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	Title: (Scorpion's Tale) A Mind Forever Voyaging: As Told By Scorpia
	Author: Scorpia
	Source: Computer Gaming World, v6(8)
	Date: Nov 1986
	Transcription by Steve Derby
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<img class="float-left" src="/public/img/articles/cgw-scorpions-tale-amfv/scorpions-tale-logo-amfv.png" alt="Scorpion's Tale logo">

Ah, November! My favorite month! Bare trees, cold winds, long dark nights;
the perfect time of year to get cozy with a warm computer and some good adventure
games. But don't let me keep you here by the door...step in, settle down by the fireplace,
and Fred will pour you something to take the chill off. Hmmm. That vacation
trip to London didn't seem to do you much good. Had you going round in circles,
eh? Well, it doesn't matter. I mean, you didn't really think you were an actual
person, did you? Surprise!

A surprise indeed, to find that you are, in fact, a computer simulation and not a
real person. Your entire life has been lived out, not in the physical world, but within
the circuitry of a computer system. PRISM -- Perry Sim -- the first truly successful experiment
in artificial intelligence.

And successful not a moment too soon. The world is in bad shape, and getting
worse by the minute. To deal with this sad state of affairs, a Plan has been proposed,
a Plan that calls for bold and decisive actions. It sounds good but: will it work? No
one knows. Those who back the Plan are sure it's the solution, still there are some
who aren't quite sure.

<img class="float-left" src="/public/img/articles/cgw-scorpions-tale-amfv/amfv-map.jpg" alt="Downtown Rockvil map">

So, Perry Sim gets a job. A computer simulation of the world ten years hence
will be created, based on putting the Plan in action. Perry's task is to enter that simulation,
and report on the results. Very simple.

Of course, it isn't going to be quite so simple as all that. Yet, <u>A Mind Forever
Voyaging</u> (AMFV) is unlike any other Infocom adventure. There are hardly any
puzzles to solve until almost the very end of the game. No treasures to gather, no
bottomless chasms to cross, no locked doors to open. More than anything else,
AMFV is an electronic novel, in which you, as Perry Sim, observe the Plan's results
as they unfold through the years.

However, don't get the idea that you just sit there and watch, although you'll
be doing a lot of that. Perry DOES have an assignment, after all, and there are
certain things he must record. Finding a few of the places on the list may take
awhile, even with the cute map that comes with the game. It doesn't show you everything,
so some exploring is necessary. Fortunately, there are no mazes in the
game (yay!), so mapping is quite straight-forward.

And there are some other things Perry must be familiar with: the various connections
he has, called Modes. Communications Mode, for instance, allows him to
view various areas of the PRISM Project installation, such as the rooftop, the
maintenance core, and Dr. Perelman's office, among others, as well as giving him
access to the World News Network.

Interface Mode lets Perry interact with some of the minor computers that control
things such as the life support systems of the installation, the traffic in the real
world, and the computer that runs the simulations he will enter.

In Library Mode, Perry has access to a number of interesting files including data
on the Plan. There is also a Sleep Mode (yes, even computers, it seems, need rest
from time to time!). To get through the game successfully, it is necessary for Perry
to know about all of these things and how to work with them. There is plenty of time
between simulations, so use it wisely.

Keep in mind also that Perry lives in this world. It's the world he grew up in,
back when he thought he was a human being. He has a family here, as well as a
job (fortunately, his job is being a writer, so he has all this free time to run around
the city making recordings). Rockvil is a perfect simulation of reality. What happens
inside the computer can also happen outside, where Rockvil actually exists.
This is what makes the simulations of the future so shattering.

Part 1 is pretty simple and straightforward. Perry enters the 10 year simulation,
records everything on his list, and then "returns" with his buffer full of data.
Keep in mind that the buffer has a limit, so don't run around with the recorder going
all the time. Just use it where you have to and turn it off in between. If you don't
get everything the first visit, you'll be sent back to record anything you missed.

Well, the world ten years up the line looks pretty good, huh? Dr. Perelman and
his associates are certainly excited over the results. However, this also leaves you with
nothing much to do at the moment. Boredom strikes. What's a sentient computer
to do? Snoop around, of course. Take a peek at the Simulation Controller. Oho!
It's been quietly chugging away on its own, and now has a 20 year simulation
ready.

<img class="float-right" src="/public/img/articles/cgw-scorpions-tale-amfv/amfv-cover.jpg" alt="A Mind Forever Voyaging cover">

This is Part 2, covering simulations for 20-50 years ahead. It is much like Part 1,
in that you are still walking around observing the changes through the years and
making recordings of what you see and experience. However, you will quickly notice
that the further ahead in time you go, the nastier the world becomes. There are many
changes, none for the better, and several items on the old list aren't available any
longer. The Plan is turning out to be a lot worse than anyone expected.

Which brings up the major problem of the game. The people backing the Plan,
especially Senator Ryder, claim that Perry's recordings are fakes. They aren't
going to let anything stop them now. Especially not "simulated data" from a
make-believe person.

And so we come to Part 3. At last, Perry gets a chance to show he can do
more than just watch, although again, that too is important. Things get off to an
unpleasant start when the PRISM installation is taken over by the National Guard
(one guess who's behind that). Then Ryder storms into Perelman's office, delivers a
vitriolic diatribe (charming fellow), and stomps out again, with Perelman dragged
along by the soldiers. Hooboy!

If I were you, I'd be feeling real nervous right about now. Ryder is certainly
up to something, and whatever it is, it's nothing good. If you wait too long, Perry
Sim will just be history. Better keep an eye out around the installation. You never
know who you might see! And don't forget about Interface Mode..there ARE some
things you can fiddle with yourself.

Ok, you've managed to overcome this threat, but you can't keep this up forever.
Somehow, you must put an end to Ryder and his schemes once and for all. Now, if
you could prove to everyone what Ryder is really like, show his true colors to the
world, that would do the job. Better hurry, though, because time is running
out.

Whew! So much for Ryder and his grubby Plan. The world will be a much
better place without it. And now comes the reward. Oh yes, it isn't over yet! So
many times, a game ends with a brief "Congratulations, you saved the universe.
Rah rah" message, sort of taking the edge off your achievements. After all the hard
work you put into finishing an adventure, you want something a little snazzier, some
real recognition for your efforts.

Well, while there may not have been too many puzzles to solve here, you really
have saved the world from a nightmarish future. And that accomplishment merits
something very special. Computers, after all, are people, too. You've just proved
that.

So, what is this terrific endgame? Ah, you'll just have to play the adventure
through to find out! But, believe me, it's well worth it! Perry Sim, ever and always,
a mind forever voyaging.....

I see by the invisible clock on the wall it's that time again. Before we close the
doors, tho, a special hint for all you Bard's Tale players out there. From my mail, it
seems that a lot of folks are having some problems getting into Mangar's Tower.
They get the Onyx Key from Kylearan, go dashing madly off to Mangar's gate....and
they STILL can't get in! Well friends, that Onyx Key is only for Mangar's front door,
it's NOT the key to the gates! The only way past that gate (for now, you may find
another later) is to pay a visit to the sewers, level 3. And remember, there are no
big neon signs that say "Mangar lives here".

That about does it for this issue. As always, if you or any of your IMF force
are....err...oops!...AHEM...as always, if you need help with an adventure game, you
can reach me in the following ways: On Delphi: visit the GameSIG (found under
the Groups and Clubs menu). On GEnie: stop in at the Games RoundTable (type:
Scorpia to reach the Games RT). On the Source: send SMAIL to ST1030. By U.S.
mail (remember to enclose a self-addressed stamped envelope if you live in the United
States!):

Scorpia P.O. Box 338 Gracie Station New York, NY 10028

Until next time, happy adventuring!

Copyright 1986 by Scorpia, all rights reserved.