Audyssey; Computer Games Accessible to the Blind Edited by Michael Feir Issue 10: January/February, 1998 ++ Welcome Welcome to the tenth issue of Audyssey. This magazine is dedicated to the discussion of games which, either by accident or design, are accessible to the blind. We also discuss any concerns and issues raised by them. This issue takes a look at the results from the two main events of the interactive fiction community. Results have come in from the third annual IF competition. Also, the second annual Xyzzy awards were given out. In addition to the results, I will offer my reflections on the events and their outcomes. Muds have again entered the spotlight in articles written by Allen Maynard and theresa Van Ettinger. For fans of Adam, the immortal Gamer, you are all in for a very special treat indeed. During a brief visit into our plane of existence, he has graced this magazine with an episode based on his favourite game. Enjoy the issue, everyone. Please write articles and letters about games or game-related topics which interest you. They will likely interest me, and your fellow readers. They will also make my job as editor a lot more interesting and true to the meaning of the word. This magazine should and can be a highly interesting and qualitative look at accessible computer gaming. To insure that high quality is maintained, I'll need your written contributions. I'm not asking for money here, and won't accept any. This magazine is free in its electronic form, and will always remain so. PCS needs to charge a subscription cost to cover the disks and shipping costs that it incurs by making the magazine available on disk. I'm writing this magazine as much for my own interest as for everyone else's. Your articles, reviews, and letters, as well as any games you might care to send me, are what I'm after. Send any games, articles, letters, or reviews on a 3.5-inch disk in a self-addressed mailer so that I can return your disk or disks to you once I have copied their contents onto my hard drive. Please only send shareware or freeware games. It is illegal to send commercial games. By sending me games, you will do several things: first, and most obviously, you will earn my gratitude. You will also insure that the games you send me are made available to my readership as a whole. As a further incentive, I will fill any disks you send me with games from my collection. No disk will be returned empty. If you want specific games, or specific types of games, send a message in Ascii format along. *Never* *ever* send your original disks of *anything* to *anyone* through the mail. *Always* send *copies!* This principle may seem like it shouldn't even have to be stated, but when it comes to just about anything related to computers, there's always some poor soul who will act before applying common sense. Disks are *not* indestructible. Things *do* get lost or damaged in the mail, and disks are not immune to these misfortunes. If you have a particular game that you need help with, and you are sending your questions on a disk anyhow, include the game so that I can try and get past your difficulty. If you can, I recommend that you send e-mail. I have acquired a copy of the UUencode software, and can send and/or receive files which are encoded via this means. This way, no money will be wasted sending me a game I already have, and you'll get my reply more quickly. You are responsible for shipping costs. That means, either use a disk mailer which has your address on it, and is either free matter for the blind, or is properly stamped. I can and will gladly spare time to share games and my knowledge of them, but cannot currently spare money above what I spend hunting for new games. I encourage all my readers to give my magazine to whoever they think will appreciate it. Up-load it onto web pages and bulletin board systems. Copy it on disk for people, or print it out for sighted people who may find it of value. The larger our community gets, the more self- sustaining it will become. This magazine is published on a bi-monthly basis, each issue appearing no earlier than the twentieth of every other month. All submissions must be sent to me in standard Ascii format either on a 3.5-inch floppy disk, or via e-mail to my Compuserve address. I will give my home address and my Compuserve address at the end of the magazine. There are now several ways of obtaining Audyssey. To subscribe to the distribution list so that you receive all future issues, send a subscription request to J.J. Meddaugh. As he is running several lists, be sure to specifically ask to join the Audyssey list. His address is: jmeddaug@cris.com You can find all issues of Audyssey on the Internet on Paul Henrichsen's web site at: www.thesocket.com/~henrich All issues are also available in the disability forum on Compuserve, and also in the gamers forum. If you have web access, Audyssey now has an official web-page, maintained by J.J. Meddaugh. There are links to other interesting sites, and all issues of Audyssey are available there as well. In the near future, software may also be posted there for you to down-load. The address for this page is: http://audyssey.home.ml.org If you have ftp access, all issues are also available at Travis Siegel's ftp site: ftp.softcon.com Look in the /magazines directory. For those of you who have trouble finding some of the software discussed in this magazine, or if you know someone who doesn't have access to the Internet, but would be interested in the magazine, this magazine is now available on disk. PCS has agreed to distribute Audyssey, as well as selected shareware or freeware software on disk for ten dollars US per year. To subscribe to Audyssey on disk, contact them at: Personal Computer Systems 551 Compton Ave. Perth Amboy N.J. 08861 Phone (908)-826-1917 E-mail: pvlasak@monmouth.com ++ Contents: Welcome Contents From the Editor Letters Implementors AT War The Latest Finds Muds and Mushes Adam: The Immortal Gamer Newbie Ooc's, "Run that By Me Again?" Game Reviews Contacting Us ++ From The Editor Hello again, everyone. The past couple of months have been quite slow in the area of new games or the discovery of old ones. The IF competition has come and gone, and has left thirty-five games of fairly small size out for the taking at: ftp.gmd.de/if-archive/competition97 I should caution you that authors are working continuously on many of these games. One of the most recent results of this is a better version of Travels in the Lands of Erden. For those interested in games for children, another release of A Bear's Night Out has appeared as well. You might want to obtain it, as the author has fixed some bugs found in the competition release. More such releases should happen over time. The next version of ADOM discussed in the November/December issue is out on the Internet now. the current version is now adom0998.zip. I have yet to hear from PCs or the author of the Crossword program concerning its status and availability. If you're reading this, please let me know how that project's going as there seems to be quite a lot of interest in it. Russia has now been added to the list of countries where Audyssey can be found. I would like to extend an official welcome aboard to Denis V. Yakovlev, and all of our new readers in Russia. I hope you all find this magazine both entertaining and useful, and I look forward to hearing from you. Last issue, I asked you whether this magazine should expand its focus to include discussions on utilities which were speech or Braille-friendly. Your response was overwhelmingly that this magazine should stick to covering games. therefore, rest assured that this is what will happen. if any of you need information on utilities or other applications, I'll give you my advice on an individual basis. The only exception I'll make to this games-only policy is that any virus warnings which come to my attention will be published at the end of this section. viruses are a danger to all computer-users, and especially to those of us who down-load files off the Internet. Because most accessible games can only be found on the Internet, this puts the Audyssey community at greater risk from virus attacks. This month's warning is especially disturbing since it is an e-mail virus with no known cure. I urge all of you to pay close attention to it, and act carefully regarding your e-mail. Until now, most E-mail viruses have been hoaxes. This one is apparently deadly serious. Before I present the warning and leave you to enjoy the rest of this issue, I would remind all of you that March thirteenth falls on a Friday, and newer versions of the Friday The Thirteenth virus are rather dangerous. Be certain to equip yourselves with adequate protection. I recommend F-prot because it is speech-friendly, easy to get of the Internet, and free for individual use. Until next time, take care, and dare to play. + WARNING !!!!!!!!! Please distribute VIRUS WARNING !!!!!! If you receive an email titled "JOIN THE CREW" DO NOT open it. It will erase everything on your hard drive. Forward this letter out to as many people as you can. This is a new, very malicious virus and not many people know about it. This information was announced yesterday morning from IBM; please share it with everyone that might >acce ss the internet. Once again, pass this along to EVERYONE in your address book so that this may be stopped. Also, do not open or even look at any mail that says "RETURNED OR UNABLE TO DELIVERY" This virus will attach itself to your computer components and render them useless. Immediately delete any mail items that say this. AOL has said that this is a very dangerous virus and that there is NO remedy for it at this time. Please practice cautionary measures and forward this to all your online friends ASAP. Ciao amigos, Nico Moret "640K ought to be enough for anybody." - Bill Gates, 1981 ++ Letters: + From: Jamal Mazrui: Sorry about my delay in getting back to you. I lack expertise in accessible games, but am copying this message to three people who do: Michael Feir (72712.3103@compuserve.com), Charlie Crawford (ccrawford@state.ma.us), and Tim Cumings (thc@world.std.com). I'm also attaching a UU encoded zip archive containing all issues to date of a magazine about computer games for blind people. Thanks for your interest in this area, Jamal ----- Original Message Follows ----- From: David G. Franco: galaxy@oro.net Dear Jamal, I stumbled across your webSite the other day, and was amazed at the depth of work you have put in here. I have enjoyed a number of links that have helped me in many ways. I am "writing" to let you know of a project that a number of us are working on in Northern California. I am sighted, as are most of my associates here. We are an independent group, no affiliations, no political agenda, just a group, primarily of artists, some of whom have a great deal of computer background. I don't, I'm a CPA by trade. One of the projects that these guys have been working on is a "game engine". This is a computer program that allows individuals to play computers games together online. Well, the other day, while in a design mode, one of the key designers realized that the game could be adapted to be used as an online multiplayer action game for the visually impaired. This is not a MUD [multi user dungeon] game, but rather, a full action game. Where the user, runs, shoots, jumps, all on line with others. This will be an Audio keyed environment, not a sight keyed environment. It would be a game like Quake, but for the blind. Interesting!! Anyway, none of the guys here have taken any salaries in this development, nor will the game ever be offered for a fee. It is will always be for free to the visually impaired. Let me know if this is of interest to you. You may be able to guide us to the next levels that we need in order to go forward. We are looking for visually impaired interface devices, and the programmers to write the interface code. We have the most important part. We are also looking for "reliable" fund raisers. We will not have it that large portions of funds raised go into their pockets. Once again, thanks for your site, I will use it often. Let me know if our project is of interest to you. Best Regards, David G. Franco + The prospect of playing a multi-player action game is quite an intriguing one. A totally sonically portrayed environment would also be quite a novelty. This project is attempting something quite extraordinary and worth-while. If such a game is to be made, my suggestion would be to make a single-player mode for off-line practice and pleasure if possible. Although internet access and sound capabilities are increasingly becoming available to the blind community, they are hardly universal as of yet, and are unlikely to be so for some time to come. To create a meaningful auditory environment, features of sound devices like the Soundblaster are essential to the experience. However, most similar games for sighted people offer this feature. Two such examples are Diablo and Quake. Not only will this move broaden the interested audience; It will also decrease the frustrations of trying to learn controls on- line and under pressure. I would certainly encourage anyone with advice to offer to contact Mr. Franco at the address provided. To the project members: I look forward with great interest to hear about how this game develops, and would ask that you keep myself and the Audyssey readership up to date with your progress. Feel free to send questions to us via this magazine. I have every confidence that many readers will be able to offer suggestions and enlightening observations. Until I hear from you, I wish you the best of luck. + From: Igor Gueths Hey Mike. I have just started reading the ninth issue of Audyssey. I also have a tip for Kelly about that speech-freezing-on-the-word thing. Kelly, the problem seems to be that the cinthesizer overloads. I mean, when it has to read too many words at one time. That happens to me sometimes, especially when I unzip zip files, and the pkunzip.exe program runs too fast for my cinthesizer. Also, if you have been looking for a wav recording program, I think that I have an answer. I apologize about the ftp.edu.tw site. When I downloaded the programs that I thought would record wav files, none of them worked. So, I think that I have the so-called "second answer." A friend of mine has a sound blaster that he doesn't use. Anyway, he has a wav recording program that came with his sound card. I will try to run this program on my sound blaster compatible, using all the dos drivers and other programs and sound files. In the meantime, I've also been looking for a realaudio player for dos. I have always wanted to be able to listen to audio in dos online. Does anyone know of any such player? Sincerely, Igor Gueths + Sound-playing programs seem to be a rather hard thing for game developers to find. If anyone knows of such software, please inform us of its whereabouts. Hang in there, Igor. Hopefully, someone will dig one of these things up. ++ Implementors At War by Michael Feir Despite the advent of PCS, and the growing diversity of the kinds of games available to blind players, interactive fiction remains the most widely known and abundant form of computer entertainment accessible independently by the blind. this is because it is inherently accessible due to its textual nature. Any speech package or Braille display should be able to allow its users to enjoy nearly all text-based interactive fiction. It is fortunate that this form of entertainment has experienced a substantial revival over the past five years or so. At this time, interactive fiction has established enough of a following to support two competitions among its authors, or, "implementors" as Infocom's authors referred to themselves. these competitions are the annual If Competition, and the Xyzzy Awards. For those who say "huh?", IF stands for interactive fiction, and the xyzzy Awards are connected with Xyzzynews, an excellent magazine edited by Eileen Mullin. The Xyzzy awards are much like the Oscars are to movies. Games are given awards for such things as best puzzle or best individual non-player character. the IF competition requires participants to create games which are designed to be won in under two hours by players who submit their overall ratings of the various games. All games entered in the IF competition must be placed in the public domain. The Xyzzy awards, however, can be awarded to any game made within the year. Before I offer my observations, take a look at the results for the competitions below. Play some of the games, and see if you agree or disagree with the results, and then, see how your conclusions compare with my thoughts. From: eileen@interport.net (Eileen Mullin) Subject: 1997 XYZZY Awards Winners announced The winners were announced in a live, online ceremony on ifMUD: A MUD Forever Voyaging on Thursday, February 5th. I'd like to thank everyone who joined in the virtual festivities -- and especially Liza Daly for hosting it all on her MUD. :-) Best Game Interstate Zero (Adam Cadre) Best Writing Sunset Over Savannah (Ivan Cockrum) Best Story Babel (Ian Finley) Best Setting A Bear's Night Out (David Dyte) Best Puzzles The Edifice (Lucian Smith) Best NPCs Frenetic Five vs. Sturm und Drang (Neil deMause) Best Individual Puzzle The language puzzle in The Edifice (Lucian Smith) Best Individual NPC Bob in She's Got a Thing for a Spring (Brent VanFossen) Best Individual PC Tracy Valencia from Interstate Zero (Adam Cadre) Best Use of Medium The Tempest (Graham Nelson) A transcript of the event will be published in XYZZYnews #15. This list of winners is also posted on my Web site at http://www.xyzzynews.com/awards97.html. Congratulations to all! Eileen From: gkw@pobox.com (Gerry Kevin Wilson) Subject: [IF-COMP97] Contest Results (sans Prize Draft) Well, you folks obviously can't wait, and I'm still shy 6 authors (you know who you are, you naughty authors you.) so I'll go ahead and post the prize winning games (apologies in advance for any misspelled names and so forth): The Results: 1 - The Edifice, by Lucian P. Smith 2 - Babel, by Ian Finley 3 - Glowgrass, by Nate Cull 4 - She's got a Thing for a Spring, by Brent VanFossen 5 - A Bear's Night Out, by David Dyte 6 - Sunset Over Savannah, by Ivan Cockrum 7 - Poor Zefron's Almanac, by Carl Klutzke 8 - The Lost Spellmaker, by Neil Brown 9 - Sins Against Mimesis, by Adam Thornton 10 - A New Day, by Jonathan Fry 11 - Zero Sum Game, by Cody Sandifier 12 - Zombie!, by Scott W. Starkey 13 - The Frenetic Five vs Sturm und Drang, by Neil deMause 14 - Travels in the Land of Erden, by Laura A. Knauth 15 - Unholy grail, by Stuart Allen 16 - Friday Afternoon, by Mischa Schweitzer 17 - Madame L'estrange and the Troubled Spirit, by Ian Ball and Marcus Young 18 - Sylenius Mysterium, by C.E. Forman 19 - Phred Phontious, the Quest for Pizza, by Michael Zey 20 - Down, by Kent Tessman 21 - Virtual Tech, by David Glasser 22 - The Obscene Quest of Dr Auurdvarkbarf, by Gary Roggin 23 - A Good Breakfast, by Stuart Adair 24 - The Town Dragon, by David A. Cornelson The Xyzzy awards showed a good deal of preference towards the IF competition games this year. Games like Heist and The Resident, were left bereft of honours. The competition games are undeniably good, but they are also undeniably short. Heist really should have picked up either the Best PC or Best individual puzzle award. While its story was based somewhat on a standard plot, its story and puzzles were some of the most clever I've seen in a long time. The player-character is remarkably well-crafted. the puzzle to win the award was certainly worthy of prase. I've certainly never encountered anything like it before. Yet, I question whether Phillips, despite his agonizing tendency of leaving his players completely to their own devices in solving his puzzles, did not come up with several more interesting and more fair puzzles. the only major problems I have with the IF competition are that it rules out larger games. Authors working on big projects are apt to set these aside to enter the competition. Worse yet, the games which are designed for the competition often suffer due to the strict limitations. the author of Delusions had to cut out a lot from the game. This year, the unfortunate author of Legacy, an extremely promising game, was so dissatisfied with his entry that he withdrew it from the competition entirely. He stated that he was working on another release which he could be satisfied with, but it has yet to appear. As to the results of the IF Competition, I strongly disagree with many of them. David Dite's A Bear's Night Out should have placed a lot higher than it did, and should possibly even have won. The other entry which should have done far better than it did was Laura Knauth's Travels in the Lands of Erden. Its open-endedness alone should have garnered it more appreciation. It featured some excellent NPC's, and interesting puzzles. Constantly monitoring the newsgroups devoted to interactive fiction reveals that these concerns are shared by the interactive fiction community at large, and solutions are being looked for. Mere awareness of them should prevent their worst effects from coming to pass, and should allow the honours bestowed on the winning authors to remain the inspiration for fresh minds rather than a distraction for the more experienced. ++ The Latest finds + Losing your Grip is an enormous piece of interactive fiction written in TADS. You need tadsr.exe, the TADS runtime interpreter to run the game. It is nearly six hundred K in size even without the required interpreter. Nevertheless, it is worth the down-load, and is also worth registering. Stephen Granade, the renowned author of Waystation, has pushed his chosen development system to its utmost capability. He explores insanity with a chilling style that is certain to keep his players intrigued. The registered version includes adaptive on-line hints. I have yet to succeed in getting through the first of five fits the game is divided into, but this is not due to a lack of interest by a long shot. I certainly encourage all of you who don't mind being a bit unsettled to give this game a look. it is winnable without registration, and only the hints are disabled in the unregistered version. The file is grip.gam, and you can find it at: ftp.gmd.de/if-archive/games/tads + Recently, Adam and I went on another great game-hunt. We picked up a copy of Heroes of Might and Magic II. It is a superbly done strategy game which is completely turn-based. To play it, you will require a CD-rom and Windows 95. You will also need a sighted companion, as the game is totally graphical. Because it is turn- based, your sighted companion will be able to describe the surroundings to you without rushing. the sounds and music are very well-done, and the interface is apparently quite simple to master for sighted companions of lesser experience. It can be played by multiple players, and also has campaigns for single players. In its standard version, the game is extremely re-playable. It also comes with a map editor for further re-play value. If you can find it in your local computer store, and you're after some serious strategy, this is the game for you. + You Don't Know Jack is an amazingly well-done trivia game for people who own CD-roms. it is a game-show in which up to three players may participate simultaneously. The game features at least eight hundred questions, depending on which version or package you buy. We bought the Jack Huge package which gives us the first three volumes of You Don't Know Jack. This totals some 2400 general trivia questions. there are specific packages for sports trivia, music, TV, movies, etc. the game is done in a very amusing and lively style, which the host of the show constantly flinging verbal abuse at slower or mistaken contestants. Only one section is seriously unfair for blind players. It is the "Jack Attack", where you must match a scrolling list of words to a clue and first word. the player who hits his/her buzzer key first when the words on the list fit the overall clue scores a large amount of points. to render this part of the game fair, there should be a rule in play that has one person sitting at the keyboard. This person should read off the clue and words as they scroll by. If the blind player figures it out and says his answer, instead of trying to press the key at the right time, he/she should get the points. that's about as fair as it gets. It is all too easy even for sighted people to miss the correct pair of words, as my family found out this evening when we tried the game. Despite such difficulties, I can still recommend this masterfully done game with no reservations at all. You'll thoroughly enjoy its irreverent brand of humour, and the questions are all read aloud by the host. + For you CD-rom-wielding adventure fans, the ultimate game has appeared! Blade-runner, based on the classic and trend-setting movie, lives up to its heritage with a deeply engaging plot and evolving story. All of the characters are given their own artificial intelligences, and act according to their own agendas which change from game to game. they also change with your character's decisions. A sighted companion will be necessary, but the speech content in the game is quite high. Your sighted friend shouldn't have to read a great deal. the interface is fairly intuitive, if my father's quick mastery of it is any indication. due to the extreme randomness of characters, this adventure game is one of a very few that is infinitely re-playable. The sound and music are both absolutely exquisite, and bring the game's gritty futuristic world to life. ++ Muds and Mushes by Allen Maynard By no means am I an expert in on-line text games, but I have been religiously playing a few of them and I'd like to share my accumulated knowledge with the rest of you. A mud or multi-user dungeon is a type of game where you design a character by selecting menu choices such as race and class. The types of race and class depend on the theme of the game. For example, if you are playing a Star Wars type mud, you may have the races: human, rodian, Ilthorian, Devaronian, etc (my apologies on spelling). Once you select your race you have the choice of class. Continuing the example you could choose bounty hunter, smuggler, light jedi, dark jedi, trader, etc. You then select your sex. Of course from game to game you may have some different choices to make, but the ones above are the typical aspects. Once you have created your character, you are sometimes asked to enter a description which is normally a paragraph describing what your character looks like. You may also chose not to worry about a description. Once all this is done, you begin the game by running around a particular world or worlds killing mobs (mobiles or computer generated enemies which move around) and some muds allow pk (player killing) since with muds and mushes, there are almost always other players playing the game as you are at the same time. You are all competing for treasure, weapons, armor, magic spells, and of course, gold. Most muds expect you to find food and water, to get rest to restore hit points, and some muds even want you to pay rent to store your belongings. OK, these muds sound a little boring and some are. But there are so many places to explore, spells to learn, and items to acquire, your natural curiosity gets the better of you. One mud also has battle stances which are: viper (quick initial strike before enemy can respond), crane (wide sweeping attack), crab (going in low), mongoose (nimble stick and move), and bull (charging attack). These different stances can partially or completely control the outcome of a battle. OK, that is a mud in a nutshell. Now, mushes. Mush stands for multi-user shared halucination. They are different in several important ways. First, you normally have to select a variety of attributes. You are given a number of attribute points and you use these to increase different attributes. Again, depending on the game, you will have different attribs. In one Star Wars mush you had attribs such as blaster skill, piloting, technical, computers, street smart, and about eighteen others. Second, you have 2 roles, ic, or in character, which is when you are your character and you are role playing. Then you have ooc, out of character, which is when you are yourself again sitting in front of your keyboard. OOC is used to talk to other players or discussing things with the game administrators. Third, the battles are a little different. It's not just hack and slash like with muds. You may encounter a thief for example in a dark alley. Your alertness attrib may control if you notice the thief hiding or not. The thief, who is actually another player in ic mode, springs out at you and holds a crowbar against your throat. You both go into ooc mode to use the game to roll to see whose strength and maybe agility is greater. The thief's rolls a higher number of strength but you have a greater agility score so you manage to twist away from the thief but the crowbar does injure you as you twist away. Granted, this is a very simple example, but I hope it gives you an idea of mushing. Mushes try to be very realistic in what occurs while you play them. However, this can be annoying also. For example, I was playing a Star Wars mush. I signed up as a naval pilot in the Republic military since the literature which I read in ic mode said that there was a glorious future in the military. However, after a signed up, nothing happened. When I questioned the game administrator, he told me that he tried to make signing on realistic, so it would take a while to actually accept me into the military ranks. In the meantime, there was very little to do in the game. Furthermore, many mushes are very complex. In my Clone Wars example, as a military man I had to remember the order of rank, what my uniform was supposed to look like as well as higher ups' uniforms, and I had to be careful to salute a higher ranking officer when one entered the room. Some mushes also require you to register your player. I mean, you create a player under the game's guidelines, then you submit your character via e-mail for approval. If your player is refused, then you either create a new one or modify the old or you can't play the game. I had this happen to me when I tried to play the . I created a stealth fighter called Saberwing. I worked on him for over an hour under the game's guidelines such as personality of my character, origin, greatest strength and weakness, and even detailing my mushing experience. I then submitted my character with a grin of confidence. Three days later I received an e-mail response which told me my character was denied. He didn't like my character at all. Least of all he didn't like the name since the word "wing" was greatly overused by other players. He didn't buy the origin of my character and he hated his personality. Needless to say, it was a humbling and a little annoying experience. I had worked hard on Saberwing and the game administrator tore him apart in a few minutes. Although, it was a very lengthy and detailed rejection. Anyway, I hope this article hasn't put too many of you to sleep. And I hope I have shed a little light on on-line text games and their differences. By the way, I am using Windows-95 with the Gwmicro Window-Eyes product. Happy mudding and/or mushing. Allen The Desert Bat maynarda@concentric.net ++ Adam, the Immortal Gamer "Adam in ADOM" by Adam Taylor "This is relaxing," states Adam as he floats through the void. "This is not a vacation. You were brought to this reality to learn valuable lessons for life," echoes a digitized voice. "But I've learnt a ton already! I just want to go back to my regular life." There is a buzzing sound in the distance. Like that of a hard drive being accessed. "Very well. To see how much you have truly learnt, you will go through one more game. If you can complete it with your new knowledge, you will be sent back to your world. You can then return here whenever you wish, for a refresher course." "Cool! So what game will I beeeee-" Adam screamed as he suddenly appeared far above a mountain range, though the distance was closing rapidly. With a thud, the Gamer crashed into the ground. Staggering to his feet, with thoughts of a computer flying out of a second story window, Adam took in his surroundings. He was standing on a small dusty road, which seemed to lead into a small valley. A bit further along the road, closer to the mountains was a small sign. "Welcome to the Drakalor Chain." "Oh yes. Oh man. This rocks! I'm in ADOM. Nobody beats the Gamer in Ancient Domains of Mystery!" Adam exclaimed joyfully. "We shall see," buzzed the computer. "This game has many ways of ending your little adventure. Now, you are born in the month of the Book, choose thy race and class." "Heh. Drakish Wizard. And I'll go by the name of Blade if you don't mind," said Adam with a grin. And with that, the Immortal Gamer began to change shape. He shrank by a couple of inches, while gaining an impressive layer of green scales all over his body. His mouth filled with sharp teeth, and his tongue split into a snake-like fork. His vast knowledge and strength did not improve by much, but he suddenly felt more attuned to the flows of mana in the world. At his side appeared a backpack, while on his attire was reduced to merely a robe and a pair of leather boots. Peering into the pack, he found a pitiful little dagger, which he wielded with a sigh, and a few rings, potions and scrolls. Nothing of any great importance. "I hate the stuff you start with. Oh well, used properly, everything has benefits. Hey computer!" shouted Adam into the air. "Stuck already?" replied the computer. "NO! I just wanted to know if this is the latest version of ADOM. Can I access class powers and stuff?" "But of course. To do such, you need only think of what you wish to do, and it will happen." With a smile, Adam recalled his monster memory. In his mind he could see a screen with the writing: "What do you want to remember?" "Adam Taylor," he spoke in his mind. The screen changed. Reading the new text that appeared, he snickered. "I just had to make sure." And off he went down the path. Eventually reaching the small town of Terinyo. After haggling with Munxip the shopkeeper for a good price on some food, and memorizing his spells of Fire and Frost Bolt, he went looking for the tiny girl. After hearing her sad story, he almost shed a tear. He agreed to bring back her dog. So off he went to the cave, with the computer buzzing in his head "Softy". Taking his final step down the stairs, Adam peered around the dank room in which he stood. Suddenly, a sound brought his attention to the north of the room. There grinning evilly, was a Goblin. With an equally evil grin of his own, Adam stepped forward. He knew he could probably just blast the creature to the otherworld with a single spell, but this was his first kill. Something to be savoured. The Gamer advanced a few steps, and waited for his opponent to come to him. "Patience is a virtue," he thought to himself. As the Goblin took its last step into range, Adam swung a mighty swing with his puny little dagger. The Goblin screamed in anger as the blade drew blood. Okay, so it was just a scratch, but he's a Wizard after all. The Goblin took a swing of its own, its sword would of only cut a few hairs, if Drakelings had hair that is. Back and forth the battle went. Until with a cry of hatred, the Goblin pierced Adam's shoulder. Taking a few steps back, Adam inspected the wound. A couple of inches over, and it would of pierced his heart. Giving the Goblin a look of hatred that could stop a demon in its tracks, Adam screamed, "THAT HURT!" The poor creature only had enough time to open its eyes wide with terror before the wave of searing flame engulfed it. "Touchy, aren't we?" said the floating monitor, while inspecting the charred remains. "Applying first aid is harder than it looks," complained the wounded Hero. "Why not give up now? I can find you a game more your speed. How about Pac-Man?" the room filled with a buzzing laughter as the screen disappeared. Cursing under his breath, Adam decided to continue with a bit more caution. Going through the levels quickly, avoiding what he could, Adam finally found the cute little dog on the bottom level. After talking to the dog, it began to follow him, probably smelling the tiny girl's scent. On the way out of the cave, Adam remembered what he truly disliked about the game. Having to wait for slow followers to catch up. "Patience is a virtue," thought the Gamer, "but I'd really like to just grab that mutt by the neck and yank him out of here." Finally returning the dog to its owner, and seeing that look of joy shine in the girl's face, he felt a little warm inside. "Must just be my alignment shifting," Adam told himself. He could swear he heard a buzz in the distance. Talking to the Sheriff and Rynt the Elder, he quickly picked up two more quests. To slay Kranach the Raider, and find Yrriggs the Carpenter. The raider was easy, finding him out in the plains with his band of hoodlums. A few spells and a level higher, the Drakish hero headed for the Village Dungeon. After quite a few battles, he made his way down to Jharod the Healer. "And what can I do for you? Need you my services?" asked Jharod. "I wish to study with you. To learn of the healing arts," replied Adam, as politely as he could. "Ah. First you must prove to me that you can show mercy. Only then will I teach you what I know." With that, Adam took his leave of the Healer, and continued down into the depths of the dungeon. Eventually, on the last level, find what he was looking for. "Yo! Yrriggs! Your mother could make a Troll look beautiful!" Screaming wildly, and brandishing a sharp hatchet, the Mad Carpenter gave chase. "I hate this part," thought Adam on the run. Keeping just out of reach of the madman, while leading him back up to the Healer, the Gamer continued his hail of insults, mainly more comments about the Carpenter's questionable lineage. Reaching Jharod once more, Adam waited for the Healer to do his bit. Naturally, placing a hand on Yrriggs' forehead and muttering a few words, Jharod cured him of his madness. With many thanks and new knowledge and items, the hero emerged from the dungeon. The weather was nice out. Though he knew it could change in an instant. Adam found a nice flat boulder near the dungeon entrance and sat for a spell. "I'm beginning to remember how I hate building levels." "So why not stop?" came the now expected buzz. "Playing on the computer, I could finish this game in a few hours. But in game time it takes months. I was expecting to end this in no time at all. Is there anyway I can speed things up?" questioned the Wizard. "It seems ironic. In the real world, you'd spend all day playing if you could. Yet here you complain about it taking too long." "At home I could just sit there, nice and comfortable. This is exhausting! Wait, this is another lesson isn't it? In order to achieve something, I must be dedicated. Put real effort into it. It's not like when I can play a game and just restore when I goof up. Here I have to work hard, and learn from any mistakes I make so I don't goof up again." "You have been paying attention. You may just earn your freedom yet." The computer screen showed a large smile as it faded away. So off he went. The Immortal Gamer on a mission. Using his vast gaming knowledge, and that which has learnt from his recent adventures to fight his way to freedom. His travels took him through all the areas he remembered from the game. He went through the North West Cave. With all of its powerful creatures. Made his way into the High Mountain Village. Meeting Hawkslayer face to face was quite an experience. He fought his way into the Outlaw Village, killing the Crime Lord by order of the Sheriff. He even managed to join the Thieves' Guild, and become the Master Thief. He put an end to the evil of Rehetep in the Ancient Pyramid. Conquered the Tower of Eternal Fire to claim the Elemental Orb of Fire. He managed to overcome the Dark Cave's Gremlin hordes to retrieve the Phial. Fighting tooth and nail he made his way to Dwarftown. Completing quest after quest for the Dwarven Elder. He proved his might by passing through the Living Forest and the Dwarven Halls. He helped return the spirit of Griff Bloodaxe to its eternal slumber and defeated the evil Necromancer. The months passed as he continued his quest to end the reign of Chaos in Ancardia and find his way home. Though slowly, he began to lose track of who he really was. He began to respond only to the call of Blade. He began to become Blade, the Drakish Wizard. His journey continued. Attaining the Ring of the High Kings was no trouble. And when he encountered the Eternal Guardian, he knew that there were better ways through problems than fighting. Though he could not quite remember where he had learnt that. Making his way past all obstacles, he acquired the Elementals Orbs of Earth, Air and Water as well. He gained countless artifacts of great power. But he decided to sacrifice them to Sssracht, his deity. Knowing that one did not need power to achieve good, but devotion. Strange, where had that thought come from? With his great devotion he managed to become a messiah, and the Holy Champion of Order. With great blessings granted to him by his deity. He was Blade. The enemy of all evil. The champion of those in need. He helped reunite Blup the Baby Water Dragon with his mother. He ended the twisted existence of the Black Unicorn. He was given great fame by the Cat Lord's gift of the Ring of the Master Cat. He crossed the Rift to find the Great Library. Where he gained even more power against evil. He was unstoppable. And he knew what had to be done. After long exhausting battles, he worked his way through the Caverns of Chaos. One level after another. His way was hard. Many times had he come close to death, but none can stop Blade. The safety of the world rested on his shoulders. And finally, after many months, he had reach his destination. He stood at the foot of the stairs, on the very bottom of the Caverns of Chaos. Here, guarded by his most powerful followers, the evil Chaos God Andor Dakon had opened his gateway into the world. Blade knew what he had to do. He knew that he had changed greatly through his long trek. Though strangely, he knew not from what. Just that he had become something, more. He had to close the Chaos Gate and save his world. Was it truly his world? Something clawed at the back of his mind. A feeling? A memory? No, a word. Home. Pushing the stray though away, Blade readied himself. Adjusting his armor one last time, and drawing the twin black rune-covered daggers Sting and Needle, he advanced. With a vicious war cry he ran into row upon row of chaos creatures. Slashing at the mixture of mismatched parts. He cut off heads, arms, tentacles, and things he could not even describe. For what seemed like days he hacked his way through the army of abominations. He knew he could win. He knew he had to win. The world counted on him. Again, that word flashed in his head. Home. As he pulled Sting free from the head of a Chaos Wizard, he could sense that his goal was almost complete. The level was now devoid of all life but himself. All he had to do was pull the lever to close the gate. But wait, what lever? How did he know what to do? He had never been here before. But for some reason it seemed familiar. He peered across the large room cluttered with corpses. All dead, but some continued to squirm. At the far wall he could see it. Glowing, pulsating. It seemed to be made of nothing, and everything. It was there, but not there. The Chaos Gate. Again, stronger this time, home. He could feel the flow of chaos pouring from it. The corruption of that which was pure. From a safe distance, he peered into its depths. He expected to see the face of Andor Dakon, but what he saw made him take a step back. Emerging from the gate was a, thing. An almost cube like shape, maybe a box? Only a foot or so across, with one side that seemed to be made of some sort of glowing glass. "You have done exceptionally well Gamer. I did not think you would actually make it this far," said a buzzing voice from within the box. "What? To whom dossst thou ssspeak? My name isss Blade," stated the Drakish Wizard with a hissing accent. "So, you come this far, only to fail your final test." "I have failed nothing! My quessst isss complete. The world isss sssafe. I can now return home to my people. I shall be a great hero." "So, you no longer wish to return home? Have you forgotten who you are? Your name is Adam," buzzed the box loudly. "You ssspeak liesss. I am Blade!" screamed the Drakeling. But again, in his head, that word. Now a shout. HOME! An image flashed in his mind now. Someone, a human, sitting in front of a box like that which floated in front of him. He shook his head to, trying to clear the image from his mind. But another replaced it. A dark place, a strange void. It all seemed familiar to him. But he could not of seen these things before. Could he? The box started to turn. "If this is what you want, I will leave you here. Farewell... Blade." "Computer!" yelled Blade. That word, he knew it, but what did it mean? Whatever it was, it had caught the attention of the box. More images flashed through his mind. A human family, sitting around a table to eat. A strange room filled with flashing lights, and strange devices. A human sat in a chair, facing a strange looking glass which showed all the heavens. He was not sure, but he thought he heard someone say "Begin". Again, the image changed. A man stands on a dusty road. There is a pack animal behind him, burdened with food and other objects. This seems like something he should know. Unconsciously, Blade mouths the word "Fallthru". Again another image. It is the human in front of the box. He is tapping on some sort of device with many symbols on its surface. The man is mumbling to himself, "I must win this game." Like a thunderclap in his head, two forces collide. One he recognizes instantly. It is him, Blade. But not him. Something tells him it is his essence. His essence has its hands around the neck of that human he keeps seeing. It is in his mind. He must be dreaming. The chaos. That's it, it must be the effects of the chaos. But he can't wake up. The human is falling to his knees. Somehow he knows that the computer is moving closer to him. But what is a "computer"? The images come back. Flashing from the battle to an image and back. Faster. More images. His family, but it can't be. His family are Drakelings, not humans. But somehow he knows who they are. The battle. The human seems to be getting stronger. More images. His friends. Calling his name. But it is not his name, they call for one named Adam. The human is now standing, trying to free himself from Blade's grip. The family again. The human, obviously this Adam, is receiving gifts from his parents. Adam and Blade now grip each others throats. More and more images. Then, darkness. Is it his head that's spinning, or the room. Where's the room! Looking the entity can only see a dark void. "Welcome to the void. And do you know who you are?" buzzed a concerned voice. "I, I am, I am..." the entity struggled for an answer. Who was he? Something flashed in his mind. Home. Who's home? His? He still could not remember. Images began to appear in his mind. One by one. Slowly at first, by gradually speeding up. Someone playing on a computer. Someone returning a dog to a tiny girl. A human family. A Drakish family. Faster still, until they passed by so quick he hardly knew what he was looking at by the time the next appeared. But something started to come back to him. A name? A past? "I am..." "Yes?" said the voice. "I am, wise." "Very wise," stated the voice reassuringly. "I am strong." "The strongest." "I am the master of what I do!" mused the entity. "Yes. That's it! Remember. What is it you do?" "I. I play, games?" questioned the entity. "Think harder my friend." "I am. I am... I am Adam!" yelled the entity in defiance. "I am the Immortal Gamer! And I'm back!" "And you deserve to be." The void shook. A blinding flash. Adam covered his eyes, but the light was in his mind as well. Slowly, carefully, his eyes opened. He was seated. He was in a chair, in front of him was a computer. His computer! He was home! Home at last! The monitor turned on. Words appeared on the screen. "You have done well. You started your journey as a man who spent time in a world of imagination. You used the games to escape life." Adam smiled. "And you used the games to make me understand life." "No. The understanding was there. You just needed some way to apply it. So my friend. What will you do?" "I think I'd better let my folks know I'm back." "Look behind you." Turning, Adam saw his parents standing there shocked. "How long was I gone?" he asked. "About ten minutes," replied his father. "I guess you're going to yell at me for not telling you where I was going?" he asked his mother. His mother gave him an icy glare. "I'll yell at you after you've cleaned you room." And with that she stormed out. Adam's father just put his hand on his shoulder. "You know, you get used to it after enough years," he smiled. "Wallace!" came a scream from downstairs, which made Adam's father cringe. "Well, sort of anyway." He turned and left. Adam stared at the disaster area which was his room. Turning back to the computer, he let out a sigh. "Well, everything's back to normal." "I hope you will use what you have learnt. Though you can come back for a refresher course whenever you wish," flashed the screen. "I think I'll take you up on that offer from time to time. I guess I'd better start cleaning up this mess," Adam sighed again, picturing the hours of work that would require. "What's the rush?" questioned the computer, as a set of cards appeared on the screen in solitaire formation. "How about a game?" THE END Or is it? ++ NEWBIE OOC'S, 'RUN THAT BY ME AGAIN?" By Theresa van Ettinger If you have recently gotten started in muds or are intending to soon, you are bound to encounter words and phrases that may sound like Fnordish to you until you get used to them. When I first started mudding, I was on a mud that didn't use all the jargon. Then i got on a different mud, but then there was jargon to learn. Each mud may have jargon of its own, but here is a glossary of some of the words which seem fairly consistent: AFK: Short for "away from keyboard". A person might say or use this word as a flag to let people know that they are not at their keyboard, and thus may not be aware of what's going on. When used as a flag, however, the player might forget to turn the flag off, and may in fact not be afk. BUILDER: An imm who is involved with the construction of locations on the mud. This person is usually the programmer for that area. CHANNEL: Mudwide communication method. There are usually 1-3 entirely public channels, and then there are channels for guilds or certain groups of people within the mud. EXPERIENCE (often abbreviated exp or x): Points used in gaining levels. You will usually see the amount of exp you need to reach the next level either on your score display or at the bottom of your screen. It is usually gained by successfully killing mobs, but can be gained on some muds through pre-programmed quests. GUILD: A group of characters with a common occupation and/or purpose. For example, guardsmen of a city might have a guild, or mages might have a guild. Guilds usually have areas where they can gather and where skills can be learned. GUILDLEADER (sometimes abbreviated GL): A person whose job it is to make certain the guild runs smoothly, and to whom players may address questions or concerns they might have related to their particular guild. HIT POINTS (abbreviated as H or HP): The amount of damage a player can take before dying. If the player is hit during an attack, this number will decrease depending on the strength of the monster/opponent. IC: The opposite of OOC. It is the short form for "in character". Its use is extremely similar to that of OOC. IMMORTAL (abbreviated IMM): A leader on the mud. An immortal is frequently involved with the programming of the mud. Many imms are also guildleaders. An imm is a good person to go to if you are having difficulty or do not understand something. LEVEL: A rank reached after so many experience points have been gained. Not to be confused with one's rank within their guild. MANA (abbreviated as M): Used mostly by non-warriors, such as magi, priests, clerics, or prophet(ess)es. Indicates mental energy. Used in casting spells. MOB: A person or monster who is not a player. Usually something that can be killed to gain experience, but sometimes may serve a useful purpose and therefore should not be killed. MOVES/MOVEMENT POINTS (abbreviated as MV): This number indicates how far a person can go before becoming exhausted. Some muds only count moves with respect to actually going places, while others add combat into the picture. OOC: Short for "out of character". This is a word that is used in different ways on different muds. Some use it as a communication channel, while on others it is a way of saying something out of character. It is also used to describe a player's actions or state.. Examples: Amanda OOC'S, 'yo, ppl! Anyone wanna group and go level?' Amanda says ooc, 'Well I've got to go. Class is in 30 min." Amanda is ooc. Different muds use OOC in different ways. Observe other players to see how OOC is used. Statistics (or stats for short): Various information about the character, including strength, intelligence, wisdom, mana, and moves. These are some of the basic words you will find on most muds. They reflect the most commonly used words that I have seen throughout different muds on which I have been active. If you have any questions, feel free to contact me at contralto@cruznet.net. Also, don't hesitate to ask the other players on the mud. Most are willing and open to assisting new players. ++ Game Reviews: + Mud Review: Dragon's Fang By Theresa van Ettinger Dragon's Fang is a mud based on Robert Jordan's excellent series of books, "The Wheel of Time". Although it is very helpful to have read the series, it is not entirely necessary. There are help files which can explain the people of the mud and also the history, as well as a tour of the history of the WoT world and how it has come to the point at which you enter. Although you will do combat with people and creatures (known as mobs), the focus of this mud is character interaction, known as role-playing. (I will do an article on mud-terminology in the near future.) You will probably need to focus on combat for a while, but RP is still possible. At level 20, you will have the opportunity to join a guild, which enhances your opportunity to role-play. The leaders of the mud are more than willing to assist you in any way they can, as are the other people who are playing. It is a mud I would strongly recommend if you want to focus on character instead of combat. The address to telnet there is tjorven.ludd.luth.se, port 4000, or go to http://www.mudconnect.com and search for "wheel of time" and follow the links to connect. ----------------------------------------------------------------- ------------- Note, if you want to find me there, I go by Bair, Ketar, Ganvira, Brennan, or Denara. + ElectraBot Game By Woody Hunt Reviewed for Audyssey by Kelly Sapergia In most adventure games, you must try to rescue someone and this game is no exception. In ElectraBot, you are a partially created robot. Your mission is to save your creator from the evil Barbarith who wants the plans for your construction. When completed, you'll be able to travel in time and fly. This game was created using the AGT (The Adventure Game Toolkit). To make it speech friendly, you just have to type: RUN ELECTRA /B from the DOS prompt. Personally, I found the game to be absolutely boring, not exciting at all, and rather easy to complete. In fact, the game, in my opinion, was poorly written! I don't mean that it locks up all the time, which it doesn't. I mean it's written poorly because of the following: - The descriptions of the creatures were horribly written! I don't know how the author did it, but when you type "EXAMINE CREATURE" (CREATURE could be a slug, a butler, etc.) you got the same message that appears in the room description. For instance, when I was in a room called "Slug's Chamber", the game told me that "A giant slug is coming towards you." When I examined the slug, I got the same message. - The descriptions of the rooms were far from great, They were described so poorly, and there were certain objects described, but weren't included in the game! Here's a typical example. Note- This example contains two descriptions from the game. << EXPLOSIVES STORAGE ROOM >> You see many explosives all over the place. Exits are to the East and West. It is too risky to pick any of them up. << INDOOR FOREST >> This is the most unusual room you have ever seen. There is are exits to the West and East. On one of the trees you see a piece of paper. When playing a text-based game, I always rate it on a scale between 1 and 10, where 1 is ABSOLUTEly HORRIBLE!, and 10 is TOTALLY COOL. This game was no exception. I have rated this game 1. Granted, the game has a good story line, but I think the author could have done a better job. One thing you'll probably notice, when playing the game, is that you have to keep throwing things at creatures to kill them. I could tell right from the start that this game was a standard-level game. (This means that there are no special commands that are programmed by the author.) I would have liked to be able to, instead of throwing a gun at someone, to mainly shoot the person with a gun. For example, at the end of the game, you meet the evil Barbarith who has kidnapped your creator. In order to kill him, you have to throw the gun at Barbarith. I would have preferred to shoot him with the gun instead. If you were looking for an action-packed game, I'm afraid that this one isn't for you. I have played better games than this one, but it was an interesting game to play, otherwise. This game can be found on the Internet, but I forgot what the web site was. When I find out what it is, I'll send it to Audyssey so you'll be able to find it that way. + "Wormhole: The Beginning" Game Created by Philip Dearmore of NeoText Software Reviewed by Kelly Sapergia "Wormhole: The Beginning" is the first in a new series of text adventures created by a new company in Washington State, called NeoText Software. The game is, in fact, small. So small that I've managed to finish it in about an hour. I must admit that at first I found it tricky to use, but after fooling around with the commands, I've managed to solve this mini adventure. Note- I got this game from another site, not the NeoText Home Page. The game is described on this site as "An Introductory Text Adventure", but I think it's a promotional game, that demonstrates what will happen in future titles in the Wormhole series. Regardless, I thought it was a lot of fun. Here's the story of this game: you wake up in the middle of the night to answer the phone. The person calling is an old friend of yours, George. He asks that you come over to his place to help him with his new experiment. So, you get into your car and drive to George's house. But when you get to his house, George is nowhere to be seen! Note- What I'm about to say is what follows after the introduction screen of the program. I know that I'm giving the story away, but I thought it might help in understanding this new series. You can skip ahead if you wish. After you manage to get into George's house by means of crawling through the doggie flap, you find the house deserted. The dishes are stacked up nicely, and everything seems normal, but where's George? After searching the house, you find a locked door that leads into George's cellar. You also notice that the carpeting on the stairs looks odd. Upon closer inspection of the carpeting, you discover that it's covered in blood stains! After you manage to unlock the door, (I'm not revealing how you get the key either), you find yourself in the cellar. It looks like something went wrong. The place is a mess, and there is blood all over the place. You see a freezer that is closed. You try to open it but it's jammed. Then you look behind the freezer and see ... a portal! You step into it and find yourself in a dark cave. (I should mention here that before this scene you find a flashlight in your car's glove compartment.) You find another portal and enter it. You're in another cave, with an exit to the east. You go that way and find a shimmering pool. You can't drink any of the water, so what do you do? You swim in it. And guess what, you're in yet another cave, with yet another portal. And guess who's here. You got it, George, who is dying fast from a gunshot wound. He then proceeds to tell you the following story. Note- The following passage was taken directly from the game, using TADS'S script writing feature. Apparently your good friend George worked out a way to travel through space and time by harnessing the power of Temporal Wormholes, but a competing agency found out, and an agent stole the technology, and escaped through one of the wormholes; the one in front of you now. Luckily the industrial thief hadn't been completely briefed, and didn't quite understand how to use the portal stone technology! "So he jumped into that portal, and doesn't have both of the portal stones?!" you ask, incredulous. "Exactly!" George coughs a few times, red blood bubbling at the corners of his mouth, but he waves off your comforting hand and continues with a stern, calculated expression. "In order for him to get back to our dimension to pass on the information to his firm, he needs the remaining portal stone." "How do I get US back home, though?" "I'm not going anywhere like this." He coughs again. "You can't go back home either, but your portal stone will take you to the place the other one is. Approximately, anyway." "So once I find him, what do I do?" "Once the two stones come within 10 feet of each other, a new portal will open. If one stone goes through, that person goes to a random time and place; only if both stones go through at the same time can one get... back... home..." George goes silent. You look up at the vivid coloured, swirling panel of light in front of you. It seems to beckon to you. You understood less than half of what George just told you, but there's only one way to go now. You search George's lab coat and find the portal stone, jump into the portal in front of you, and ... that's it for the game! The game was written in TADS (the Text Adventure Development System), and comes with both an executable file, in case you don't have TADS, and a TADS standard .GAM file. Like I said at the beginning of this review, it's so small that it will only take you about ten minutes to complete the game if you're an expert at Interactive Fiction. If you're a beginner/novice player, it may take you as long as an hour to complete this intro. On a scale of 1 to 10, I'm rating this promotional game 10. The story and plot are really excellent, and the puzzles are straightforward. For example, at the beginning of the game, you discover that all the doors are locked, and you can't find a key. You come across George's dog, a food dish and a doggie flap that leads into the house. You try to enter it, but the dog prevents you from doing so. So what do you do? You give him the dish of dog food. Now you can get into the house easily. This game is available on the Internet on a few Web sites. I don't know which one I downloaded this game from, but I do have the web site URL (Universal Resource Locator) for NeoText. They claim, in their games, that they have product information, and you may be able to download more games from the site. Anyway, the web site for NeoText is at: http://www.eskimo.com/~morbeus/neotext.html ++ Contacting Us I can be reached in two ways. The easiest is through Compuserve. My e-mail address is as follows: 72712.3103@compuserve.com Alternatively, you may correspond with me on 3.5-inch disks, provided you be sure to send them in returnable disk-mailers. I don't have the money to pay for postage. My mailing address is: 5787 Montevideo Road Mississauga, Ontario, Canada Postal code: L5N 2L5 I have acquired a copy of UUencode and UUdecode for dos, so you may send files to me via this means. Also, thanks to a reader named Frank Haslam, I have acquired a copy of something called Netsend. this is a program written and encoded so that it can be sent as a standard e-mail, but once it is cut from the rest of the message text, it can be run as an executable file. You will then have all you need to send and receive files over E-mail. this should go a long way to making sharing of files easier. thanks a bunch, Frank. Adam Taylor, star of Adam, The Immortal Gamer, and our resident ADOM guru, can be reached three ways. You can send him e-mail at: blade@ican.net Or, you can check out his homepage on the web: Blade's Armory http://www.geocities.com/TimesSquare/Arcade/9111 His page is dedicated to providing help, cheats and solutions to many games. Send him a request, and he'll do his best to find what you need. He also has sections on ADOM and Nethack available. And, you can download the magazine from his page. Finally, if you wish to contact him at home, his address is: 3082 Bartholomew Crescent Mississauga, Ontario Canada L5N 3L1 Kelly Sapurgia has decided to become our staff expert at interactive fiction. His work can be seen in this issue's reviews of Wormhole and Electrabot. As he does not have an E-mail account, you should contact him by mailed disks. His address is as follows: Kelly Sapergia Box 244 Mortlach, SK Canada S0H 3E0