Showing posts with label Stationfall. Show all posts
Showing posts with label Stationfall. Show all posts

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?

Sunday, 10 July 2022

Missed Classic: Stationfall - When Best Friends Attack (Won! And Final Rating)

Written by Joe Pranevich

Last time out on Stationfall, my attempt at Fourth of July fireworks ended up a dud: the bomb that I spent so much time working on failed to go off. All roads in the game so far have led to finding or securing bomb-making parts and so while I am sure that I am on the right path, I need to figure out what I might have missed. Meanwhile, the evil Pyramid of Doom that has taken over the stations’s systems is gradually making the station less and less livable for carbon-based life forms as literally everything (even the doors!) is trying to kill me. I’m glad we don’t need to use the bathroom in this game because I can only imagine the horrors of an Evil Toilet. It’s only a matter of time before this scourge escapes the station and takes over the universe, so we’d better solve it quickly.

We’re finally reaching the end of Stationfall. I am sorry that it took me far longer than planned to get here and I am grateful that you stayed around for the ride.

Tuesday, 5 July 2022

Missed Classic: Stationfall - When Ostriches Attack

Written by Joe Pranevich

Last time out on Stationfall, I died. After ages exploring the space station with my pals Floyd and Plato, circumstances got away from us. The computer virus that plagues the station took over Plato, the kindly librarian robot, and he killed me as Floyd looked on in horror. Although evil and murderous, Plato’s inclinations as an educator remained intact and he helpfully monologued the full plot of the game. This means that I now know what is going on and I have the start of an inkling how to fix it. Of course, I must restore back to an earlier point and replay a ton, but that’s what Infocom games are like.

In case you forgot, let me recap what I learned. Somewhere very far from here, the Zeenaks and Hunji were locked into an epic war. The Zeenaks developed a weapon to finally turn the war in their favor, a computer virus of a sort (in the form of a pyramid) that would turn not only Hunji devices against their owners, but also convert factory equipment to create more such pyramids and spread throughout the galaxy. How the Zeenaks intended to survive their own weapon is not clear. The weapon was launched but never made it to its destination. Somehow, it was picked up and diverted by a lone Hunji ship, the same ship that the station picked up a few days ago. In a matter of days, the station has been corrupted and all humans on board have been eliminated. (I’m still not convinced this is true; I found evidence of survivors on my first day on the station, but not since then.) The pyramid device is now adapting the factory levels at the bottom of the station to create copies of itself to send out across the universe. My job will be to get down there and try to find a way to stop them. I’m only missing two things: a way to get down there and a way to stop them.

Monday, 14 March 2022

Missed Classic: Stationfall - When Nerds Attack

Written by Joe Pranevich

Hey, do you remember that time when I was going to take a short break after Christmas? That break turned out much longer than I anticipated. In a world that is so full of stress, I will not trouble you with my own, only to say that once you put one of these post series down, it is very difficult to remember what you were thinking and doing. Time dulls our recollection and an easy write up becomes much more difficult. That is especially a problem with Stationfall: there are so many barely-pulled plot threads going on that keeping them all in my head when fresh was difficult; after taking a break? Forget about it!

Last time out, I finished exploring the station. This game, much like the Zork series and Planetfall, is “open world” in the sense that you must spend a long time exploring every nook and cranny to find the pieces that will eventually be used to solve puzzles. At the end of that session, I had a lead on how to access the Space Village; that’s where I’ll start this time out. As you will soon see, that replaces one open area with another even more confusing one. Rather than spending this session putting together pieces and solving puzzles, I could only try to map out an area a bit smaller than the part that I already explored. I hope the real puzzle-solving comes next time out. 

Monday, 20 December 2021

Missed Classic: Stationfall - When Food Dispensers Attack

Written by Joe Pranevich

Welcome back! It’s December already and I hope you are getting ready for your holiday cheer. When we last left Stationfall, our intrepid hero had just arrived at Space Station Gamma Delta Gamma for a mission of great importance: pick up a shipment of bureaucratic forms and return them to our ship, the SPS Duffy. Unfortunately, something feels wrong as soon as we arrive. There is no greeting party and as we explored, we discovered the whole station seemingly abandoned. Eventually we made our way to a scientific module where we discovered a holding tank with a large hole in it. What evil is prowling the corridors? Where is the crew? And how will we escape the deserted station with no fuel? We have quite a mystery on our hands!

The beats so far between Planetfall and Stationfall are eerily familiar. Perhaps, too familiar? In that first game, an emergency forced us to escape to an unknown planet only to find it completely devoid of life. We explored empty area after area to gradually unlock the clues behind what had happened to the world’s population and to find a way home. In Planetfall, the emptiness was part of the point; the lonely tone could only have been created by having a wide (but population-less) area to explore. Stationfall has so far copied both of those beats exactly, landing us in yet another vast empty area that we have to map and gradually sort out to find out where everyone went and how to get home. Whether we decide that this game is brilliant or derivative will ultimately come down to how well the new game justifies the return to the same old beats. Planetfall was amazing, but I didn’t want to play it twice. 

Given all the mapping and exploring to do, this week’s post is pretty much just that: mapping and exploring. There’s a lot of ground to cover, but no real way to tell this game in a linear way. You get to explore it the way I am, with a lot of open questions that will (I hope!) coalesce into a puzzle-solving frenzy over upcoming weeks. This will likely be our last Stationfall post this year, but we will resume full force in January.

Saturday, 20 November 2021

Missed Classic 102: Stationfall - Introduction (1987)

Written by Joe Pranevich

A few years back, I planned a short marathon of 14 Infocom games directly or indirectly associated with the Zork franchise. Instead, I went a bit crazy and ended up playing all of the games, learning Cornerstone, and I’m this close to getting a Frobozz Magic Tattoo. It’s probably not healthy. Instead of this being our tenth game, it’s our twenty-eighth and we have a lot more to go. In the original marathon, Planetfall and Stationfall were connected to Zork thanks to grues, and a passing reference that they had been picked up from a backwater planet somewhere in the galaxy. It was a small hook, but expanding my goal to play all of Infocom made the point moot. July of 1987 gave us Infocom’s first double release with both Stationfall and The Lurking Horror making their debuts. Internal production data reveals that Stationfall was completed first, so it will be the first one that I play. 

To recap: 1987 had not been a great year for Infocom. The deal with Activision had concluded, Cornerstone had 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. In order 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. We’ll get to those sequels and fresh ideas before long, but for now let’s just focus on Stationfall.