The Lost Islands of Alabaz has been out for more than a decade now, and, while it did make a splash by winning the Spring Thing 2011 competition, it seems to have faded into something like obscurity in the years since.
This is a grave oversight.
Michael Gentry's overlooked gem is an exquisitely well-planned introductory adventure for children (or, indeed, for adults sufficiently young at heart). Developing it in the years after his work on Jack Toresal and The Secret Letter, he seems to have been prompted to write this piece as a test of his own insights about how to craft a kid-friendly IF experience.
In the same way that his genre-savviness elevates Anchorhead above the pack, his deep intuition about children's storybooks serves him well here. The very first interaction, the simple device of asking for the protagonist's name, is a remarkably-effective hook for young players, especially as it is phrased ("What is your name, brave Knight?"). Immediately, the player is invited to either enter his or her own name (thereby stepping into the story with an actual identity) or to invent a heroic-sounding name (creating an avatar to embody an archetypal persona). From there, the target player is deftly drawn into the fairytale world that will be the story's setting while at the same time being shown the ropes of interactive fiction. The spare text style of just a few lines to describe each room is appropriate to the genre, won't tax even intermediate readers, and leaves plenty of room for the imagination to fill in the details -- especially after it has been sparked by a few carefully-chosen adjectives. The tropes at play are simple, and the story progresses with a light-hearted sense of fun that is both charming and compelling. In the first few moves, during which the tutorial mode is active, I was powerfully reminded of Infocom's Wishbringer, but it is important to note that this isn't an "old school" style game.
Once again, the author's talent for integral design of the play experience is evident; a few careful changes to the mechanics of interaction do much to set the mood for those familiar with interactive fiction, while smoothing the way for newcomers. The world model is somewhat simplified from the standard: Only four cardinal directions are supported, and objects never leave inventory once acquired. NPCs are talkative enough within the game's ASK/TELL model, which can be daunting for beginners, but implementation of a "topic-prompting" system (similar to that of Lost Pig) and functional combination of the verbs ASK and TELL make it very easy to get started. The SHOW and GIVE verbs also can also be used, a discovery that new players seem to make intuitively once they have had a few interactions with people in the world.
Trig, an almost ever-present sidekick who is the most prominent NPC, arrives early and takes over as the game's tutorial voice after the first few moves. By the end of the first chapter, he stops dispensing tutorial advice, and from that point on he doubles as a hint system. Repeatedly asking Trig about an active problem (as identified in the self-updating journal) will yield increasingly larger hints. It's quite intriguing how this plays out psychologically with young players -- they seem naturally resistant to asking him for help whenever they think it is something that they should be able to figure out themselves, even when stuck. Perhaps this has to do with the way that Trig's personality is implemented; he is somewhat dull, in the style of Trent/Tiffany from the Infocom canon. (The logic seems to be "If even Trig can figure it out, I should be able to!")
NPCs are an integral part of the game. In addition to Trig there are two other crew members, Javier and Zoey, that the protagonist is nominally in charge of as captain of a ship. These at first seem to be information-dispensing cardboard cutouts (the dominant but wholly-appropriate style used in the game), but at several points the protagonist needs to gain cooperation from one of these team members to complete a puzzle. This is a small but important touch, moving them out of the realm of background decoration and into the realm of supporting characters. At least one of these occasions requires issuing a command to Trig, an affordance that might not be obvious to new players but which Trig himself introduces as an optional interaction during one of his last tutorial voice comments.
Although the hint system is in place, it is rarely needed because the puzzle structure is masterfully designed. It works marvelously in conjunction with the game's "journal" system that serves in place of a score. Reading the journal lists achievements that have been accomplished as well as the pertinent puzzles to be solved at that point. The effect of reading over the list is much like a FULL SCORE command without any numbers attached, and it's interesting how over time this creates a sense of progression through the story's highlights without implying a precise measure of how much of the game remains.
Initial puzzles barely count as such, with solutions on the order of opening a container or walking between rooms, but the difficulty level slowly increases over time. While even the most difficult puzzles in the game are on the easier side for experienced players, several are clever in their construction and require small leaps of intuition that are just the right length for kids. Using Andrew Plotkin's definition of a good puzzle as being one that makes the player feel smart, these are very good puzzles indeed. There is also quite a bit of variety to the types of puzzles, including a superb racing sequence that makes for a very memorable action scene (and adds a new companion NPC: the mount, which the player must name). Wonderfully, the puzzles dramatically reduce in difficulty as the plot reaches the top of its arc, allowing for a quick denouement before the sense of victory is lost.
The story's pacing is also excellent. Its structure involves exploration of several islands, each consisting of a small number of rooms (generally 3 to 10) and each relatively self-contained. Access to each island is granted by obtaining one of ten magical pearls, and much of the functional plot revolves around obtaining these. As the range of traversable locations expands, more and more interactions between locations become possible (and necessary to progress). Although the central mystery of the plot remains a mystery until near the end, the player is rewarded with snippets of history that are revealed through exploration. These snippets contrast with the expectations set by the game's well-crafted "feelie" (an almanac of the kingdom written 50 years previously), giving a sense of deep dynamism to a world whose present is generally static. The command GO TO assists in navigation on each island, but it is not 100% reliable, suffering bugs in certain places(Spoiler - click to show) [confused by basket-o-vator, or presenting occasional malformed disambiguation questions] and outright refusing to cooperate if the destination is too nearby. This is another of Gentry's bits of subtle genius; it frees players from long sequences of navigation commands while still encouraging them to create a map of their own, in their heads if nowhere else.
One feature that I particularly liked about this work was that it includes some strategically-placed red herrings in a couple of places. These are items that seem like they could have a use somewhere, but which never actually do. Players are left to mull over these and deduce which items among them are the ones that can actually be put to use. Their presence does quite a bit to vary the pace of the story (allowing for thoughtful, slow-paced experimentation phases) and to engender the sense of a world of possibilities, even when in practice there are few options for progress. They also contribute to the satisfaction of working out the relevant solutions by sorting trash from treasure.
Although a version 2 was released to correct bugs, there are still a noticeable number of typos and a few issues with the interaction. These are minor, and they do not detract from the story. Perhaps these will be addressed in a future release, but most players will probably be more interested in seeing the sequel that is promised at the game's end.
There's something in the alchemy of this work that may particularly appeal to those who enjoy games in the old school style. It manages to retain the heart of some of the best elements of that style while adopting (and adapting) several innovations that inarguably improve the play experience. I'm not sure how well playing this would prepare someone to try older games, which might seem primitive in comparison to this work, but it certainly seems likely to encourage young players to view interactive fiction as a category in a positive light, and that aspect alone makes this a valuable contribution to the field.
This game earns five stars for me, as it has become my first suggestion whenever someone asks for a recommendation for a children's game. If you are looking to introduce a grade school child to interactive fiction, this is definitely the one to try. Even middle school aged children may enjoy it if they can get into the proper mindset -- especially if they are teamed up with younger kids and can help them think through the puzzles. The same applies to parents: It's sure to be fun if played with kids, even if it's not the kind of thing that you would choose for just yourself.
Having very much enjoyed Risorgimento Represso, I was eager to play this sequel when it was first released in 2018. It didn't manage to grab me the way that its predecessor did, so I put it aside and only got around to trying again recently. It was definitely enjoyable for someone who appreciates the old school style of play, and it is a solid sequel to a well-regarded first episode.
One of the hallmarks of the old school style -- found abundantly in the most popular games of Infocom -- is a kind of wacky comedy to interactions with the presented world. Plenty of more modern works offer the same, but this is not mere imitation. Instead, the technique survives because it is a relatively easy way to deliver entertainment to the player that is of particular value within interactive fiction because it doesn't rely on proper pacing. After all, "brevity is the soul of wit," and bite-sized jokes fit neatly between command prompts.
Although this piece frequently incorporates that type of comedy, it takes the form of more than one-off jokes. Instead, it is the framework for an extensive comedy of errors, a genuine farce growing like rich ivy over the cottage of the game's simple action plot. Jokes build on one another and escalate over time as the player, in the typical old school PC style, conducts a minor crime spree in pursuit of purely personal goals.
It should be noted that knowledge of the original is wound throughout the sequel, though not in ways that make that knowledge required to finish the game. If you happen to have played Risorgimento Represso recently, Illuminismo Iniziato will feel like an unbroken continuation -- following almost as directly as Zork II follows Zork. (In theory, quite a bit of time has passed between the two episodes, but it's not clear what the player character has been doing in the duration. You don't seem to have changed, and you begin with a few familiar items.) In the first half of the game, the setting will be Blumph, a city mentioned but never visited in the original. In the second half, the scene will change(Spoiler - click to show), and you will return to the town of Vechlee, revisiting many of the same locations and objects from the first game.
Several characters appear in both episodes, albeit in different capacities. Ninario, the centerpiece NPC of the first episode, barely appears in this one, and he is never on-stage. Instead, pride of place is given to Crystal, a talkative companion that serves up continuous "color commentary" on your actions. Much of this takes the form of reminders/exposition about events in Risorgimento, but over time this slowly morphs into observations that help to focus attention on the central thread of the plot.
Crystal is an extensively-implemented sidekick(Spoiler - click to show) who develops into a G-rated love interest. She has a ton of things to say, quite a lot of which is non-essential. This creates a life-like presence, but the drawback is that players expecting typical goal-directed expository interaction may find themselves stuck in a morass of verbiage with no end in sight. [In fact, the reason that my first attempts at playing didn't grab me is that I found myself standing in the first room talking endlessly to Crystal about seemingly inconsequential topics(Spoiler - click to show). After her insistent introduction, I assumed that speaking with her was important at that point. Perhaps a device such as her refusing further conversation by saying "We can't stand around all day." after a certain number of interactions in the same location would have served well here.] She is explicitly cast as the "talks too much" type, and one humorous innovation is that her replies for unrecognized topics often take the form of anecdotes about unrelated matters, each of which eventually ends with the acknowledgement that she didn't really hear your question.
Once one realizes that conversation with Crystal is entirely optional, the rest of the game beckons. Although the player is warned by the opening sequence that Big Things Are Afoot, the protagonist's quest begins as the simple task of picking up some dry cleaning. This task is quickly derailed, and in the "natural" course of events (i.e. initiation of the aforementioned crime spree) the protagonist and Crystal catch up to what the player already knows: The villain from the first episode is trying to widen the interdimensional rift that brought the PC to this world. Although it might not seem like this would be a problem to solve, it is(Spoiler - click to show) because, as it surprisingly turns out, the returning villian is some sort of vampire who plans to suck the life force out of students back on Earth. That this was never mentioned in the first episode -- and that this changes my earlier metaphor in a way that suggests the ivy is the only thing holding the ramshackle cottage together -- is beside the point. As with the first episode, the emphasis here is on having fun, not making dramatic sense. This becomes clear through the use of "tyromancy" (a hallmark of the series), which is the art of using cheese for divination. Tyromancy works somewhat differently in this episode, functioning as a series of dramatic cut scenes while also occasionally reprising its previous role of inciting curiosity through clairvoyance of yet-to-be-visited locations(Spoiler - click to show). Most of the cutscenes take place in locations that seem copied word-for-word from the original, which is probably useful for those who haven't played the original for some time but is less effective for those who have recently replayed Risorgimento.
The puzzle structure is a little uneven. Some solutions are quite obvious by virtue of being repeats of tropes from the first episode. Others involve repetitive use of the same objects for similar tasks. Few mysteries are present, and none of them seem exceptionally difficult to resolve, with discovery of the function of the hoop(Spoiler - click to show) and its interaction with the satchel being the most obscure. (The major clue to its use cites the zifmia and aimfiz spells from Infocom's works without mentioning what they do, which are to summon a target person to the caster's location and to send the caster to the location of a target person, respectively. This is a minor unfairness to someone not familiar with those works, but there are other clues available to make up for it.) It is worth taking particular note of how Coyne varies between playing some solutions "straight" while others have surprising and delightful twists.(Spoiler - click to show) The bit about the grappler and the gate of the estate that one plans to burgle is especially funny. These shifts in tone play well with the dual nature of the plot's "unseriously serious" core, with the balance heavily weighted in favor of light-hearted amusement.
Coding quality is improved over the original, with the "graphical" map and continously updating front page of a magical newspaper being the most apparent results. I don't recall encountering anything that seemed like a significant bug, though there are some quirks of interaction that I'm not sure were intended.(Spoiler - click to show) (For example, it is possible to solve the vault puzzle while retaining both the hoop and the satchel, which doesn't seem right given the setup.) The play experience is quite smooth, and the use of sound livens up the occasional sequence without being a functional requirement.
All in all, this work does exactly what a sequel should, namely to deliver more fun with familiar elements. It is well worth playing if you are a fan of Risorgimento Represso, and if you're not familiar with that work, consider this as an invitation to check it out.
Barry Volain, the author of Myth makes no secret that the puzzles in this work are grounded in well-known Greek and Roman mythology. In the "readme" file accompanying the game file, he even goes so far as to recommend reading Bulfinch's Mythology (which is out of copyright and available via Project Gutenberg and at this web site) as a primer. In the era of Google and Wikipedia, such preparation is probably not necessary.
Myth is austerely minimalist. Descriptions are short for both rooms and objects. Many words mentioned in the text aren't recognized by the parser. It falls victim to a few First-Timer Foibles, including laconic locations, oral offenses (though only mildly), and close-mouthed characters. Yet somehow, this work did intrigue me, and I felt compelled to play through to the end.
I wish I could say that my patience paid off. Instead, it wore thin. After making about 100 points worth of progress, I hit something of a wall. As I could find no hints other than the walkthrough, my only choice was to read it and hope I didn't get too much given away.
Of course, I saw several things I didn't want to, including some things that I had tried to do but hadn't used the right word for. Once I realized synonym sickness was one of the first-timer foibles I was up against, I was a lot less willing to sit and puzzle things out when I was stuck. Doubly-so when I realized there were areas you could only visit once in a game with an inventory limit.
It's really too bad, because there were quite a few puzzles in the "hard but fair" category that I ended up missing out on this way. In the interest of letting others avoid that, here are my own hints -- restricted to extreme guess-the-verb problems and things that are basically impossible to figure out without mind-reading:
#1 (Spoiler - click to show)The sapling (yes, it's important)(Spoiler - click to show) - you need to get it(Spoiler - click to show) - with something sharp(Spoiler - click to show) - it's for making a weapon(Spoiler - click to show) - a spear(Spoiler - click to show) - like the ancients made them without metal(Spoiler - click to show) - "sharpen sapling" is part of it(Spoiler - click to show) - they were also treated some way(Spoiler - click to show) - for hardening(Spoiler - click to show) - "put sapling in <fire source>"
#2 (Spoiler - click to show)The grapes (yes, they're important)(Spoiler - click to show) - you need them to make wine(Spoiler - click to show) - you'll know how to make wine when you find the right equipment(Spoiler - click to show) - it's not the oak bucket, it's something with purple stains(Spoiler - click to show) - put the grapes in it(Spoiler - click to show) - how can you squish them? can't get in with them or stand on them or crush them or press them(Spoiler - click to show) - "step on grapes" is the magic phrase here
#3 (Spoiler - click to show)fighting things(Spoiler - click to show) - at least one critical battle appears to be semi-randomized, save before fighting and try again if you die, if you don't die the same way every time, keep trying
Don't worry, there are multiple layers of spoiler tags in the above, so you will have to click multiple times to be completely spoiled.
The size of this game surprised me. There must be around 75 locations. You will want to create a map for this one, complete with notes of the objects found in each location. It's probably too big to fit it all in your head.
Some of the puzzle designs in this work are clever. While in some cases the cliff notes of mythological texts provide virtual step-by-step instructions, in others the author takes license with the mythology to make you think a little sideways. This work would have benefited tremendously from a more literary touch and more thorough programming.
It's unfortunate that the scoring is implemented in such a way that necessary and irreversible steps don't always award points. It's a bit unnerving, leaving you wondering whether you're on the right track or heading for a dead end. Although I believe you can get this game into an unwinnable state, it's generally safe to assume that anything that appears to make things happen is a step in the right direction -- there is little interactivity that isn't directly aimed at the conclusion.
Another note about scoring: The walkthrough seems to indicate that its author got less than the maximum points. I got more than him, but less than the max. Out of curiosity, I decompiled the source code to look for those last lousy points, but it seems that they should all be awarded if you win the game. It looks like some actions may award points if you use one verb but not its synonym, so I wouldn't worry about it if you finish with less than 300.
Maybe it's because Halloween is coming up, or maybe it's because I just read Jimmy Maher's analysis of Transylvania at The Digital Antiquarian, but when I saw the announcement on IFDB that release 7 of this game was available, I decided to give it a try.
According to the author's own description of the game's origin, it was inspired in large part by a carnival ride of the same name. My own experience with such rides is very limited, but the ones I've encountered all seem to suffer from at least two common failings. First: In their quest to create a suitably "scary" setting, the makers heap image upon image until they have far overshot the mark, resulting in a panoply more bewildering than frightening. Second: The production quality is usually so low that suspension of disbelief is impossible for anyone but very small children. Unfortunately, Ghost Train seems to reflect both of these qualities, leaving the player with sense of having run into something that had the potential to be terrifying but didn't quite pull it off -- an encounter with Cabbage Man instead of the Creature from the Black Lagoon.
Although I give this work 2 stars, it does show some promising elements. The thing that impressed most me was the author's attempt, for at least the first half of the story, to keep the setting alive and vibrant through the use of transitory events and details happening "in the background". This isn't easy to do well, and it shows a dedication to polishing the player experience that is very much to the author's credit.
However, this level of polish is not consistent, and it is most noticeably absent in some key scenes(Spoiler - click to show): as an example, the encounter with "The Demon" that opens the final act. Here, the challenge is not pulling the player's attention to the background to give the illusion of a broader world, but focusing the player's attention on the foreground and (ostensibly, at least) forcing a plot-critical choice. It's quite odd that the player can dither about for as many turns as he or she likes while the antagonist waits patiently for a keyword.
Coding quality was, in general, good enough, though there is definitely room for improvement in those cases where the author feels compelled to clumsily spell out the correct grammar to achieve certain actions. The only thing that looked like a true bug to me ended up helping instead of hurting(Spoiler - click to show), when 'x parchments' was interpreted as referring to an object named parchment due to Inform's word length limit.
This game would benefit significantly from additional attention to proofreading and editing. It is rife with errors in spelling, punctuation, capitalization, and other aspects of grammar, and it suffers from an irritating tendency to repeat the same adjective, phrasing, or information multiple times in quick succession. In some cases this is probably not desired by the author (as when an object is mentioned both in the location's description text and via default room description rules(Spoiler - click to show), e.g. the clock in the abandoned station), but in other cases it appears to be the result of simply not re-reading what was written(Spoiler - click to show) (e.g., in the opening sequence: "On silver moonlit track it races clear" followed shortly by "The steam engine 'Bluebell,' races fast and clear").
As I've said elsewhere, horror is an exceptionally difficult genre within interactive fiction, and this piece is another example in support of that claim. I would expect most players would find it about as entertaining and diverting as the carnival ride that was its namesake -- amusing enough if you're in the right mood for it. Outside of those rare occasions, its main value is in challenging the aspiring author to ponder how one might improve on the original.
On that note, I point the reader to Michael Coyne's list of First-Timer Foibles as an evaluation guide for this work. I spotted #2, #4, #8, #10(Spoiler - click to show) (most bothersome in situations where multiple locations are used when one would suffice, such as the signal booth area), #12, and #13(Spoiler - click to show) (e.g. the spelled-out instructions for certain actions, the prompt encouragements like 'Tell me what to do.' that aren't set off as being separate from normal story text).