Wednesday, 25 January 2012

Game 8: Tass Times in Tonetown - Crocogator Tears

Journal Entry 1: “Well this day couldn’t get any weirder really. It all started when I went over to Gramps’ house to search for any clues that might help figure out where he’s disappeared to. I found the key to his lab hidden in a jar, so I decided to check it out for the first time. What I found was a very unusual hoop shaped device, and as soon as I turned it on, Gramps’ dog Spot jumped through and disappeared! Figuring this device must have something to do with Gramps’ whereabouts, I followed Spot through and was incredibly transported to a strange world called Tonetown! Not only that, but Spot suddenly goes by the name of Ennio, can talk, and is some sort of famous journalist around here! I’ve spent the last few hours walking around, checking out the town and talking to the residents. They all speak in a very strange way (they say Tass and Tone a lot!) and wear psychedelic clothes with sparkles and bright colours. They seem to use guitar picks as currency so it’s extremely fortunate that I picked some up in Gramps’ lab before coming here. Speaking of Gramps, the people here seem to know who he is, but he’s missing in Tonetown too! I guess I have no choice but to look for him here while I try to figure out how to get back home.”

Before I start talking about the game itself, I just wanted to shout out to HunterZ for helping me to get the game running properly through DOSBox. The game makes use of multiple inputs and while the only one you really need is the keyboard, it was bothering me that I couldn’t get any mouse response to make use of the graphical interface. I still can’t use an actual mouse (apparently you would have to use an old school serial mouse), but with HunterZ’s assistance I’ve managed to map some keys to joystick movements and buttons, allowing me to move around the screen and select the various actions. As it turns out, using these buttons doesn’t really add much benefit and I’ve resorted to typing commands with the text parser alone, but it’s nice to be able to click on things in the graphics window to see what they are rather than guessing with the parser. Unfortunately, the cursor is not very responsive when using the keys and it can be difficult to get it in the exact position you want, but I’ll manage.


Somehow they managed to get the description, inventory, compass, action buttons and graphic window all on one screen.

I have to admit that I struggled for quite a while to get anywhere in the game, stuck in Gramps’ cabin with no picked up items and a locked door blocking my progress. Normally in straight text adventure games, all the objects in the room of relevance will be at least mentioned in the room description (which you get by typing LOOK). That’s not the case with Tass Times in Tonetown, so it’s important that you have a good look at the graphics window and request information on items you can see, not just the ones it describes. Eventually I found the key which was hidden inside a jar in the kitchen, but it took me well over ten minutes of scouring all four rooms in the cabin, trying to find anything of use. Once I got into Gramps’ lab and got used to the interface, I’m made pretty decent progress both getting into Tonetown and making my way to various locations. I’ve been mapping my progress in Excel, writing down things of note and items I’ve discovered / purchased on the way.


If you think Spot wearing a hat is weird, wait till you get to Tonetown and he starts talking to you

As you can tell from the screenshots, the graphics are ugly due to the limited palette, but they’re certainly of a better quality than Déjà Vu. Also, while I stated in my introduction post that the graphics were entirely static, there is actually some animation on a fair few screens. It’s not all that impressive, but it’s a nice touch that makes the world feel a bit more real and tass (did I just say that?!). The Tonetown Times newspaper that comes with the game has been indispensable, not only because it’s given me an overall feel for the goings on in Tonetown, but mostly because it’s given me the names of its inhabitants that are required to talk to people. If you try a command such as TALK TO WOMAN in the game, you are informed that “we use first names in Tonetown” and therefore get no response. This form of copy protection is much more acceptable than King’s Quest III, where I was forced to spend a fair portion of the game copying down magic spells word for word and gaining stacks of points for it.


I guess it's not that unusual for the cute chick at the rock concert to refuse to talk to me

By far the biggest annoyance in Tass Times in Tonetown so far is how regularly my character is killed. I’ve been forced to save my game nearly every screen as I find myself randomly “thrown to Crocogators” or “tortured to death” by local business magnate Franklin Snarl. Often these attacks are preceded by warnings that my character hears someone muttering “I hate tourists”, so I’m starting to think I’m being punished for either spending too much time in each area or not fitting in with the general population of Tonetown. At the end of my first session on the game, I’d just purchased a typical Tonetown outfit from Tique, including a jumpsuit and hooplet, and I also noticed that I can get my hair done at Jamac Salon, so I’m wondering whether making myself look like a local will stop the constant death screens. I hope so, as being killed off every couple of minutes is really starting to get on my nerves, and makes progressing in the game a struggle.


That's a little harsh isn't it?!

Despite this annoyance, I’m very much enjoying Tass Times in Tonetown so far. It’s definitely an intriguing little mystery and I feel like I haven’t even touched the surface of this bizarre world I’ve been thrust into. Having Ennio the Legend along for the ride is a cool little touch and his warnings and background information that’s available on certain screens makes what would otherwise be a daunting environment a little less intimidating. One final word of warning for anyone that wants to give the game a shot! I highly recommend using the actual save game slots rather than just using quicksave every time. I’m going to have to start the game again this evening (not a big deal at this point) because every time a reload my quicksave, I’m confronted and killed by Franklin Snarl as soon as the screen comes up. It’s a lesson I’m glad I’ve learned this early in the game as losing the only save you’ve got a couple of hours in would be far from ideal. Have a tass and tone day and Ennio and I will report back when we’ve uncovered more secrets of Tonetown.


Don't you hate it when the game gets so big you have to sell your Flo Rink!

Tuesday, 24 January 2012

Game 8: Tass Times in Tonetown - Introduction


Tass Times in CGA Palette 1 Tone Town

Tass Times in Tonetown was written by Infocom designer Michael Berlyn and his collaborator Muffy McClung Berlyn. Michael had already played a role in the creation of many well-known Infocom interactive fiction games including Suspended, Cutthroats, Infidel and Zork: The Undiscovered Underground. The programming for Tass Times in Tonetown was done by Bill Heineman, one of the founding members of Interplay Productions, who also programmed the classic RPGs The Bard’s Tale III and Dragon Wars. While it has very little to do with the topic I’m covering, my research into Heineman has unveiled some very interesting information that I simply had to share. You see Bill is not only a video game programmer, he’s also the first person to ever win a national video game contest (he won the National Space Invaders Championship in 1980), an author of novels including quite a few based on The Terminator and Independence Day, and most interestingly, a woman. After he was diagnosed with gender identity disorder in 2003, Bill transitioned into a woman, and is now known as Rebecca Heineman.


Veteran programmer Bill / Rebecca Heineman

Anyway, back on topic, Tass Times in Tonetown is a graphical text adventure. That means the game is really a text parser based adventure game that includes a static graphical interface window. You can “interact” with things in the graphics window by selecting from icons representing actions such as pick up, drop, talk to etc. and then clicking the object you want the interaction to occur with. This form of intuitive GUI is combined with a text parser, but I’m yet to fully understand how the two work alongside each other. The working title of the game was Ennio: The Legend Begins, referring to the dog that appears in the game, but this was changed to the very strange Tass Times in Tonetown prior to release. The explanation behind the name is that Michael and Muffy were employed at Harvard University, which has the motto Veritas (meaning truth). The two of them had started using the phrase “very tass” to mean very true, and eventually they used the word extensively in the game, where it’s used as a replacement for words like “cool” and “hip”.


Everything about this game looks truly bizarre, including the box cover

Before I go load the game up, I should mention that I’ve found myself a PDF version of the manual and also the newspaper that came with it. I believe the newspaper acts as a form of copy protection, by making the player look up various things while playing, so it’s fortunate I’ve got my hands on it. There isn’t really a backstory to speak of in the manual, so I still have no idea what the game is actually about. There is however a song that doesn’t alleviate the feeling that I’m about to plunge into a very strange world. I’ve copied it below so you too can experience the wonder that is Are You Tass? Are You Tone? Anyway, it’s time to enter Tonetown and I’ve got a feeling I could be there a while. This sort of game can take quite a bit of time, not to mention mapping, to complete, so I don’t expect to rip through it in the sort of time the last few games have taken. Here’s hoping I get far enough into the game to report back in the next day or two.


Breaking News: Activision Makes Copy Protection Entertaining

Are You Tass? Are You Tone?

Are You Tass? Are You Tone?
Somebody's vanished -- through a hoop -- into the unknown.
Or have you been here before, under a triangular moon?
Do you wear a Troppo look or is it Jonboi Waltune?

Sleuth out the cabin. The clues may unjar you.
Where the Dogwonder leads leaping -- will you follow?
The mystery unravels in a different dimension,
But your guide by your side is none other than "The Legend."

Tonetown is hometown if you're ultra plus chic.
In need of some styling? Just visit the 'Tique.
Bangle up some hooplets, lay down some picks,
Jump on a jumpsuit, then to Freddie's for kicks.

But wait -- read the Times -- enigma on enigma.
The truth? Wrapped in darkness. Something to dig for.
And evil lurks -- snarly, underworldly-wise,
Three ways times three ways he plots your demise.

So get to unriddling, stop fiddling around.
If you're here as a tourist, Tonetown's not your town --
If you loop through the hoop, you must loop it alone.
Are You Tass? Are You Tone?

Monday, 23 January 2012

Mouse support for Tass Times in Tonetown

Does anyone know if a mouse is actually required to play Tass Times in Tonetown? I've managed to get the game to run in DOSBox, but my mouse has no effect, meaning I can't click any of the action buttons. A quick Google suggests that the game only supports an old school serial mouse, even when played through DOSBox. I don't have one and my laptop doesn't even have a port for one. I'm thinking I might be able to play the game using only the text parser if I have to, but obviously it would be much better to get the mouse working.

The below link is the best info I've found so far.

http://vogons.zetafleet.com/viewtopic.php?t=22032&sid=72a4e70849d4182e1d90403e4ad89f69

Any ideas would be much appreciated.

Game 7: The Black Cauldron - Final Rating

Well I can’t start this post without mentioning the news that Chet from the CRPG Addict blog has decided to call it quits, at least for the time being. I won’t talk about this too much now, but I will come back to it shortly. All I’ll say for now is that I’m feeling a bit empty and disappointed (not with Chet, I totally understand and respect his decision). I obviously owe a great debt to his work and have thoroughly enjoyed every single post he's written since I started following around twelve months ago. As for The Adventure Gamer, it doesn’t change anything. It’s all systems go and I still have every intention of seeing this monumental project through to completion. It’s time to apply the PISSED rating system to The Black Cauldron.

Puzzles and Solvability:
If you’ve read my previous posts on this game, you will probably have guessed the categories I’m going to give low scores, and this is one of them. It’s not really that there’s much I can label illogical throughout the game, it’s more that the lack of explanation for what’s going on and what character’s roles are makes knowing what to do next and how to do it very difficult. When Disney told Al Lowe that the game should closely follow the movie, I don’t think anyone was aware of how isolating and confusing the result would be for players that haven’t seen it. Things happen all the time that would normally make the player restore and try again (ie. Hen Wen gets captured when your only quest is to protect her and the cauldron gets stolen away by a gwythaint as soon as you get your hands on it), but since these things happen in the movie, they had to occur. As Zenic commented on one of my posts, the better way for these events to occur would be to remove player control temporarily (therefore making it clear that you are supposed to let it happen), but that wouldn’t allow for the branching storyline to occur in many instances, so I do understand why the developers didn’t do that. I still don’t really understand what several items were supposed to be used for and I assume this is because I didn’t partake in the storyline where they would be utilised. The result of this is that I wasted ages trying to make use of items that were actually never going to be of benefit to me. I’m giving the game a P rating of 3.


This happy ending makes the whole journey and it's consequences completely meaningless

Interface and Inventory
Al Lowe deserves some credit for creating a graphic adventure computer game that doesn’t require the player to type commands into a text parser. The simplified replacement system means the player only needs to know what four function keys do (INVENTORY SELECT, USE, DO and LOOK) to make their way through the entire game. The downside of this simplification is that the player feels very limited as to what they can do. Unlike text parser based games and future point and click games that allow you to request information about pretty much anything onscreen, the system used for The Black Cauldron means you can only ask for information about (or interact with) an item you are directly next to. This is not a massive issue (there are very few instances where you can’t gain access to whatever it is you want to get info on or interact with), but there’s just something about it that distances the player from the experience. Perhaps it’s just that the amount of possibilities that are available on each screen is drastically reduced, making the game seem less open. If I weigh up the pros and cons of the changed interface (PROS – simplified, text parser flaws removed CONS – less interaction and information available, navigation flaws unchanged), it’s probably on par with the other Sierra games. As for the inventory, well it functions the same way it does in other Sierra games, with one exception. You have to SELECT an item from the inventory before you can USE it. 5.


Most screens have only one thing you can interact with or even look at due to interface restrictions

Story and Setting
Everything I’ve read suggests Lloyd Alexander’s books are really very good. Unfortunately, the nuances of that story were damaged when transferring it to cinema screen, and further damaged when put into the framework of Sierra’s AGI technology. Ignoring everything it’s based on, the story of the Black Cauldron game is bewildering and unsatisfying, no matter which branches you choose along the way. I won’t repeat the issues I’ve had with not knowing what character’s roles are and which events are part of the unravelling plot as I’ve banged on about them already. At the end of the day, the storylines of adventure games are very often set in stone, so players are not really making choices as much as they are solving puzzles to make it progress. I take issue when the choices the game has made for my path are either not the ones that I want to make or are completely unexplained. The setting of this story, Prydain, is represented well enough graphically, although it has to be said it looks and feels a heck of a lot like a King’s Quest game. It also feels very small, making Taran’s big adventure to reach the Horned King and the Fair Folk people seem a bit laughable. The Fair Folk people are around two screens away from his home and the Horned King’s castle around five. I’m going to be unsympathetic here and give the game a 2 for Story and Setting.


I honestly don't think I was ever informed of this request for assistance?! Anyone know when that supposedly happened?

Sound and Graphics
As I’ve mentioned previously, The Black Cauldron looks visually just like King’s Quest, with an added darkness to some screens achieved by nice use of blues and purples. I can’t say I noticed any increase or decrease in quality for the animations and illustrations when compared to the likes of King’s Quest III or Space Quest. Having not watched the movie in decades, I can’t say whether the sparse cases of music have any connection with it (or the visuals for that matter). I can say however that they managed to make the music particularly grating this time around, with high pitched, ear aggravating tones frequently used. It’s used so sparingly that it doesn’t really have a great effect on the enjoyment of the game, and it was probably particularly noticeable for me due to my attempts on every screen at finding a use for the lute I found early in the game. I ended up offering it to the fair folk as a gift, so the abuse my ears suffered during that process was all for nought. I’m sticking with the Sierra 5 that I’ve repeated a few times already.


King's Quest IV: The Black Cauldron

Environment and Atmosphere
The general forests and lakes of Prydain look identical to King’s Quest, so are not really worth talking about, with the exception of the darker forest screens to the west. The trees here contain ghost like faces which when combined with the dark colour tones successfully produce a foreboding atmosphere. The same can be said for the castle scenes, which also benefit from a sense of imminent capture, which as it turns out it’s completely applicable (you’re chased around on nearly every screen). Overall the atmosphere of The Black Cauldron is fairly compelling, which is probably why I continued on to the end despite struggling to understand what was going on and what I was supposed to be doing. 6.



Spooky trees! Reminds me of watching Poltergeist when I was too young to be doing so

Dialogue and Acting
I don’t have a heck of a lot to say for this category either. The simple style found in other Sierra adventure games (straightforward location and item descriptions, simplistic story narration, and very sparse NPC interaction) is used for The Black Cauldron. Apart from the one irritating bug in description I found while scaling the castle wall, I can’t say I noticed anything particularly negative or positive to announce for this category, meaning I probably should stick to the 4 I’ve given the majority of past Sierra games.


Since you've already told me the solution, I can go ahead and complete the solution.


That’s a 42 for The Black Cauldron, which appropriately makes it the lowest ranked game I’ve played so far for The Adventure Gamer. It’s a bit disappointing really as I was hoping to find a lost treasure that has been unfairly ignored over the years. Instead, it’s clearly the least successful use of the AGI system I've played to date, and a wasted opportunity to bring Alexander’s world and characters to the screen. Now...what on earth is Tass Times in Tonetown all about!?

Saturday, 21 January 2012

Game 7: The Black Cauldron - Won!

Taran Wanderer Journal Entry 2: “What an emotional ride today has been. First I helped Princess Eilonwy escape the prison and found an awesome magic sword, and then I rescued a bard named Fflewddur from another part of the castle. I even managed to save Hen Wen and got her to safety right before the Horned King made her show him where the cauldron was. As if all that wasn’t exciting enough, I then visited a strange underground kingdom where King Eiddileg gave me some magic flying dust. I used it to access a witches’ house across the river and traded my magic sword for the Black Cauldron. Just when I thought I’d finally stopped the Horned King and his wicked scheme, a gwythaint stole the cauldron from me and took it back to the castle. Summoning the little courage I had left, I climbed the mountain back up to the castle, realising that the only way to stop the Horned King was to throw myself into the cauldron, sacrificing myself in the process. Just as I was about to do it, my loyal little furry friend Gurgi jumped into the cauldron instead, destroying the Horned King, his castle, and himself. My devastation at the loss of my friend was short lived, as the witches traded me his life back for the cauldron, meaning everything worked out in the end. Prydain is safe and I’ve got some great new friends!”

If the above rundown sounds convoluted, well you don’t know the half of it (unless you've played it of course). It took me a total of six hours to finish The Black Cauldron and I can’t say I had much idea what was going on half the time. I rescued people who never showed up again, was given items that played no part in the game, was constantly rewarded for counterintuitive decisions, and was left feeling empty during an ending that was supposed to be highly emotional. I don’t think Al Lowe had any idea how challenging it would be to take a movie plot and present it as an adventure game and I think he realised things were not going well when he bailed towards the end of the project. He managed to squeeze in a lot of the characters, items and locations from the movie into the game, but with no controlled plot or linear progression to tie them all together, you end up with a game only really enjoyable by those who already know what happens and can fill in all the gaps on the way.


In other words, the game technology won't allow me to have a companion anymore so you better go

The perfect example of this is the character Gurgi. Gurgi is the little furry creature I met at the beginning of the game. I gave him an apple and he told me he was now my friend. I assume that Gurgi becomes a companion of Taran’s in the books and movie, and that they experience many things together through the course of the story. That would make Gurgi’s presence at the finale make sense and his sacrifice understandable and emotional. In the game, his sudden appearance and sacrifice is completely absurd, and it occurred at a time where the game told me what I was about to do (throw myself into the cauldron), when in fact I had no idea. It’s confusing, forced storytelling, and his sudden reincarnation at the end makes the whole thing meaningless. I was led to believe that the Black Cauldron would be destroyed if a live being got into it, therefore committing suicide in the process. Why then would the three witches bargain his life back (they also offered all sort of other treasures) for a completely non-magical cauldron?


...there was that day I gave him an apple and...um...that other day where I gave him an apple. I miss him so much!

There is one notable positive to come out of The Black Cauldron and that is the use of a branching storyline. There are numerous ways to “complete” the game, with all of them ranging in satisfaction and points. I first completed the game by sacrificing myself into the cauldron as soon as I got it (therefore making it powerless and not allowing the grythaint to steal it), but that resulted in only 173 points, and the game hinting at the fact this was not the ultimate finish. I then restored and let the gwythaint take it (yet another example of the game rewarding me for counterintuitive actions), and was then able to go to the castle for the big finale (where I apparently just try to sacrifice myself anyway!!!). I’ve since read a walkthrough to see what other ways there are to complete the game, but most of them revolve around which of the witches’ offers you accept on the way. There’s no doubt that the branching storyline merely adds to the confusion in the case of The Black Cauldron, but it should be noted that this is the first true example of a technique that would become popular in the genre and eventually used very successfully.


Seemed like the logical thing to do, but it's not what you wanted me to do is it Mr Dungeon Master

I can’t say I didn’t enjoy The Black Cauldron at all. When I knew what my goal was and could just focus on achieving it, there was much fun to be had. But it has to be said that the game is pretty hard going for someone with no prior knowledge of the story, and the pioneering features (non text parser interface, branching storyline) are not implemented anywhere near as well as they would be down the track. Al Lowe and his crew were on a hiding to nothing with this game. Players who know the story from either the books or the movie would breeze through it. Players who don’t know the story won’t have much idea what’s going on. Either way, it’s not very satisfying, so I now know why it kind of disappeared into obscurity while so many other Sierra games have hung around. I’m happy that I got through it and can move onto something else.


One big happy family of strangers