229 lines
13 KiB
Plaintext
229 lines
13 KiB
Plaintext
|
|
|||
|
TWILIGHT'S RANSOM
|
|||
|
|
|||
|
If you're in the mood for a text adventure in which the map's the thing and a
|
|||
|
rose by any other name will _not_ be recognized (let alone smell as sweet), then
|
|||
|
TWILIGHT'S RANSOM may appeal to you. The game comes from Paragon Software (an
|
|||
|
affiliated label of Electronic Arts), a company attempting to demonstrate its
|
|||
|
versatility by releasing programs in a variety of genres. During the past few
|
|||
|
months, they've released WIZARD WARS, a dungeons-and-dragons computer
|
|||
|
role-playing game; ALIEN MINDS, a science-fiction CRPG/mystery; and now,
|
|||
|
|
|||
|
TWILIGHT'S RANSOM, a text mystery with a contemporary setting. (This review is
|
|||
|
based on the IBM-PC version; Atari ST and Macintosh version notes follow.)
|
|||
|
|
|||
|
In TWILIGHT, you play the part of Ronald J. Mulligan, a 30-year-old graphic
|
|||
|
artist and boyfriend to Maria Chavez. Maria works for restauranteur Raoul
|
|||
|
Melendez, who has a little business on the side: He's the drug kingpin of El
|
|||
|
Salvador. You both work in fictitious Liberty City -- you as a commercial artist
|
|||
|
for an ad agency, and Maria as a waitress.
|
|||
|
|
|||
|
Tonight's your night out with Maria. You arrive at her apartment, but she's not
|
|||
|
there. Her apartment door hangs open, the place has been ransacked, and you
|
|||
|
haven't a clue as to who abducted Maria...or why. After all, what's to be gained
|
|||
|
from kidnapping a poor waitress -- unless Maria hasn't been honest with you? As
|
|||
|
you search her apartment for anything that might make the picture clearer, the
|
|||
|
phone rings. It's the kidnappers. They warn you that unless you deliver "the
|
|||
|
documents" within 12 hours, Maria will be collecting her tips for the last time.
|
|||
|
Obviously, since Maria lives alone, the captors know who you are...and they're
|
|||
|
watching you. Best not to get the police involved. You tak it upon yourself to
|
|||
|
rescue Maria, even though you have no idea what these documents are, or where
|
|||
|
they can be found.
|
|||
|
|
|||
|
Unfortunately, Liberty City is a hostile, unpleasant town -- especially at
|
|||
|
night, when most of the stores are closed and the streets are not as brightly
|
|||
|
lit (a tip of the hat to "Tales from the Dark Side"). The alleys are rife with
|
|||
|
underworld lowlifes, and you're being tailed: The toughs don't like your looks.
|
|||
|
Since you're not the most physically-oriented person, you generally can't fight
|
|||
|
your way out of situations; you've got to use your head and whatever items you
|
|||
|
may have found along the way.
|
|||
|
|
|||
|
The most complex element of TWILIGHT is the mapping. The map is _huge_ and
|
|||
|
sprawling. There are (as the manual warns) more locations than in the average
|
|||
|
text adventure (I stopped counting at 100); however, the vast majority of these
|
|||
|
locations doesn't figure into the plot at all. This quickly becomes obvious, and
|
|||
|
it's a bit disturbing, because the map is a _lot_ of work -- most of it for
|
|||
|
nothing. It's an interesting (read: frustrating) map to try to construct because
|
|||
|
it takes some unusual twists.
|
|||
|
|
|||
|
What makes the game exceptionally tough for cartographers is the fact that the
|
|||
|
input vanishes from the screen as soon as the parser interprets it. Thus, if
|
|||
|
you're at the intersection of Bond Street and Tempest Avenue, and you type an
|
|||
|
"E" (for east), you then move to a location called "Bond St." and the "E"
|
|||
|
disappears. So, if by chance, in the course of making copious notes (which is of
|
|||
|
paramount importance in this game), you've forgotten whether you've gone east or
|
|||
|
west, there's no point in looking for that information on the screen. I'm not a
|
|||
|
forgetful type, but the mapping is _so_ complex that I often had to retrace my
|
|||
|
steps just to confirm my notes. Another peculiarity is that, with each move, you
|
|||
|
sometimes travel whole blocks and sometimes half-blocks.
|
|||
|
|
|||
|
Provided you've mapped all of Liberty City and explored each location
|
|||
|
carefully, the puzzles can then be tackled systematically. Some aren't exactly
|
|||
|
logical or fair, but are simply matters of sufficient exploration. One of the
|
|||
|
vagaries of the game's programming makes exploration less complicated: Usually,
|
|||
|
any object which can be manipulated is mentioned in its own sentence at the end
|
|||
|
of a given location's description. So, if you're faced with two paragraphs of
|
|||
|
prose describing the front porch of a house, followed by a single offset
|
|||
|
sentence that reads "There is a yucca plant in a large flower pot here," you
|
|||
|
have a pretty good idea that something can be done with that plant (or the pot).
|
|||
|
|
|||
|
Where the game slows down is in recognizing words. Yes, it's time once again to
|
|||
|
play "find that noun." I thought this sort of problem had received enough bad
|
|||
|
press that game designers would be more conscientious; then again, Paragon is
|
|||
|
new at the text adventure game. It's unnerving to type "look at apartment" when
|
|||
|
you're in Maria's apartment and get the response "You can't see any apartment
|
|||
|
here." The vocabulary in this game is just plain crude. The game manual includes
|
|||
|
a short list of verbs, which makes verb usage a bit easier, but the noun
|
|||
|
recognition is poor. The parser, though, is far more capable than the vocabulary
|
|||
|
would suggest. It recognizes "it" as referring to the object of the previous
|
|||
|
command -- a pleasant surprise; I only wish (at times) that it would recognize
|
|||
|
"again" as a repeated command. It also allows the use of brief, normal, and
|
|||
|
verbose modes.
|
|||
|
|
|||
|
Although TWILIGHT is text-driven, there are graphics available from time to
|
|||
|
time during the game. You can see them by giving the Picture command; however,
|
|||
|
they don't contain any clues or useful information, so you won't miss anything
|
|||
|
important if you don't display them. The pictures run hot and cold; some are
|
|||
|
dramatic and effective, others are poorly rendered and simplistic.
|
|||
|
|
|||
|
The prose is adequate, but indulges in verbosity. There are long, long masses
|
|||
|
of descriptive text; although they sometimes move the plot along, more often,
|
|||
|
they're superfluous -- even more so when you consider that the program
|
|||
|
comprehends very little of what it's saying.
|
|||
|
|
|||
|
Included in the package are a reference card for your specific computer; a game
|
|||
|
manual with the plot overview, sample verb list, guide to playing text
|
|||
|
adventures, special commands, and tips; a pen stolen from the restaurant where
|
|||
|
Maria works (a very cute detail); a small piece of paper with some cryptic
|
|||
|
writing; and a piece of Liberty City promotional material describing many of the
|
|||
|
locations and details about the city -- all in a humorously naive,
|
|||
|
chest-thumping, civic-pride style.
|
|||
|
|
|||
|
The TWILIGHT'S RANSOM package contains both 3-1/2" and 5-1/4" versions (a
|
|||
|
single 3-1/2" disk and two 5-1/4" disks). The disks are copy protected, and
|
|||
|
although they may be copied, you'll need to insert the original disk to start
|
|||
|
the game.
|
|||
|
|
|||
|
An interesting alternative to hard disk installation is a RAM-access option:
|
|||
|
Using a command line parameter, you can load the entire game (except for
|
|||
|
pictures) into memory upon booting. This saves quite a bit of time during lo
|
|||
|
game sessions when the program reads a lot from disk. You'll need 512K to take
|
|||
|
advantage of this option, and you'll still need to have the pictures available,
|
|||
|
either on a floppy disk or on your hard drive (the picture files are not copy
|
|||
|
protected). A utility or command line parameter to cancel the pictures
|
|||
|
altogether would have been nice: If you don't view the pictures, you'll keep
|
|||
|
getting reminders to look at them until you do. You can also toggle on
|
|||
|
AUTOPICTURE, which automatically displays pictures in their appropriate
|
|||
|
locations.
|
|||
|
|
|||
|
The game will run in monochrome, CGA, and EGA modes, but it does not support
|
|||
|
EGA graphics (displaying 4-color CGA graphics instead), and it will not provide
|
|||
|
graphics at all in monochrome mode.
|
|||
|
|
|||
|
The screen display is unusual, using several colors and constantly displaying
|
|||
|
the "title" of your location and the number of moves you've made. You're given a
|
|||
|
single line buffer in which to type your commands; the rest of the screen
|
|||
|
displays the game's responses to your commands.
|
|||
|
|
|||
|
Another unusual feature is the support of the AICOM speech synthesis board. I
|
|||
|
don't have one of these, nor do I know of any other game which supports it, so I
|
|||
|
can't say how well the synthesis works. If you do own such a device, you can
|
|||
|
toggle the speech option.
|
|||
|
|
|||
|
Saving and restoring is very simple and quick (although you cannot save to
|
|||
|
either of the game disks; you'll have to provide a formatted disk or use a hard
|
|||
|
disk). You save and restore with a similar command, and once you've established
|
|||
|
the pathname, you don't have to use it anymore. The game will also print a
|
|||
|
running transcript, if you desire.
|
|||
|
|
|||
|
This last item is fairly serious: The IBM reference card and game manual omi
|
|||
|
some _very_ important details, such as how to communicate with other characters,
|
|||
|
enter numbers, and execute other crucial commands. This information is available
|
|||
|
in a README file on the picture disk. Print it out and keep it with your manual.
|
|||
|
|
|||
|
I have mixed feelings about TWILIGHT. After a while, I became accustomed to the
|
|||
|
unpredictable vocabulary and began to anticipate the game's needs. Finishing the
|
|||
|
map gave me a real sense of triumph and exhaustion, as did finishing the game.
|
|||
|
Thanks to the quick save/restore features, once the game was mapped, it wasn't
|
|||
|
difficult to complete. If you can accept the limitations I've outlined,
|
|||
|
TWILIGHT'S RANSOM might not be a bad choice for you. With Infocom branching out
|
|||
|
into graphics-dependent games, there aren't many new text adventures released.
|
|||
|
Although TWILIGHT isn't a gem, it's certainly an encouraging entry from a
|
|||
|
promising software developer.
|
|||
|
|
|||
|
ATARI ST VERSION NOTES
|
|||
|
|
|||
|
Ordinary people caught in extraordinary situations is the stuff of good Cornell
|
|||
|
Woolrich books and good Alfred Hitchcock movies. In TWILIGHT'S RANSOM, we're
|
|||
|
presented with just such a premise. While the story is fine, its implementation
|
|||
|
on the Atari ST suffers from some problems.
|
|||
|
|
|||
|
The ST screen display consists of (from top to bottom), a menu bar for File,
|
|||
|
Text, and Picture selections; a large text description area; and a command line
|
|||
|
that accepts your input and displays the number of moves you've made.
|
|||
|
|
|||
|
RANSOM operates in low-res color mode; the text is large and readable. The disk
|
|||
|
is accessed after nearly every command, but even worse is the automatic
|
|||
|
scrolling that occurs during text display: New lines appear in languid bursts as
|
|||
|
each line appears, the text of the entire screen is washed out for a moment by
|
|||
|
red highlights. The vertical slider bar for scrolling the text backward would
|
|||
|
have been a more useful feature if it hadn't been included.
|
|||
|
|
|||
|
There are 175 Liberty City locations to explore; there are pictures of 20 of
|
|||
|
these locations. No picture appears until you've reached a particular place;
|
|||
|
when you do reach one, the picture loads quickly. At this point, you can either
|
|||
|
look at it or press a key to return to the game: You can't do both. T picture on
|
|||
|
the title screen is gritty and atmospheric, and it disappears in a nifty
|
|||
|
dissolve when you press a key to start the game.
|
|||
|
|
|||
|
RANSOM supports a second disk drive. Games can be saved and reloaded under a
|
|||
|
default filename or a filename of your choosing. A blank, formatted disk is
|
|||
|
optional but recommended. Text displays can be Brief, Normal, or Verbose. The
|
|||
|
display of the pictures can be toggled by way of Autopic; View will display the
|
|||
|
current picture.
|
|||
|
|
|||
|
The command parser works well, and offers editing features: Function keys rerun
|
|||
|
and re-display the previous command line for editing; the arrow keys move the
|
|||
|
cursor around the current command line.
|
|||
|
|
|||
|
This adult story wasn't written by James Ellroy, but it's adequate, especially
|
|||
|
once you've entered the flow of it.
|
|||
|
|
|||
|
Since I'm a sucker for an all-text mystery (the pictures of RANSOM, though
|
|||
|
well-done, are truly optional), I was able to overcome the constant disk access,
|
|||
|
the horrible scrolling, and the blinking red highlights. Paragon's command
|
|||
|
processor -- though not up to the level of Infocom's or Magnetic Scrolls' --
|
|||
|
gets the job done with, at worst, little trouble; it definitely makes the
|
|||
|
aforementioned problems much less annoying.
|
|||
|
|
|||
|
If you can get past this stuff, you'll find a good Atari ST mystery thriller in
|
|||
|
TWILIGHT'S RANSOM.
|
|||
|
|
|||
|
MACINTOSH VERSION NOTES
|
|||
|
|
|||
|
TWILIGHT'S RANSOM for the Macintosh does just about everything you'd expect
|
|||
|
from a port, but adds little else. In the above review, the game appears to be a
|
|||
|
text-only game, so when I read the packaging blurb and saw "graphic-text"
|
|||
|
adventure label, I thought, "Great! They've added graphics to the Mac version!"
|
|||
|
I started up the game and saw what appeared to be a digitized rendering of a man
|
|||
|
with a gun, a lovely woman by his arm, and the game's title. "Wow," I thought,
|
|||
|
"terrific graphics!" However, as I entered the play mode, I got a plain, old
|
|||
|
text screen. Still hopeful, I searched for a "graphics enable" option under one
|
|||
|
of the menus. No such luck! In fact, there are graphics depicting various
|
|||
|
scenes, but they number about 25 for the entire game. Most of the time, you
|
|||
|
wander around in an all-text mode. Now, as Infocom has shown, this is not all
|
|||
|
bad; unfortunately, as noted above, TWILIGHT'S RANSOM's parser has a limited
|
|||
|
vocabulary, and commands must be fairly simple.
|
|||
|
|
|||
|
The graphics the game _does_ offer are well done; my only regret is that
|
|||
|
Paragon didn't see fit to incorporate more of these illustrations into the
|
|||
|
Macintosh version.
|
|||
|
|
|||
|
TWILIGHT'S RANSOM requires a Macintosh 512KE, System 3.2 or higher, and one
|
|||
|
800K drive.
|
|||
|
|
|||
|
TWILIGHT'S RANSOM is published by Paragon Software Corporation and distributed
|
|||
|
by Electronic Arts.
|
|||
|
|
|||
|
*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
|
|||
|
|