Monday, 26 September 2016

Missed Classic 30: Dungeon - Introduction (1979)

Written by Joe Pranevich

The marathon begins!

In the beginning, there was Colossal Cave. Lots of people played and enjoyed it but some brave adventurers were inspired. These adventurers, mostly college students, started to create their own adventure games on the systems that they had access to. Many of those have been lost to history, but one such project became a legend: Zork. This is not the story of the commercial Zork games which launched Infocom but rather their predecessor, a text adventure created by four procrastinating college kids who just wanted to see if they could do it. This game would not be as well-known as its commercial descendants, but I can think of no better place to start our marathon than at the very beginning.

Our story begins in beautiful Cambridge, Massachusetts. Around 1977, a group of four students at MIT’s computer science laboratory were fans of Colossal Cave and Dungeons & Dragons and wanted to build a game in the spirit of both. They didn’t have a name for their project but they had a made-up word that they used for their other in-progress projects: Zork. The four would-be game designers were Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling. Tim and Marc had previously collaborated on a network game, Trivia, while Dave had worked on an action game called Maze, but this their first attempts at a text adventure. They didn’t create a fully-formed Zork all at once, the game gradually developed over the next two years as more and more puzzles were added and the core software improved. The game reached its “final” form in 1979 although bug fixes would continue on the software until 1981. Several of the now former MIT students founded Infocom in 1979 and built the consumer version of Zork, but we’ll get to that story when we talk about Zork I.

We will not be playing this original PDP-10 version but rather its very close cousin. In 1978, an intrepid hacker (in both senses of the word) managed to get his hands on the source code to Zork, something the original designers had tried to keep secret. This semi-anonymous hacker (known as “Bob”) painstakingly translated the entire source code from “Muddle”, the LISP-like programming language the game was based on, to FORTRAN. This was difficult work, but it allowed the game to be run on a wider array of platforms. This version was forked during a brief period when Zork was known as Dungeon and that is the name that has stuck. The intrepid hacker kept his version up to date as the original added new puzzles and he tried to make it as close an experience as possible. Rather than play the PDP-10 original, I will be playing this fork. According to the documentation, the only difference is that the FORTRAN version has a less sophisticated parser. If anyone knows of other differences, please let me know.

Saturday, 24 September 2016

Consulting Detective - Final Rating

Written by Joe Pranevich

It’s finally time for me to be the judge.

Last time, we closed the book on the third and final case in this volume of Consulting Detective. We’ve interacted with a ton of crazy characters, explored London, and placed three murderers behind bars. This is a game unlike any that we have played before and I’m glad that I was able to experience it firsthand.

As I prepare to write, I’m not sure how it will do in our PISSED scale. I know that I had a lot of fun, but the game does not have many of the standard trappings of adventures. Will that give it an advantage or a disadvantage in the rating? Let’s see!

Thursday, 22 September 2016

Introducing The Great Zork Marathon

Written by Joe Pranevich

The greatest dam in adventure game history.

Hello, Sailor! Before we get into 1992, we want to peek ahead just for a moment to 1993 and a monumental release: Return to Zork. No one can deny that the Zork games were some of the most successful and influential adventure games of all time. They spawned a franchise that included multiple series of games, books, and toys. They were parodied by some developers but imitated by many more. Next to Colossal Cave itself, I don’t think there were games more influential on our genre than Zork.

And yet, because they were text adventures, we haven’t played any of them. Trickster’s only text adventure review was Colossal Cave, but he wrote it for RetroSmack instead of our fine publication. We’ve played a few text adventures since the Great Relaunch, but we haven’t played any of the Zork games… until now.

This is my challenge: I will play and review every Zork game before the blog makes it to Return to Zork. Considering that it took me nearly six months to play four games in my “Summer of Questprobe” series, I may be biting off more than I should. But I want to give it a try!

Tuesday, 20 September 2016

Consulting Detective - Won!

Written by Joe Pranevich

A mysterious murderer and his mysterious envelope.

Last week, we started the case of the “Tin Soldier”. General Armstead has been killed in a duel with an unknown assailant. While we know he was killed by an elderly Frenchman with a cane and a carpetbag, he left behind plenty of people that had a motive to kill him: the thieves of the Polar Star diamond who he was close to exposing, five other members of a death lottery (a “tontine”), plus his brother-in-law who may have stood to gain control of a number of shared assets. None of those are elderly Frenchmen so we have to dig deeper to discover the connection.

We spent most of last time working to track down the Polar Star diamond. We discovered that Armstead’s contact had been murdered, potentially by the guy who the diamond was stolen from. We also know that Armstead’s publisher was making moves for the information almost immediately after his death. My leads are exhausted and I’ll need to start this week by going down a different path. Thus far, I don’t have any theories that are panning out, but I am having a ton of fun with this case.

Sunday, 18 September 2016

Missed Classic 29: Asterix: Operation Getafix (1989)


Written by Ilmari



What game are we playing this time?

Although one might have thought from my earlier Missed Classics that Muriel Tramis was the only game developer in Coktel Vision, the company had actually been in existence for two years before Muriel Tramis’ first game, Mewilo. The earliest Coktel Vision game I have been able to found is Balade Au Pays De Big Ben (1985), which appears to be based on Lewis Carrol’s Alice-stories and apparently was meant to teach French kids read English.