
			Are Infocom lagging behind in
			innovation or have they got
			something up their sleeves?
			John Sweeney takes a look at
			their most recent adventures
			and discovers a possible
			change in direction
			Infocom continue to produce some of the best text Adventures in the 
			world. They started off 1987 well with the excellent Bureaucracy and 
			Planetfall, both worthy of a place in any adventurer's collection. 
			They continued with Lurking Horror and Plundered Hearts, both of 
			which are, again, straight text Adventures of the kind at which 
			Infocom have excelled for so many years. Admittedly the four 
			adventures are all very different, partly because of the different 
			styles of the authors, but also because they cover a diverse range 
			of genres — The Romantic Novel, Gothic Horror, Science Fiction, and 
			... urn ... well, Douglas Adams' Bureaucracy is just Different!
			Despite all being excellent games, they are all straight text 
			Adventures in the world-renowned standard Infocom style. There are 
			no surprises in the presentation, game-play or facilities of any of 
			these games. There has been talk for some time that Infocom may be 
			beginning to fall behind in technical innovation and the use of the 
			power of the 16 bit machines but then came Nord and Bert and, 
			hopefully by the time you read this, Beyond Zork. Both are 
			innovative, but in very different ways.
			Let's take a look at each of these most recent adventures.
			THE LURKING HORROR
			The Lurking Horror is Infocom at its best (its old best, that is! — 
			mayhap Beyond Zork, previewed later, will lead us on to new even 
			dizzier heights!). It was written by Dave Lebling who co-authored 
			the original Zorks (I, II, III and Enchanter) and also wrote 
			Starcross. Suspect and Spellbreaker on his own. With a pedigree like 
			that you know its going to be good! This time he has chosen to write 
			a horror story full of monsters from Lovecraft's worst nightmares, 
			complete with nasty descriptions of all the things which happen to 
			you if things go wrong (which they do frequently!), such as the 
			delicious descriptions of what the monsters do to you if you die: 
			"Something gnawing on your tongue thinks its pretty wonderful!". 
			(Actually when I first mentioned that line to my wife she thought I 
			was talking about a scene from the Romantic Novel 'Plundered 
			Hearts'!)
			The adventure is set on the campus of the GUE Tech. No, it's not a 
			coincidence that George Underwood Edwards and Great Underground 
			Empire, (setting of all the Zorks), have the same initials, but sad 
			to say, there aren't any Grues. Most of the action does in fact take 
			place deep below the campus when, while investigating the 
			disappearance of various members of the university, you discover 
			that the underground passages linking the various buildings of GUE 
			Tech lead deeper than anyone
			suspected. You soon discover they lead to blood-stained altars, pits 
			with terrifying inhabitants and ancient tombs. It all seems to have 
			something to do with the Alchemy Department! Along the way you pick 
			up a companion to help you in your troubles, a sort of pet, but I 
			won't reveal what, just that Mr Lebling has a most gruesome mind — 
			yeucccch!
			The packaging is up to Infocom's usual high standard and includes a 
			helpful manual, a Fresher's Guide to GUE, your student ID Card,
			and your very own personal monster, which sticks very nicely to the 
			side of an ST screen!
			Since Infocom stopped classifying their adventures I don't believe 
			they have produced any as hard as the ones they used to class as 
			Advanced or Expert, I would class this as a good Standard Level 
			adventure. The atmosphere is great, the puzzles are interesting, the 
			implementation is excellent. Thoroughly recommended to all who love 
			adventures and/or horror stories.
			PLUNDERED HEARTS
			Trembling, you fire the heavy arquebus. You hear its loud report 
			over the roaring wind, yet the dark figure still approaches. The gun 
			falls from your nerveless hands. "You won't kill me," he says, 
			stepping over the weapon. "Not when I am the only protection you have from Jean Lafond." Chestnut hair, 
			tousled by the wind, frames the tanned oval of his face. Lips 
			curving, his eyes rake over your inadequately dressed body, the damp 
			chemise clinging to your legs and heaving bosom, your gleaming hair. 
			You are intensely aware of the strength of his seaworn body, of the 
			deep sea blue of his eyes. And then his mouth is on yours, lips 
			parted, demanding, and you arch into his kiss...
			He presses you against him. "But who, my dear", he whispers into 
			your hair, "will protect you from me?". So starts Plundered Hearts!
			You play the part of a beautiful and genteel Englishwoman in the 
			late 17th Century, travelling to the West Indies to care for your 
			ailing father. The story begins with your ship being attacked by 
			pirates. You are carried off by a dashing pirate, Captain Nicholas 
			Jamison — better known as the Falcon! He claims to be from your 
			father, but can you trust him? Even worse, can you trust yourself in 
			his presence?
			After the introduction which covers your first meeting with the 
			Falcon, you find yourself alone in a cabin on the Falcon's ship, 
			which is anchored off the coast of the isle of St. Sinistra. The 
			Falcon claims to be visiting Jean Lafond in an attempt to rescue 
			your father from him. You have been locked in your cabin, supposedly 
			for your own safety. Unfortunately there appears to be a traitor in 
			the crew: the ship is drifting on to the reefs, and if the reefs 
			don't get you then when the fire in the stores reaches the 
			gunpowder, the subsequent explosion will! This is SAFETY?
			IF you survive all that you still have to reach the island and face 
			further dangers such as treacherous pirates, a most efficient 
			butler, savage crocodiles, and the evil villain Lafond.
			Plundered Hearts is full of atmosphere. It really does read like a 
			romantic novel, full of adventure on the high seas. There are, as is 
			usual in Infocom adventures, lots of little touches to help the 
			atmosphere, for instance the response to a blank line is "Prithee, 
			pardon?", and to SAVE is "Aye-Aye"! The whole thing is very 
			tongue-in-cheek, full of cliches and incorporating every scene 
			you've ever seen in a swashbuckling Douglas Fairbanks movie. Even 
			down to such lovely detail as (if you fail to escape from Lafond's 
			bedroom): "Lafond pulls the sheets up to cover you both.... Waves 
			crash against the base of the cliff.... You have suffered a fate 
			worse than death!".
			Experienced adventurers may find the game a little easy. I
			don't know if I was just very lucky, but on this one I beat my
			previous record for an Infocom game (6 hours for Witness) by
			completing Plundered Hearts in well under four hours. So, at
			its full price an experienced player may find it is not great value
			for money — if you are an experienced player looking for more of a 
			challenge then I would recommend one of the older Advanced or Expert 
			level Infocom games, but if you can afford Plundered Hearts it is 
			great fun to play.
			It is well written, not excessively deadly — it gives you plenty of 
			warning that the ship is about to crash or explode — and it just 
			won't let you do stupid things such as walking off cliffs or into 
			crocodiles. It is full of humour and interesting puzzles and a 
			number of the problems have two solutions to reduce the
			chance of your getting stuck. These variations can in fact lead to 
			two slightly different endings — you haven't completely finished 
			until you Live Happily Ever After!. Definitely a good 
			Beginners/Standard Level Adventure.
			NORD AND BERT COULDN'T MAKE HEAD OR TAIL OF IT
			Nor, apparently can a lot of people when confronted with this rather 
			offbeat game from Infocom! Nord and Bert LOOKS like a standard 
			adventure, but plays rather differently! It accepts commands and 
			gives responses in the normal way, it has locations which you can 
			move between, items you can examine and pick up and it has lots of 
			problems to solve but if you just try and play it like a normal 
			adventure you won't get anywhere.
			Although you do type in the occasional normal command
			(GO NORTH or GET BAG) most of the problems are solved
			by typing in puns, cliches, spoonerisms, well-known phrases or
			sayings, homonyms, or other such examples of verbal trickery!
			There are eight scenarios. The first seven are completely 
			independent. Effectively you have seven separate games, each one of 
			which uses one form of 'verbal trickery' to resolve its puzzles. 
			When you have finally completed all those you are allowed to play 
			the eighth scenario. Whereas, in each of the first seven, once you 
			have worked out which particular form of verbal trickery is being 
			used in this game, you can concentrate on that one form, in the 
			final part (Meet the Mayor) all the different puzzle types are mixed 
			together so that it is much harder to work out what to do next. To 
			help you understand the game it is probably best to give you a few 
			samples from the instruction manual:
			> TAKE NOTE
			The tee holds the note firmly to the table.
			> TAKE TEE
			You grasp the tee and give it a series of mighty tugs but, as with 
			Excalibur, it will take more than muscles to extract the tee from 
			the table.
			> TEA
			The golf tee is swallowed up into a huge divot which then dissolves, 
			leaving in its wake a steaming cup of oolong tea. or
			> LOOK AT THE STONE LAMP
			There is a beautiful Mayan oil lamp that your father smuggled 
			out of Central America.
			
			
			
			> LONE STAMP
			The ancient Mayan relic flattens out and its edges become perforated 
			leaving a lone stamp.
			or
			There is a freshly-burrowed molehill on the ground.
			> MAKE A MOUNTAIN OUT OF THE MOLEHILL
			There is a tremendous rumbling 
			... the molehill crumbles away ... mighty, jagged peaks emerge from 
			deep underground.
			The first of those is a Homonym (two words sounding the same), the 
			second is a Spoonerism (mixing up the beginnings of words), the 
			third is a cliche/ proverb/ saying.
			
			Each of the games (apart from Meet the Mayor) can be played 
			independently, and makes quite a good way of passing a few hours 
			with a group of friends — this is definitely one where its worth 
			getting as much help as possible. Although you should be able to get 
			a lot of the wordplays eventually if you stick at it, I would be 
			amazed if anyone actually managed all of them without help. Some are 
			obscure, a few are American, and there are a couple which are not 
			really very good, so you have to be lucky to spot them.
			 
			Infocom obviously realised that it was rather difficult, so they 
			have very kindly incorporated a full set of Invisi-Clues into the 
			game. At any time you may ask for HINT and get a list of the problem 
			areas in the current scenario. You can select one of these and get a 
			number of graded clues to help you with your problem. Sometimes just 
			seeing the list of problem areas is sufficient to point you in the 
			right direction.
			 
			A couple of the scenarios didn't quite seem to fit the 'verbal 
			trickery' description as far as I was concerned, but most of them 
			were good fun. There are quite a few clever puzzles to solve, and 
			since most of them depend on wordplay they are mostly humourous. 
			Even when you aren't successful in solving the problems the game has 
			been programmed to respond with lots more verbal jokes to all your 
			attempts!
			 
			One word of warning. For reasons best known only to Infocom, the 
			game refuses to load in 40-column, low-resolution mode. It insists 
			on using 80-columns. So if you use a small TV you may not be able to 
			read the screen very easily. All other Infocom games (to, my 
			knowledge, and with the possible (probable?) exception of Beyond 
			Zork) work quite happily in low-resolution. Strange!
			 
			So, if you want a good 'adventure', DON'T buy this one. On the other 
			hand if you like playing with words and are interested in a variety 
			of amusing and frustrating challenges you will probably find Nord 
			and Bert to be a worthwhile and unique experience.
			 
			BEYOND ZORK
			
			So to a preview of Beyond Zork. This one CAN be made to look like a 
			standard adventure, but provides a whole host of new facilities as 
			well. It is set in the same 'universe' as the previous seven Zork 
			adventures (Wishbringer, Zorks I, II and III, Enchanter, Sorceror 
			and Spellbreaker). Your quest is to rise from a humble beginning to 
			become an adventurer capable of finding the mythical Coconut of 
			Quendor! I'm afraid that's all I know about the story at the moment, 
			but I have seen some of the facilities:
			
			DEFINE allows you to assign a commonly used command (complete or 
			partial) to a Function Key to save you having to type. NAME is 
			another command to save your typing — it
			allows you to give a name of your own choosing to any object in the 
			game. MONITOR allows you to see bar charts of your six attributes in 
			a window at the top of your screen, useful for viewing your progress 
			(especially during a fight). These are the usual sort of Dungeons 
			and Dragons style attributes, Strength, Charisma, Intelligence, etc. 
			and affect your ability to progress through various parts of the 
			game. ZOOM helps you with mapping. The screen will usually display a 
			small map in the top right of the screen showing your current 
			location, the adjacent rooms, and any exits of which you are aware. 
			ZOOM allows you to see more rooms, but in less detail. PRIORITY
			tells the game what you want to see in the top window, for instance 
			you can get it to always show the current inventory of what you are 
			carrying. UNDO allows you to back out the previous command
			if something went wrong. MODE is for the purist. It gets rid of all 
			on-screen maps, windows, monitors, etc. and makes the screen look 
			just like an ordinary Infocom text Adventure. You can also let the 
			game provide you with default attributes at the beginning instead of 
			choosing them yourself.
			
			Unfortunately, I haven't managed to get my hands on an ST copy yet — 
			so I can't tell you yet whether or not all these new facilities make 
			the game better or not. My guess is that it is going to make Infocom 
			Adventures even more fun to play (if that is actually possible). I 
			hope to be able to let you know in the near future!
			
			Infocom appear to be on the move — it can only be good news for 
			adventurers — the next one is called Border Zone,
			apparently, I believe the setting is the Berlin Wall. I look forward 
			to it.
			 
				
					| TITLE | XL/XE | ST | 
				
					| The Lurking 
					Horror | £24.99 | £29.99 | 
				
					| Plundered Hearts | N/A | £29.99 | 
				
					| Nord and Bert Couldn't 
					Make Head or Tail of It | N/A | £29.99 | 
				
					| Beyond Zork | ?? | £29.99(?) | 
			
			
			
			  
			
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