I rushed through Ballyhoo, but even so the story was marvelous and stunning. This is a mystery game set in a dreary circus. The feel is a lot like Not Just and Ordinary Ballerina. You investigate the disappearance of the owner's daughter after hours.
This game could have been played without hints for a month. The puzzle solutions are intricate and the world is detailed.
I relied on hints out of fear that there was way too much I could do wrong. In fact, almost everything is reversible, once you reach an area, you get unlimited chances to return. If not, you don't need to return. The game was shockingly forgiving.
Unfortunately, the walkthrough may have been necessary simply because of guess-the-verb problems, especially with conversations.
The much-feared dream sequence is very easy to map and overcome (the lines situation was harder for me).
This is a fantastic game, the name and blurb really turned me off, but this game was more fun than the Lurking Horror or Sorceror.
**Edit:** I've been asked to clarify what I mean by better than Sorceror (or Lurking Horror). As I considered why I used that comparison, I realized that there are many parallels between Ballyhoo and Sorceror: both contain a dark carnival, both are centered on searching for a missing person, both have a pair of gatekeeper puzzles, many wild animals etc. In both, you slowly develop into an expert in the skills that surround you (magic or circus abilities), and the humor and writing are similar.
Why do I prefer Ballyhoo? It condenses the map of Sorceror, and has far more NPCs and interesting, scripted events, as well as far less red herrings. It has more feeling, too. In Ballyhoo, when you are in (Spoiler - click to show)Eddie's trailer and he realises you aren't a clown, I felt real anxiety for my character, and when (Spoiler - click to show)you break through Tina's shell and she solemnly shakes your hand, I felt a tug on my heartstrings. Contrast this to Sorceror's over the top 'scary moments' like (Spoiler - click to show)burning in flame forever or its few moments of pathos (Spoiler - click to show)which I can't even think of; perhaps giving up your spellbook?.
As for lurking horror, I'm just still mad about the Chinese food puzzle. It's actually a great game.
This Infocom game nails the pacing. The game always felt exciting. You play a young woman searching for her father who is abducted by pirates. You carry out increasingly bold tasks throughout the game, and, as a player, I felt excited at my ability to be part of the action instead of being helpless on the side.
The game has two main areas: a ship, and a house. Events are tightly scripted and well-thought-out to keep the action flowing. The tight pacing may require frequent saving.
I found the game slightly easier than usual for Infocom; however, I was stumped twice in the middle (around points 16-19). It took about a week or a bit less of playing on and off to finish it (total time around 4-5 hours).
Be warned that this game uses Infocom's piracy protection, so you need access to the 'feelies' to solve key puzzles in the game. I used the Lost Treasures of Infocom app, which has the feelies included as images.
The romance novel aspects were infrequent, mostly resorting to ardent glasses, although right around the 16-19 point range where I got stuck, things got a bit heated as I was losing, but the game avoids anything explicit.
Overall, one of my favorite Infocom games, probably due to the great writing and simpler (but rewarding) puzzles.
Spellbreaker must have been the inspiration for games like Mulldoon Legacy, Lydia's Heart, Jigsaw, and other intensely long puzzle fests (I feel like Curses! is slightly easier). This is Infocom's last game of the Enchanter trilogy, which follows the Zork Trilogy.
This game is incredibly long and difficult. I played to about 150 points out of 600 before turning to a walkthrough (eristic's), and most of those points I got because I had played Balances by Graham Nelson, which copied many items from Spellbreaker (to show that Inform could achieve the same results). The game is purposely murderously hard; I suggest that everyone use a walkthrough after reaching a predetermined number of points.
Magic is failing, and you must chase a mysterious figure to learn why. The game is pretty disjointed, but purposely so, much like Jigsaw, where you enter and exit various areas miraculously. It has a very different feel from Sorcerer, and especially from Enchanter, which was very easy to map and simple in its presentation.
Many people have talked about the time travel puzzle in Sorcerer, which I enjoyed, but felt a little down because there was so much hype. Unfortunately, I am now hyping the last big puzzle of Spellbreaker to you. What a puzzle; to me, it was great because it completely ties in with the game's theme of loss and ending. It is a puzzle integrated with the plot.
As a final note, I should really emphasize that this is a LONG game, 2 or 3 times as long as any other Zork or Enchanter game. When using a walkthrough, I finished each of those games in a total recorded time (not counting my numerous restarts) of about 16 minutes; this game, including several restarts to shave off the starting time, took 1 hour and 22 minutes.
I played this game on iOS's Lost Treasures of Infocom.
Possibly inspired by the Wizard of Frobozz in Zork II,and originally intended to be Zork IV, Enchanter was my favorite Infocom game up to this point. You play an apprentice enchanter who is chosen to defeat the Warlock Krill, due to your not being a big enough threat for him to notice (like Lord of the Rings).
The main idea of Enchanter, and the entire focus of the game, is the spells. Unlike the wand in Zork II (which is described as unreliable and old-fashioned here), scrolls are copied into your spell book, and then can be cast over and over again.
There are well over a dozen spells. It was designed to give you a feel of more power than in Zork. The things you can do feel amazing.
I got up to about 150 points before consulting a walkthrough. I couldn't solve two key puzzles. One I knew what to do, but wasn't clever enough to figure it how. The other came out of left field, although I later realized that your dreams are a clue to the puzzle.
Which brings me to the one point that may be most divisive: your player's bodily needs. You constantly have to satisfy hunger, thirst, and sleep! You have a replenishable water supply, but you're toast when your food is gone.
I recommend reading the manual on NPC conversations, or one puzzle will be far too difficult.
I played this game on the iOS Lost Treasures of Infocom App.
Trinity surprised me by being a fantasy game about nuclear weapons. I expected the game to have a sci-if feel like Jigsaw or Babel, but this game was very similar to the feel of Moriarty's other Infocom game, Wishbringer. In both games, you travel from an opening, normal world to a parallel world, where helpful animals, witches, cemeteries and grim birds await.
I loved exploring the main area of Trinity, and accessing several of the mini-areas. Brian is stunningly creative; I didn't realize until recently that he also wrote Loom, one of my favorite graphical games of all time. The sheer ingenuity of it all is wonderful.
I began running out of steam forward after visiting four of the sub areas. I went to a walkthrough, and discovered that I had forgotten to revisit some area with new equipment, and hadn't searched some scenery items that I didn't know we're searchable. This opened up two more mini areas, which I explored a little bit more before using a walkthrough the rest of the game.
The final area was a beast, although everything is fairly well hinted at. Or not... In any case, I loved this game. I can't help but enjoy this author's worldview.
This Infocom game is directed towards younger players but is appropriate for adults; in fact, the game is still very challenging. The fantasy elements are charming and fun (and sometimes pretty creepy): an army of boots, a witch who steals cats, ghosts who murder you...
All the puzzles can be solved with sufficient exploration and minor logic; I missed a few areas and items in my exploring, though, because the world is rich and beautiful.
As far as I can tell, the game is for beginners because there are only the n,e,s,w directions (no ne, se, nw, or sw); most puzzles have multiple solutions; most items are easily visible (except for the most important one); and death won't come unless you have been repeatedly warned.
The game is split into two sections; one where the player explores a quaint village with minor annoyances (such as locked gates and a poodle); and a second section where the village has turned dark and evil (with murderous ghosts and a hellhound).
As many have stated, this is a memorable game, more so than most of the Infocom games I have played, or interactive fiction in general. As usual, I played this game on the Lost Treasures of Infocom app on the iPad.
The finale in the Zork series is a big change from the first two games. The game is smaller as to puzzles and map, but much bigger on ambiance. This game feels like a refining purgatory, with a chance to demonstrate your courage, mercy, trust, and bravery. The setting is dreamlike and thoughtful. The puzzles are very difficult. For all of them, it is easy to try to solve them, get part way through, and have no idea if you succeeded or failed. Almost all of them are time-based, requiring you to wait, do several actions in succession, or to return frequently to a given place. Some places (like the land of shadow or the viewing table) will stay in my mind for a long time.
The Royal Puzzle breaks up the gameplay a bit, but I loved it. I first solved it in MIT Zork; as a mathematician that is terrible at most IF puzzles, it was fun to have a puzzle that I could finally solve on my own. I literally used a walkthrough on every other puzzle in this game.
Muldoon Legacy is an enormous game, one of the largest I have ever seen. It has a wide variety of interesting puzzles, with a sci-if/fantasy backstory.
I fully expected to deeply enjoy this game, having loved Curses and Not Just an Ordinary Ballerina, and having just come off the similar game Theatre. However, I just couldn't get into the game.
I played without a walkthrough for a few days, getting only around 11 points. I am not the greatest puzzle solver, and I don't mind using walkthroughs when I'm stuck, but the game gets stuck too frequently.
Case in point: after the intro (which required some, to me, unintuitive commands), you begin at the museum's steps. As you are immediately told, getting in requires not one, but two keys. And the second key requires (Spoiler - click to show)a seemingly random sequence of button presses on a keypad). There is virtually nothing to do while waiting to solve this puzzle.
Compare this to other games with early bottlenecks, like Zork. There, if you can't get in the house, you can always explore the forest. And if you do stay to solve the puzzle, putting yourself in the mindset of the character gives you the answer almost immediately. (Spoiler - click to show) Door locked? Try the window . The beginnings of other games such as Curses, Ballerina, and Theatre all give you more options or a more gentle beginning, and giving you a pile of smaller puzzles that aren't that hard to work through while digesting the big ones.
One bottleneck would be fine, but they occur over and over again. It is as if ALL puzzles require "two keys" (for instance, another early puzzle requires (Spoiler - click to show) lighting a match with a brick you had to search for outside, then using the match to light a branch you found in another room. And the brick can't be found by using "examine"). This is compounded by my least favorite way of creating fake difficulty, which is giving rooms exits that are not in the description (although you are given hints in other areas about these exits).
I suppose that this game resembles Jigsaw more than anything else, with similar fake difficulty and bottlenecks. Both games, however, are still fun to play through, but don't expect to get far without a walkthrough.
As a final note, Jon Ingold writes some great games. I especially enjoyed the short game "Failsafe", and many people have enjoyed "All Roads".
Revised comments:
I decided to at least see the rest of the game. The nozzle room was one of the best things I had seen in all of interactive fiction. But I stand bh my original review. What makes this game not click if it has great puzzles and enormous amounts of locations, and a developed plot?
Pacing.
J.R.R. Tolkien had the same issue. He developed a massive world, and coalesced it into the Silmarillion, which had great, well-written, detailed stories. It flopped. I like it, but it flopped. He then learned to trim his work down and focus on likable characters, a well-developed plotline and beautiful location descriptions.
This work is like the Silmarillion. It is 2-4 times the length od the massive curses, which Graham Nelson wisely trimmed down in size from his first draft. Puzzles are dense, and detailed. People say they like hard puzzles, but what they really want are puzzles that make them feel smart for solving them, but can be solved after a reasonable time. And, like the Silmarillion, no characters are especially likable. Everyone seems somewhat elitist. One finak issue is the prevalence of guews-the-verb issues.
I would recommend glancing at a walkthrough after each area to see if you did everything necessary. This game is enjoyable, but don't stress out about getting hints.
This is a game with a huge world. The writing is excellent, with interesting historic tidbits and a fun NPC.
However, the game is full of hard puzzles that leave little room to do anything elseif you are stuck. Unlike other games with huge worlds (Zork, Curses, etc.), this game is pretty linear.
Another issue is that many of the puzzles are simply unfair. As other reviewers noted, you are required to look in places you are never told you can look. I got stuck for hours at a time two or three times, and each time was due to an invisible exit I didn't know I could use.
Here is some of the pop culture referenced in this game:
(Spoiler - click to show)Lord of the Rings, Hitchhiker's guide to the galaxy, Song of the South, Peter Pan, Waiting For Godot, the play Rhinoceros, a knot theory joke, the ten-inch pianist joke, Charlie and the Chocolate Factory, Star Trek: Voyager, Zen koans (is that pop culture)?, famous mathematicians like Archimedes and Fibonacci, Duck Tales, etc.
And that's just the ones I could remember off the top of my head!
This game joins the list of ultra-long games such as Blue Lacuna, King of Shreds and Patches, Mulldoon Legacy, and Time: All Things Come to an End.
In gameplay, it resembles Mulldoon Legacy a lot; both are supersized versions of Curses!. You explore a huge structure, manipulating a variety of magical or technological systems, with a variety of hint systems.
Finding Martin has smooth implementation, including several very long time travel sequences interacting with multiple copies of yourself. This forms the last third of the game, and is the most technically competent time travel I have seen. Imagine All Things Devours as a subgame, 4 times.
Finding Martin has a tendency for very long text dumps. As I enjoy reading, this wasn't an issue, but there are probably 20+ cutscenes of 2-4 pages of text each.
As others have noted, Finding Martin is spottiest when it comes to hints. Some things are hinted well; in particular, there are several systems of providing hints, and if you get further in some puzzles, you'll unlock long cutscenes containing hints for other puzzles.
However, so many puzzles require leaps of intuition that you are bound to fail multiple times. For this, a walkthrough is essential. I've tried to upload a walkthrough to IFWiki that I found on web.archive.org, but it didn't seem to go through. The link is https://web.archive.org/web/20080516223332/http://www.qrivy.net/~gayla/fm_walk.txt
This game, as with Mulldoon Legacy, should be more played and more discussed. However, both games suffer from information overload. I get stressed playing Blue Lacuna, which can be played puzzlelessly, and even Counterfeit Monkey, where puzzles are well-clued. These games (Mulldoon and Martin) are just too darn hard to be solved by anyone without clues.
However, my strategy for such games is to play through with a walkthrough, then come back months or years later and try to play without a walkthrough. I've done Curses! 3 times now this way, and I hope to do it without a walkthrough. I hope to replay Finding Martin one day.