<!--
	Title: (COMPUTER GAMING: PASSPORT TO ADVENTURE) Planetfall
	Author: Tracie Forman
	Source: Electronic Games, v2(12)
	Date: May 1984
	Transcription by Steve Derby
-->

*Infocom/Most Computers/48K disk*

Swabbing the decks of the S.P.S. Feinstein is routine work. (When you
joined the Stellar Patrol, you knew you'd have to clean up your act!) The
bane of your existence, Ensign Blather, is breathing down your neck as usual. .
but the next thing you know, you're the sole survivor for a shipwreck in
space hurtling toward an unknown planet in a tiny escape pod.

That's the opening sequence of **Planetfall** Infocom's science fiction
text adventure is energized by a definite sense of humor, and its packaging
lives up to Infocom's excellent reputation. The game comes complete with a
plastic Stellar Patrol I.D. badge, three interplanetary post cards, an incomplete
letter to the folks at home, and a witty, easy-to-read instruction manual
entitled "Today's Stellar Patrol: Boldly going where angels fear to tread."

As in all of Infocom's text adventures, the computer understands a
wide vocabulary of complex commands instead of the usual two-word
entry. For example, instead of typing in "Go door," players can try "Examine
the door, then give the book to Floyd" and be understood.

<figure class="float-right-half">
	<img src="/public/img/articles/eg-passport-to-adventure-planetfall/planetfall-packaging.jpg" alt="Planetfall Packaging">
	<figcaption class="center" style="font-weight: bold;"><em>Planetfall</em> takes the player on a one-way trip to a shipwreck in space!</em></figcaption>
</figure>

The game begins with a routine day aboard the S.P.S. Feinstein, progressing
automatically to the inevitable blow-up. Figuring out how to escape
the disaster is easy enough -- it practically hits the player over the head.
However, because the escape pod is fully automated, there isn't an awful
lot to do for a number of turns, and it would have been nice if all that
wonderful description of the scenery in space ran without offering so many
prompts.

Once on the planet, the gamer must face a number of challenges. The most
pressing is to explore the deserted city for food, water, and a safe place to
bed down for the night (a new concept in adventure gaming). Eventually,
the shipwrecked spacefarer meets Floyd, a playful, childlike robot with a
sensitive soul. Together, they have to devise a way to save the planet from
certain doom -- and signal for help -- to win the game.

This tongue-in-cheek brain-teaser is one more excellent addition to Infocom's
terrific product line. Be warned that there are a few challenges
that seem nearly impossible -- like figuring out a number between zero
and 1000 that opens a locked door -- but with patience, players are likely to
stumble on the answer (no, you *don't* have to dial each and every number).

*Planetfall* is difficult, but not impossible, taxing but not too frustrating,
and Floyd has a way of growing on you.
