In 1984, Usborne published Island of Secrets, a fantasy text adventure not delivered as software, but as a book enabling players to generate the program themselves by typing its BASIC listing into their computer. The book doubles as an illustrated reference to the world of the game, containing the background story, character and location guides, coded hints and a map. The game’s prose and engine are so sparse that the book comprises at least half the experience, making it considerably more fundamental to the accompanying game than, say, Infocom feelies are to Infocom games. The story concerns Alphan, a young scholar tasked with collecting objects of power in order to restore a war-darkened Earth.
The Island of Secrets book was a great inspiration to me when I was a kid. The illustrations have a lot of mood and character, the allusions to all the mysteries in the game’s world are intriguing, and the book is full of footnotes about text adventure design and programming. I had to take considerably more from the book than from the game because I never succeeded in getting the game running; I made too many mistakes while typing it in. I was in my twenties before I found a working copy on a public domain disk.
The main reason the book is so essential to playing Island of Secrets is that at least half the findable objects in the game are only cued by their appearance in the book’s illustrations. Island has about sixty locations, but is limited in its overall capabilities by having to support such a wide range of microcomputers out of the box (the Apple II, the C64, the VIC-20, the BBC, etc.). This means the whole thing has to sit and function in about 32kb of RAM after a single load. There’s no space left to hold descriptions of most objects, or to describe or implement scenery that could conceal those objects. All of that work and more is passed off to the illustrations and clues in the book. Mercifully, by holding the back page of the book up to a mirror, a player can obtain the short list of supported verbs and nouns.
Technically, the gameworld’s sophistication is above the level you’d expect from an adventure that presents itself mostly using the Scott Adams aesthetic. There’s a food and drink system, random events such as a storm, and characters who can move around. The characters have histories and motivations detailed in the source book. Amongst them are a Charon-like boatman, a scavenger who’s lost his memory, a depressed swampman and a missing scholar. You need to consult the book to guess at what might variously turn these people into allies, get them out of your path or help you defeat them. The particular solutions the game wants in these departments can be a tad abstract. While the source material is rich, the feedback delivered by the necessarily lean game program is poor. In this respect, Island of Secrets is definitely a story and a game whose visions seriously outpace its game engine. If I’d got it running back in the day, I can see that it would still have been a challenge to complete (without cheating) due to its sparseness, but I might have had the patience for it. In revisiting the game for this review, I was momentarily saddened to acknowledge I no longer have the time or patience. I used a walkthrough.
In its time, the Island of Secrets book provided a way to deliver to kids an adventure game with a deeper story than a BASIC program alone could normally pull off while teaching those kids about programming and game design. As a kid in the relevant demographic, I found all of the related Usborne books exceptional at doing these things, and official versions of them all have now been released as free PDFs. (scroll down on the target page):
Island of Secrets – along with The Mystery of Silver Mountain, Usborne’s other major type-in game presented using the same book and BASIC program combination – now seem unique in the way they’re meant to be experienced. That said, that way did grow out of necessities presented by the limitations of BASIC and the computer hardware of the time. IF players still seem to like feelies, so maybe there’s some weird mine of book-game interdependence that could be retapped for a new project today.
(I give the Island of Secrets book five stars in any year. As a text adventure played today, I can only give Island of Secrets two stars.)
Awake the Mighty Dread takes place in a fantasy dreamworld fuelled by Alice In Wonderland, The Wizard of Oz and the aesthetic of steampunk. It's got orphans, air travel, capricious NPCs ranging in scale from an amphibian to a deity, and a reverence for storybooks. And all that in a smallish game. It's alluded to that its orphan protagonist slips away to the dreamworld in order to avoid abuse back in the real world, but the social system in the dreamworld turns out to be a troubled one, too. The heroine's spiky curiosity about what's going on there is well written, and provides motivational fuel for the player in a game which turns out to be not very good at signalling progress through it.
Awake is actually the IF dimension of a larger project by its author which can be found at
http://lyleskains.com/Faerwhile.html
However, the game was basically presented as a standalone entity in the 2011 Interactive Fiction Competition. Exploring the rest of the project might thicken Awake's backstory, but I doubt it would actually help in the playing of Awake for reasons to be enunciated in this review.
Awake received mixed reviews when it appeared in IFComp. My own private review (for other game authors that year) began:
"Since people have been saying that they found this baffling, I secretly patted myself on the head for not being baffled."
So, I liked the overall experience more than most, but the game's delivery is clearly a failing one. In spite of the author's writerly prose and obvious knowledge of some advanced parser conceits, the game exhibits no awareness of how to steer a player through its contents via the parser. Location descriptions are aesthetically pleasing but player-insensitive, with almost none of their interesting features implemented. The features that are implemented are there to service plot points in a story that only seems threadable in retrospect. Trying to make the story happen yourself with the game's minimal direction and tech oversights is futile-leaning, and so the game's solution file is essential.
In the case of contemporary IF, I have low tolerance for being involved with walkthrough/hint systems unless they're really well considered. I also have design philosophy qualms about some games I consider to be impossible without a walkthrough. Awake bypassed my concerns in these areas because it's an interesting failure of an accessible kind. Reconsidering it five years down the track, I'd say it's definitely of more interest to people who create IF games than it is to player-players. In this capacity, it's substantial enough not to feel too small or inconsequential, but still small enough not to feel like a time burglar in spite of its black box implementation.
That black box is actually the point of interest; playing Awake feels like trying to build a Lego model without being able to see your hands. A lot of interconnecting prose seems to be absent in this game. There's a train you start out on, and which automatically travels from station to station, and there's an effect whereby you can see what station you're at out the window. But the descriptions within and without can be indistinguishable. Being on a train in a location can be the same as just being in the location – until the train moves, of course. Similarly, objects sometimes appear 'painted on' in room descriptions, and stay there even after you've taken them. NPCs speak at appropriate moments but don't show up as prose entities when they're not speaking. It's hard to tell when conversations have ended, or if the conversants are still about. Finally, the most important action you must take in the whole game is unguessable, and deliverable as a command in a form that only hardcore parser folk would be aware of. Collectively, these sophisticated-leaning bugs at the coalface of interactivity suggest the author had strong familiarity with parser games but didn't run Awake through a sufficiently typical or robust group of playtesters.
I find the story in Awake interesting, and the game succeeds in feeling like a window onto a larger fantasy world, but in the end its technical oddities render it mostly a curio for parser nerds. Its contents can't be unspooled easily the way the contents of the famous stories it most emulates can. The site of the obstacles is its interactivity.
Hints came early in The Black Lily that its narrative and subject matter would be following the trajectory of a giallo. The original giallos – yellow-spined Italian mystery novels – morphed into an eponymous genre of Italian thriller-horror-whodunnit films from the 1960s onwards. The films are often graphically violent, sexually charged, visually fetishistic and filled with histrionic characters and extreme psychology.
My familiarity with giallo established some expectations I had of The Black Lily that were helpful in understanding it, but the game turned out to be far subtler than its cinematic counterparts; actually, it's quite elusive. It is an elusive version of a kind of story known for flamboyance rather than subtlety, and certainly novel in this regard. The game's 1975 setting is probably also an extension of its giallo aesthetic, since the 1970s were the heyday for giallo films.
The Black Lily's protagonist narrates in the first person, the game alternating passages set at home in the present with past tense memory episodes the PC willingly triggers by looking at pictures of women in a photo album. My own reviewing coyness (what kind of protagonist is the protagonist?) is both in aid of preserving the game's mysteries and an extension of its deliberately evasive narration. The PC presents a vain and polished front but tries to slide around introspection of the kind IF often prompts via commands like EXAMINE ME or INVENTORY. Nor is the PC comfortable with the game's ubiquitous mirrors. The only thoughts pursued with passion are those about women, usually intermingled with visions of a black lily. These thoughts arrive frequently but suddenly, and explode with a galvanising intensity, and even more exclamation marks than the game normally uses.
The Black Lily gives directions on the way through that show the author has clear ideas about how players will be interacting with it. For instance, it specifies moments when it's important to save, and specifies from the outset that it might take multiple playthroughs to work out what's going on. Giallo-armed as I was, I felt I only half-understood what was going on when the game ended, but I also didn't feel great trust in the experience I'd had that the game would round that understanding out too much if I did replay (which I did, from various save points). For instance, there is a score system in place, but points are few and far between, and tend to be found in a blundering fashion, sometimes at fringes of the terrain. It's hard to feel them as a measure of progress or even interpret what kind of progress they are measuring. At least not for awhile.
I'm very into the psychology and horror terrain that the Black Lily is working, especially via the giallo prism, but the game is probably a bit too reticent to make most players feel confident about their interactions with it. It's fascinating to explore the first time, but not too fascinating. I spent too much time thinking: 'Why was that? What's that character? What just happened?' It's hard to be pulled into a story when your first degree comprehension of it is so gap-filled. The Black Lily is deliberately tough about offering ways in. There is a sophistication to be appreciated here if you are prepared to dwell on the material for long enough, in spite of some of its scantness. Perceiving the sophistication slowly is probably not as satisfying as being able to feel it in a lived way while playing the game.
A moderately protracted Twine joke about rolling a six-sided die, or not. It's only protracted in the sense that it takes takes slightly longer to play than rolling a six-sided die, which is still to say not very long at all. It may also be intended as a joke about the nature of some Twine games, but it's not focused enough on anything for this to be clear. A more aspirational joke about deterministic forces in the universe is written without care. As is the case with most hastily assembled IF jokes, low care / thought levels have had a thinning effect on the humour.