I ask the author of the program described below not to take offense at me. If he reads this article as if it were about someone else's program, he will learn a lot about how NOT TO write adventure programs.
Dr. Laser
RUSSIAN BUGS ───────────────────── or Troubles in the Dark
I, Dr. Laser, welcome you to the program "RUSSIAN BUGS." Today we have a game by Paul Moskow - "Island of Darkness." What can be said about this game? It begins with the information that your ship has caught in a storm and crashed on a mysterious island, and you have been washed ashore. What kind of ship it was - military, trading, or passenger (or maybe even pirate) - is unknown. It is also not specified who you were on that ship - an officer, a sailor, or a passenger (or maybe even a pirate). Who is to blame for the shipwreck is also unknown. And so, in such an environment, you start the game, standing on the shore of the sea. By the way, it is unclear why you are standing? It is hard to imagine that a person washed ashore by a wave could maintain a standing position. If you give the command "inventory," you will be informed: "ordinary clothes (wearing)." It seems that the execution of this command is the responsibility of "a person of Caucasian nationality." And in general, it is unclear what "ordinary clothes" means? Ordinary for whom? Or did the author expect that each user would imagine the hero in clothes ordinary for themselves? But let's move on. You can go north or south. If you go north, you may stumble upon tracks leading east. Following them, you will approach a tree that you can climb. You will not find the one who left these tracks either under the tree or on the tree (but I did find a fruit that looked like a tomato there). It turns out that the tree itself left these tracks, and the fact that tomatoes grow on it makes it even stranger. Further north are the remains of your ship. But it is unlikely that you will find out what the ship is called and what it represents, as only one box has survived from all the wreckage, which (if you believe the message) contains your personal belongings. One of them is a spyglass that the captain gave you. However, you will not be able to use it for its intended purpose, but when you break it in anger, you will become the owner of a lens that you may be able to use somewhere (if you are luckier than I am). There is also a thin and strong twine in the box, which you also could not use. And the last item in the box is a small box with your initials (the initials themselves are not displayed by the game, and in my opinion, it is correct: who knows, maybe you are Norwegian and your name is Henrik Ulrich Jorgensen)! Inside it are a wedding ring and a cross on a chain. One could assume that you are married, but then it is unclear why you do not wear it on your finger like all normal people? Maybe you are divorced? I could not find the answer. After walking further along the shore, you will come across a cave and be informed that there used to be treasures in it, but now there is only trash. Who stole the treasures is unknown, and who littered is also unknown. Perhaps the goal of the game is precisely to find this out. Then it turns out that this is not a fairy tale adventure, but a detective story. But then what does the walking tomato tree have to do with it? Most likely, this is a detective story with elements of mysticism, something like "Twin Peaks." But it will be difficult to solve this crime, as there are hardly any clues. There are no fingerprints, cigarette butts, fabric fibers, hair, or skin particles. There are also no signs of a break-in, paint, blood, saliva, or semen.
ADV: Well, let's say there is a sign of a break-in - a whole ship.
The only clue is a seed of an unknown plant dropped by the criminal. An attempt to examine it yielded no results, and you receive the message: "Nothing special." However, this message appears so often that it can be considered a standard reaction to the command "examine." Further along the shore is a cliff, and you will have to turn back, whether you like it or not. If you go south, you can gather a pile of rotting branches. It is not hard to guess that they were collected by the treasure thief to signal his accomplices, but for some reason, he failed, and the branches rotted. Nearby lies a bent stick. It remains unclear what it is for. You can also discover a hut where the criminal lived, but there is nothing in it that could lead you to his trail, except for dry twigs that he used as kindling. Further on is a stream with poisonous (!) water, and this is only discovered after you drink from it. Whether this is a natural anomaly or someone's evil intent is unknown.
ADV: Or maybe there is a toxic waste dump nearby?
Further along the shore, you see a giant cave wolf, in front of which lies a pile of bones. "Here he is, the treasure thief! What a dishonorable death!" you exclaim, but upon closer inspection, you realize that the bones are not human. Of course, if you could get into the cave where the wolf stands at the entrance, you would surely find something that could advance the case, but you cannot get there precisely because of this very wolf. An attempt to set the twigs on fire with the lens to scare the wolf away with fire was unsuccessful, as was the attempt to kill it. And to hell with it, let's move on. Further along the shore is a dark and dense forest. Wandering through it, you discover a slender tree. If you break it, you will get an excellent aspen stake, but even finding a vampire to impale on this stake has proven impossible. You also find some berries, but your intuition suggests that they are poisoned. Who poisoned them is unknown; why the intuition that worked so well this time did not help with the poisoned water is also unclear. An attempt to throw these berries to the wolf, hoping that he would eat them and get poisoned, yielded no results. There is also a place in the forest with loose soil suitable for planting. Naturally, you decide to plant your seed, but you have nothing to fertilize the soil with. The pile of rotten branches could not be used for this, and the attempt to anger the wolf so that, while fleeing from him, you could obtain the necessary fertilizer failed. Moving further east, you come to the eastern shore of the sea and see a wrecked submarine. However, you cannot examine it in more detail or go inside. If you go north, you reach a large rock at the foot of which lies a skeleton with a crushed skull and an arrow in its back. The identity of the killed could not be established; one can only assume that he was an accomplice of the thief, and the thief eliminated him. Climbing up the slope of the rock, you stumble upon a one-eyed cyclops. However, there is nothing surprising about this, as all cyclopes are one-eyed in life. Most likely, the treasure thief met the same fate that almost befell Odysseus, i.e., the cyclops ate him. Of course, if you could get into the lair of the one-eyed, it would help in solving the case, but you cannot get there: the cyclops does not let you in. You could not defeat him by the method of Odysseus (i.e., gouging out his eye). How to defeat the enemy is unclear.
By this point, you will likely decide that you have had enough and want to exit the game. But you will face another disappointment, as a message will appear on the screen: "Do you want to try again?" and regardless of whether you answer "yes" or "no," the game will restart. Those who have worked with QUILL or read my article in ADV #7 about working with QUILL will guess what to do, and all the others can use the "RESET" button.
And now, after I have killed so much time telling what is in this game, I will say a few words about what is not in it but could and should be there for it to rightfully be called an adventure.
1. Original descriptions for all the items involved in the game. Since the advent of adventure games, the command EXAMINE has been used for a thorough examination of the discovered item to obtain more complete information about it. Does the message "nothing special" fulfill this task? For such items as shipwreck debris or shards of a spyglass, which clearly do not participate in the game, it may fulfill it, but when this message describes a seed or a wedding ring, the user is left to guess whether these items do not participate in the game or if the author simply lacked the imagination to describe them. If the game has original descriptions, it becomes more interesting and user-friendly.
2. Hints for progressing through the game. When the author writes the script for a future game, everything seems absolutely logical and obvious to him. And the difference between a good and a bad script lies in the fact that in a good script, all moves are logical for the user as well. Of course, it is hard to imagine a person who cannot guess that before using an item, they need to take it. But, on the other hand, if Henry Ford did not think that his cars would be assembled by idiots, he would never have invented the assembly line. Therefore, hints must be present. It does not matter whether they are embedded in the game script or displayed by the command "help," or collected in a separate description; their presence in the game is essential.
3. Help with managing the program. An experienced user knows the basic commands used in adventures and their abbreviations very well. However, non-standard abbreviations are also found in games (for example, in the QUILL program's dictionary, the command "look" has an abbreviation not only of four letters but also of two). Additionally, one must consider the interests of inexperienced users. Therefore, the game should have at least a small instruction listing the main commands and their abbreviations.
And in conclusion, summarizing all of the above, I would like to address everyone who, having read this article, may think that I am stifling creative thought by forcing it into some kind of Procrustean bed. Do you really think that if your game can be completed not by one or two people, but by the whole country, it means that it is boring and uninteresting?
Contents of the publication: Adventurer #08
- От автора - Shaitan
Technical details of a new program interface for ZX Spectrum. Discusses improvements and features like scrolling and color change. Provides keyboard and button navigation instructions.
- От автора
Introduction by the author and editorial team details.
- Presentation
The article presents a software installer for creating autorun disks and introduces a new adventure game created with QUILL by Dr. Laser.
- Presentation of TRICK Software
The article presents TRICK, a new software for program protection developed by Eternity Industry, and discusses its beta and commercial versions. The author, Alexander Kalinin (aka Paracels/EI), addresses previous shortcomings in the software and emphasizes its improved interface. It includes purchase details for the software and invites readers to request it.
- Presentation
The article provides a detailed user manual for HELP_Z80, a free utility for ZX Spectrum that serves as an electronic guide for Z80 microprocessor commands. It outlines how to load and use the software, including command explanations, search functions, and integration with assemblers. Additionally, it includes memory distribution, operational features, and references for further reading.
- Interface
The article discusses reader feedback on the magazine's interface, addressing concerns about pricing and software trends in the ZX Spectrum community. It features a letter from a reader expressing thoughts on game pricing and the declining number of users on the platform. Additionally, there are discussions on software developments and user engagement.
- Interface
The article shares the author's experiences after purchasing an Amiga, comparing it with a PC, and discussing its usability for games, graphics, and music, while noting some software limitations.
- Interface
The article discusses user support issues faced by hardware manufacturers SCORPION and NEMO for ZX Spectrum devices. It critiques SCORPION for poor customer service despite being a market leader, while praising NEMO for responsive support. The author expresses concerns about the overall market direction for ZX Spectrum hardware.
- Interface
Article discusses the future of the Spectrum platform, addressing user demographics, software production challenges, and hardware evolution possibilities.
- Interface
Article discusses the frustrations of a Speccy user regarding hardware issues, the challenges of modern computing, and the dedication to maintaining the Speccy platform.
- Interface
Статья рассматривает жизнь и судьбы пользователей ZX Spectrum, включая личные воспоминания автора о друзьях и их взаимодействии с компьютерами.
- System
The article reviews various software for ZX Spectrum, including text editors, audio players, and graphic utilities. It provides independent opinions on their features and usability, highlighting both strengths and weaknesses. The piece emphasizes the evolution and improvement of software tools available for this classic platform.
- Overview of Games
Overview of notable games for ZX Spectrum, highlighting their graphics, sound, and gameplay mechanics. Each entry includes a brief summary and rating. Recommended for fans of retro gaming.
- Review of Demos
The article reviews demo versions of various games, highlighting their potential and unique features. It emphasizes the scarcity of such releases in the market and evaluates the quality and gameplay mechanics of selected titles. The author shares insights into the progress and expectations for future full versions of these games.
- Guests
The article discusses the formation and activities of the Eternity Industry group, its members, projects, and future plans for releases and competitions.
- Гости - Dr. John
An interview with Felix from Virtual Brothers discusses his transition from ZX Spectrum to PC, development of the game 'Winnie the Pooh', and future plans.
- Guests
Interview with the musicians Mарат and Демон from the band 'Disgust', discussing their musical evolution, influences, and perspectives on life and creativity.
- Promotion
The article provides a detailed manual for the game 'ENCYCLOPEDIA of WAR', explaining army selection, unit types, and battle mechanics.
- Promotion
The article provides a walkthrough for the game, detailing necessary items and strategies for progressing through various challenges, including dealing with dinosaurs and navigating villages.
- Promotion
Статья представляет собой обзор arcade adventure игры 'ELOPEMENT' от Omega HG, выделяя ее особенности и советы по прохождению.
- Promotion
Статья описывает текстовую адвентюру 'Остров тьмы' на QUILL, предлагая советы для игроков. Упоминаются механики и персонажи, включая загадки и взаимодействия. В конце представлена карта острова.
- Promotion of 'Knightmare'
The article describes the game 'Knightmare', detailing its commands, gameplay mechanics, and initial quests. Players control a knight who must interact with characters and solve puzzles to progress. It serves as a manual for navigating the game's environment and objectives.
- Experience Exchange
The article critiques the adventure game 'Island of Darkness' by Paul Moskow, highlighting its illogical design, lack of detailed item descriptions, and absence of helpful hints for players.
- Experience Exchange
The article provides a detailed manual for enhancing the ZX ASM 3.0 assembler, introducing debugging features and functionalities for better program execution control on ZX Spectrum.
- Experience Exchange
The article describes a phenomenon observed with the ZX Spectrum video controller, where switching between two screens can create unexpected visual artifacts. It outlines a specific program that demonstrates this effect through rapid screen toggling. The author discusses the implications and potential applications of this behavior.
- Обмен опытом - Иван Рощин
The article is a programming guide on porting the 'iris.ss' screen saver effect from Dos Navigator to ZX Spectrum, including source code and modification tips.
- Обмен опытом - Иван Рощин
Description of the OPEN_W procedure to create window borders. Includes details on customization of symbols and dimensions. Utilizes PRSYM for symbol printing.
- Обмен опытом - Maximum
Introduction to long integer operations for game development on ZX Spectrum, including addition, subtraction, and conversion to ASCII.
- Experience Exchange
The article discusses the customization of the ART STUDIO graphic editor by creating additional modules that enhance its functionality, including features like music playback and cursor coordinates display.
- Experience Exchange
The article describes a program developed to improve the visual quality of a pixel-by-pixel moving attribute message on ZX Spectrum. It provides details on the implementation, including the use of data arrays for motion trajectory and image rendering. The program includes comments for easier understanding and can be modified for different effects.
- Оттяг
The article features humorous sketches and commentary on various aspects of life and technology, including anecdotes about a fictional character's experience with a Pentium processor.
- Pharmacist Test
The article presents humorous tests designed to identify whether someone is a real pharmacist or a fraud, featuring situational questions and scoring to gauge knowledge of pharmacy.
- Oddities and Self-Reflection in 'Оттяг'
The article 'Оттяг' presents a humorous and critical self-reflection of the author, exploring various life experiences and quirks that highlight his unusual personality traits.
- Humorous Quiz: Assess Your Sense of Humor
The article presents a humorous quiz to assess one's sense of humor and sexual attitudes through various situational questions, revealing absurd and comedic perspectives.
- Student Types Quiz
The article presents a humorous quiz to determine what kind of student you are, ranging from a party animal to a diligent scholar. It features a series of questions regarding typical student activities and responses. The results categorize students based on their score, from carefree to nerdy.
- How to Properly Torture Windows 95 - Maximum
Статья описывает иронический подход к установке и эксплуатации операционной системы Windows 95, включая способы ее 'мучения' и троллинга. В тексте используются гиперболизированные примеры взаимодействия с ОС для создания комичного эффекта. Это развлекательный материал с элементами юмора.
- Ottyag
The article is a humorous narrative featuring Winnie the Pooh and his friends returning to the Hundred Acre Wood, where their carefree life turns chaotic. It describes their antics, including drinking and misadventures, as they reunite and encounter various challenges. The story showcases the characters' personalities and interactions in a comedic light.
- Novella
The article describes a humorous novella featuring Corporal Johnlan recounting his first military mission and his interactions with a young grandchild over beers.
- Novella
Novella recounts an adventurous escape from a Glot base using a vintage spacecraft, highlighting the protagonist's encounters and clever maneuvers.
- Novella
The article describes a whimsical story about two hedgehogs, Pukhly and Zaraza, who, after a strange event, develop wings and must navigate their new reality. The story blends fantasy and humor as the characters face unexpected changes and challenges. This is a novella showcasing imaginative storytelling.
- News
The article discusses recent updates from Rybninsk related to the FunTop party, detailing contributions from various individuals and teams for the 'Adventurer' magazine and demo competitions.
- News
Статья сообщает о событиях в сообществе Спектрумистов Ярославля, включая информацию о разработчиках программного обеспечения и их текущих проектах.
- Advertisement
The article is a collection of advertisements and announcements related to ZX Spectrum, inviting collaboration from programmers, artists, and musicians, and detailing how to acquire the journal and software.