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	Title: (Not Reflex Test But an Experience) Planetfall Tops in Computer-Compatible Games
	Author: Michael Blanchet
	Source: The Salt Lake Tribune
	Date: 5 October 1983
	Transcription by Steve Derby
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I hesitate to call Planetfall a game. Games tend to be little more
than reflex tests, Planetfall, like all Infocom games, might be better
described as an experience. One, I might add, that's currently
unmatched by any other form of computer-compatible entertainment.

Those unfamiliar with Infocom and its unique breed of game will
immediately notice the abscence of cutsies and-or bad guys.
This is an all-text game — or in the words of its maker, "interlogic
prose." I liken it to a novel — a novel in which you assume the role of the
central character.

In this humorous sci-fi adventure,  you play the part of the lowliest ensign
aboard the stellar patrol ship Feinstein. Your ultimate goal is to
save a doomed planet somewhere off in the uncharted corners of the
universe, but what transpires between now and then is far too long
and involved to recap here with any degree of justice. Like all Infocom
games, Planetfall accepts multi-word commands — in contrast to
the standard graphic adventure, which can handle no more than one
verb and one noun. Also, Planetfall responds with a bit more personality
when invalid verbiage is typed in. This lends to the game's realism
and is a welcome change from "You can't do that here" — the cold
response that has become the standard way for an adventure program to
tell you that you're beating down the wrong trail.

Although Infocom makes an attempt to integrate humor into all of
its games, Planetfall is its first full-fredged piece of comedy. This is funny
and fun stuff.

Infocom will offer Planetfall in multiple formats, including versions
compatible with the Apple II and II Plus, the IB, Personal Computer,
and the Commodore 64. These versions will be identical, as far as content
is concerned. As with all Infocom games, later copies may
include revisions and changes.

One of Planetfall's unique features is its packaging. The package
itself is three times the size of the industry-standard "matchbox." Inside
the dossier-like folder are a couple of postcards from ficticious
locales you'll pass through during the game, a letter to home written
on S.S. Feinstein letterhead, and a credit card-like ID badge. These extras
compliment the humorous flavor of the game and serve as clues
and tips relevant to certain situations you'll encounter.

If you've ever felt just a wee bit worthless in the wake of a 123-hour
session with some silly arcade-style game, perhaps you should give this
one a try.

Besides, you don't need a computer to play Pac-Man. You do need one
to play Planetfall. Games like this are one of the reasons yyou bought
that computer in the first place.
