Showing posts with label text adventure. Show all posts
Showing posts with label text adventure. Show all posts

Saturday, April 30, 2011

Movie Review: GET LAMP



I didn't get off to a good start with text adventures, originally. Played a few bad ones back on the C64 and wasn't that impressed. The early Sierra graphic adventures weren't fit to convert me, either. No one can describe the frustrations the genre often implied better than Ron Gilbert did on his Maniac Mansion Postmortem talk at GDC 2011:

You'd see a bush on the screen. You wouldn't know what to call it, so you type "PICK UP PLANT", and it's "I don't know what a plant is", so you type "PICK UP BUSH" and it's "I don't know what a bush is", you'd say "PICK UP SHRUBBERY" and it's "I don't know what a shrubbery" is, so eventually you type "FUCK YOU", and it's, you know "Do you really need to swear?" and I'm like "Yes, yes, I really need to swear."


Oddly enough, it was also Sierra that won me back for Interactive Fiction many years later, with Leisure Suit Larry 7. While the game was a slick point & click graphical adventure as modern as could be in 1996, it had that neat little parser thing underneath, where all commands that could be executed with the mouse could be typed in instead. But that was only the beginning, as soon I found myself fascinated with the idea of trying out the strangest commands and searching for the naughty easter eggs. That got me to give text adventures a second chance. And as it turns out, the parser often isn't too awful after all, as soon as one gets a general idea how it works and which basic verbs it uses for the most part.

The genre was already about 20 years old then, though. Now it's more than 30. Its mainstream commercial days are long gone. Playing catch-up, with the games itself as with the genre history, has become a thoroughly daunting task as a result. Well, now (since last year's summer, to be exact) there's a documentary to watch to get the greater picture of an unique chapter in gaming history, when computer games aspired to be like books rather than movies, advertised under the only slightly pretentious name Interactive Fiction.


This documentary is the result of a monumental effort, shot and produced by Jason Scott over the course of more than three years, with over 70 interviews being conducted in the meantime. The title of the film? GET LAMP, named after an essential command at the very beginning of many early games, notably the first adventure game ever, simply named Adventure by Will Crowther & Don Woods.



I was curious how GET LAMP would handle the visual representation. After all, what can there be to show about games that consist of plain text only? First of course comes the DVD case, which tries its best to honor the Infocom tradition of unique packaging, with some gorgeous artwork and a numbered coin, which shows the lamp the director kept carrying around while shooting the film, and which shows up in the picture all the time, I suppose in case you feel like playing a drinking game (in which case the movie might actually kill you, I guess).

The film itself starts showing the exploration of a real cave and interviews with various cave explorers. There's no narration, but the documentary generally does an excellent job of telling its narrative through the skilled assembling of interviews. Only here in the beginning I was a little confused for a while until I got that this was actually dealing of the very cave that was used as a model for the cave in Adventure, Colossal Cave.



The rest of the film is much more heavy on the interviews, but contemporary TV footage and newspaper clippings (the latter usually shown too briefly) help to set you back into ancient times of electronic entertainment, while the film goes on to follow the history of Adventure International and Infocom, the two major text adventure companies.



Most adventure game designers are quite funny guys, and thus there's plenty of amusing anecdotes, like business conversations you could only ever have at Infocom, like the one Bob Bates remembers: "The elf is drunk, but I gave him the magic wand..." But it's not only entertaining, but most of all highly educational. Or did you know that the first dissertation on game aesthetics was written in 1985, by a graduate in German literature of all people (her name's Mary Ann Buckle)?



The second half deals with the playing experience (drawing maps!) and the indie IF scene that's thriving nowadays, producing odd name sublines like "interactive fiction author" or "long-time game player," often with no clue what the particular interview partner actually did, so this part is initially much less impressive than the portions full of genre legends sharing their wisdom.

Very interesting to me, however, was a chapter on blind people playing text adventure games. One quote sounded particularly inspiring: "I think it's actually liberating, because you can explore a world with sight." A screen message like "It's pitch black. You don't see a thing," is bound to carry a certain irony in this setting.



Not all is great, though. A serious issue to me was the way the DVD is put together. There's an "interactive" version and a "non-interactive" version of the main documentary, eventually the interactive one presents three choices, asking which content you want to watch next, but there's no real information on whether the other parts would follow afterwards, or if you'd have to go back to the beginning first, or whether the non-interactive version contained all content from the interactive one. Also, because of the whole interactivity thing, the film is broken down into different titles, so DVD players only display the running time of the current title, which makes it a bitch to refer to or find certain sections. Then there's the menu points "EXPLORE BEDQUILT" (which deals with the cave) and "EXAMINE INFOCOM". I clicked on the latter, and it started with familiar scenes from the main documentary, leaving me wondering whether this was merely a recut of Infocom-relevant bits and I was wasting my time. Turns out most of it was new, but I almost skipped the whole thing. I get that they were going for an "adventure"-like composition, but with a documentary, it's just incredibly confusing. Even after clicking on all the main menu points, and also watching the extensive bonus footage on the second disc, I'm still not sure if I've seen everything. The Infocom feature also has a lot of commentary, but it is all in plain text, displayed while the interviewees are talking, which makes it hard to follow, at least for bad multitaskers.



I was also a little bit disappointed that it didn't go into the transition to point&click adventures at Sierra and Lucas Arts. Infocom's and Legend's attempts to add graphics to classic text adventures are mentioned, but that's it. It's easy (and totally legitimate) to just say that was out of the scope of the project, but I personally would have welcomed such a chapter. Also, the second disc contains the music video "It Is Pitch Dark" by MC Frontalot, but no interview with the man, another missed opportunity in my book.

Despite its few flaws, GET LAMP is a must-watch for anyone interested into the history of adventure gaming or even the history of video gaming in general for its myriads of interesting anecdotes. The DVD is rather pricey, but I figure you mostly pay for the packaging.

Information and ordering is available at www.getlamp.com




Monday, May 10, 2010

The Mystery of the Japanese Mystery House


I've been playing Sierra's Laura Bow games to cover for the site, and I figured I should probably cover Mystery House, Sierra's very first game, and the first text adventure game to implement graphics. During my searches, I found a "Mystery House" for the MSX...as well as a "Mystery House II". WHOA. Was there a secret sequel or something only in Japan?

Well, not quite...and I'm still a bit sketchy on the story, but I've been trying to interpret this based off the Japanese Wikipedia entry, as well as this fan site.


So, Sierra OnLine published Mystery House in 1980 for the Apple II. Two years later, a Japanese company called Microcabin released their own game inspired by Sierra's title, also called Mystery House, for several Japanese computer platforms. I haven't been able to get any versions I have properly working, but according to this site, it's pretty simplistic - you're just a dude in a house trying to find a diamond, so it's completely missing the whole "Ten Little Indians" thing that Sierra's game had going on for it. It also had a very simplistic parser - it couldn't understand even simple sentences, so you had to enter verb, hit Enter, then enter the noun, all entirely in English. This game was also ported to some Japanese cell phones more recently.

A year later, another Japanese company called Starcraft (no relation to the Korean national sport) ported Sierra's Mystery House to Japanese computers...also calling it Mystery House. This version is fantastically faithful to the Apple II version, except that all of the graphics have actually been improved and redrawn. It still uses the simplistic black and white line drawings, but all of the characters how have vaguely realistic proportions, despite not having any faces, and overall the visuals look far less rough. Part of this may have had to do with better technology, but the Japanese PCs also ran at a higher resolution than the Apple II, allowing for more screen real estate. See some of the below pictures, with the Apple II version on top and the PC6001 version on bottom.


Outside the house



Nothing terribly different here, other than the different angle of the house.


Inside the foyer



Here's where the obvious difference comes in. Look how much better the characters look! They look much more stylized and less like the notebook doodles of a first grader. The fact that they have no faces looks really creepy, which was for the better. The facial expressions in the original version just look silly.


Outside



One of the dead people. Note the blood by their head in the Japanese version, rather than the Looney Tunes-style lump in the English one.


The graveyard



This scene is a bit disturbing in both versions. The gravedigger in the Japanese version has his arms at his side, like, yeah, so, these graves are for you and your pals, what of it? In the English version, he seems awkwardly misplaced. Note how much less sketchy some of the items like the shovel look.


The seamstress' death



Look how much more dramatically she's posed in the Japanese version. There's also a strange little detail that's found in a few other rooms - note how the window in the Japanese version is boarded up, further establishing the fact that you can't leave. There's also a small change in events in the room next door. In the English version, someone offscreen throws a knife at you, and it lands on the bed, allowing you to pick it up. In the Japanese version, the knife is there for the taking, with no one having thrown it. It doesn't really matter, it's just a small detail.


The fireplace



Note just how much more detail everything has in the Japanese version, although they missed the cobweb in the left corner.

You can actually check out this site for a walkthrough. Note that the very second set of instructions lies to you - it says to "naka hairu" ("enter inside", literally) when the game only understands "doa iku" ("go door"), like the English version. Note that if you're playing in M88 like I am, you need to set the keyboard to kana mode by hitting the Scroll Lock key. You will also need to know the Japanese keyboard layout.

The Mystery House II is actually a sequel to Microcabin's Mystery House, so the premise is more or less the same, just with new layouts. I couldn't get this working either, sadly enough. I'm packing up the images together so other people can try them - this includes the cassette image files for the MSX version of the Microcabin Mystery House I and II, as well as the PC88 versions of the Sierra/Starcraft Mystery House and Microcabin Mystery House. You can download it here

Wednesday, September 2, 2009

Zork in Japanese on the PSOne


Why did I buy this? I don't even know. It was a few bucks on eBay, and I figured it'd be interesting. Out of curiosity, I wondered how the developers would make a text adventure work on a console, much less in Japanese.

I tried looking into the history of Zork in Japan, and it seems like it was only translated into Japanese for the PC9801, where it had a sparse graphical interface along with the text. Strangely, it seems that only the first chapter was ever brought over to Japan - a bit of a gyp, considering it's really just 1/3 of the original mainframe Zork experience.


The PSOne (and Saturn) version of Zork looks a lot like other visual novels for the 32-bit systems, like The Silver Case and Baroque Syndrome, with a faded, barely visible background, with bright white text superimposed over it. It's really only graphical in the vaguest sense of the worse, because you can barely make out much of anything. At least the borders change depending on your location.


At any rate, you have four primary commands - Object, Action, Inventory, and Move. You can use manual text entry with the Action command, but it really kinda sucks without a keyboard, obviously. There's an option for English characters but I'm not sure what it does - it doesn't understand English commands nor does it understand Japanese written in romaji. The Object command will let you highlight a noun in the text, which then brings up a particle menu ("wo", "ni", "de", functioning as "to", "at" and "with" in various circumstances.) This is where the Action command comes in handy - based on the item you've selected, it'll automatically pick all suitable verbs. The Move command allows easy access in any direction, and even shows all available exits. There's an ingame map, as well as a foldout one included in the manual.


It's actually not all that hard to play with a bit of Japanese knowledge. Zork didn't exactly have complicated writing in English, and it's still pretty simple in Japanese. As long as you're familiar with the original game and have a kanji dictionary nearby, you should be set.


Not that there's really anything else to it besides the novelty. It does have a very nice CD audio soundtrack though, which consists mostly of atmospheric noises and various other electronic music. I didn't realize it at the time, but this soundtrack was actually composed by Yuzo Koshiro (along with Motohiro Kawashima, who worked besides Koshiro on other projects.) Since I've never seen it anywhere else, I ripped it and uploaded it for your listening pleasure.


On a side note, the graphical adventure, Return to Zork, was actually ported to the PC-FX, Saturn and Playstation in Japan, yet none of these were released in the US. Given that the standard IBM PC didn't have any foothold in the Japanese market at the time, it seems some publishers would port Western games to the consoles specifically for the Japanese audience, yet never bring it out in their homeland. This also happened with The Neverhood for the PSOne, and Phantasmagoria (known as Phantasm) and Dark Seed for the Saturn.