InsideADRIFT ISSN 1743-0577
1
Issue 16 May/June 2004
Contents
News and announcements.
1. Main news (Open source
generator proposed; SCARE
1.3.1; Return of OARS)
2. Competition news
(Spring Comp; Summer
Minicomp; IF Art Comp; Intro
Comp)
2. Forum news
().
Regular features
2. Editorial
2. Drifters birthdays
3. Events diary
4. Drifters toolbox: Automated
Composing Software
5. ADRIFT recent releases
7. Interview: Paul O’Brian (editor
of the SPAG newsletter)
Articles
4.
The (big) idea by KF
: Mazes
can be fun.
5. At Home with the Underdogs:
part 2 by J. J. Guest
11. Competitions – who needs
‘em. Part 2 by DavidW
8.
Failed game intro: Death Row
Ending
Reviews
14. Spring C omp games
reviewed.
Reference
18. Manual: Room Groups
Issue Details: May/June 2004
Issue 16 (Vol 2 no 7) Editor KF
Issue 17 due out June 2004
News and announcements
Open source generator proposed
The author of SCARE, the ADRIFT Runner clone written in C
(see below), has asked on the Forum what our views would be if
an open-source generator were created. Simon Baldwin
(Tedswippet on the Forum) has gained a pretty detailed
understanding of the inner workings of the TAF format and is
therefore in a better position than most to put forward such a
project.
The idea would be to make a compiler that would take a text file,
in the format of a slightly expanded module (AMF) file and
compile it into a TAF file. An obvious advantage here is that such
a compiler would be portable making it a relatively straightforward
process to produce versions for other systems like Mac and
Linux.
This could be a hugely significant proposal in the development of
ADRIFT, but I am slightly uncomfortable welcoming it
unreservedly without hearing Campbell Wild’s take on the idea.
The response on the Forum was rather mixed, with Mystery the
most vocal of the sceptics defending the position that this was
basically taking money from Campbell’s pocket. Mark TIlford
(ralphmerridew, developer of jAsea) commented that he was
against this at the current level of ADRIFT, but would like to
cooperate with Campbell Wild on development in the future.
SCARE 1.3.1 for Windows is announced
David Kinder has released a new Windows version of Simon
Baldwin’s SCARE ADRIFT runner clone and Uli Kusterer a
Macintosh version. This was until recently based on the jAsea
JAVA runner, but has moved on a bit.
SCARE is created in ANSI/ISO C, and the source code is made
available for porting to different systems. There are currently
versions of SCARE at the IF Archive for Linux, Windows and
Amiga. With a Mac version around as well, but not in the Archive,
this could soon be the opportunity to rebut the old complaints of
InsideADRIFT Issue 16 May/June 2004
2
Editorial
OK, I know I wrote last month
that the new release would be
out soon – as far as I can see
it will, but Mystery is still
involved in the testing process.
We all just have to be patient
as it will in the end hopefully
give us a more stable product
to use.
We have also had the Spring
Competition, congratulations
to DavidW on his win. I was
very satisfied that we had four
worthy entries and would like
to thank the authors and those
who judged for their efforts.
Contact
Send any suggestions,
requests or comments
concerning InsideADRIFT to
editor@insideadrift.org.uk
Find the newsletter at:
http://www.insideadrift.org.u
k/
InsideADRIFT merchandise
You can now purchase an
exciting InsideADRIFT mug, if you
so desire.
The store is really not fully
operational, if you are interested
look at
www.cafepress.com/insideadrift
ADRIFT being only on Windows (at least for playing).
Graphics are now available and a really nice touch is that it will
seamlessly run ADRIFT 3.9 and later (those files with a .TAF
extension, something the original doesn’t do.
Those of us owe a debt of gratitude to those who are putting such
effort into creating resources that broaden the playing market for
anything we create.
STOP PRESS:
Simon Baldwin has released version 1.3.2 of SCARE in May.
Among the new and fixed features in SCARE release 1.3.2 are:
•
The ability to run Adrift version 3.80 games, as well as version
4.00 and version 3.90 ones.
•
Fixes for loading problems that prevented 'Doomed Xycanthus'
and 'The Caves of Morpheus' from running in previous versions.
•
Updated task handling to solve problems found by Emily Short
when reviewing 'The Woods are Dark'.
•
Assorted performance enhancements, and reduced memory
consumption.
The return of O.A.R.S.
Mystery has been handed the baton as webmaster of the Online
ADRIFT Reference Site (OARS) . That excellent source of
ADRIFT information originally created by NickyDude.
Although with her other commitments, both on and offline,
Mystery cannot set a deadline for the site to be up and running, I
have seen some of her early work and believe she will be
carrying on in the same helpful manner that the site had before.
Coupling this to her continued efforts to create an ADRIFT game
that is also a workbench for testing all aspects of ADRIFT, which
is coming on but can never be a speedy process, we all have to
be grateful for what Mystery if managing to do. We will have to be
patient this Summer when she spends much of her time teaching
her sons to play the guitar and drums. Good luck with that!
Competition news roundup
InsideADRIFT Spring Competition 2004
Many congratulations to DavidW for his victory in this
competition. His entry “Shards of Memory” won just ahead of
Mystery’s “Curse of the DragonShine”. My thanks also to Eric
Meyer for “Wax Worx” and Lee Paten (sfzapgun) for “Someril”,
the other entries that completed the line up.
InsideADRIFT Issue 16 May/June 2004
3
Drifters birthdays
May 2004
1 Incoming (23); bluemoon (34)
6 gamerfreak 1020 (16)
8 ShogunNZ (31); Kojiro (22)
10 gscbw (21)
11 fairyale (21); azurestone (20)
16 Ray (58)
31 Heal Butcher (30);
CowInParachute (15)
June 2004
6 En Kerklaar (18); Mattaius (18);
Seciden Mencarde (15)
13 The Amazing Poodle Boy (34)
15 Matt (Dark Baron) (15)
16 Blakk Matt (18)
19 NickyDude (35)
21 Kinvadren (21)
25 Cannibal (34)
Events Diary
May 15, 2004
InsideADRIFT Issue 16 out
today
The May/June Issue of
InsideADRIFT should be out
today.
22-29 August 2004
InsideADRIFT Summer
Minicomp 2004
There will be a Summer Minicomp
in August. Entries in 22 Aug,
judging ending 29 Aug.
InsideADRIFT Summer Minicomp 2004
I have been conducting a consultation process to fine tune the
rules for my next competition which takes place in the August. My
idea is that it will be a different type of Minicomp, with the writers
able to choose the type of game they want to enter.
You can enter a small game written in the week before the
judging takes place, a game limited to a small number of rooms
and, most controversially of all, my build a better maze Minicomp.
The idea behind adding the maze comp was simply to give
people a chance to think what is it that people don’t like about
mazes, and what can be done to make them more stimulating. I
am discussing this later in my big idea piece.
Wider IF community events
IF Art Show 2004
This is an annual event where the entrants basically create a piece (of
fragment) of IF as an exhibit in an art gallery. This event has been going
for a few years and the shows from previous competitions can be seen
at http://members.aol.com/iffyart/
As far as I know there haven’t been any ADRIFT entries, but that
doesn’t mean there won’t be.
Third IntroComp
The IntroComp is an IF competition where the aim is to write the start of
a new work of interactive fiction. The entries, which can range from a
title up to a full game, must be in by the 18
th
of July this year, the catch
being that to claim your prize a complete version must be release within
one year.
For complete details of the competition you should go to
http://www.xyzzynews.com/introcomp/
Forum news
The forum was a much more stable entity in the early weeks after the
last newsletter was issued.
There were some quite interesting discussions, apart from the one on a
possible open-source generator. One that got a fair bit of attention was
one on possible formats for the next ADRIFT Minicomp.
There was also a lively discussion on how best to deal with some fairly
scrappy games, barely deserving that title, that have appeared on the
ADRIFT adventure downloads page. Opinion was something had to be
done, but what was very problematical as it really would have to come
from Campbell Wild.
Also getting plenty of responses was that regular favourite, the
forthcoming games thread.
InsideADRIFT Issue 16 May/June 2004
4
The (big) idea by KF
Mazes can be fun!
Maybe this is just being
cynical, as I am not
normally a great advocate
of mazes, but I wonder if
part of the problem is that
we have too rigid a view of
what a maze is.
I take the view that a maze
is a series of locations
where the player has to
navigate their way through
to an end point. That can
cover a very ordinary
garden maze, but could
equally apply to a blazing
tower block, with smoke and
flames causing many
obstacles to the players
escape. This illustrates an
important point that mazes
can be in three dimensions
as well as two.
One of the problems seems
to be that players have now
adopted standard
techniques, such as object
dropping, to map the maze
and make it much easier to
navigate.
In the Summer Minicomp I
have made this an option,
and, as you can make up to
three games to enter, why
not give it a go and see if
you can make a better
maze.
Drifters toolbox
Automated C omposing System (ACS) reviewed by KF
Hands up those of us who want to include music in our games
but haven’t a clue how to write it!
OK, well I have my hand up, but for quite a while now I have been
using this piece of Japanese software. It was actually linked to
from Ambrosine’s Game Creation Resources web page
(http://www.ambrosine.com/resource.html).
In compose mode you can select from a large range of music
styles, the program creates a piece of music in that style. You can
select more than one style at once, in which case the program
cycles through them. If you select that option it will play the piece
straight after creating it, otherwise you can have it silently
produce a number of pieces.
Once the program has produced something that you like, switch
to edit mode and you can fiddle with the instruments used or use
a wizard to make general changes to the style of your piece.
The output MIDI files can be included directly in your games and
tend to be something around 10 or 12Kb in length for 2 or 3
minutes of tune.
You can also use Convert mode which brings in a piece of music
that you already have loads it and converts it to the style you
have selected. This morning I converted a bit of Beethoven to
Ska for an interesting effect.
While the music produced isn’t going to win any prizes, it is quite
effective. The program is shareware and the trial version will
InsideADRIFT Issue 16 May/June 2004
5
ADRIFT recent
releases
This will hopefully be a new
regular feature, bringing you
the details of recently
released games, as
described by their authors
on release. The details listed
here are as posted on the
ADRIFT adventures page on
Campbell’s site
Sparks' Adventure
(sparksadventure.taf 1 Kb) By
Iain Campbell, released 08-05-
04
You play as Sparks, an
adventurous young boy in search
of treasure. This is my first game,
expect a sequel.
Shards Of Memory
(shardsofmemory.taf 116 Kb)
By Davidw, released 02-05-04
You awak en with no memory of
who you are or where you are yet
slowly but surely your story will
unfold. An ancient evil has
returned to the world and only
YOU have the power to stand in
its way... [winner of the ADRIFT
Spring C omp 2004] [genre: dark
fantas y]
The Woodfish Compendium
(compendium.zip 47 Kb) By
Woodfish, released 02-05-04
The definitive collection of all
Woodfish's releases, updated,
with bugs fixed - plus a brand new
short adventure. Contains
"Topaz", "Saffire", "Forum" and its
sequel "Forum 2", "The Game To
End All Games" and a *brand
new* release, "ImagiDroids".Also
contains walkthroughs for each.
Comments to
driftersmonthly@hotmail.com -
thank s!
allow you to produce 30 pieces before registration is required.
The charge to register is $35, and I would have to say that it isn’t
the most wonderful system for support, much of which is
Japanese, but it is great fun.
To take a look at this software go to:
http://hp.vector.co.jp/authors/VA014815/music/English/autocomp.html
You can check out some examples of what is produced at:
http://www.asahi-net.or.jp/~HB9T-
KTD/music/English/Studio/Midi/Sample/index.html
"At Home with the Underdogs" by J. J. Guest
Part 2: The Underdog's U nderdogs
Nick Montfort, in his book "Twisty Little Passages" cites
Graham Nelson as estimating that "more than sixty commercial
works of interactive fiction developed with The Quill were
released during the mid-1980s". I would put that number much
higher. For those too young or too American to remember, The
Quill, and The Graphic Adventure Creator were two programs
developed during the 1980s to allow people to create their own
works of IF in the comfort of their own homes. The spiritual
ancestors of ADRIFT, if you like. Of course, my computer, the
Acorn Electron was considered too flimsy to support The
Graphic Adventure Creator, so they dropped the graphics and
released it as simply The Adventure Creator (or AC) for the
Electron. I jumped on AC the moment it came out, having
previously written several games in BBC Basic, but despite all the
hours I spent working with it, when I should have been out in the
fresh air, I never released anything commercially. But many, many
people did. The release of AC and The Quill revolutionised the 8-
bit text adventure market. The floodgates opened, and suddenly
everyone was making and releasing home-made games with
hand-drawn covers (more than likely duplicated using Dad's
work's photocopier) and available through tiny adverts in the back
of Electron User, BBC Micro User and Crash, the aptly-named
magazine for the ZX Spectrum. Beta-tested, no doubt, by long-
suffering mothers and siblings, chock full of guess-the-verb,
guess-the-noun and guess-the-author's-favourite-TV-show, these
games were, as Nick Montfort rightly points out, the computer
game equivalent of folk-art.
Many 'Drifters might remember my ill-advised attempts to convert
a game called Stranded on Iloofrax to ADRIFT. SOI, by
Matthew O'Donnell, was one of four games by different authors
InsideADRIFT Issue 16 May/June 2004
6
From the Demos Page
Description Display After
<CLS> (clear.taf 1 Kb) By
Mystery, released 30-04-04
This is an example of how to auto
display room descriptions after
<cls> has been used. It also gives
an example of how to auto
display alternate room
descriptions as well.
The Legend of Zelda:Link's
Arrival DEMO 2 (extended)
(linksarrivaldemo2extended.taf
2 Kb) By Adam Dundas,
released 29-04-04
An extended version of the
original
INVASION (invasion.taf 0 Kb)
By Adam Dundas, released 26-
04-04
You are a colonel marine
exploring a lost alien hive, you
have found the hive and are face
to face with the alien queen
genre:horror
chairtest (chairtest.taf 0 Kb) By
NObodyNOWH ERE, released
16-04-04
This is a very small code demo of
a chair that breaks when used,
then is repaired when you ask a
repairman to fix it. This is done
using three tasks. No ALR or
variables. As per the request of a
message board user.
Imagings Demo (imagings.zip 4
Kb) B y suture, released 11-04-
04
A technical demo of the project
I'm currently working on. If you've
read my post in the forum, then
you know about my troubles with
the weather cycle. You can use
the debugger to move to the room
'Church Road' and view it for
yourself, or you can just play it
through. I am looking for
constructive criticism, so I'd
request the latter. Thanks,
everyone, and enjoy! By the way,
the game seems fairly abstract
and plotless; this is all part of the
released on a single cassette by Potter Programs, a company
based in a cul-de-sac in Surrey. It was written with The Quill, and
is a veritable grab-bag of wacky ideas. You play a scientist who,
whilst testing a newly-invented teleport, winds up not at the other
end of his laboratory but on the small planet of Iloofrax. There
you will encounter such wonders as Gangron, the one-eyed
witch, a giant mechanical cat, a machine that changes the
weather, and a system of tunnels inhabited by a "rather thin
gnome" who will follow you around as long as you are carrying
the gibbleberry jam sponge-cake. Useful items are to be found
scattered about everywhere without rhyme or reason, the
aforementioned cake, for instance, is just lying around in the
forest. Stranger still was Inner Space, an anonymous l written
game in which you take on the role of a coma-stricken car crash
victim trying desperately to regain consciousness. The game
takes place in a derelict and largely deserted small town, an
atmospheric place of dark alleys and rubbish heaps, that is
actually the PC's own psyche. This sparsely populated landscape
is peppered with bizarre incongruities; glass tunnels hovering in
mid-air, an Indian Fakir with six arms, and a marble statue of Tom
and Jerry in mid-chase.
Many of these home-grown games were clearly influenced by
popular TV shows of the time. SUDS, by David Edwards and
released by Riverdale in 1986 was a text adventure in four parts
that spoofed the four major British soaps, Emmerdale Farm
(renamed Emeroyd Farm), Coronation Street (Abdication Street)
Crossroads (Cross-Eyes) and Eastenders (Dead Enders). These
games were full of woeful puns, some of which were crucial to
solving puzzles. According to Merlin's successor Pendragon: "For
instance, upon climbing a tree I discovered a herring which I duly
smoked over a war women's campfire. Hey presto, I had a red
herring. However, this has a particular use which I will leave for
you to discover. Later in the adventure I had to pour a bucket of
cement over some relatives who were blocking my path to the
next section. Of course, the result was to cement relations."
SUDS was swiftly followed by American SUDS which spoofed,
among others, Dallas. This masterpiece of interactive fiction
began: "Welcome to Dullas! Here you are at South Pork Ranch,
home of the zaniest bunch of soap weirdoes you are ever likely to
meet. The place is in a bit of turmoil with rumours that old Joke
Spewing is still alive. Your task, Just Revolting, is to find your
pappy. That's if you can overcome the devious script and the
machinations of your brother, Booby, his wife, Spam, and your
dipsomaniac wife, Pseudo Helen. Have a nice day!" So much for
the introduction. Let's skip forward to the game: "You are standing
on the helipad" begins the first description, "To the north, south,
InsideADRIFT Issue 16 May/June 2004
7
story much, much further in. For
now, it won't make much sense.
Amnesia Kid (amnesiakid.taf 10
Kb) B y MadMax, released 09-
04-04
All you were going to do was go
shopping with your mom. But no,
you had one of your amnesia
attacks and forgot where your
house is. All you want to do is go
home, but along the way you end
up being a model citizen,
experiencing magic stuff, running
errands for a crazy scientist, and
much much more. Fun for the
whole family (except there is this
one part where you get a porno
magazine, thats the worst part)
east and west is a neatly manicured paddock. Miss Smelly
wanders by, her spare head tucked under her arm. 'Have a nice
day,' she twitters as she disappears down the drive."
The Acorn Electron was by no means the only computer to be
blessed with such home-grown masterpieces. I can remember
reading with deep feelings of envy the review in Crash magazine
for The Bimbles, a ZX Spectrum game spoofing the British
childrens TV show The Wombles. Priced at £3, The Bimbles
heralded its arrival as "The game no-one's been waiting for." The
reviewer went on to describe some of the more interesting NPCs
one can expect to meet playing the game: "The first of the loony
characters you meet is Great Uncle Buggeria who strains through
his 36 pairs of spectacles to utter, 'Puss will get greasy if she is
not sheltered from the rain' to which Fungo quite rightly retorts,
'Oh, shut up you doddering old fool', whereupon the Great Uncle
drops dead." I have now played this game via an emulator and I
can assure you that the same standard of humour is sustained
throughout.
Sometimes when I read threads on R*IF devoted to Zork or A
Mind Forever Voyaging I feel a little left out, having grown up
without these masterpieces. On the other hand, I now have
everything Infocom released on my hard drive, along with the
complete works of Level 9 and Magnetic Scrolls. And I have to
admit they're good games. Some of them are great games. But
would I have exchanged my mis-spent youth among the
underdogs of IF for one spent in the great underground empire.
Not on your nelly!
J.J.Guest Feb 29th 2004
Interview: Paul O’Brian questioned by KF
This issues interviewee is the editor of that vital organ of the IF
community SPAG, a newsletter that packs in loads of news and
game reviews. Having started on 15 May 1994 today represents
the tenth anniversary of that first issue.
That first issue was mostly packed with reviews of some of the
games included in the
Lost treasures of Infocom
package, with
many of the reviews from Stephen Granade. Paul O’Brian has
been editor since issue 18.
Paul, thank you very much for agreeing to answer a few
questions for InsideADRIFT.
My pleasure -- thanks for inviting me!
Q1. I always tend to start with this one. What brought you into the
InsideADRIFT Issue 16 May/June 2004
8
Failed game intros
Lab of Horrors
This was a game I worked
on for the End of Year
Comp, surprisingly I didn’t
finish it.
Well, it is finally here, the day you
are going to die. You have been
on death row for eleven years
while the lawyers played out their
parts in the appeals process,
even though you have been
resigned to your fate for most of
that time.
It is strange how, as your fate has
been set, you have managed to
be able to sleep well. Perhaps it is
the fact that you believe that your
sentence was just, even though it
was an accident that Sally-Anne
was killed. You had been out in
the backyard, playing around
shooting beer cans off the fence
with your handgun.
The bitter irony was that Sally-
Anne was walking past, just three
days after she had dumped you
for Jerry MacArtney, one of the
local cops, and was felled by a
stray shot. Noone believed that
you hadn't meant to do it, after all
the motive was clear and Jerry,
with the support of his colleagues,
was pretty determined to make it
stick .
It is six in the morning and you
have just eighteen hours until the
unltimate punishment is due to be
carried out. the only way you will
see tomorrow is to have the plea
for clemenc y, being made on your
behalf, granted by Governor
Henry Shrubb. Given Shrubb's
record of granting only one plea
for mercy, out of the 87 who have
faced death, you are not going to
expect anything from him.
Do you have a game that has hit
the rails, but you would like to
share with the community. If so,
send it in to me.
world of interactive fiction (and keeps you here).
Probably the best and most complete answer to this question is
the first editorial I wrote for SPAG, in issue #18. The short version
is that after my dad introduced me to Zork in the early Eighties,
Infocom became one of my teenage obsessions. Then, in the
early Nineties, my interest in IF was reawakened by Activision's
release of the Lost Treasures of Infocom collections. I was
discovering the Internet right about the same time, so one of the
first searches I did was on "interactive fiction"; that led me to the
newsgroups and to the discovery that IF is still alive and thriving,
with a whole range of tools allowing people to write works just as
good as or better than anything Infocom ever produced. Playing
and writing new IF games was a dream come true for me.
As for what keeps me around, I think it's a combination of things.
Certainly, I'm still fascinated with the medium of IF, and I love
seeing it continue to grow and evolve. In addition, editing SPAG
and writing the Earth And Sky series have proved to be rather
tangible commitments to participation in the IF community -- even
at times when I've felt like drifting away, I've found myself
unwilling to leave SPAG rudderless and my game series
incomplete. Finally, the IF community contains some of the most
interesting people I've encountered in any social sphere. Being
around such bright and creative people can feel a little
intimidating at times, but it's so rewarding.
Q2. The SPAG newsletter is a valuable resource for finding a
wide range of reviews for the whole community. Does it currently
meet the targets that you have for it and do you have more aims
for the future.
Heh. "Targets." I've never been inclined to set goals for SPAG,
because it would drive me crazy to have specific aims for
something that is largely out of my control. My only real goal is to
hustle up enough reviews every three months to produce a viable
issue of the zine.
Thanks to SPAG's legions of volunteer contributors, I've always
been able to reach that goal, though sometimes it's meant