Ferret is in some ways a unique game in the fifty-odd year history of the text adventure; in others it is decidedly old fashioned.
The background story is that you, Brian O. Darkins, have awakened from a cryogenic coma in which you were placed at your relatives' request in the hope that the fatal virus from which you were suffering could be cured in some future age. You awake you know not where, nor why.
Created by a group of anonymous authors on an obscure 16-bit minicomputer back in the days just before the micro revolution it seems to have started out as an attempt (as so many games of its time were) to trump the early markers in the genre, namely Advent and Zork. Indeed, the first eight phases of this enormous game follow a familiar path to the games of the time. The science fiction narrative is definitely playing second fiddle to the puzzles. The puzzles themselves tend to be very hard, and must have been nigh on impossible in the days before Google. Chess end games, degree level mathematical posers and sundry mazes meld with clever logistical problems.
Another unique feature of the game is the number of red herrings scattered about. Only much trial and error will reveal which items are needed and which superfluous. On the other hand there are several bottlenecks in the game where one can carry almost nothing onwards and these do act as a useful filter. At least you know you have left nothing vital behind at these locations.
The different writing styles and types of puzzle are clear as you travel through these early parts of the game.
One can hear the evolutionary tick of the modern IF era clock from Phase Nine onwards as the post acocalyptic Cold War story really kicks in and the narrative swells.
One way travel from here to Phase Sixteen is via an old train locomotive which chugs through the once affluent parts of SE England; English players will no doubt recognise the pleasant, leafy names of Sunningdale, Virginia Water, Epsom etc. These examples are cleverly juxtaposed with the contemporary apocalyptic wasteland that has transformed expensive Surrey, Kent and Berkshire postal addresses from all to die for des res locales into a monochrome desolation. In a similar vein all the NPCs you meet (and there are very few) are not alive. A silent automaton provides your only temporary companion and the only voices you will hear are mechanised ones from long dead sources and emanating from damaged machines.
Like Shelley's Ozymandius: "Nothing beside remains."
Every piece of equipment encountered, every window view is of a broken, anti-holistic world. We are indeed a far cry now from the early IF landscape. For caves, trolls and scrolls we have blasted buildings with their curtain walls jaggedly exposed, piles of mangled dead bodies and torn and slimy papers and documents.
To somewhat counterbalance the rather desolate mood of the game there is an homage to English comedic culture viz. The Goon Show and another phase is based around a cult science fiction TV series from the late seventies, namely Blake's Seven.
An odd feature of the game is that certain information to solve a problem in, say, Phase Ten will be discovered in Phase Fourteen, and sometimes these revelations entail visiting no exit locations. As a consequence of this need for backtracking it is a prerequisite to keep manifold saved games handy. You can also make use of command files where you can build a rerun of a section of the game by loading a file of preconfigured text. Other useful commands include "Notify" which informs you of each increase in your score and also "Test" which will run a cycle of various verbs on selected objects.
I found the multi word parser to be a very good one and recent updates to the current version at the time of writing to 10.3 have included the ability to chain multiple commands by using commas. There is also a lot of ASCII art contained in the game which fleshes out the various pieces of equipment and modes of transport that one encounters. In this respect it is very similar to another large mainframe game, Warp.
I had a constant dialogue with the authors which enabled me to send them details of any bugs (not many) and also to receive hints which were more than necessary in certain places. Indeed the story goes on as they are currently beavering (ferreting?) away at Phase Seventeen at the moment.
I thoroughly enjoyed my six months or so playing the game and look forward to future updates.
Stone the crows, the missus'll never believe this 'un! I have destroyed the evil Demnos and his temple, raized the fort to the ground and lived to tell the tale and I only died or locked myself out of winning about fifty times, which is pretty good going for me with these super hard Phoenix games. The review below contains some spoilers.
Fyleet has the reputation of being one of the hardest games in the excruciatingly difficult Phoenix canon and having wrestled mightily with it I would agree. It is certainly right up there with Acheton, Philosopher's Quest (aka Brand X,) Quondam, Hezarin and Xeno in the "Oh blast I've used the bandage on the dwarf and now can't clean the mirror" kind of restart exasperation.
Fyleet was written on the Phoenix mainframe at Cambridge University in 1985 and as far as I am aware never released commercially by Acornsoft or Topologika and was the first in a loose trilogy of games followed by Crobe and Quest For The Sangraal; all were written by that master of the mainframe mystery Dr. Jonathan Partington. Fyleet is considerably tougher than the following two games in the trilogy however. You may be better off dipping your tentative toes into the calmer waters of Sangraal before attempting this exquisite torture.
Several of the old mainframe games from Cambridge (including this one) saw a new lease of life when Graham Nelson, Adam Atkinson, Gunther Schmidl and David Kinder worked together to create the Perl script and Inform libraries used to restore them, as well as negotiating their release into the public domain where Topologika still held them.
Richard Bos has written a graduated clue sheet in z5 (available on this page) in the manner of the ones written for the commercial releases of the Phoenix games. The hints start vaguely then lead up to the final complete answer.
So; on to the game. It is, as has often been said of these games very old-fashioned and ticks all the expected boxes: almost two hundred locations; no examine command; a two word parser; sudden death endings; an inventory limit of seven items; magic words and a lamp and sword amongst other familiar tropes. There is, however, no lamp timer which at least makes exploration less pressured. And unusually you can move in the dark without breaking your neck, falling into a pit or any of the other typical deaths that darkness normally dishes out in these games.
You start above ground near the fort entrance. Go west and you are killed by a scarecrow. Go ne, se, sw, nw and you are killed by bandits. Try climbing a tree and you are hurled to the ground. Best dive underground quickly and start exploring!
Very early on you will find a prayer mat, which has three separate uses in the game, the first of which is far from obvious but needs to be performed above ground to obtain a vital piece of equipment which will enable you to skewer the scarecrow. I missed this al fresco task for ages and consequently became log jammed very early on. And be careful where you drop the aforementioned mat, as in most places it will disappear for good if you walk away from it.
There are the full gamut of posers here, from alphametics to Teutonic Helmets and a few head scratchers that seem to me to be rather illogical. Mapping the rabbit warren maze, crossing the lake and retrieving the parrot are three examples of puzzles where the solution doesn't seem to make a lot of sense to me; bold experimentation is the answer. Knowledge of musical notation will help with one puzzle and the old pen and pencil will probably come out to solve the giant's maze and the three other mazes in the game. Fittingly enough for this puzzlefest the last puzzle is a Sudoku-type poser.
There are 25 treasures ending with a "!" in all to be amassed and deposited somewhere (which should be pretty obvious) to appease the god Hurgenpor and lead you into the short but tricky end game which should leave you victorious with 600 points to your hallowed name (or more likely trampled to death by a horse-like nightmare.) There are 65 objects in all and each one has at least one use.
The descriptions are of medium length but Dr. Partington is a good enough writer to create a sense of uneasiness and magic in the game. The proprietory T/SAL coding is naturally excellent and I only counted three or four typos. There are a number of NPCs but in the manner of the day conversation is pretty much out; actions speak louder than words when dealing with the (mostly hostile) beings you come across. Verbose and Take All are catered for, as is Back, but be careful where you use this, as in Monopoly's "go back three spaces" it can lead you into a whole heap of trouble. It won't work in the mazes and there are a few areas of the game where Save is disabled, in order that you won't cheat by saving every move in certain chaining puzzles. There are also a few of Dr. Partington's usual outrageous puns, my favourite of which is in the Gorgon's Lair.
There is a short endgame which consists of about three moves, fairly simple after what has come before. You may have to save before tackling this though as you need several objects with you which aren't obvious to start with.
I'm sure you already have your opinions on these old games; personally I love them and intend to carry on my quest to solve them all - hopefully before the Sun turns into a Red Giant and swallows the Solar System.
I set myself the ultimate challenge this year - to complete all the games in the Phoenix canon.
I realise that this is somewhat akin to that other masochistic pastime blindfold bomb disposal but after recently completing the epic brain sizzler Hezarin I thought I would go for a game I last attempted when I was doing my 'O' Levels - one Geoffrey Chaucer had just started shaving I think.
Peter Killworth, Oceanographer extraordinaire wrote this mainframe game under the name Brand X back in 1979 - Acheton, the first game in the collection to be started, was only half completed at the time.
It is available to be played in the mainframe version (upon which this review is based); a cut-down 250 points 1982 Acornsoft version released for the BBC and retitled Philosopher's Quest; and a 1987 Topologika release which is almost identical to the mainframe version but still called by the last name.
The game is rather more compact than the other early releases from this stable (just over 100 locations as opposed to over 400+ locations in Acheton and Hezarin) but shares the same rigidly unforgiving intellect of those other two games. Due caveats as to its unforgiving nature are given at the beginning: "You don't need any instructions, so you won't get any!" Learning by death, softlocks via experimentation and formal maze mapping were assumed as didactic inevitabilities in these early games and they didn't disappoint. Indeed, there are two problems right at the start of the game (the opening location and a room to its immediate south) which have had their very fairness debated many times. I think the second problem is just about excusable but the very first poser (removing items from the Antique Shop) would seem to me to be on the wrong side of fairness. It is almost as if the creator were laying down warning markers for what was to come.
The latter two versions of the game do at least have a series of progressive hints. The mainframe version leaves you very much to fend for yourself. Purist that I am, I went for the original uncut and unaided release. Hair shirt time.
At its scholarly heart Brand X is very much a treasure hunt that really cares nothing for mimesis; a long plank cum mathematical puzzle just happens to run along a cliff by the seaside; there are several elaborate chaining puzzles and of course there's an invisible dog and an ancient mariner! The game amounts to a group of beautifully constructed set piece posers like this, all pretty logical when you have gleaned the solution but head bashingly difficult until then. Underpinning the treasure hunt is your search for an old lady's missing dog, but appearances can be deceptive. For me working out the chronological order for solving them was as difficult as the actual solutions as it is incredibly easy to render the game unwinnable and be blissfully ignorant of the fact until much later in the game; this is a familiar trope to those of you who have played these games before.
Several of the set pieces have biblical connections as well: there is a Tower Of Babel where nobody understands anyone else; a Jonah And The Whale puzzle; also a Garden Of Eden puzzle with a less than friendly snake. The game also name drops such literary luminaries as Coleridge and Steinbeck and a maze is dedicated to that indefatigable maze creator Maurits Escher. You knew they'd be mazes didn't you? Yup and there is also my least favourite hardy perennial in early text adventures, namely the lamp timer. Switch it off at every opportunity. I don't think the timer is quite as tight as in Acheton but you still can't afford to leave it switched on al fresco for very long. When a game is as difficult as this I feel a little more slack should be cut for the player in terms of daemons.
The game is imbued with the author Peter Killworth's usual dry wit. I love his mordant description of the "living granite" in one location in particular and there are some excruciating puns to boot.
The two word T/SAL parser is certainly adequate and I never found myself unable to phrase what I wanted to say although of course there is the lack of an "examine" command (in common with most Phoenix games) together with no "verbose" although "take all" and "drop all" are recognised. I did occasionally find it annoying that I had to "look" to get a list of exits when revisiting a room and this of course uses up more lamp time. When these games were ported to Inform the boys left the parser as untouched as possible; quite rightly in my opinion. It's trad, dad.
The location descriptions can be quite long in places but are never less than interesting and there is an inventory limit of seven objects; this is standard fare for the Phoenix games.
There is a last lousy point too; as far as I can tell it is as unclued as in Colossal Cave but try a magic word you found near the beginning of the game at every recurring shape on the walls. I'll say no more.
A small but significant band of hardy (masochistic?) traditionalists will continue to hold these games in high esteem; progressives will no doubt continue to pour scorn.