Solving Electronic Adventures

By Roe R. Adams III (In Games Magazine, June 1984, pages 52-53)

A computer adventure game is really a puzzle, or a set of puzzles, that can be solved only by using your wits. But before you can begin solving, you'll need to learn the physical layout of the game's world, where you are in relation to other locales, and how to move around without getting lost.

Whether it uses graphics and text or text only, a game contains dozens or even hundreds of separate locations (each of which is called a room, whether it's an actual room, a clearing in the jungle, a path, or a planet), and in most games you must visit many of the same places several times. If you rely on memory to find your way around, you won't find your way around. What you need is a map.

Mapping

The most effective type of map for most games is the balloon map. When the game begins, draw a small circle ("balloon") in the center of a blank sheet of paper and identify it (cell, navigation room, king's chamber, whatever). Also, note any objects to come back for later on. Enter a direction on your keyboard, and when you arrive at the new room draw another balloon in that direction (assume that the top of the paper is NORTH), identify it, and connect the two balloons with a straight line. Now go back to the first room and follow the same procedure for every direction (in games with stairways and the like, don't forget UP and DOWN as well as N, S, E, W, and, in some games, NW, SE, etc.). Continue mapping as much of the game as possible without picking up objects or taking any action except those that enable you to keep going. In this way, you'll get the lay of the land, enabling you to anticipate where many of the traps and obstacles are, which avenues seem the most promising, and maybe even the location of a vital item that might have taken hours to find by playing the game blind.

The more difficult games often contain twisting labyrinths or one-way passages-if you move EAST and try to return WEST, for example, you may find that you're in a completely unexpected room or that the WEST exit simply doesn't exist. For this kind of game, a different sort of map is needed. First try to find out how many rooms the game contains and number them. Draw a simple grid, writing the room numbers across the top and all possible directions along one side. If you start in room 1 and move NORTH, which brings you to room 4, write the number 4 in the box where room 1 and NORTH meet on your grid. Continue until you've exhausted all directions from room 1, then again for each room in the labyrinth. When you're finished, your grid will enable you to get quickly from any room in the labyrinth to any other.

Try Everything

Remember that every puzzle has an answer, although it's often not obvious. Game designers love to put in little verbal or visual clues which, if properly understood, will help you solve the puzzle. In one of the most famous all-text adventures, Zork I (Infocom), for instance, you find a jewel-encrusted egg with a hinge and a clasp. It is clearly meant to be opened, but every time you try "open egg" you are told, "You have neither the tools nor the expertise." If you proceed by placing the egg in your treasure case, you'll miss the implication of the statement: Since you don't have the tools or expertise, someone else must. The solution is to let the thief steal the egg when you encounter him. A skillful lockpick, he will have no trouble opening the egg and repairing it. Later you can steal it back.

In graphic adventures, study each picture carefully for clues. Pick up everything that isn't nailed down, and if it is nailed down, try to remove the nails. Look under rugs and behind houses; break doors, climb trees, dig holes. You may be told, "You can't do that now," which means you may be able to do it after you've done something else or when you're carrying something you don't have now. Study the exact phraseology of the text. In Coveted Mirror (Penguin Software), for instance, the bake requests an ingredient for "chocolate moose," which you may think is a misspelling for "mousse." But much later in the game, in the castle's game room, a close look at the wall reveals a moose head made of chocolate-something you might not have noticed or though significant were it not for the earlier verbal clue.

It's also easy to overlook the obvious. In Escape from Rungistan (Sirius), you find yourself in a forest during a snowstorm, and after freezing to death a few times and repeatedly restarting the game, you'll learn to move EAST quickly to a cabin containing a pair of skis. But you won't know how to use the skis unless it occurred to you earlier, after killing a bear in a cave, to examine the scratches on the cave walls. They are, in fact, skiing instructions. Another example is in the 2062 A.D. scenario of Time Zone (Sierra On-Line). Under the doormat of a house in Los Angeles is a key that will neither fit the door of the house nor the door of the futuristic car parked nearby. You might suppose that it fits some other door in some other scene, maybe even in a different era. But if you notice that the car has a trunk and try the key again, the trunk will open to reveal a load of dynamite.

Sometimes you have to try the same thing two or more times before it finally works. In Zork I you must take an axe away from a troll. If you try "Kill troll with sword," he is momentarily stunned but recovers to threaten you again. When you enter "Kill troll with sword" a second time, he accomodatingly dies and leaves you his axe.

Trying everything is the only way to be sure of not overlooking something, but you'll occasionally run across a red herring-an object or room that seems to require some action but is there only to distract you. Gruds in Space (Sirius), for instance, contains a number of houses, including a barracks, whose residents invariably tell you, "Go away, human." After you've tried every conceivable way of getting into those houses, you realize that they're just window-dressing. (At such times you may want to vent your frustration by insulting the computer. Don't be surprised if you get insulted back. For some interesting dialogues we've had with our computer, see "It Does Not Compute," at right).

Logic and Experience

After you've played a few adventure games you'll have gained an understanding of how game designers think and how they differ from one another. Once you've learned how to get inside a designer's head, even the most difficult game will be solvable.

One example is Proving Ground of the Mad Overlord, the first of the Wizardry scenarios (Sir-Tech). For vanquishing a difficult group of monsters you are awarded a treasure called the Deadly Ring. Since you receive it as a reward, you're likely to think that wearing it confers special powers or that you'll need it in some future encounter. But if you've played other games designed by Wizardry's Andrew Greenberg and Robert Woodhead, you'll know how devious they are. The Deadly Ring is one of their greatest traps. Very gradually, as the game progresses, whoever wears it grows weaker and weaker, not understanding why, and finally dies, poisoned by the ring. Even if the adventurer gets wise to the ring's curse, his knowledge is of no use, for the ring cannot be removed in the dungeon. Many novice players have lost their best characters to this insidious trap. But experienced players, attuned to the designer's thinking, will approach such "treasures" with caution and proceed accordingly.

There is no feeling of satisfaction quite like that of completing an adventure game successfully. Indeed, it's the only kind of computer game you can actually win-action games almost always beat you in the end, however high your score. In an adventure game you only way of knowing how good you are is the time it takes you to complete it. A novice may take several weeks to finish even a relatively simple game, but atop expert can complete the average game in a matter of hours.

Remember, no matter how difficult a problem may seem, there's always an answer. Paste this sign just above your monitor: TRY EVERYTHING!

--Roe R. Adams III has solved the 6-disk, 12-sided Time Zone in a record seven days. This article was adapted from "Digital Deli" edited by Steve Ditlea (Workman Publishing).

Sidebar: It Does Not Compute

Thanks to Chris Mikesell for transcribing and donating this article.

Infocom Homepage | Articles Index

Last revised: Mon Nov 1 21:22:17 EST 1999 / Peter Scheyen <Peter@Scheyen.com>