<!--
	Title: (creative computing software evaluation) Enchanter
	Subtitle: Infocom: The Steven Spielberg of Text Aventuring
	Author: John Anderson
	Source: Creative Computing, v10(3)
	Date: Mar 1984
	Transcription by Steve Derby
-->

At *Creative Computing* we don't look down our noses at "twitch-style" arcade
games. We love them, and we play them regularly. A good hand-eye arcade game
can provide hours of excitement and have an addictive power that keeps you coming
back time after time.

## In Praise Of Twitch Games

One of the outstanding qualities of a good arcade game is its accessibility. Boot
one up and start playing immediately -- no long-winded documentation to wade
through, or abstract objectives to ponder. Wives, kids, friends, even parents can sit
down and become quickly absorbed in a colorful, tuneful environment where the
laws of physics have taken a decidedly whimsical turn.

For the fervent micro gamester, however, these games can begin to wear thin. After
dozens of hours with *Miner 2049er*, even this magnificent game may seem a bit
shallow. The time comes when you begin to long for a different kind of diversion.
Something that ideally requires intelligence, strategy, a grasp of overall concepts, and
no emphasis on physical coordination.

## In Praise Of Text

That is where the text adventure excels. Nowhere can graphics or sound seem more
real than in your own mind. Here a sense of narrative may unfold, as it unfolds in a
novel or movie, with the power to involve you in strong and subtle ways. But a
computer adventure is more than a mere novel or movie. Here the interactions of
the story can be *initiated* by the user. The challenge of solving a story-puzzle can be
maddeningly frustrating; likewise it can be, in its solution, very satisfying.

In Praise Of Infocom
And when it comes to text adventures, Infocom excels. In our reviews of the
*[Zork](/library/cc-zork-iii-review)* series, murder mysteries *[Deadline](/library/cc-deadline-review)*
and, *[Witness](/library/cc-infocom-does-it-again)*, science fiction sagas *Starcross*,
*[Suspended](/library/cc-suspended-review)*, and *[Planetfall](/library/cc-infocom-does-it-again)*,
we have said it again and again: Infocom can't be beat.
For richness of description, unfolding of story line, sharpness of wit, and challenge
of puzzles, Infocom has no equal in the software business.

## In Praise Of Fantasy

<style>.article-specific-sidebar { padding: 0; margin: 0; text-indent: -2em; margin-left: 2em; }</style>
<div class="article-sidebar-dark float-right">
<p class="center larger"><strong><span class="larger">creative computing</span><br>SOFTWARE PROFILE</strong></p>
<p class="article-specific-sidebar"><strong>Name:</strong> Enchanter</p>
<p class="article-specific-sidebar"><strong>Type:</strong> Text adventure</p>
<p class="article-specific-sidebar"><strong>System:</strong> Apple, Atari, Commodore, TRS-80, IBM PC, CP/M</p>
<p class="article-specific-sidebar"><strong>Format:</strong> Disk</p>
<p class="article-specific-sidebar"><strong>Language:</strong> Machine</p>
<p class="article-specific-sidebar"><strong>Summary:</strong> Another top-notch entry from Infocom.</p>
<p class="article-specific-sidebar"><strong>Price:</strong> $50</p>
<p class="article-specific-sidebar"><strong>Manufacturer:</strong><br>Infocom, Inc.<br>55 Wheeler St.<br>Cambridge, MA 02138<br>(617) 492-1031</p>
</div>

As a software house, they have focused specifically on the text adventure, and in
the process raised the genre to high art. With *Enchanter*, they have scored again.
*Enchanter* is the debut package in a new line of fantasy adventures from Infocom.

In some ways it marks the return to the old Zorkish formulas of D&D (donuts
and dragoons) style fantasy-sorcerers and warlocks, sweeping medieval stories of
magical, untainted heroism and terrible, unthinkable evil. These are the tales that
myth is made of, and they seem so at home on microcomputers by now it seems
they have been there always.

Although we have enjoyed contemporary and science fiction adventures from the
company, *Enchanter* is a special treat. We have grown to love the *Zork* series,
and somehow the modern stories, though extremely involving, seem a bit antiseptic
by comparison. They are at times very cerebral exercises in logical problem-solving --
a bit lacking in the fantasy elements that can turn a person in an armchair
into Merlin the Magnificent. *Enchanter* marks a welcome return to the swords
and sorcery micro owners have come to know, love, and accept.

## An Enchanting Scenario

In *Enchanter*, you are a wizard third-class, chosen for a special mission specifically
because of your amateur status. According to the top-flight sorcerers, who
may or may not be quaking in their upturned boots, if any of them
attempt to depose the evil warlock reigning over the countryside, they would be detected
immediately. You, on the other hand, are insignificant enough to gain
access to Krill's castle undetected by his powerful mind-probe. At the same time,
there is an outside chance you might just be competent enough to flush out the evil
magician. Thus the die is cast. And take it from us, you are bound to die quite
often before you prevail.

<blockquote style="font-size: 1.5em; text-align: center; font-family: var(--article-sidebar), sans-serif; border-top: 2px solid; border-bottom: 2px solid; font-weight: bold;">
Enchanter is the debut package in a new line of fantasy adventures from Infocom.
</blockquote>

As is our custom in reviewing these sorts of games, we will offer nothing in
the way of hints to spoil your enjoyment of the game. You must have a full opportunity
to savor every breakthrough. But a little bit of description won't hurt.

## Spelling It Out

Your only weapons in *Enchanter* are magic, so don't waste much time looking
for swords, maces, or tactical nuclear weapons. You will, however, come upon
spells, which you may write to your spell book. Because you nearly flunked out of
the wizard program, only six of these at a time can be committed to your somewhat
dull memory. It is, hence, a very good idea to rememorize the spells in your
spellbook every morning before breakfast.

. Some of the spells we have come upon so far are the following:
* *Blorb*. Comes in the basic wizard's kit. Allows you to protect one treasured
possession. Very handy to have around, but anything so protected is no longer
portable.
* *Cleesh*. Turns beings into frogs. Guess who gives you this one.
* *Exex*. Makes things move with greater speed. We are sure this is important, but
we haven't yet used it effectively.
* *Frotz*. Another one you have with you from the outset of the game. Turns
darkness into light. Cannot be used in the way we initially thought, resulting in much
lost time "frotzing" around.
* *Gnusto*. Allows you to write spells to your spell book. Once written, you
won't lose a spell after its first casting -- merely rernemorize it to use
it again. Another spell that comes as standard equipment.
* *Krebf*. Repairs willful damage. Important at least once to obtain another spell.
Probably handy again.
* *Nitfol*. Makes you into Dr. Doolittle -- allows you to talk to the animals. So
far we haven't made much more than small talk, but perhaps we haven't conversed
with big enough animals.
* *Rezrov*. Opens locked or enchanted objects. As iridispensable as a church key
at a picnic. Handy multiple times.
* *Zifmia*. Theologically and ontologically significant, but it doesn't look to be of
much more use. Does, however, allow you to meet God.

## Living Right

Speaking of breakfast, you must keep yourself well fed and watered, and get
enough rest. Otherwise you will end up passing out or getting so tired your
mind will begin to cloud. This is not to say that you shouldn't do a bit of sneaking
around in the dead of night. Just make sure you get your beauty sleep.

If you are lucky enough to find a way into Krill's castle, you may learn of possible
means to dispose of him. But beware: the castle is full of dangers. The cannibal
pagans, for example, only *have* you for brunch in order to have you for brunch.
They are a rather ill-mannered bunch of fellas. While there are no nasty grues
lurking in the dark corners of Krill's castle, the dark remains about as dangerous as it
is in *Zork*, so watch your step.

*Enchanter* is full of the delightful little touches we have come to expect from
Infocom. It has a developed sense of humor. Our realization of the significance
of the *Zifmia* spell left us smiling. By the time we made sense of the Burma-Shave
sign, we were in hysterics. But more important, *Enchanter* has a good sense of
*synergy*: this is the ability of an overall narrative to become more than the sum
of its parts -- to totally envelope the user within it -- and to build story involvement
to the point at which disbelief is suspended. This is the point at which the landing
gear of a good adventure leaves the ground, so you can soar into the air of imagination.
Rest assured, Infocom hires only the best pilots around.

## In Criticism Of The Best

This is not to say that absolutely everything about Infocom is perfect. Debugging
programs of this nature is necessarily tricky, and early versions may evidence undiscovered
bugs. The Commodore 64 version of Planetfall we received was good enough
to boot, but too flaky to play for very long. It soon came up with bizarre and
fatal errors, and even more insidious stuff, like suddenly making the food you were
carrying disappear off the face of the planet. This was enough to stop our playtesting
sessions cold. (We are happy to report that the Apple version is fine and
has us losing sleep regularly.)

Then there are the "brick walls." If you are not a hot-shot adventurer, and usually
even if you are, you will reach points in any and every adventure where all areas
seem mapped, all grabbable objects seem to have been grabbed, all transactions
seem transacted, and all possibilities seem exhausted. You simply reach a point where
you are plumb out of ideas.

This very problem explains the aversion of many people to the text adventure.
Maybe diehard adventurers don't mind spending eight months solving a single
title, but most normal people do. This is why embedded hints are so important.
*Enchanter* has them, and like its predecessors, is wonderfully documented. It
includes a parchment with seal and a Guild Directory (wizard's local) to help get you
started.

Still, you are bound to hit frustration points. Like its predecessors, *Enchanter*
is tough and designed to last. You won't be solving it in
one night, so you might as well take your time. Rushing will only result in
missed opportunities.

## Making Adventures Better

Around the lab we have some pretty strong feelings about the future of text
adventures, so feel free to disagree. Here goes.

A major thrust should be to make text adventures more accessible, even to people
who would ordinarily select a "twitcher" instead. Several approaches to this idea
may be used in concert to bring adventures to a mainstream micro audience.

<blockquote style="font-size: 1.5em; text-align: center; font-family: var(--article-sidebar), sans-serif; border-top: 2px solid; border-bottom: 2px solid; font-weight: bold;">
Imagine being able to activate more than one character in a story, so that each player gets a turn to further his or her own plot line.
</blockquote>

*Suspended* took a step in the right direction with the inclusion of a fold-out
game board that mapped the adventure in its entirety. Admittedly, giving the user a
complete floor plan may make things a bit too easy. But an alternative is to provide
a partial map, with unexplored areas remaining a secret. Or, as in the case of
*Suspended*, an adventure may not make the mapping phase critical to the unfolding
of the story. Purists offended by the idea of a pre-drawn map can choose not to use
it. It might be packed in a sealed envelope to allow freedom of choice. But a well
designed adventure need not have mapping as a main component.

An oracle of some type should be available to aid in dissolving "brick walls."
This might take the form of nested helps, wherein each time you ask for help, you
get a different, and more detailed, clue. Or it might take the form of an oracle
within the plot line of the story itself: perhaps even something along the lines
of a guardian angel or wizened sage.

<img class="float-right" src="/public/img/articles/cc-enchanter-review/guild-directory.png" alt="Guild Directory logo drawing">

Needless to say, hints should always be vague and tricky, and never reveal actual
answers. The idea is rather to continue a flow of information so that the. user does
not run out of ideas. Good hints can be as tough to crack as game puzzles themselves.
The feat is to reveal just enough to allow the adventurer to discover something
new.

Using a parser (text-translation subroutine) as excellent as those in the Infocom
series would allow asking for clues pertaining to *specific* stumbling blocks. "Help
unlock castle door" might return a clue designed for just that problem. Even these
hints can be nested, so that the fifth or sixth time you ask for help on one problem,
you get as solid an answer as you will get.

For example, good use of logical incidence might consist of the following:

* If you don't seal the room in which the murder was committed, evidence may
be removed or tampered with when you are out of the room.
* If you are in the room with the radio on at 4:00, you will hear the important
announcement you have been clued in on.
* If you keep cleaning something long enough, you will finally be able to read
the inscription on it.

Shoddy use of the same device has already taken the following unfortunate forms:

* A safe has possible combinations from one to a thousand, and no clue to the
right number is given.
* If you don't look in the box three times, you don't see everything.
* If you don't say "yoho" for no foreshadowed reason, you can't leave your
apartment.

The key to logical incidence is the word and took it a step further: you have no
clear idea of just *what* the objective is when you start off. This is a clever approach,
of which we would like to see more.

Another feature we look forward to in adventures to come is multi-player capability.
When more than one person sits down to play currently, everyone debates
about what the sole character in the story should do next. Imagine being able to
activate more than one character in a story, so that each player gets a turn to
further his or her *own* plot line. Different players might actually have different objectives,
conceivably opposing, and operate out of different locations that eventually
culminate in common events or "the big showdown."

None of these suggestions should be interpreted as mitigating the achievements
of the Interlogic series; we just want to offer enough feedback to keep the juices
flowing. Keep 'em coming, Infocom. We can't wait.

<img style="max-width: 100%; display: block; margin: auto;" src="/public/img/articles/cc-enchanter-review/alchemy.png" alt="Alchemic implements drawing">
