130 lines
7.7 KiB
Plaintext
130 lines
7.7 KiB
Plaintext
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TALESPIN
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TALESPIN is an adventure game creation system written by Mark Heaton and his
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family, and published and distributed by Microdeal. This outstanding program
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allows you to create interactive graphic- and text-oriented adventure games,
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demos, books, tutorials, or whatever application you can think of. TALESPIN
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offers excellent graphics, 100 development commands, mouse control, no copy
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protection, hard drive support, and TELLTALE, a run-only module that allows
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users without TALESPIN to see your work. The Atari ST version is the basis for
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this review.
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Mark Heaton, his wife, and their five children (ages 6 to 19) all had their
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heads and hands in TALESPIN. Nineteen-year Rudyard (who likes drawing and
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adventures, but hates programming) used TALESPIN to create THE GRAIL, the first
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TALESPIN-driven adventure to be published; a shortened version, used as a
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demonstration, comes with the package. While most development programs are
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limited to a specific form of game (WARGAME CONSTRUCTION SET, ADVENTUREWRITER,
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SHOOT 'EM UP CONSTRUCTION KIT), TALESPIN provides the tools for virtually any
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kind of application. As with any development program, it's best to keep in mind
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that TALESPIN in not a toy or a game: It's a serious product.
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The design idea that drives TALESPIN is a "page" built from drawings, text, and
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sound. Conditions and variables control the text, graphic, and action/solution
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possibilities, and all pages are linked to form a complete story sequence. The
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"Chain To Title At Page" option lets you connect one story to another, linking
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new or continuing tales across more than one disk.
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The TALESPIN paint/drawing program offers Pencil, Spray, Mini-Spray, Block,
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Blob, Line, and Fill functions. The Lens option allows magnification of a screen
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area for detailed work; Undo removes the most recent drawing action. Although
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TALESPIN can handle 512 colors, the ST can display only 16 at a time (due to a
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hardware limitation); therefore, all drawings on a page must use the same
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palette.
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To remedy this, TALESPIN offers a Modify Palette option, thus allowing
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different color schemes to be used for drawings on different pages. Pictures can
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be copied from other stories. Any current drawing can be modified, shrunk, and
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reversed. Copying is useful for adding identical backgrounds and long-running
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characters to other pages, rather than redrawing them. Shrink lets you adjust
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perspective; reverse lets you use page transitions. NEOCHROME, DEGAS, and IFF
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picture files can be imported and manipulated in the same ways an original
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TALESPIN picture can be manipulated.
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Sounds can be lifted from other stories, sampled with REPLAY 4 (also from
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Microdeal), or downloaded from online systems with REPLAY 4 libraries. The
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neatest facet of the sound option is that each sound can be played back at any
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of 11 frequencies ranging from 5 to 31 KHz, effectively allowing many sounds
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from one. The Cry, Hullo, and Laugh sound files of THE WOLF (on the TALESPIN
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program disk), the Beast and Mutant sound files of THE GRAIL, and any REPLAY 4
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sound can be tested at any of the available frequencies, and saved inside a
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story. Lower frequencies actually cause a sound to be replayed in "slow motion,"
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a ridiculous yet accurate metaphor.
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Variables let you control the flow of text entries and drawings. Variables must
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be defined (CONVERSATION, for example), set to a level, and given conditions
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that will determine further text actions or movement to different pages. The
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proper setting of variables, their values, and their conditions provides for
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more than one action or solution for a given puzzle or problem, much as typing
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in different commands in ZORK or THE PAWN send the story onto a different path
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(or, at least, provoke a different response).
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The interrelated development commands of TALESPIN are many and complicated,
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inclusive and valuable. Of equal value are those commands that let you know what
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you've done: Statistics, Locate Item, and List/Set Variables. Each TALESPIN
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title is a complete file with a directory that points to the pages, drawings,
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and sounds of that title. (This directory is not the same one you'd see from a
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Desktop window, which would show "THEGRAIL.TAL" or "TALESPIN.TOS".)
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Click on Statistics from the Development menu to see how disk space has been
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allocated to all elements of the current title. Locate Item finds references to
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any page, drawing, sound, value, variable, or deleted item, and lists the pages
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on which they appear.
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As you create, modify, and delete drawings, sounds, and text entries, the disk
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will become fragmented. The Backup option (which should definitely be used when
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a title is complete) clears out all unused disk blocks. What's more, the
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options, variables, and conditions associated with each area of development
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(Page, Drawing, and Sound) can be listed and modified.
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All the menu selections of TALESPIN are controlled with the mouse: The pointer
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highlights, the left button selects. Clicking the right button brings up the
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Development menu.
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The only oddity about TALESPIN concerns text. Clicking on a character's head
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brings up a bubble, within which will appear the currently available choices:
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"Should I try my new spell on this creature?" or "Should I go back to the
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forest?" The mouse pointer is used to highlight either question; the left button
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selects it; the program will then take the appropriate action. This is strange
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only because we're not used to it; most illustrated games don't work this way.
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The method felt weird, but not for long.
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The TALESPIN package comes with two unprotected disks and an indexed, 133-page
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instruction manual. Multiple disk drives, hard drives, and RAM disks are
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supported. The program disk contains the TALESPIN program, the TELLTALE run-only
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module, an alphabet file (which can be modified with the paint program), and THE
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WOLF, a short adventure story based on "Little Red Riding Hood." The Grail disk
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contains a shortened, playable version of THE GRAIL. Both GRAIL and WOLF can be
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loaded into TALESPIN so that you can tear apart their inner workings -- an
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instructive process, which is recommended. TALESPIN will run on any ST,
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including the Mega series, with 512K and a color monitor.
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Of the different game development programs I've seen, TALESPIN is the most
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versatile, especially since it is not limited to a specific type of application.
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Think of SIGN OF THE WOLF, an illustrated (Commodore 64) story-on-a-disk from a
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few years back; think of an illustrated math or computer tutorial; think of a
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novel or a movie as an illustrated adventure: You'll see the possibilities of
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TALESPIN.
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Although there was no downside to TALESPIN (which worked perfectly in all
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respects), it's best to make note of the differences between THE GRAIL and THE
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WOLF: GRAIL shows more accomplished drawing talents than WOLF. This is not to
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say that WOLF's artist was a savage -- the artwork could have been deliberate --
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but rather that any paint/drawing program can be put to good (that is, better)
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use by someone with a sure hand. DEGAS is a comprehensive and professional
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program that'll do just about anything concerned with drawing, but its value is
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diminished greatly if the user can't draw.
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TALESPIN is complicated and involved, certainly not a package for the casual
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user. Stories and pictures, graphic adventure games, and tutorials with
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illustrations, cannot (should not) be thrown together. They require lots of
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thought and planning, false starts, modifications, and work, work, work. In this
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sense, TALESPIN is no different from other development programs. In the greater
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sense of possibility, of "what if?" and "let's try this," TALESPIN doesn't have
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any competition.
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TALESPIN is published and distributed by Microdeal.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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