I have always been a sucker for old text based puzzlefests and a double sucker for old Mainframe puzzlefests (viz. my efforts at getting Warp uploaded to IFDB) and when I read that Arthur O'Dwyer et al had discovered this old game from 1980 that had previously been on the GENIE network I couldn't resist.
I downloaded the game from the intfiction.org website where it has been tweaked by David Kinder and others and can be run using the ¦asa pipe added to the executable command to allow an onscreen DOS session that doesn't close down when using the SAVE command but does still end your current game.
Castlequest is about as old fashioned a text adventure as you could wish to see this side of Wander and Willie Crowther; written in Fortran so the game only understands upper case letters it is in size similar to the original Crowther creation too.
The premise is two-fold, that is to find and kill the evil personage in his castle and then to complete the endgame which entails collecting ten treasures and storing them in a certain location. There are bonus points for carrying out certain actions and yes, a last lousy point which at least makes more sense than the the one in the original Colossal Cave.
It exhibits most of the limitations of games from this era, including a lamp timer, an inventory limit, mazes (only one of which is really annoying) locked doors, fearsome beasts to be slayed or otherwise mollified, an elevator, a boat and a limited two word parser which fails to recognise many objects in the described locations. These tend to be fairly terse but longer when needed.
There are several bugs, none of which are game killing but can be annoying such as a message when entering a number combination that is liable to put the player off continuing but is in fact incorrect. You should recognise this when you find it. There are also multiple solutions to some problems (in some cases these may be as a result of lurking bugs) and at least one problem which doesn't lead anywhere when solved involving an NPC. Some of the location exits also appear illogical, for instance when entering a dark tunnel you go down but also down to climb out of it. There are also quite a few typos and other grammatical infelicities. There is an odd way of giving objects to other NPCs too; without wishing to be spoilerish you will need to think laterally to achieve this.
The game does have a dry sense of humour, and I loved the discovery of what must be the world's largest contact lens. Bausch and Lomb eat your heart (corneas?) out.
Amongst the problems there are some nice original puzzles which up the difficulty quotient. There is also only the facility for one saved game so you may choose to hack the saved file and rename it if you want to store multiple copies of saved positions.
Lovers of IF antiquary will have a lot of fun with this.
This is part one of a small DOS trilogy written by John Olsen in the mid nineties.
If you have been worn down by tough long games recently (as I have) any game from this trilogy would be the perfect antidote. I played the first game (Merlin's Magic Forest) which amounts to about 25 locations, all tersely but adequately described. These are nicely displayed in a green font in DosBox-X.
I had to mount an image disk as an a drive to save games as I got an error choosing c.
The object of your mission is to find five ingredients and put them in a cauldron to free Merlin from his magic slumber. There are half a dozen puzzles to solve, all "do X with Y" and clues abound if you do get stuck. I spotted no grammatical faux pas although there a few bugs that revolve around the EXAMINE command. If there is a message engraved on an object in the room you are in it will give you the same parser reply whichever object you are actually examining.
So in summation hardly stunningly original but acceptable if you are at a loose end one afternoon and want something to finish before your 4pm cuppa.
This game was apparently voted Adventure Game Of The Year at the Golden Joystick Awards (somewhat ironically for a text adventure) and has long been a lacuna on my adventure CV. The following review contains mild spoilers.
I had previously only played The Pawn and Wonderland by Magnetic Scrolls (this game was released between the two) and had found The Pawn rather intractable and Wonderland, well, wonderful. Magnetic Scrolls' games definitely improved as time passed. This is certainly one of the finest games of its genre.
The parser is superb for a game of its time; certainly I would compare it favourably with the Infocom example which is high praise indeed. There are also some graphical locations which were state of the art in their day but which I prefer to switch off. This isn't so much a question of speeding the game up as using my own imagination to evoke the long and clever descriptions; for me the hybrid trope of graphical adventure and text adventure has always been rather uneasy and I was surprised to discover that approximately two thirds of all IF ever written has been of this type (according to Graham Nelson I believe).
The game is unashamedly a puzzle fest in which you have to amass fifteen treasures and store them (there are in fact four places to leave your plunder which will then all end up in one place automatically) in order to join the emponymous Guild. The GO TO command is implemented enabling you to travel to any previously visited location via one command line instruction. You can also SEARCH for a lost object. Use these options thoughfully as it is all too easy to walk subliminally into a deadly trap.
When you have finished playing Croesus you are ready to enter the very tough endgame. This reminded me strongly of the Topologika games and the shadows of Dr Partington, Peter Killworth et al hang over it in a most satisfactory way.
I played the version from the Magnetic Scrolls site via DosBox-X and found only five or six trivial grammatical errors which is pretty good for such a complex game. It did crash on me four or five times however, and I am not sure whether the game file or DosBox-X itself was the guilty culprit. You also need to type in a word from the What Burglar? feelie if you start a new session but as this is now freeware and available to view online it shouldn't present any problem. You are also given three attempts to type the correct one in.
The puzzles themselves tend to become more difficult as you progress into the game and several objects are red herrings. There is also one garden based scenario which appears to be a set piece puzzle but isn't. This was something I banged my head on for some considerable time before realising it wasn't actually a puzzle at all. So I buzzed off and tried another puzzle elsewhere.
There is a conundrum towards the end which strikes me as unfairly described; if a slot is mentioned I tend to think of something long and thin and not die-shaped. As I was carrying four long and thin objects and there were four slots I made a natural but inaccurate deduction which held me up for a long time.
In the manner of games from this era there is an inventory limit and many chances to make the game unwinnable but there are no lamp timer or hunger / thirst daemons. There are also no mazes. As you progress you will come across a number of human (and non-human) NPCs in the game with some of which, thanks to the parser, it is possible to have fairly sophisticated colloquy and you will need to do this to find out vital information to finish the game. Likewise the game is littered with pamphlets, books, magazines etc. which contain more information necessary to bring the game to a successful denouement. Remember in particular to spend plenty of time in the Library; it contains a very large collection of volumes and the subjects range from the merely humorous to the very helpful.
There is a wonderful humour pervading the game, at times dryly sparkling and at others Pythonesque to remind you that "hey, this is only a game!"
As an old fogey I find it a shame that practically no-one writes long parser-based puzzle fest IF of any pith or moment any more. If modern players tried this they may be inspired to write something in a similar vein rather than short and Twiney.
This old DOS game written in 1987 has the temerity to ask for a payment when you quit from it, which if you are like me will be fairly quickly.
It is taxonomised as an espionage game, but 007 would have retired to become a milkman or something equally mundane if he attempted the task that befronts you here; the idea is to find the owner of a castle, Lord Hornadette, who has been kidnapped and rescue him and the secret plans.
Right from the start the game is buggy as you can move NE and mention is made of you "following the robin's thoughts." Erm, what robin? It became clear later that if you don't move N then E at the start to the bank of a river you miss the robin previously mentioned. No conditional flag set there in the coding obviously. Poor programming and zero testing.
You now find yourself beside a castle with locked doors. Many geological ages passed until I tried something so hoary it should have been in an Ecclesiastical font. Surely it couldn't be the age old fairy tale password? Oh yes it could.
Once inside some of the objects are described as UNKNOWN STATUS? Unknown? Huh? And TAKE AWARD or TAKE TROPHY elicits the ambiguous response "You can't take the award" followed by DONE. Yes it is in your inventory.
I eventually discovered a safe and OPEN SAFE presented me with ENTER COMBINATION OF SAFE: I wrestled with the parser for some time trying combinations of numbers that I had, ENTER followed by numbers and so on but nothing worked. After a set number of moves soldiers break in and arrest you, thereby ending your misery.
The parser is dreadful with few verbs and objects being recognised, and the ones that are often misleading. There must be more atmosphere on Venus than in the room descriptions too. You can add unclued and badly coded puzzles to the unheady mix as well e.g. sudden death by pirahna fish in a river that can't be examined and timed capture by guards. In summation a sloppily programmed work: unimaginative; never tested; no atmosphere or puzzles worthy of your consideration. Needless to say, typos and grammatical errors abound.
If you really want to play an excellent DOS based puzzle fest from 1987 then try Castle Ralf but avoid this like a lucky dip in a snake pit.
Somewhere, Somewhen is the latest in a fairly long line of very large puzzlefests written by Jim Macbrayne, starting with two efforts for the old Commodore PET back in the early eighties and culminating in this latest game.
Somewhat surprisingly (to me, anyway) this game ranked only 17th out of 18 games in the recent Parsercomp. Just as Abba became naff in the eighties only to enjoy a triumphant return years later, so I hope the effort put into games like this will truly be appreciated one day like a fine wine. And unlike a less than fine twine.
Enough of the pun-ditry, what of the game?
Those of you who have played Jim's games in the past will know what to expect. The plot involves you hunting for an Ibistick (who he?) after you are plucked from a country road in summer. This is of course a thinly veiled artifice to confront the player with a large amount of mechanical puzzles involving buttons, levers and switches, and a number of set pieces involving musical theory with many locked doors to be opened by a variety of devious means.
The game has a central hub from which eight set piece scenarios radiate (much like an Andy Phillips game but without the teeth gnashing difficulty) and each area can be revisited if you happen to have missed a vital item or been stumped by a locked door (also unlike an Andy Phillips game). There is a logical sequence for choosing which scenario to tackle next which will become obvious when solving the first puzzle in the game.
The room descriptions are nicely evocative, particularly the castle in section six, and a large number of items serve only as red herrings but carrying everything shouldn't be a problem thanks to a suitable container. There is another way to increase your inventory limit which you will find on your picaresque travels.
There is one maze (go on, you know you want to) which must be thoroughly mapped although given the large number of items available to be carried the tried and trusted method of dropping objects can be safely used.
As far as I can tell it is not possible to put the game into an unwinnable position and there are no hunger, thirst or light daemons.
The screen display is customisable which is a nice touch.
I came across a couple of typos which I have passed on to the author.
There are no NPCs as such; you are very much on your own here although there is the option to turn the built-in hints system off or on. I must admit without twanging my own Spanish guitar that I managed to finish the game without any recourse to it, something I have never managed with any other of Jim's games; maybe he is becoming more merciful in his advancing years.
Rarely will you not be able to have the parser understand your command. The QBasic parser allows for take all, drop all and the usual abbreviations. One idiosyncracy of the game (and Jim's other games) is the necessity of using TAKE X FROM Y when acquiring an object, but this is fully explained in the introduction. LOOK UNDER and BEHIND are also strongly advised.There is however no UNDO command so save often and the parser accepts multiple words. Some of the puzzles are not easy although I would rank this as the least brow furrowing game in Jim's oeuvre and I don't think it abrogates Andrew Plotkin's rule book. These are generally common sense mechanical puzzles. Knowledge of musical theory will, as previously suggested, help.
I may be biased but as this kind of IF becomes rarer and more disdained by a large slice of the IF community, the more I cherish new examples of old tropes to keep the home fires burning.
I have put the completed map up in Trizbort and PDF formats on the CASA website.
Jim is currently mulling over his next game. Expect a broom cupboard and a few levers!
With Kingdom of Hamil , or just Hamil as it was originally known in its mainframe form, the author Jonathan Partington chose to be a little more lenient with his player. He was the most prolific of the Phoenix IF authors in the seventies and eighties, with a particular penchant for large and innovatively tough mazes. While Hamil still has it fair share of them (including one maze which is included in the Phoenix version on this page but was omitted for reasons of space when the game was released by Acornsoft) the overall standard of puzzle is slightly easier than most he created over the years. Having said that there is still ample scope to make the game unwinnable which I managed several times. The inventory limit is set at seven items which seems to be the par for most of these games. Some objects have multiple uses while only one seems to be a red herring.
Mercifully there is no lamp timer in the game unlike Professor Partington's earlier co-authored work Acheton and it is significantly smaller than most of the other Phoenix efforts so easier to map. By modern standards it would still be considered large however. Location descriptions are brief but adequate with just the right amount of atmosphere thrown in. There is no option for VERBOSE, BRIEF etc. so full descriptions are only repeated when you LOOK. The converted mainframe version scores up to 300 points while the scaled down BBC one has a maximum of 250 points.
Like most of the Phoenix games the plot is merely a flimsy framework to support the pure beauty of the puzzles; you have discovered you are the heir to the throne of the kingdom and set out to try and reclaim what is rightfully yours. As well as this odyssey there are the usual treasures to collect and deposit in their rightful place to trigger the one move endgame. There is also an interesting twist at the end which reappraises the reason for your journey.
Most of the puzzles can be worked out either with a pen and paper (the game has its own code system which you will need to play around with at the beginning and very end of the game and mazes where every turn is crucial) or by trial and error. The game is not too strict in which order you choose to address the puzzles although there is one near the beginning that has to be solved in its entirety or victory is cut off. This should become apparent when you find it.
The terrain in the game is very unstable and there are frequent earthquakes and rock falls which add to the complexity of several areas and prevent backtracking. Try and leave nothing behind and deposit your items in a central location.
There is a particularly elegant problem involving a vampire which took me an age to crack but had me applauding when the penny finally dropped. Another that centres around Lewis Carroll's Hunting Of The Snark is also very clever and I think would have defeated me had I not played other games by the author and knew the way his mind works. I suppose this is rather like recognising the style of a cryptic crossword compiler in a daily newspaper.
A couple of annoyances include sudden death by one of a multitude of creatures if you hang about too long in one place and an object that it is impossible to hang on to for more than a few moves. This latter problem is exacerbated by the fact that it is impossible to SAVE your position in two of the game's mazes.
I would recommend a player try this game before attempting the other titles from the Cambridge stable with the possible exception of Sangraal by the same author.
There is the usual excellent two word parser and lack of an EXAMINE command which has polarised opinion over the years. TAKE ALL is implemented however.
Solve this and you may be ready for even tougher challenges from the Phoenix authors.
Parc by John Rennie is one of the lesser known of the Phoenix IBM mainframe adventures written between 1978 and 1989 and also one of the least large; I say least as that is only comparing it to monster games from the same stable like Acheton and Hezarin. It still weighs in at over 100 locations including two clever mazes (one external and one internal).
The back story (if ever these games really had them) is that you have volunteered to usurp an evil Alchemist named Ping Narott, a name which sounds like an anagram but isn't. His experiments have been making the good folk of Parcs' lives a misery. There are also 25 treasures to amass and store away somewhere inside the Alchemist's castle. Some of these treasures have dual roles as puzzle solving objects as well.
The game has the traditional excellent two word parser (TAKE ALL is allowed) and no EXAMINE command but this is seldom needed anyway as everything you need to know about an object is there for you.
Parc is atypical of the Phoenix games in so much as it has a strong chemical basis behind the plot; the usual mind bending mathematical posers conjured up by Jonathan Partington, Peter Killworth et al have been replaced by problems involving Indium, Zinc Sulphide, Radium etc.
The game takes place in three main areas: Inside the castle; West of the river and North of a chasm. Like most of these games there are a lot of one visit only areas and opportunities to miss a vital object and make the game unwinnable. Leave nothing behind as I only found one object that is never used out of about forty.
Having bashed my head against most of the Phoenix games I feel that it is one of the less difficult ones, but compared to Quondam and Xerb almost every piece of Interactive Fiction ever written would seem easier.
Richard Bos has written a .z5 file of progressive hints for Parc. I barely had to use them which is unusual for me when playing Phoenix games.
Most of the problems can be solved by lateral thinking or a visit to Wikipedia to check out the properties of a particular chemical compound, but there is one particular problem that had me stuck for ages; having seen the solution I can confidently aver I would never have deduced it between now and the Sun becoming a Red Giant and swallowing the Solar System. Suffice to say it involves an IBM 370 Mainframe computer and a FORTRAN IV Manual. Well quite. Thirty-eight year old in-jokes do pall somewhat.
I found one proper bug involving freezing an object and a few typos but nothing to affect the playing of the game itself.
There is the traditional endgame if you manage to vanquish the Alchemist and store all 25 treasures but it is something of a let down.
If you manage to stumble on a Pig's Ear in the game (and I expect you will) it means that you have screwed up and can't win. A change from Acheton's hideous voice I suppose.
Parc is of course Crap backwards but I feel that Yhtrow would be more appropriate.
I played the game via WinFrotz v 1.19. Kudos to David Kinder, Adam Atkinson and the rest of the boys for making these old games available to play on modern pcs.
Holy Mother of Mary this game is tedious. You may have thought watching gravy congeal was tedious but that would be a positive adrenalin rush compared to this voyage through endless terse decriptions of cliff steps and open plains. If Stock, Aitken and Waterman had produced text adventures in the eighties, they would have made them like Epic Software.
The cynic in me feels that they inserted the same endless desriptions so that they could proudly proclaim "A game with 230 locations!" The number of locations was, of course, a big selling point back in the days of Band Aid and Wham; I myself am a big fan of old style IF on an enormous scale when it is done in an interesting and necessary way, but when it is done like this it merely magnifies the sterility of the game. Over two thirds of the locations are along the lines of "You are on an endless plain" or "You are on some cliff steps." This may be a realistic depiction of a mundane world but I don't play IF for that reason and I suspect that nobody else does neither; it is meant to be a medium of entertainment and this isn't even a very small of entertainment.
Kingdom Of Klein has a very limited two word parser, like all Epic's other releases and also lacks the EXAMINE verb, so for any puzzles that there are you just end up WAVING, THROWING or READING every item in your inventory at every locked door or magic pool until you find the correct (and often illogical) solution and thrn move on the next interminable sequence of flat plain or beach.
If you want to try a sizeable old style puzzle fest that is worthy of your precious time, try Warp, Not Just An Ordinary Ballerina, Curses!, Mirror Of Khoronz etc. but avoid Epic software games.