Showing posts with label Infocom Marathon. Show all posts
Showing posts with label Infocom Marathon. Show all posts

Tuesday, 7 May 2024

Missed Classic: Beyond Zork - Won! And Final Rating

Written by Joe Pranevich

It was a bumpy ride and I took too many hints, but we have defeated Beyond Zork and can finally put it to rest. I am grateful to our community for the assistance! I was able to solve most of the rest of the game on my own, but as you will see, there were still a few places that caused me trouble. I ended the last post with Prince Foo of Pheebor’s helmet, finally retrieved from the far distant future with the help of our trusty time archway. We had to take a chocolate truffle, dip it into the Fountain of Youth, travel back in time to the battle where the prince died, hide the truffle in a ditch next to his body, travel forward in time thousands of years, and then dig it up with the help of a magical chocolate-sniffing ferret. When you write it out like that, it sounds perfectly normal, right? 

Stay turned to the very bottom of the post for questions and discussion on the future of the Infocom Marathon, especially with Return to Zork coming very soon in the 1993 cycle. Your input will be invaluable as I work out how I approach the coming months.

Tuesday, 26 March 2024

Missed Classic: Beyond Zork - Finally Finding the Plot

Written by Joe Pranevich



Welcome back to Beyond Zork! I admit that I have struggled with this game. It's not that it's a bad game, but I have difficulty motivating myself to play or write about it. Every time I try, my attention drifts elsewhere and I find something else to do. I'm almost surprised I haven't opted to paint my bathroom by now. This should be impossible – this is a Brian Moriarty game! This is a Zork game! This is Infocom! I've played my fair share of duds for this blog — and I'll admit, a bad game can be charming in its own way. Every one of them inspired me to write, sometimes too much. Beyond Zork is the first game where my primary feeling is one of mediocrity. It should be a better game and my energy is sapped. This session at least ended well and I hope that I can keep up this positive motivation to finally finish and rate one of the final games in our marathon. 

Last time, I needed hints to progress, including a major one for solving the riddle at the lighthouse entrance. After navigating the structure and battling interesting monsters — from replicating dust devils to a creature with countless eyes — I opened a chest at the very top. What happened next was unexpected: I was teleported to a celestial realm filled with unicorns. They didn’t like me much and banished me back to earth with a warning that they would not be so friendly next time. I still have many unsolved puzzles, with perhaps the largest being that my character hasn’t “found the plot” yet. We (the player) know what is going on and that we’re questing for the Coconut of Quendor, but all my protagonist knows is that she had a sudden urge one day to do a fetch quest for a cook in a nearby inn and before she knew it she was trying on armor and being insulted by unicorns. What is her motivation?

This week, as the title suggests, we’ve finally discovered the plot. Let’s get on with it!

Tuesday, 16 January 2024

Missed Classic: Beyond Zork - Rejected by Heaven

Written by Joe Pranevich

Welcome back to Beyond Zork! After ten hours, I have to admit that I’m struggling a bit with the mix of RPG and text adventure elements: I’m never quite sure if I should be looking for a puzzle solution or just hitting whatever the obstacle is very hard. I’m having a lot of fun, but starting to get frustrated by the game never telling my character that she should be doing any of this, almost as if I missed some big “call to adventure”. Last time out, I explored pretty much the entire game world that I could, defeated a few monsters, was defeated by even more of them, and generally got the lay of the land. This week, I need to put two and two together to solve some puzzles and try to get someplace. 

When I left off, I had just made my first trip south of the crocodile-infested jungle to discover a strangely Christmas-themed village. It was appropriate for December, but the rampaging Christmas tree monsters there weren’t as easily dealt with as putting your discarded tree out on the street on trash day. Near the village, I also rescued an adorable “minx” from some abusive hunters. It looks like a fantasy version of a “mink” (best known for being popular in coats of the 1980s... shudder), but one that can dig up chocolate truffles. (In the real world, mushroom truffles can be found and dug up by some breeds of pigs and dogs.) With my new companion in tow, let’s explore!

Sunday, 17 December 2023

Missed Classic: Beyond Zork - Everybody Wants to Tour the World

Written by Joe Pranevich

Welcome back to Beyond Zork! It has been longer than I intended since last time, but to recap: Magic is going crazy! It’s mere days before a certain Guildmaster (from Spellbreaker) is going to destroy magic for good. It’s up to us to locate the Coconut of Quendor which will somehow preserve magic for future generations. As this is a cRPG and not just a text adventure, we are playing a custom character: a Zorkian version of Lady Dimsford from Plundered Hearts. While “we” the player know about the imminent demise of magic, our character does not. Thus far, we have discovered the first town, completed a small fetch quest in the basement beneath the Rusty Lantern Inn, and set off into the wilderness. Presumably, we’ll learn about the plot officially soon enough.

My plan this time is to explore and map, solving what puzzles that I can that are obvious, but mostly just trying to get a lay of the land and notate everything that I will have to solve or defeat later. This is my usual pattern with adventure games, but Beyond Zork is not “just” an adventure and the RPG aspects may make this more difficult than I expect. I am especially worried about combat: I had to save-scum to defeat the rat-ants in the basement and I am concerned that my character is not well-suited for direct combat, at least not yet. I don’t think you can create a character that isn’t “winnable”, but I really have no idea.

Thursday, 12 October 2023

Missed Classic 124: Beyond Zork: The Coconut of Quendor - Introduction (1987)

Written by Joe Pranevich

If Infocom is remembered for one thing, it is the Zork series. Nowhere is this more apparent than in the sales data: from Infocom’s first day until they were purchased by Activision, Zork-series games accounted for 44% of every game sold. And yet, the company seemed almost desperate to be known for just about anything else. After the third game was released, Dave Lebling and Marc Blank decided to launch its followup, Enchanter, without Zork IV branding, a choice that may have had something to do with that game’s 50% revenue drop. Infocom continued to push against their Zork heritage even after it became clear that they would never again have a series that inspired so much love… and sales. By 1987 however, desperate times called for desperate measures and the long-standing superstition against calling another game “Zork” had to come to an end. With Marc Blank having (mostly) left the company, Lebling working on The Lurking Horror, and Meretzky on Stationfall, the responsibility for continuing the Zork saga was left to Brian Moriarty. 

And so it was, five years (and twenty-seven games!) since the last Zork-named title, Moriarty released Beyond Zork in November of 1987. It could not have come at a more desperate moment: the year-long experiment in faster-developed games across more genres was nearly over and none of the new games were sticking. Plundered Hearts, despite being an amazing game that everyone should try, stumbled out of the gate to become their second-worst selling game to date. Moriarty did not however want to just cash in on the Zork name for a quick buck; he was intent on making a newer and better game than any that Infocom had seen before. To that end, he would craft Infocom’s first true RPG, design a new interface for text adventures (including automap!), and bring back the whimsy of an early Zork adventure game. It wasn’t just Zork, it was… Beyond Zork! (Cheesy, I know.) 

Monday, 11 September 2023

Missed Classic: Plundered Hearts - Alternate Endings, Cut Content, and Final Rating

Written by Joe Pranevich

Last time out, we completed Plundered Hearts. Lady Dimsford was reunited with her father and (presumably) her soon-to-be stepmother, escaped the island with her pirate beau, and settled for a domestic existence somewhere in North America. Plundered Hearts is a swashbuckling adventure that feels at home next to A Princess Bride– which is amazing as both the game and movie came out in September 1987. Fans of romantic pirate adventures truly hit the jackpot that month! (The Princess Bride film was based on the 1973 novel of the same name; Briggs could equally have been inspired by the original work.) The game includes four “good” endings and I already found the “best” of those. I’ll look at the alternate paths briefly before locking in the score.

Plundered Hearts was also a game built under difficult constraints: a text-heavy game in the style of late Infocom but built using the original Z-machine. To even come close to fitting in those constraints, Briggs had to cut a lot from her original vision. In an interview conducted for the Get Lamp documentary, she admitted that, “Because it was my first game, they gave me nine months to write it… and I finished it in six. I spent the next three just cutting stuff out. It was way way too big to fit, because I was the last game to fit on a Commodore 64. There was all that great stuff to cut, so I did a lot of cutting.” 

We don’t have all of the “great stuff” that she alluded to, but we do have traces of her ideas left behind in the Infocom source code leak. Was the game better because of its editing? Or was there a better game that had to be cut down to size? I look forward to finding out. 

Saturday, 19 August 2023

Missed Classic: Plundered Hearts - Won!

Written by Joe Pranevich

Welcome back to Plundered Hearts and epic pirate romance! You read that title correctly and didn’t miss any posts: I won already! Even if it feels a bit shorter than most of the Infocom canon, it has been a ton of fun to play through. I’m not going to claim to have a new appreciation for romance fiction and I am not yet eager to buy books with Fabio on the cover, but I am glad that I experienced it. The game leans into Brigg’s fantastic “romance novel” prose and so I’ll do my best to share a bit more of that than usual in this post, to give you a better feel for what this adventure is like.  We will also have one more post after this for missed scenes, cut content, and the final rating.

Where we left off, we (the Lady Dimsford) had just escaped our pirate friends/captors on the Helena Louise and floated to shore in a barrel. We are now on the island of St. Sinistre with an invitation to a ball but nothing to wear. I’m expecting to explore the island to find Lafond’s mansion, buy a dress in a shop with the money we were given, and go and rescue my pirate boyfriend. I wasn’t completely wrong.

Monday, 17 July 2023

Missed Classic 121: Plundered Hearts - Introduction (1987)

Written by Joe Pranevich

In the words of an “Amazing” series of movies, “Alright, let’s do this one last time…”

In 1987, Infocom was in serious trouble. Despite creative high-points (Stationfall) and some sales successes (Leather Goddesses of Phobos), the text adventure market was collapsing. Infocom had only been recently purchased by Activision, and the new management was not rising to the changing industry conditions. Activision demanded that sales increase; if not by selling more copies, then by selling more titles. Infocom would eventually launch eight games in 1987, more than any other year and double their haul from 1986. We’ve made it to the sixth of those games now.

Despite these challenges– or perhaps because of them– Infocom embarked on one of their most creative periods. Over just a few months Infocom launched their first horror game, puzzle game, romance, spy thriller, and RPG. Plundered Hearts was not just their first “romance” title, but also the first game by Infocom to be solely written by a woman (Amy Briggs) and the first to have only a female protagonist. Infocom’s risk-taking did not ultimately save them, but their embrace of new ideas is one of the things I have come to love about late-era Infocom. I missed nearly all of these games as a kid, but I am so happy to be playing them now.

I am excited! Can you tell?

Wednesday, 1 February 2023

Missed Classic: Nord and Bert - Won! (With Final Rating & Cut Scenes)

Written by Joe Pranevich

It always feels good to make it to the end of one of these games. Sometimes, it feels like a great accomplishment, a challenge defeated! Sometimes, it feels like a great relief, like we can finally move on with our lives. Often, it is a mixture of the two. This is something like my 65th review on “The Adventurer’s Guild” and I can confidently say that I have completed far (far!) worse games than Nord and Bert but this is the first one (except for Batman Returns?) where I have felt this frustrated by what could have been. This could have been a fantastic game and I am told that it inspired some games that are among the best in interactive fiction, but it wasn’t and I am glad that this is the last post. 

Where we left off last time, I had completed the seven main chapters of the game ranging from acting in a 1950s-style sitcom to saving a farm from the horrors of farming idioms. I battled Mr. Clean in his night job as the giant from Jack and the Beanstalk. I even sipped a pleasant cup of tea in the most charming cafe I ever saw, one I wish (truly wish!) existed in real life. All that is left for me is the finale where we “Meet the Mayor” and can finally put to right the pernicious problems that plague the people of Punster. Will the ending soar or belly-flop? There is only one way to find out.

Read on for more.

Thursday, 19 January 2023

Missed Classic: Nord and Bert - Haunted Pre-Raphaelite Spoonerisms

Written by Joe Pranevich

Welcome back to Nord and Bert! One of the commenters mentioned recently how it is difficult to play and write about a game that you aren’t really enjoying. That’s pretty true, but sometimes you can find joy in the worst games. It’s not that they are “so bad they are good”, but you can see the love that goes into games like Santa and the Goblins, the pre-Infocom Hitch Hiker’s Guide to the Galaxy, or even the early works of Berlyn and Moriarty that were amateurish as best. Where I’m running into difficulty with Nord and Bert is that it feels at times unfinished, or last least rushed, and it’s not living up to even the bar set by its earlier chapters. It is not a terrible game by any stretch and will score better than the ones I cited above, but something about it makes it a slog to get through and to write about. 

But here we are! We’ve completed five of the eight scenarios of the game and will tackle two more today. Jeff O’Neill has made each scenario at least individualized, but we’ve had two based on homophones (the grocery story and the jacks), two on idioms (the teapot and the farm), and the strange one based on sitcom tropes. As I’m shortly to discover, the two today are very different– and also very strange. One of them seems to have been partly inspired by Frank Zappa’s 1982 song, “Valley Girl”, though regretfully not by forcing the player to play entirely using “Valley Girl” slang of the 1980s. That would have been cool, for sure, for sure.

Let’s get to it!

Tuesday, 15 November 2022

Missed Classic: Nord and Bert - The One Where I Flipped My Lid

Written by Joe Pranevich

Welcome back to Nord and Bert! This is a strange game: last time out, we defeated Jack Frost to rescue a mermaid and conquered agricultural idioms to save a family farm. That’s three episodes completed with five more to go before Punster is saved and I can move on to Plundered Hearts and Beyond Zork. I respect Infocom and Jeff O’Neill for choosing to do something different and the individual episodes help by letting us play in small chunks, but they are not quite the types of puzzles that I enjoy solving.

Before I get into it, let me admit upfront that this post was a rough six hours of idioms and idiocy. The two episodes, “Eat Your Words” and “Act the Part”, were more difficult for me than the previous ones and I needed to take hints to put them to bed. Fortunately, Nord and Bert features a first-of-its-kind hint system! If you want to know what kind of devilish idioms tripped me up, you’ll just have to read on for more. 

Monday, 10 October 2022

Missed Classic: Nord and Bert - You Don’t Know Jack About Farming

Written by Joe Pranevich

Welcome back! We’ve been away from Nord and Bert longer than I expected, thanks first to our “amputated content” close-out for Lurking Horror and the Kevin Pope interview. Add to that some great progress on our mainline games and there wasn’t quite enough room to slot this in before now. And while I’m back to playing, please see a note at the bottom of this post for a scheduling option if you would like to see us accelerate one horror-related game to land in “spooky season” October. As Nord and Bert isn’t precisely an adventure game, I’m not sure the best way to write about it. I’ve decided to explain more of the wordplay as I go along as an aid to our readers who may not be as familiar with American expressions and English wordplay. I’ll do my best to find the right balance and if I’ve missed, please let me know in the comments below. 

Last time out, we started into the first “chapter” of the game as we solved a number of homophone and homonym-related challenges at Punster’s local grocery store. Once we finally found the cellar (“seller”) and purchased some on-sale (“sail”) food using a single cent (“scent”) that we found in a bouquet of flowers (“flour”), the chapter closed and we were able to select our next adventure. There doesn’t seem to be any required order yet (even though we were given a password for the endgame) so I’ll just proceed one by one. I’m planning to do two chapters per post for now, but if one is longer or shorter than the others, I will adjust.

Tuesday, 20 September 2022

Interview: A Few Words With Kevin Pope

Edited by Joe Pranevich

Last time, we began our coverage of Nord and Bert by looking at the first of eight included scenarios. I’ve already played the next two scenarios (I am stuck on the third) and a new gameplay post will be coming in a few days. Before we get there, I want first to share with you a conversation with one of the men most responsible for the distinctive look of the game: Kevin Pope. While it may seem strange to consider the “look” of a 1987 text adventure, Pope’s images– starting with the game’s cover art– seems an almost inseparable part of the experience today. Players pored over Pope’s included illustrations to reveal hints about each chapter’s distinctive style of puzzles. Although the illustrations are spartan, I have become a fan of Pope’s work. 

Kevin was an invaluable resource during the development of our introductory post. He was gracious enough to answer most of my questions, piling on stories and anecdotes beyond what could fit in our brief narrative. With his permission, I have edited our correspondence and assembled them into this mini-interview. Please enjoy, in his own words, a brief discussion with Infocom’s most famous illustrator. 

Friday, 9 September 2022

Missed Classic: Lurking Horror - Amputated Content

Written by Joe Pranevich

It has become something of a tradition for me to dig into the “what ifs” of each Infocom game as I finish it. Unlike most of what we play, we are fortunate that so much Infocom material has been saved (in some cases “leaked”) to allow us to study their work in a way that would not otherwise be possible. With Lurking Horror, we find a game that struggled against too much content, almost from the very beginning. Dave Lebling had big ideas, and the game’s code is sprinkled with comments lamenting the size restrictions of the original ZIP engine. 

Lebling spoke about his wish for more space in an interview with Brass Lantern in 2002:

Stephen Granade: If you had the chance to redo any of your Infocom games, which one would you change? What would you do differently, or would you avoid the game entirely?

Dave Lebling: [...] I'd have loved to have done "The Lurking Horror" as a larger-size game (it was almost the last of the "small" games which had to fit in 84k bytes of disk space). Some good scary stuff got cut out of it or never implemented due to the size restrictions.

So what is this “good scary stuff” do we still know about? Let’s dig in.

Thursday, 25 August 2022

Missed Classic 112: Nord and Bert Couldn’t Make Head or Tail of It - Introduction (1987)

Written by Joe Pranevich

Let’s state the obvious: Infocom wasn’t doing well. To offset declining sales, their new parent demanded twice as many games. This was working, in a way. The previous two games, Stationfall and Lurking Horror, taken together would just about made for decent sales… of a single game. Infocom needed to innovate, to open new markets, and to bring their brand of sophisticated (even literary) gaming to new audiences. They just weren’t very good at that kind of innovation.

That brings us to Nord and Bert Couldn’t Make Head or Tail of It, their 27th adventure. After failing at business products (Cornerstone) and graphical games (Fooblitzky), Infocom reached a period where they embraced diversity through genre. We have already seen The Lurking Horror, their first “horror” game, and we will shortly be looking at their first romance (Plundered Hearts) and RPG (Beyond Zork). Nord and Bert went in a different direction: a comedy game of wordplay and idioms, designed by Jeff O’Neill. Instead of a single narrative adventure, Nord and Bert would also be broken up into connected “Interactive Short Stories”. With a low barrier to entry and a completely new take on what an “adventure” game could be, Infocom hoped that they could “hit it out of the park”. 

Who doesn’t enjoy cliches, right?

Sunday, 14 August 2022

Missed Classic: Lurking Horror - Won! And Final Rating

Written by Joe Pranevich

One of the tenets of the Cthulhu mythos (as I understand it) is that prolonged exposure causes insanity. It is perhaps for the best then that we have reached the end of our playthrough of The Lurking Horror. We here at “The Adventurers Guild” cannot be responsible for bouts of madness among our readers... although we’re all spending our evenings playing adventure games from thirty years ago, so how sane can we be? Please write your answers in the space below in the form of a limerick.

Last time out, I accomplished a lot: fought a bat-monster on the roof of a campus building, scared away a street urchin, and defeated an evil professor by accidentally letting him sacrifice himself to a dark nether god. As I have now found the (broken) computer that houses my lost term paper, I am not sure what I am supposed to be doing in this game. I assume that I’m supposed to be finding and defeating the evil that has invaded campus, but with the Professor of Alchemy gone, surely that is accomplished?

As I wandered the now-empty halls of G.U.E. Tech, I had no choice but to give up and take a hint to find out what I was missing. The answer: I’m missing something that I was supposed to do with the elevator.

Monday, 8 August 2022

Missed Classic: Lurking Horror - Creepy and Kooky

Written by Joe Pranevich

It’s Halloween in August here at “The Adventurer’s Guild” as we play several horror-themed games in rapid succession: La Crypte des Maudits (1991), A Personal Nightmare (1989), and Lurking Horror (1987). I enjoy the spooky interplay between these titles, seeing how each approach the genre. It’s a coincidence, but it’s delightful. 

Last time out, I died again. Instead of a zombie janitor, this time I was sacrificed by an evil professor to a dark creature of the abyss. It had tentacles. The idea of a dottering old professor with a pentagram in his office is a fun one, but underscores that Lebling walked a fine line between horror and humor in this game and may have hit “funny” more than intended. Even compared to Stationfall, this game is not particularly scary. In that game, we always felt one step away from being killed by an appliance. This game has zombies that explode after slipping on floor wax.

Monday, 1 August 2022

Missed Classic: Lurking Horror - The Department of Alchemy

Written by Joe Pranevich

Welcome back to Lurking Horror! I skipped last week to close out on Stationfall, but we’re back now for a second helping of Lovecraftian horror. Last time, I found myself in a computer lab during a snowstorm with only a “hacker” to keep me company. The term paper that I was desperate to finish was somehow swallowed by the “Department of Alchemy” and I must venture through the wintery G.U.E. Tech campus to locate and recover my paper before it is due in the morning. Along the way, I explored some tunnels between buildings and a famously long corridor before stumbling on a tentacled monster on the campus’s famous dome. I survived that, only to be killed by a zombie-janitor when I interrupted him waxing the floors. 

I’m confused by the game’s tone so far. Nothing seems particularly “horror” here, more like the campy horror movies that used to be on at midnight hosted by Elvira. We’ve encountered two monsters, but the mixture of the magical and the mundane makes for an interesting contrast. It’s difficult to be scared by a zombie that just wants to wax floors, even if he does kill you. And why are we hunting for this paper anyway? Is it worth my life to get a good grade in this class? And if the city is blanketed by this much snow, wouldn’t they cancel classes? I’ll try not to ponder those questions as I continue exploring.

Sunday, 24 July 2022

Missed Classic: Stationfall - When Scientific Accuracy Attacks (Deleted Scenes & Alternate Puzzles)

Written by Joe Pranevich

Last time, I started into Lurking Horror (don’t forget to post your score guess!), but we still have a bit of business left with Stationfall. Infocom is a company that we have a unique level of understanding about thanks to leaked source code, developer interviews, and a veritable “cabinet” of internal documentation. I do not like digging in too deeply while playing so that I can approach the games as spoiler-free as possible, but now that we’re done I can dig in and report back what I find. Sometimes we find a lot (like all of the half-completed Moonmist variants!) and sometimes we find less. As Steven Meretzky is the source of much of the “leaked” documentation, we have a rare view at his development process all the way down to notes from individual testers. It is not a full view of the design of the game, but it provides a unique insight into how mature he had become in game design at this point and how little effort was wasted. 

Steve Meretzky was famous for keeping notebooks of game and design ideas that he would turn back to for inspiration. Our story starts out with a question: what game should he make next?

Tuesday, 19 July 2022

Missed Classic 111: The Lurking Horror - Introduction (1987)

Written by Joe Pranevich

This is going to seem like deja vu: 1987 had not been a great year for Infocom. The deal with Activision concluded, Cornerstone failed, and sales of text adventures were slowing down. Hollywood Hijinx bombed with only 12,000 copies sold. Bureaucracy failed to capitalize on its A-list author, Douglas Adams, and shipped only 28,000 copies. To offset the sales loss, Infocom was forced to produce twice as many games as before. Making games was difficult, but making twice as many games with the same team seemed impossible. Fortunately, Infocom still had a developer or two with recent hits: Steve Meretzky (with Leather Goddesses and Hitchhiker's Guide) and Brian Morarity (with Wishbringer). While these two would reach back to produce easily marketed sequels, other implementers sought fresh ideas. One of those was none other than Dave Lebling, one of Infocom’s founders and most prolific authors. 

At that point, Lebling wasn’t bringing in the numbers Meretzky and Moriarty had been. Spellbreaker actually sold negative copies in 1986 as Infocom wrote off unsold inventory from the previous Christmas. Starcross and Suspect were long enough ago that their market performance could hardly be predictive. But Lebling had a plan to enter a market that Infocom hadn’t entered before: horror. Horror was then (and now) a popular genre. In October 1986, when Lurking Horror was just getting started, Steven King’s It was the bestselling book on the New York Times list. Through 1987, King would have three more of his books on the Top 10 list, including the #1 selling hardcover of the year, The Tommyknockers. Lebling may also have been inspired by the growing popularity of The Call of Cthulhu tabletop game. Whatever the reason, Lebling and Infocom were excited to try their luck at a new category of game.