castle) on the egg and the scroll, fixing them both. I'm perplexed that the KREBF spell wasn't the first spell taught to me by the Council of Elders, seeing as how I fuck up everything I touch.


For those uninitiated with magic, here are what some of the spells I mentioned earlier do.

Parlor Magician
After discovering the ZIFMIA scroll by KREBFing it and the egg, I found I was no longer a Charlatan! I was growing as an enchanter! Soon, I'd be powerful enough to be probed by my father and he'd have to acknowledge me! I mean Krill. Krill will have to acknowledge me.

My main goal as a Parlor Magician was to grow my book of spells. After adding the EXEX spell (make things move with greater speed) and the VAXUM spell (make a hostile creature your friend), I decided I had enough spells to solve another problem: a door so well guarded by magical creatures that I had no hope of ever getting through it. See, I had a dream about an idiot who was too dumb to see the illusions on the door and thus was safe from harm. And my cousin, the treasure hunting jerk exploring The Great Underground Kingdom, was just the dolt to open that door! I had seen him previously in a large mirrored hallway so all I had to do was ZIFMIA him, VAXUM him, and lure him to the door by showing him my beautiful jeweled egg! Then by motioning to the door, the moron would simply walk right past the danger, saving me the trouble of disenchanting the illusion before I could get through the door.

And with that accomplished, I was stronger than ever before! I was a Novice!

Novice Enchanter
At this point, I simply lost track of when I went up a rank which means I'll be fudging these headers. After becoming a novice, I think I helped give meaning to the life of some stupid turtle when I allowed him to help me find a powerful scroll (not the powerful scroll. Just a powerful scroll!). I thanked him like all good and decent people would do but I don't think I scored any points for thanking him. That was a missed opportunity to really confuse people by allowing them to win the game with 395 out of 400 points because they were rude and didn't thank the turtle. Speaking of winning with only 395 points out of 400, I have something to admit when I get to the end of this...review? Um, what do I call this thing where I sort of discuss the game but also sort of just act like it's a story I'm writing but then also tell stories about my personal life that nobody actually wants to hear?

Intermediate Enchanter
I probably leveled up after helping the turtle. It makes sense since you get points simply for eating and drinking in this game. I figured I was powerful enough to steal the powerful scroll (the actual powerful scroll!) from The Terror's weird lair at this point. So I found my idiot cousin and forced him to give me the map and pencil he'd taken earlier because he's a greedy dick. Using the magic map and magic pencil, I freed The Terror from his cell by drawing a line on the map but then trapped him again by erasing some other lines. Then I stole his scroll and he was super pissed. But I was probably a real Enchanter at that point!

Enchanter
I'd love to say that I became an Enchanter because I'm such a huge genius but in reality, I think I mostly remembered the solutions to a bunch of the puzzles in this game as I stumbled upon the items that could help solve those puzzles. That being said, the only part of the game I mapped was The Terror's prison maze so I easily recognized it when I found the map. And since the pencil is found with the map, it wasn't that much of a leap to figure out what to do. I also remembered what to do with the turtle as soon as I attempted to get the brittle scroll and was hit by a spear trap. Plus once I found the ZIFMIA spell and realized I had to summon a being, I knew I had to summon the adventurer to help with something. It wasn't until I had the dream of the simple guy opening the plain door that I figured out how to use him though. I also knew I had to memorize a spell or two for the next puzzle I was going to tackle: surviving getting sacrificed. That one was easy because the OZMOO spell tells you that it's the solution by being a spell that allows you to survive an unnatural death. I'm not sure if I needed to EXEX myself to do all the moves before getting sacrificed again but I did it anyway.

With that accomplished, I now had a sharp sacrificial dagger to cut the ropes on the jeweled box that enabled me to get another scroll I needed! I don't remember what scroll that was because at this point I was really flying through the game and didn't want to stop to write about it. I'm writing this a day or two later because I simply assumed my memory would be up to the task of recounting the story accurately. This won't be the last time an assumption has made a fool out of me! Although I think it was the MELBOR spell that protected me from evil beings. It makes sense because you need it to get to the final puzzle where you face Krill. If you're not protected, I think you just keep getting caught by hairy jerks whenever you enter Krill's tower.

Oh yeah! I also ranked up again! Probably!

Master Enchanter
Finally, I had everything I needed to defeat Krill! I KULCADed his illusory staircase, IZYUKed myself so I didn't fall into the bottomless pit, and headed into his evil lair with all the correct spells memorized to defeat him! Obviously I couldn't know beforehand what spells to use because I'm an enchanter and not a psychic. So I had to die a few times before I figured it out. Also I had to realize I didn't yet have the GONDAR spell (which I didn't know existed but after being burned to death by dragon's flame a few times, I began to suspect I was missing a spell to protect me from fire). It took me almost no time to discover the spell because I hadn't gone into the library that game and thought, "Oh, isn't there a scroll with the Dusty Book?" There wasn't. But I did investigate the rat tracks which lead to a hole in the wall which led to the GONDAR spell which led to Krill's inevitable defeat!

After defeating the dragon, I turned Krill's next henchman into a lizard with the CLEESH spell. Then Krill shit himself as I began to recite the GUNCHO spell. That's a spell that banishes a creature to another plane! I succeeded with the spell or maybe he teleported away. It was hard to tell for sure. In any case, I won! I scored a full 395 out of 400 points! Oh. Shit.

Candidate for Membership in the Circle of Enchanters
Yeah. I fucking tanked it, dude. I mean, I was now about to enter the Circle of Enchanters but with a huge stain on my permanent record. How could I have missed five points?! How embarrassing! I checked out Infocom's Invisiclues to see where I could have missed five points and the only five point puzzle was KREBFing the shredded scroll that was inside the egg. But I'd done that! The Invisiclues also said you get ten points for opening the egg. I began to suspect the Invisiclues were wrong and had those two point totals mixed up because I never actually opened the egg. I just broke it and then fixed it with the KREBF spell. I reloaded and experimented a bit and, yep, that was the five points I missed. Some Enchanter I turned out to be!

SCORES

Game Title: Succinct and to the point. I would have preferred Zork IV because I love when game designers become mired in a world that was so popular they find they can't reasonably abandon it, at least not for economic reasons. It's why Terry Brooks wrote five thousand Shannara books!

Puzzles: Terrific! I really wish I hadn't played this game when I was younger because I feel like they were fair enough that I would have figured them out now as an adult. It's also possible that if I hadn't had Kim Schuette's solution at hand, I would have worked harder at solving all the puzzles before diving into the clues. It's pretty much the only reason I beat Trinity back in 1990. Because I was a freshman in college with two games on my Apple IIe that I'd brought with me, Trinity and Dragon Wars. Also because I wasn't distracted by things that we're all distracted by today, like the Internet and more Internet and other things that are pretty much just the Internet. I could say I was too distracted to beat Trinity because I was drinking so much beer and getting laid all the time. But I'd rather tell the truth and brag about having beat Trinity without any clues, no matter how big a hit my sexy rock and roll reputation takes.

Gameplay: The only weak bit with Enchanter is the part where you need to eat and drink and sleep. And it's made even worse because it's implemented so weakly! Sure, I guess I like that a loaf of bread lasts the entire game and I don't have to worry about dying of hunger. And I don't have to worry about thirst because I can always refill my jug. But if they don't really matter and only provide a limited number of turns so high that nobody probably ever died of hunger in this game, why bother? The sleeping I liked though because the dreams were a really nice way to provide hints to puzzles that might not have been so obvious. Like the dream that points to entering the Gallery without a light source. Quite clever, really.

Graphics: It's an Infocom game, dumby! Although they did eventually get into graphics so maybe I should apologize for expecting modern readers to know Infocom mostly ignored graphics. Except in games like Infidel where one of the major puzzles was translating ASCII hieroglyphics!

Concept: The best concept! I love pretending I'm a magic user like Gandalf or Fonzi.

Fun Time: Like Border Zone, I think I may have spent about six hours total on it. That might not seem like a lot for an Infocom game that I beat and you might be thinking, "That Grunion Guy is a fucking genius!" And you should keep thinking that instead of remembering how I had already read clues about it thirty years ago. Hopefully when you think about this review later, like when you're excitedly telling your significant other about this great blog you've been reading, you only really remember the part where I typed, "Grunion Guy is a fucking genius." "Grunion Guy is a fucking genius" has a pretty good ring to it, doesn't it? Just listen to it: "Grunion Guy is a fucking genius." Hopefully you just said "Grunion Guy is a fucking genius" out loud. And hopefully there were other people nearby to hear you and reply, "Is Grunion Guy a fucking genius? Yeah, yeah. I guess Grunion Guy is a fucking genius, isn't he?!"

Wednesday, September 11, 2019

Border Zone



Border Zone
By Marc Blank
Published by Infocom
Release Year: 1987
Version Played: MS-DOS

I've played a lot of Infocom games in my life because I didn't lose my virginity until I was eighteen. Maybe nineteen. Or was it seventeen? It depends on what lie I told you but I assure you I'm not a virgin now. I'm only playing text adventures because sex is so exhausting that I need something to do while my penis heals. Border Zone is not one of the Infocom games I played because just look at that box art. It's fucking boring, right?! Plus it's that weird green or khaki color so it doesn't even match up with all of the other gray on gray with more gray Infocom boxes. Who would want this buggering up the look of their computer game shelf dedicated to Infocom? Aside from that, am I supposed to feel the immediate tension by recognizing those flags and the border dispute it suggests? Probably not because I'm sure one represents the country of Fooblitzky and the other represents the lands of Lord Dimwit Flathead.

Ignoring the purely aesthetic reasons that turned me off from this game, I just wasn't into espionage stories. So if I'm not up on the genre and all of the genre's inherent cliches, how am I going to solve all of the puzzles that demand I know exactly what I'm supposed to do when the guards begin searching all the sleeping compartments on the train?! Am I supposed to put on the fake mustache or just shove the documents straight up my ass? What does the heroic spy usually do?

I have tried to play this game a few times in the intervening years (the ones between the time I was all, "What a suck ass looking Infocom game!", and now where I'm all, "Why am I going to try to play this suck ass looking Infocom game?!") and didn't really enjoy the idea of a timed game. At least I think it was a timed game. Maybe it just felt like a timed game because every move made me think, "Why am I wasting so much time on this game?!" Anyway, it's an Infocom game so I'll probably be hopelessly stuck ten minutes from now.


The main reason I'll probably need to pause the game is to masturbate when I meet the sexy double agent and type, "Fuck sexy double agent then fall asleep".

In the picture above, try not to read the three chapter titles because there's a spoiler in the third one that says "The Assassination." I'm going to forget that's a plot point and start playing "Chapter 1: The Train" because Marc Blank suggested that's what I do.

CHAPTER ONE
The protagonist (that's you! The person you play in the game! Or it's me! I'll probably go back and forth using first and second person pronouns so please don't be confused by my amateurish writing style) is just a regular non-spy person who does a little importing and exporting across the Iron Curtain. This game is from 1987 so nobody remembers what the Iron Curtain is anymore. It really wasn't that important anyway, at least not to those of us living on the Western side of it and never had to really think about its implications on the people trapped on the Eastern side of it. Am I supposed to have enough time and compassion to worry about the state of other peoples' worlds when I can barely keep my world from disintegrating?! If you want Levi's, people dumb enough to be born in countries annexed by the USSR after World War II, maybe you should have thought about that up in heaven when God was asking you what uterus you wanted your soul implanted in! Idiots.

The train story begins, as all good espionage train stories do, with a probably dying secret agent breaking into your compartment to hand you the documents that will stop the assassination if only you can get them to another secret agent by responding to a coded phrase with a coded phrase of your own. I think I've practically got this part of the game won! Except I've forgotten both of the phrases already. I should probably restart and make a note of them, right?

Okay, I've figured out what the secret agent will say to me and what I have to respond and I've even translated the sayings into Frobnian because I understand how Infocom games use their non-digital printed material as copy protection! Somebody without the phrase book that comes with the game wouldn't realize that the American agent is telling you the English codes but his contact is Frobnian! I'm so far ahead of Marc Blank right now he would say something like, "Whoa! That guy is super far ahead of me! And totally not a virgin."

As an experienced business man who has dealt with border control for my entire business life (the fictional me in the game! What, you think I actually work for a living?!), I know that I can't just keister the document. The searches at the border are brutal. And I don't have a fake mustache so I'm flummoxed already. Plus the wounded agent left a big blood spatter on the floor of my cabin. So to even make it out off the train so I can meet my contact, I've got to clean up the blood and figure out what to do with the document. The blood was easy but to keep the document, I had to get caught a few times to figure out where the evil trench coat wearing man's interrogation weaknesses lay! Or lie (I knew I should have phrased that differently. Stupid lie/lay is worse than who/whom). Because apparently even if you flush the document down the toilet underneath a huge nervous stomach shit, the border patrol will dig it out and bust you.

So I cleaned up the blood by doing all of the boring and inane steps like turning on the faucet and wetting the towel and turning off the faucet and scrubbing the floor and returning to the bathroom and flushing the towel. In Infocom games, it isn't enough to just tell the protagonist to clean up the blood and then, like a normal adult human being, the protagonist would think, "Oh yeah! I know how to do that! Let me get right to it!" I guess Infocom games are less about ordering some jerk around and more trying to pretend that you are that jerk and that that jerk is kind of stupid.

After cleaning the blood, I had to figure out what to do with the document. No matter where I tried to hide it, border control sniffed it out and traced it back to me. So the only thing to do was to tear it up and shove it up my ass! I mean throw it out the window. But that meant I couldn't complete my mission which really wasn't my mission anyway and why did I care if some ambassador was assassinated?! I didn't ask for this responsibility! It's not my fault if somebody dies today. It's the fault of the clumsy American agent who got himself shot, stumbled upon a useless dolt to complete his mission, and then fell off the roof of the train! I should just throw the document out the window and get on with my life! And maybe I will!

But before I did that — you know, just in case my conscience berates me continuously for the rest of my life — I figured I should probably keep some photographic evidence of the document. After doing so, I couldn't help worrying about how there was another picture left on the roll of film and I was probably going to have to completely restart this stupid game when I realized I needed to take one more picture before removing the film and hiding it up my ass from the border patrol. Stupid Infocom games always have me worried that I'm in a walking dead with a roll of film up my ass scenario!

Being the super chill American businessman turned spy kind of Lothario I am, I totally and easily complete my new mission and probably fuck a hot double agent too! But not the young girl I handed the roll of film to! The double agent was probably older than that!


I know this screenshot is different from the previous screenshot! But the Apple IIe copy I found crashed when you examined your clothes or photographed the document. And the Commodore 64 version seems to think people who play Infocom games are already wasting their lives so why not make every move take an interminable amount of time. So I wound up playing the browser MS-DOS version on Archive.org.

For an Infocom game, that first chapter was simple! All you had to do was act like a boring idiot who totally wasn't involved in political espionage at all and you succeeded! I bet every nerd who tried their hand at this game beat Chapter One. But the next chapter will be different because the player takes on the part of the American spy! What greasy nerd knows how to act suave and sophisticated and super sexy? I mean aside from me! I was born to play this role!

CHAPTER TWO
You begin the story of the American Spy after he falls from the roof of the train. He claims he jumped for it but when I was the businessman, I know what I saw! I'm a clumsy oaf! I mean he's a clumsy oaf! No, wait. I guess I am the clumsy oaf! And I'm not clumsy at all! I totally jumped for it and looked hot doing it. Now I just have to survive the freezing weather and try to get past the border patrol or else I'll die out here in the ... BORDER ZONE!

Hopefully I'll also get another chance to fight my rival Viper to the death! Ew, I'll show him! Or her!

Or not! After playing this chapter for about ten minutes, I realize it does every single thing I don't like in text adventures: time limit, characters that go about their business while you're off in other areas, and a puzzle that relies on knowing so much about the timeline that you have to play the scenario dozens of times to work it all out. I feel like I've got the gist of what you have to do (although I'm probably wrong on one key point because I haven't played more than a handful of times) but I'm not sure I'm willing to keep at it. After you bail from the train, the border guards begin searching for you. So you've got some guys in a vehicle driving around and a pack of dogs (not to mention the searchlights and fences at the border) hunting you down. Early on, you have to get to a small house because it has a parka in it to keep you from freezing to death. You have to time this with when the guards arrive to talk to the owner so he's distracted while you sneak in the back. There might be more to do inside the shack other than gather up all the crap in the storage room but, as I mentioned, I haven't really explored the scenario yet in multiple ways.

As a spy, you have an explosive pen on you. It has a timer which means I have to figure out how long to set the timer for and where to stick the pen to get something further in the story to happen. I feel like I have to stick it on the guard's automobile so that it explodes near the border, distracting the guards at the spotlights so I can make a run for the other side. Realizing that that might be the solution is what has really made me dread continuing with this game.

Another puzzle is to get the dogs to stop following you. I'm fairly certain you do that just by putting on the work boots and trudging through the swamp a ways before leaving the swamp in a new location and leaving the boots behind.

If there are any other puzzles (aside from staunching your bleeding gun shot wound), I haven't found them. I suppose the biggest one is sneaking about to get the pen on the guard's car and figuring out how long to set the timer for. Do I want to bother with that? I feel like that's the big puzzle that allowed Infocom to tack on hours and hours of gameplay to Border Zone. Because now I have to follow the car around to see where it goes and how long I'll need to set the timer for and where I'll need to be when the pen blows up. I have other things to do with my life, Marc Blank! I mean, they're not very important things. But they're things I'd rather be doing than messing around with the timer on my imaginary explosive pen! I'm not cut out to be a spy, especially when that spy has to know things he couldn't possibly know on the first playthrough of this game. Does Marc Blank know how real life works?!

Oh, your argument is that this is a game and not real life and that maybe I should chill out about it?! Well if this game is a game and not real life, why the fuck does everything keep moving along even when I'm not entering any commands?! Who wants to play a text adventure like that?! Even Bioshock doesn't demand that kind of effort out of the player. Bioshock is the only other game I could come up with. It isn't even a fair comparison. If Border Zone were a first person shooter, I'd absolutely finish this chapter! I could see the guards moving and physically hide from them. I could observe how everything moves in the game by following them around. But in a text adventure, it's fucking impossible. Sure, the game tells me if the dogs are to the north or the west. But when I'm hiding behind the shack, it sure would be a lot easier to figure out what I'm doing if I could see the guards interacting with the owner of the shack and milling about searching the premises! I don't think my imagination is good enough to handle this bullshit tension. I'm so fucking stressed out right now!


Apparently you can get close to the border without doing any of the stuff I previously mentioned except stealing everything from the storage room.

It doesn't seem like I've done enough before getting to the border but I guess I should explore this area a little more before writing Marc Blank a letter about how terrible some of his decisions were early in his career. I suppose I need to use my explosive pen here to blow a hole through the fence which I won't be able to climb through because the guards will hear it. Unless I time the explosion to blow when both guards are at the same spot, killing them? Then can I rush through in the chaos?! Figuring out the answer to that means doing math, I bet! That's because you get a timer and a little ASCII display of the guards' motion as you watch them. This is way too hard! I miss the Infocom days when you could just type "kill thief with sword" and hope the random number generator gave you a good result.

Once you get through the fence, you can climb up a guard tower where there's a bolted ladder leading up to a locked door with a guard inside. But even if you can hide on the metal bit bracing the ladder, knock on the door, and shove the stupid guard off of the tower, you still can't jump across the border from the top of the tower. You just wind up dead. Which is when I thought, "Hey! I need the exploding pen for this part! I bet I can just climb over the fence and save the explosives for this scene!" And I was almost completely and absolutely right except for a few small details which would have frustrated the fuck out of me if I hadn't gotten completely lucky on restarting Chapter Two to try out my new solutions.

You see, there's a small shed in the forest near the shack. A small shed that is almost impossible to find due to my apathetic attitude toward mapping Border Zone and the way every location is described as "You move 100 yards north and find you're still in the snowy forest. What did you expect, jerk?!" Sure, the shed has been drawn on the map that came with the game so that people who actually purchased Border Zone would have explored long enough to find it. And I have access to that map because everything is free on the Internet. Right? Am I making a terrible assumption there? Um, anyway, when I restarted, due to not having mapped, I couldn't remember exactly how to get to the shack before the guards got there. While stumbling around lost, I found the shed with the rubber gloves and bolt-cutters inside. And like in most text adventure games that aren't Infocom, the main puzzle was simply finding the right items where they were hidden. Because as soon as I found the bolt-cutters, I knew I had this chapter beat.

What I didn't know was that the border fence I'd previously blown up to get through was electrified! Luckily, I had found the rubber work gloves right there with the bolt-cutters. Marc Blank practically gave that puzzle's solution away for free! Idiot. He should have hid the gloves somewhere in the forest where you weren't ever clued in to dig in the snow. That's more like a proper 80s text adventure! Of course, that's not Infocom's way! Infocom wants you to succeed! They want you to realize you wasted the pen explosive and needed a new solution where you use the pen to blow up the tower so that it falls over the border fence with you inside of it! But at least in the actual solution, you still get to push that stupid Frobnian Nazi off of the tower. Eat snow, grumblebutt!


I'll accept my Champeen of Infocom crown now.

Chapter Three
The first two chapters were way too easy for Infocom games so I'm really nervous about this third chapter. Have I just gotten more brilliant as I've grown older or did Marc Blank save all of his dreadful Infocom ingenuity for this final chapter?! Hopefully this chapter doesn't have dozens of NPCs whom I've got to track across multiple playthroughs just to figure out where I should be every minute of the scenario. I really do prefer text adventure games with static environments that simply react to the things I do. I'm already stressed out thinking about my race against the clock to save the ambassador! Remember when I didn't even care if the ambassador died during the first chapter?! Why am I suddenly invested in saving that asshole?!


In this chapter, I'm the sexy double agent!

The sexy double agent is also — and this is a huge spoiler for all you Infocom fanatics who just haven't, for some reason, gotten around to playing all of the Infocom games — Viper, the man in the trench coat trying to get the documents back from the importer/exporter in the first chapter! If that's the case, you'd think I could just go to a coffee shop and hang out for the rest of the game. If I'm trying to stop the people trying to stop the assassination, then can't I just stop trying to stop those people so they can stop the assassination?! Maybe if I just hit "z" and "enter" until this chapter ends, everything will work out for the best!

Seventeen in-game minutes later, the ambassador has been shot and killed. What the fuck?! How incompetent are the American spies? I guess that's why I'm a double agent. Because I'm double the agent all of these other jerks are. I guess I need to get to work saving the day all by myself! If only that stupid American businessman had given me the documents, I could have saved the day myself. Except when I did get the documents in Chapter One, the game still ended with the ambassador getting assassinated. I should just get on with saving the day already. I bet when I'm done, I'll run into Topaz (that was my secret agent name in Chapter Two, apparently) and we'll share a deep, passionate kiss.

I do run into Topaz chilling at a coffee shop exactly like I was planning to do!


I guess Topaz doesn't feel the same way that I feel about him.

Topaz is probably still important to the story, so I decide to leave him alone for now as I got about my double agent business of stopping the assassination that I put into place. It's actually not too hard to do if I don't mind sacrificing the rest of my double agent career. I meet my contact, learn the sniper's password, figure out what window he's sniping out of (by checking the apartment directory, you just have to find which eastern facing apartment is empty on the fifth floor (maybe other floors sometimes but it always seemed to be the fifth floor on my multiple restarts)), and go shoot him in the back. But that puts a lot of suspicion on you and you wind up pushing papers in Siberia. Better to trick Topaz into stopping the assassination! I guess that's why you have to save his life in Chapter Two.

To do that, you have to get him to chase you back to the sniper's nest without getting caught by him or the local police. At one point, you get to push over a hot dog vendor's cart so it really feels like you're in an action movie and also that you're a fucking prick. Once you lead Topaz back to the sniper, the difficult part was not also being killed by Topaz. After making him a huge hero, he kept shooting me in the face because he's a huge bastard whom I wish I never helped cross the border now! At first I thought, "Well, this is an Infocom game. It was bound to get difficult at some point! And I guess one or two moves away from completing the game is as good a time as any to get stuck." But then I thought, "Well, even though the sniper doesn't let me move or do anything, and the sniper's apartment is completely bare, maybe I can try to hide so Topaz doesn't fucking murder me when he kicks in the door?"


Oh fuck. Easy as that, was it?!

And with that final move to hide in plain sight, I fucking defeat Marc Blank! You stupid son of a bitch! You thought you were so clever, didn't you? "Oh, look at me! I'm an Infocom imp! I write the hardest text adventure games in the world and I only mattered for like four years in the early to mid eighties because I hitched my star to the most boring entertainment ever! Only stupid virgin assholes would keep playing the games I wrote, the dumb bastards!"

Hey! Fuck you, Marc Blank! How did that Marc Blank imaginary soliloquy get away from me so badly?! Anyway, suck on this, Marc:


Seriously though. I can't believe I beat this game without any hints. I'm fucking chuffed.

SCORES

Game Title: Not great since it basically drove me away from this game for years. I suppose if you're into espionage stories, it's a great title because it's so evocative of crossing a border! That's like the hardest challenge in the espionage genre! I think. I'm not a fan so what the fuck do I know? My favorite espionage movie is Run, Lola, Run. Does that count as espionage? I guess that's more heist fucks time travel while fingering romance's anus.
Puzzles: As far as modern day Interactive Fiction "rules" go, the puzzles in Border Zone are terrible. Nearly all of them rely on playing through and losing dozens of times to see how the NPCs react to different situations. It's the only way to learn how they behave so you can act accordingly. But compared to a non-Infocom game, the puzzles were generally satisfying. Because of the way the game works, I'm not even sure some of the things I did were solutions to puzzles or just wasting my time. Did I have to go through the swamp to lose the dogs or could I have just done everything quicker? Were there alternate ways to solve puzzles or were things like the binoculars and the wood saw in Chapter Two just red herrings? Generally, once I saw the way the other characters reacted, it wasn't long before I figured out how to thwart them. I believe Marc Blank was relying on some puzzles to be difficult due to the player losing track of the story. Like in Chapter One, you can get all the way to the end and still get caught when you try to pass the documents to your contact because you were wearing the stupid white carnation the entire time. But once you realize you seem to have done everything correctly and some guy on the platform is still following you, it's not hard to realize you need to not stand out and to keister that stupid flower until you actually need it.
Gameplay: Fucking annoying. I hate adventure games where the story continues no matter what you do. I hate timed adventure games. Border Zone decided not only to use those two aspects I hate but to invent a third one that — Hey! Guess what?! — I hated even more: time passes even when you're not typing! Is there a word that means both "innovative" and "Goddamned fucking annoying as fuck"? Whatever it is, Marc Blank should copyright it.
Graphics: Normally for a text adventure, I'd say none and be done with it. But this one did have graphics! It had a little ASCII bit to show two guards marching around the base of three towers! And it absolutely did nothing for me because the dumb guards barely even notice you when you cut through the fence silently instead of blowing a huge hole in it. Hell, even after blowing a hole in the fence, the idiots keep to their regular patrol only slightly more alert due to hearing an explosion.
Concept: I think I more than adequately covered my apathy toward the concept. I will compliment Marc Blank for his work in making a game about a really stressful experience into a really stressful experience. Good job, jerk!
Fun Time: I keep forgetting to track the amount of time it takes me to play these games. Maybe I'll get better at it eventually. But I think I spent maybe six hours (at most. I might even drop that to four or five) playing this game over the last week and a half? I did think about it more than that though. But not a lot more. And the third chapter which I thought would be dreadfully hard took the least amount of time of all. Probably not even an hour. The good news is that the amount of "fun time" I had with this game is equal to the amount of time I played it. That doesn't often happen. Usually the "fun time" gets expended quickly and I force myself to trudge through the rest of the game, adding the experience to the long list of things I'll regret when a doctor finally says to me, "You have three months to live due to your malignant finger cancer caused by typing."