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Infomagic - Games of Daze (Summer 1995) (Disc 2 of 2).iso
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1995-03-07
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346 lines
~A Beginners' Guide to Adventure Games
~By Simon Burrows
`This mini-guide to adventure games is split into two sections:
`The first (below) is about what adventure games are and what
`they look like etc...; The second part is a beginner's guide to
`playing adventures. This second part is aimed at text-adventure
`players, but much of the advice is the same for graphic
`adventures.
~`SECTION 1 - A QUICK LOOK AT ADVENTURE GAMES
~`═══════════════════════════════════════════
~`What is an 'Adventure Game'?
~`────────────────────────────
`In the dictionary, the term 'adventure' is described as "an
`unusual and exciting experience; daring enterprise". This is a
`good description of the plot of most 'Adventure' games on the
`market. Generally the games have a hero (or heroine) who
`thinks it is their duty to go off from the comfort of their own
`home to complete some sort of quest either for themselves, or
`more invariably, to save their city, their country or even the
`world! For example, in Tsunami's 'Blue Force' the idea is to go
`off round your home city as a police man, finding clues to
`convict the killer of your parents. Similarly, in Space Quest II
`you must save the planet from Sludge Vohaul who is threatening to
`send an army of marching insurance salesmen to Earth to drive all
`humans crazy!
~`What do 'Adventure games' look like?
~`────────────────────────────────────
`There are three main types of 'adventure games' available on the
`PC: Text, Type, and Click Adventures. The first of these three,
`Text Adventures, are a very old design and were one of the first
`types of games ever to be programmed. The Type Adventures are
`quite a bit newer but are becoming more and more dated as
`technology improves. The final type of adventure games, Click
`Adventures, are now the standard adventures sold on the high-
`street and are the easiest to use and the best to look at.
`Here's a quick run-down of the three types of adventures :-
~TEXT ADVENTURES
`These adventures have been around for years and are certainly not
`many gamer's idea of a good time now the newer adventure games
`are available. They are completely made up of text (writing)
`so there are no pictures or other graphics. Rooms, characters
`and objects are all described, and the hero/heroine is moved
`around by typing in directions such as North, South, Up or Down.
`If you like them, however, these adventures can be lots of fun,
`and because there are no space-hogging graphics, they can be made
`very big (basically as big as the author likes) without taking
`up much disk space. Examples of text adventures are Graham
`Cluley's "Humbug" (much recommended by me), Scott Miller's
`"Beyond the Titanic", and there are several adventure classics
`released in "The Lost Treasures of Infocom" available as a
`commercial package now.
~TYPE ADVENTURES
`These are the next step forward after 'Text Adventures' in that
`they have pictures of the locations in the game. Some ancient
`one's pictures are still and completely uninteractive. Most of
`them, however, are animated with the characters moving around
`inside them. Movements are entered with the cursor keys or a
`joy-stick, and commands are entered with words such as TAKE,
`CLIMB or EXAMINE similar to Text Adventures. Examples of Type
`Adventures are Sierra's King's Quest I and II, Leisure Suit Larry
`I and Space Quest I and II etc.
~CLICK ADVENTURES
`These aren't much different to Type Adventures except that you
`interact with your hero/heroine with the mouse rather than
`messing around with typing in commands like EXAMINE. Walking
`around is done by clicking some sort of 'walk' icon where you
`want to walk on the screen, and there are usually special icons
`for talking, taking and touching (eg, turning on a light). The
`use of icons make this type of adventure the easiest to get into
`and the quickest to use, so it allows everybody to get into the
`games easily and even the slowest typers to complete manoeuvres
`quickly. Examples of Click Adventures are Tsunami's Blue Force
`and Sierra's Space Quest IV.
~`Who publishes 'Adventure Games'?
~`────────────────────────────────
`The most popular adventure publishers used to be Sierra. These
`chaps produced the three great series: King's Quest, Police Quest
`and Space Quest. These series each contain several games, almost
`all of which were big successes when released. They are also
`responsible for the infamous Leisure Suit Larry series. This is
`the same sort of thing as Sierra's other projects except the
`games are classed as 'adult' and are full of the main character
`(Larry) attempting to get laid!! Now, however, many newer
`publishers are coming into the market such as Lucasarts, and even
`publishers who used to concentrate on other gaming-genres such as
`Psygnosis are taking up the challenge too.
~`SECTION 2 - HOW TO PLAY AN ADVENTURE GAME
~`═════════════════════════════════════════
`THIS TEXT IS AIMED SPECIFICALLY AT TEXT-ADVENTURES, BUT MUCH OF
`IT IS THE SAME FOR TYPE & CLICK ADVENTURES ALIKE.
~`What do I do at the at the beginning?
~`─────────────────────────────────────
`First of all, read the story of the game and find things out
`about the characters from the in-game help, the manual or
`associated text-files. If there is any intro, watch it
`carefully.
`When you're ready, begin to look around the first locations. Try
`out some vocabulary and see what the game understands - keeping
`a verb list is a good idea for when you get stuck.
`At the first location, get a description then start looking
`around. Type "I" or "INV" or "INVENTORY" to get up a list of
`objects in your possession. It's usual for you to start with
`nothing in your inventory, but this will soon change. Take a
`look at yourself (no, not in a mirror, by typing "LOOK x" where
`'x' is your character's name) and if there's anyone else around
`talk to them and examine them.
`As you get into the game you will normally find one location
`which a lot of the game centres around. As soon as you have one
`it's best to start dropping all the objects you find there so
`that you always know where to find them again. This is often
`necessary because you can't hold an indefinite weight of objects.
~`How do I help stop myself getting lost?
~`───────────────────────────────────────
`A very good practice, and one that is vital in many text-
`adventures, is to make a map as you go along. On this you can
`not only mark rooms but also special objects in the rooms such as
`buttons, and characters.
`The best way to make a map is to get a piece of squared paper and
`draw a square in the centre which is your present location. If
`you type "LOOK" you'll get a description of your present room
`(normally) and this will usually tell you which directions it is
`possible for you to go in from there. Draw lines branching off
`your square in those directions with lines going up for rooms
`north, down for south etc.
`Now move around the game and draw on a new square for each room.
`Always mark on new passageways even if you don't plan to go along
`them straight away. This is a good way of making sure you don't
`forget places that you will undoubtedly need to visit later on.
`In the squares (or outside them if there's not enough room)
`mark on special features in each room. To do this, type "LOOK"
`in each room to get a description, and look out for things like
`switches, levers and people. Mark all these on the map for
`reference later on. You should also mark on where you drop
`objects if you are going to do so, because even if you think you
`don't need them, they might turn out to be very useful later on.
~`What do I do in a new room?
~`───────────────────────────
`In every new room you visit, as well as marking it on your map,
`you need to have a complete nose around.
`To start with, type "LOOK" to get a full description of you
`location. You need to examine every noun you get in the
`description - every single one. Here's a sample location
`description from 'Humbug' :-
~`I am in Grandad's bedroom. The usual bedroom things are here: a
~`large bed, a full length mirror and a Mark III sub-atomic
~`particle accelerator. A month's supply of longjohns have been
~`carefully allowed to fester in one corner of the bedroom. There
~`is a narrow archway set into the west wall, draped in wooden
~`beads. A wooden chute has been built into one of the walls.
~`I can also see a trombone.
~`An exit leads west.
`There are several things here which need to be examined. The
`bed, the mirror, the particle accelerator, the longjohns, the
`chute and the trombone all certainly do, and it could be argued
`that you need to examine the archway and the beads as well. As
`you read the descriptions, look out for further nouns which will
`need to be examined too. For example, if you examine the bed and
`it mentions the headboard, then examine the headboard.
`If the descriptions say something about writing, read it, if they
`mention an object collect it, and it they have things like
`buttons or levers, push/pull them.
`When you've examined some things you will find they contain more
`than you can see. For example, a wardrobe. So, open the
`wardrobe and examine it again, and this time it may list its
`contents. You can then examine the contents object-by-object
`too, so you get the full picture.
`As you can see, you really need to examine everything. When you
`are sure that you have, take all the objects you can, in this
`case the trombone, mark down the exits on your map then choose a
`direction to take and continue in this way.
~`What do I do with collectables?
~`───────────────────────────────
`The first thing to do is collect them. This is normally done by
`typing "GET xxxxx". Now examine it. Sometimes it will simply
`say 'an old x' or 'a shiny y' but you will often get descriptions
`which give you a clue about what the object could be used for.
`Sometimes you can gain further objects from objects by examining
`them. For example, in Humbug you examine a cup of tea to find a
`sugar lump floating in it which you can collect. Because if
`this, you MUST examine all objects you get.
`There are very few games around with red-herring objects that can
`be collected. Normally objects which you don't need just aren't
`mentioned in descriptions so you don't know they're there to
`start with. Occasionally it'll just say "I don't see any need
`for a potato masher", or whatever, if you try to collect useless
`things. That means that if you get sommit', you'll undoubtedly
`use it, so don't drop it unless you know what you're doing.
`Try to always think of all the uses for your objects. If you get
`some sheets, don't just think of beds but think about making
`ghosts, togas, tying people up and shoving them down tubes etc.
`More often than not objects are not used in the most obvious way
`(the exception being keys) because this makes the game far too
`easy.
`Every time you get stuck somewhere, list your inventory and have
`a look and a think. If you are really stuck, try interacting all
`your objects with the thing that's blocking your way. For
`example, if there's a guard that wants an object for you to pass,
`give him everything you have, one at a time, because he won't
`accept anything that isn't right.
`Sometimes it is possible to get rid of things the wrong way. The
`classic example is eating food which is really meant to be given
`to someone else. To check that you don't do this, save your
`game, then check your score before eating the food. If your
`score goes up when you eat then you were probably supposed to do
`it, but if it doesn't you probably weren't unless you had to to
`survive (like in Supernova). Another example, this time from
`Humbug, is putting things in wooden chutes. If you put something
`in and it disappears without giving you any score, then you
`shouldn't have got rid of it!!
~`What do I do with characters?
~`─────────────────────────────
`There are usually not so many characters in this sort of game
`than in RPGs and graphic adventures, but it's still vital you
`interact with them to win the game.
`When you first meet a character, whether it be human or
`otherwise, examine it. You can find a lot about the character
`just by doing that. Next, talk to it and see what it has to say.
`Keep talking to it until its reply is the same each time which
`means its run out of things to say.
`You'll need to work-out the interaction system in your game to do
`this properly. For example, in Humbug, if you say "Talk xxxxxx"
`the computer replies: 'try saying or asking something'. In that
`case you need to ask about something obvious to get a response
`such as asking them about things they've got.
`If, in the character's description, it mentions an object they
`have got, you will invariably need to get this object from them.
`It's a good idea to try and just take it although this won't
`normally work, and you can examine it and ask the character about
`it too.
`Try to work out what that character might want if it doesn't make
`it clear. Also work out how it might help you. If you're really
`stuck, try giving it everything and you might get lucky with one
`of your objects.
`Finally, try attacking each character. This will usually not
`work since the games aren't very action packed or violent, but
`there are occasions where it is necessary to do so. Of course,
`you must save your game before you do so as it often leads to
`disaster.
~`What about saving?
~`──────────────────
`Saving your game is vital since you are not likely to complete
`any adventure in one sitting. It is also important so you don't
`have to re-start an adventure when you are killed or when
`something more subtle goes wrong.
`When going through a game, regular saving is essential. However,
`don't save over the same file over and over again since this
`means that you cannot go back to an earlier event in the game if
`you need to. Instead, save in different slots so you have a
`range of saved-positions running back through the game.
`It's a good idea to keep track of the score, present location
`etc... of each saved-position since you may forget otherwise.
`This will be important if you have to get back to a position in
`the game you were in a long time ago and you can't remember when
`or what you saved it under.
`Don't just save before dangerous situations because you never
`know when something might suddenly appear to be wrong. For
`example, if you left something behind which you now can't go back
`and get, your whole game can be ruined if you didn't save.
`Instead, save regularly, especially when you move on.
`Saving can also be a good way of aiding exploring. If you have a
`torch, for example, which has batteries that run down, you can
`save the game then turn the torch on. Now walk around and
`explore with the torch on, writing things down on your map etc...
`When you've really explored the area, reload the game and this
`time leave the torch off. You can use the map to help yourself
`around (in some games it won't even let you walk in the dark)
`and you'll be saving the batteries, too.
`Sorry it's a bit rough around the edges but it should help...
~`Simon Burrows
~`─────────────