Showing posts with label Eamon. Show all posts
Showing posts with label Eamon. Show all posts

Thursday, December 26, 2013

Two Eamon-Related AGT Adventures

Recently, Michael Detlefsen, one of two individuals who ported Eamon to the Atari ST, has posted two Eamon-related items for the PC to the Internet Archive. Each is an AGT (Adventure Game Toolkit)-authored adventure game, playable on MS-DOS and hence (presumably) Windows. Detlefsen shepherded his Atari port by hosting it on GEnie, writing the single Eamon newsletter, and manually translating several adventures to the platform. However, Detlefsen at some point abandoned Eamon development and embraced the AGT platform.

The first is an expanded version of Evan Hodson's Quest for the Holy Grail, a riff of the Monty Python film. Holy Grail was one of the Eamons Detlefsen ported to the Atari ST; after adopting the AGT platform, he made additional enhancements to the game by adding puzzles, rewriting descriptions, and making further changes. The Misadventure of the Holy Grail, the enhanced version of Quest for the Holy Grail, can be downloaded here.

The second is a port of Detlefsen's aborted Eamon adventure The Star Portal. Detlefsen made a report on his progress in the Atari Eamon newsletter, mentioning that he has "blocked out" sixty rooms for the map, but never completed the Eamon version. After abandoning Eamon and adopting AGT, Detlefsen resumed work on Star Portal, winning an honorable mention in the Second AGT Game Contest. A review can be found here and the game itself can be downloaded here.


Sunday, December 22, 2013

Eamon Mapper at HackFest

KansasFest, the venerable Apple II gathering running for a quarter of a century, hosts a recurring contest called "HackFest." The winner this year was none other than Margaret Anderson, the author of four Eamons (Peg's Place, The Beginner's Forest, Treasure Island, and The Pirate's Cave), who submitted an "Eamon mapper" as her entry. While the site is not presently hosting a disk image of her winning entry, it appears that disk images of entries are posted from time to time at http://www.kansasfest.org/hackfest/. 

Margaret Anderson also wrote an article "Mapping the Unknown: An Adventure in Eamon" about her entry in the September 2013 issue of Juiced.GS. I don't have a subscription to Juiced.GS, so I'm unable to describe the contents of the article. But I'd love to hear a synopsis in the comments (or see a disk image of Ms. Anderson's entry!).

Saturday, February 02, 2013

The problem with the RPG element

So, just some musings to pass the time until the next version of Eamon Deluxe is released...

The problem with the RPG element

I've often compared Eamon to a nascent version of the interactive fiction community with an RPG twist. That RPG twist made Eamon somewhat interesting, but lets face it, it also made it something of a pain as well. Here you are playing along with a well cultivated adventurer when *BAM*. You get killed by a sudden death trap. *BAM*. You lose a battle to some suped up boss monster (here's looking at you Guardian from Tomb of Molinar). Your character dies, and you have to start over from the beginning. Except you don't. You have three options. 1) Start over from scratch, Burly Irishman, Beginners Cave, Trollsfire, etc.; 2) Restore your character off the main hall and try again, or 3) Just simply use the plain vanilla approach of Fresh Sam to play your adventures. Thus, you either get to continuously rebuild your character over and over (if you're playing the honest way), play with the character you want (with subsequent restorations), or play a generic Fresh Sam. None of these are truly satisfying.

My point is that here we have one of the few things that distinguishes Eamon from the rest of the Interactive Fiction genre, yet actually utilizing the RPG features is tedious. Even Tom Zuchowski stated back in the March 1997 newsletter "Use the FRESH SAM program to play Eamon and don't use the Main Hall at all. That's what I have done for 10 years." But I don't give a damn about Sam. He gets killed a million times. He breaks his favorite sword. He drinks a potion and loses all of his charisma and agility. Doesn't matter.

How to fix this? Sam Ruby figured this out and wrote at least two adventures (Elemental Apocalypse and Boy and the Bard) where he provides the character to the player. The primary advantage of this is that it makes it much easier to balance the play to the player. You don't get some guy waltzing through with 1000 hd points and a 500x4342 sword, slaughtering everything in sight. Instead, you have a consistent approach to how things will be handled. The designer knows that to expect and can probably produce better programs for it.


But once you go down that path, how different is this from other interactive fiction? The player in Infocom's Planetfall is also the same every single time you play. While that player ultimately "advances" to Stationfall, he doesn't carry over the RPG experience. To compare this to Eamon, you're only going to be walking around The Shopping Mall with Trollsfire if you've actually generated a character and gone through the Beginner's Cave. Fresh Sam addicts don't get that choice.

The other option (and one that should be included if possible) is to just allow the player to start that game over without having them go back to the Main Hall. While this fixes some of the RPG element, the designer is still left with some of the game play balance issues.

So, what are your thoughts? Do you like the RPG element, or are you quite frankly annoyed with it? Do you still use the Main Hall? Fresh Sam? Have you modified your Fresh Sam to the characteristics that you would prefer? What approaches do you think would work best from a game design prospective? I'm interested to hear your thoughts!

Tuesday, December 18, 2012

Happy Holidays from the Dungeons (of Interzone).

[Edited to ATTACK TYPOS on: 12/23/2012]
 
I just wanted to say best wishes and happy holidays to anyone who reads this blog and/or is a fan/creator/past associate/groupie of any version of the Eamon gaming system.

Extra special thanks to everyone who helped me play test, improve and promote the Eamon Deluxe 5.0 revision. That "little" project, which I initially predicted would take two or three months, ended up taking approximately one year of nearly-full time work to finish up into a public-download-friendly release and I hope people are now having fun with it.

Extra, extra special thanks to Matthew Clark and Bill Martens for the web hosting and server access which has been an incredible help and resource to me, and also to Thomas Ferguson for all his fantastic editorial contributions, successful "lost adventure" archeological expeditions, and plethora of other contributions he has made to the Eamon community.

I'm quite exhausted from the Eamon Deluxe 5.0 project so I'm officially taking the rest of the year off to enjoy some mental R and R. I'm still checking my email and will happily reply to any messages, bug reports, etc., it just may take me a little longer than usual.

So, once again, happy holidays to all the Eamon aficionados out there; best wishes, I hope everyone is doing well, and I'll see y'all next year.

-Frank

Tuesday, December 11, 2012

Eamon Deluxe 5.0 Public Beta is Ready

The public beta of Eamon Deluxe 5.0 is now available for download and ready to serve all of your dragon-slaying, dungeon-exploring, spell-casting, and Shopping-Mall-shopping needs. Eamonauts can download all flavors of Eamon Deluxe 5.0 here.

In addition, this will be the first time that Derek C. Jeter's "Stronghold of Kahr-Dur" is available. As mentioned in an earlier post, the adventure is superbly written and ought to please both salty Eamon veterans and newcomers alike.

So mix yourself a Double Dragon Blomb and fire up the computer (or your Nintendo Wii). There's adventuring to do!

Note: VI Mode currently only works with computers using a 32 bit Windows operating system. Alternately, Windows 7 64 bit users can install Virtual PC for free from Microsoft's website; Win 7 Pro users can the run Eamon Deluxe in "XP Mode", however Win 7 Home users have to build a virtual machine using a real XP disc or ISO. VI Mode will not work on OSX but may work in Linux via the "DOS Emu" emulator, though this feature has not yet been tested.



Tuesday, December 04, 2012

Eamon Deluxe 5.0 for Nintendo Wii

I now have Eamon Deluxe running on the Nintendo Wii. It is a fully functional copy which contains all of the options and features of every other version available. The only requirements are a writable SD card, the DOSBox app and a USB keyboard. Go count rats in the Beginner's Cave or get lost wandering about The Shopping Mall... all from the comfort of your living room.


I do apologize for the poor picture quality, I took them using my phone and a stone age TV, plus I didn't have time to edit them as I had not planned to have something this cool working tonight. It was kind of a spur of the moment idea and the actual screen display is much clearer than these pictures would indicate. Even if they were a bit fuzzy, though, who would complain? It's Eamon on the Wii. How fun is that? It has been a good year for the Guild indeed.



This version will be available for download within the next few days, along with packages for Windows, Mac OS X and Linux. And, as a holiday gift to the Eamon Community, I'm adding the option to launch other DOS programs instead of Eamon Deluxe at start up, including an interactive menu that lets you navigate folders and select programs manually saved in the Eamon Deluxe home folder on the SD card and attempt to launch it. Want to play oh... say, "Wasteland" or "King's Quest" on your Wii? Simply copy them onto your SD card, pop it in the Wii and let Eamon Deluxe do all the mounting, configuring and other such work for you.


And, yes, I know that there is a big question which will be first on everyone's mind, so I will save us all time and answer it right now: Yes, Eamon Deluxe on the Wii really does have 100% of the features and functionality as the other versions, so no worries, I assure everyone that they can still play the beloved Beagle Bros game, Hang Person!




Eamon Deluxe was made cross-platform compatible by the work of the DOSBox Team. Stop by their homepage and give them a hug (or a small donation) sometime. Happy holidays and best wishes to everyone in the Eamon community.

         -Frank




Saturday, December 01, 2012

Reviews for newest Eamon adventure, "Stronghold of Kahr-Dur".

In this previous post, I mentioned a new Eamon Deluxe adventure and promised to release a stand alone copy along with a review. Shortly after that, I (optimistically?) thought that Eamon Deluxe was going to be ready for public release and, since it would be included, delayed putting together the stand alone copy. Obviously there was much more work to be done on Eamon Deluxe than I predicted and somehow I managed to completely forget about posting anything more about the adventure on the blog.

Although I did email the author copies of the reviews I received, I do feel a bit bad for not giving his very well written adventure the attention it deserved. Eamon Deluxe actually is about to be released this time, so it will be made available with the full system rather than as a stand alone, but here are the two reviews which were written for that newest entry into the Eamon adventure library, "Stronghold of Kahr-Dur" by Derek C. Jeter. (Screen shots were posted with the previous blog.)


Derek has also announced that he is working on a second adventure! He recently posted a screen shot on the Eamon Guild's facebook page.



Eamon Deluxe adventure #24
The Stronghold of Khar-Dur
by Derek C. Jeter

Description: You are milling about the hall of free adventurers when the burly Irishman approaches. "A raven just arrived carrying a message for you," he says grimly. You take the piece of parchment from him and read the hastily scribbled letter. It is from your brother, Jollifrud, who lives in the wealthy city of Fharnor.

He states that a terrible menace has haunted a long-abandoned mountain fortress, known as Kahr-Dur, that overlooks the town. This unnamed menace has been quietly kidnapping the city's denizens during the night which has led to a general state of fear and anxiety. Even worse, Jollifrud's daughter Lady Mirabelle is among those who have been seized. He begs you to journey to Fahrnor and help him rid the city of this great evil once and for all...


Reviewed By: Thomas Ferguson
Special Features: Difficulty scales to character's level, Atmospheric effects
Playing Time: 1-2 hours
Reviewer Rating: 9                  Average Rating: 8.5 (from 2 reviews)
Difficulty Rating: 7                   Average Rating: 7

 
Comment: "Stronghold of Kahr-Dur" was initially described to me as having a "classic Eamon" flavor and I think this is an apt assessment. The plot is a straightforward "damsel in distress" scenario, paying homage to the classic dungeon crawls of yesteryear, with a heroic companion by the player's side and nasty enemies to defeat. "Stronghold," however, is by no means a derivative work.

Where this adventure shines, I think, is in its execution. The descriptions of rooms and artifacts are detailed and moody while avoiding being verbose. The design is likewise excellent; the different areas of the map are very distinct from one another and are naturally laid out. While the puzzles tend to involve a fair amount of backtracking to complete, the layout of the map prevents this from making such forays overly tedious.

There is a very effective blend of fighting the bad guys and solving puzzles. On the former point, the author has added a nice feature that assigns the attributes of the enemies based on the values of the adventurer's strongest weapon; this ensures that the difficulty scales to meet the experience of the character. Though going through "Stronghold" with a brand-new character saw him swiftly trounced, playing with my old standby adventurer, wielding a souped-up canister of Smylex (retrieved from "Batman!!" in the Worst of the Classic Adventures collection), still proved a challenge. The puzzles can be intuitively solved without resorting to using the HINTS command though still demand some reasoning on the part of the player. In short, little in "Stronghold" is outright given to the player; success must be earned.

"Stronghold" also takes pains to incorporate a number of effects and special features and they are employed successfully due to their subtlety. Often, special effects in Eamon, when present, tend to come off as gimmickry; in the case of "Stronghold," effects are employed seamlessly to add to the atmosphere of the map. I was surprised after looking "under the hood" at the number of effects programmed into the adventure; I'd been enjoying the adventure too much during the playthroughs to notice that they were being employed. And this is precisely how it ought to be.

A further, satisfying feature of the adventure is the clearly outlined quest and the explicit indication in the endgame of having "won" or "lost." I'd have preferred to have read a bit more storyline detailing what happens after the player leaves the fortress- Eamon in general tends to be unbalanced in its proportion of prologue to epilogue- but the mere acknowledgement that the player has been successful is enough to make "Stronghold" stand in distinction to most of the [Eamon] canon.

The writing and programming of "Stronghold of Kahr-Dur" are top notch. While itsauthor doesn't try and reinvent the wheel, the adventure succeeds in refining many of the traditional tropes of Eamon to produce one of the best "dungeon crawls" Eamon has seen.


Reviewed By: Luke Hewitt
Reviewer Rating: 8                    Average Rating: 8.5 (from 2 reviews)
Difficulty Rating: 7                     Average Rating: 7

Comment: The best summation of stronghold is that it is what many of the more childish, combat-heavy classic adventures hoped to be when they grew up. The plot is absolutely typical of the genre: An evil necromancer is causing havoc in a far off town, kidnapping an important lovely damsel along the way (these evil sorcerers really should learn to only kidnap ugly, unimportant people). However, what really stands out in this game is the staggeringly good atmosphere that Derek has managed to create. Though there are many, many empty rooms in the large map, I never felt bored or uninterested since even the majority of empty rooms still have detailed descriptions which are not limited to visible objects and features, but distinct smells and sounds as well. A nice touch of special programming also comes into play as it randomly flags up extra atmospheric effects such as gusts of wind, distant howling, feelings of fear and other contributions to the already stunning environment.

I was extremely pleased to find that the dusty, abandoned castle where you first start out is not the only environment you visit in this map either, as I later progressed to a dark and rugged series of caves, a gloomy forest, and other unique settings. As I mentioned already, the overall map is quite large and this is definitely an Eamon for explorers since several later portions of the game can become rather maze-like; though I encountered no "trick" exits or random room connections: and it's possible to navigate without getting lost as long as you keep track of where you have been and where you haven't explored yet.

One thing I did find a little jarring in this adventure is the total absence of embedded artifacts. I was occasionally quite sorry to have a fascinating object such as a statue of a warrior or a wizard's tome mentioned in a description, but not be able to examine it. Though, once I stopped trying to EXAMINE things, I came to appreciate how the artifacts that did exist were used in clever and interesting ways to create puzzles without the use of embedded objects. I can clearly understand the logic and reasoning behind the author's choice of artifact usage, even though it's not a choice I would have made myself.

One minor disappointment was that, despite the extremely well crafted atmosphere and clear quest, the plot still felt a bit unfinished and anti-climatic in some respects. For example, though the intro story mentioned that many local citizens had been disappearing, but I only actually found the "brother" I started the game with and the aforementioned damsel in distress for companionship. Also it was never made explicitly clear who exactly the evil necromancer was or what his nefarious motivations were. Even when within his lair, I found no altars to mysteriously nasty gods nor preparations for unpleasant enchantments, plans for domination, etc.-- just the captive damsel who was quite two dimensional and really seemed to be there just for decoration (after all, the lair of any good necromancer has to have an attractive, chained up maiden as part of the decor).

As I mentioned, your only companion is your loyal "brother"-- whether that is a friendly title to describe a comrade-in-arms or a literal relation was never explained, but I personally chose to interpret it as the first option, since I prefer to imagine my characters' background and family tree myself. Unfortunately, this "brother" is almost as two dimensional as the damsel in distress; this is an area that could have greatly benefited from some special programming, perhaps allowing him to speak to you or comment on what was happening throughout the adventure, it felt particularly flat when I rescued what may or may not have been his daughter (and therefore my character's niece).

The puzzles aren't overly challenging provided you take care to pay attention to the descriptions. The map layout can get rather complex especially towards the end, which certainly added to the challenge. One tip: though not exactly a puzzle, the author probably should have mentioned somewhere in the game that a "knock spell" is a magical enchantment used to open stubborn doors and/or other barriers. I learned this myself from playing other RPG games, but "Stronghold" could have been a bit unfair, had I not already known this.

I give this one a 7 (out of 10) for its difficulty rating. The high rating, however, is not merely based upon the moderately challenging puzzles or the large, twisty map alone, but rather comes mostly from the combat. I give extra credit to Derek here as well because, instead of loading the place with hoards of weaker enemies, he intersperses the largely empty map with interesting monsters and very tough battles, which which adds far more significance to the standard Eamon hack'n'slash approach. My medium strength character (with a 2D6 weapon) was often down to the wire, and it took the proper use of spells and artifacts to win several fights, despite having the included "brother" (who is a very hardy companion) from the start.

The big boss fight itself also deserves special mention as it is one of the better examples of special programming being used in combat that I've ever encountered, and very much stays consistent to the theme of facing off against a powerful, evil sorcerer who is capable of using dreadful magic against you. I'd definitely advise people pump up before trying this one, especially on their magic spells.

There are several tough fights, which are actually completely avoidable through clever navigation and which really could have used some sort of small reward or mention to generate a deserved sense of accomplishment (indeed given that one of them was against a group of animated skeletons).

All in all though, Stronghold of Kahr-Dur is an extremely well written Eamon Deluxe adventure, both in a literary sense as well as the inclusion of special programming. It has a classic "dungeon crawl" flavored plot, a clear quest, multiple combat fests against interesting opponents, challenging exploration and a fantastic atmosphere which is continuous from start to finish. Despite the few shortcomings I mentioned, it's still an outstanding game overall and I highly recommend it. With the dramatic combat, strong atmosphere, puzzle solving, or just the challenge of exploration and mapping, there is something for everyone. I give it an 8 out of 10 for the overall enjoyment rating.


Tuesday, November 13, 2012

A Trip Through Darrel Raines' Eamon IIGS Demo

I learned of the Apple IIGS HyperCard Eamon by reading old copies of GEnie Lamp; there was a discussion between a staff writer, Darrel Raines, and the EAG's Tom Zuchowski concerning the former's attempt to bring Eamon to the IIGS. Over this discussion, the HyperCard Eamon was held up as the paradigm of how not to port Eamon.

I'd presumed that Darrel Raines grew frustrated and had ultimately abandoned his attempt... and this indeed appears to be the case. But he also left behind an artifact, his "tech demo" of what his envisioned port would look like.

Inasmuch as the user's only option is to continually hit the spacebar (it is a mere demo, after all), I thought that rather than making the reader track down the file, extract the folder from the .BXY file, convert the folder to a .PO file, mount the .PO file in the IIGS emulator... (you get the picture), I'd post the entire tour here. (The reader can hit the spacebar at appointed times for effect as he or she scrolls down, of course.)


For one, Eamon IIGS has the coolest dragon ever to grace an Eamon splash screen (though that of the the Atari 800 port certainly gives it a run for its money). It's worth the price of admission for that alone. (Oh, and click on the Atari 800 link. Really. And bring your snorkel because you'll be swimming in awesome.)


Eamon IIGS appears intended as a more modest effort than Hypercard Eamon, its graphical capabilities limited to a discrete window. The demo also sees the adventurer walking blindly into a cave in true Eamon fashion. Because there's nothing a Free Adventurer likes more than walking blindly into a cave.


And the adventurer immediately finds a unicorn playing a bit of a "white rabbit" role, luring the player deeper. Why unicorns seem so popular in Eamon ports is beyond me (cf. Eamon Pro). Why they hang out in caves is even less clear. Then again, why Free Adventurers hang out in caves is itself obscure.


Unicorns and vampires in one cave!?! It's like a mythological creature overdose! Only with the inclusion of ninjas and an Archie Shepp soundtrack could this cave get any cooler. Sadly, the demo is drawing to a close.

And a goblin from the Rankin/Bass production of The Hobbit (points for style!) ends the demo on a cliffhanger, saving the adventurer from the vampire and entreating him or her on a quest of some sort. Perhaps to wrangle that runaway unicorn? The world may never know.

So here is the cosmic conundrum: on the one hand we have HyperCard Eamon, which is complete yet entirely broken, and on the other we have Eamon IIGS, which works as intended but is utterly incomplete. I don't know a lick about programming a IIGS (I don't know a lick about programming in general, either) but perhaps this is an indication that it was really difficult? To go further would be to needlessly speculate. There's your tour.

Unrelated note: "Tenement of the Damned" really exists, I promise. Frank Black wanted to put a layer of polish on it before stamping it and releasing it into the wild.

Update: I make no warranties, as the site is not working for me at the moment, but the source of the file, titled "eamon2.gs.bxy," is here.  Wade Clarke suggests in the comments that the site whence I discovered the file may be down for some time; for those wishing to tinker with the file, it has a home for the time being at http://www.filedropper.com/eamon2gs.