Jigsaw | |
---|---|
Developer(s) | Graham Nelson |
Publisher(s) | Self published |
Designer(s) | Graham Nelson |
Programmer(s) | Graham Nelson |
Engine | Z-machine |
Platform(s) | Z-machine for PCs, plus later[ when? ] browser [lower-alpha 1] |
Release | 1995 |
Genre(s) | time-travel romance, [1] Interactive Fiction, Adventure |
Mode(s) | Single player |
Jigsaw is an interactive fiction (IF) game, [lower-alpha 2] [lower-alpha 3] written by Graham Nelson in 1995. [lower-alpha 4]
The game begins on New Year's Eve of 1999, with the player discovering a time machine enabling them to travel throughout the twentieth century (including voyage of the Titanic , discovery of penicillin, codebreaking of the enigma machine during World War II, [1] opening of the Suez Canal, and the recording of Abbey Road ) to ensure history unfolds 'correctly' despite the activities of 'Black', a character who starts out as an antagonist but becomes the player's love interest. 'Black' has no explicitly stated gender, allowing players to choose that for themselves. [2]
Jigsaw contains references to other interactive fiction games, including Trinity. [lower-alpha 5] Features of the game include attention to detail, [lower-alpha 6] and a romantic relationship between the player's character and another central character whose gender is never revealed [2] (allowing the player to project the gender of their choice onto both).
Jigsaw has been described as "acclaimed," [3] "epic...notable," [1] and as "[perhaps] one of the most fun educational games in existence". [2] The gameplay is challenging. [2] [lower-alpha 4]
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...attention to scholarly detail [in Nelson's 1997 interactive fiction videogame The Tempest] recalls some of the finer moments of Nelson's epics, especially Jigsaw.
Interactive fiction (IF) is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the form of Interactive narratives or Interactive narrations. These works can also be understood as a form of video game, either in the form of an adventure game or role-playing game. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be "text-only", however, graphical text adventure games, where the text is accompanied by graphics still fall under the text adventure category if the main way to interact with the game is by typing text. Some users of the term distinguish between interactive fiction, known as "Puzzle-free", that focuses on narrative, and "text adventures" that focus on puzzles.
The Interactive Fiction Competition is one of several annual competitions for works of interactive fiction. It has been held since 1995. It is intended for fairly short games, as judges are only allowed to spend two hours playing a game before deciding how many points to award it, but longer games are allowed entry. The competition has been described as the "Super Bowl" of interactive fiction.
Inform is a programming language and design system for interactive fiction originally created in 1993 by Graham Nelson. Inform can generate programs designed for the Z-code or Glulx virtual machines. Versions 1 through 5 were released between 1993 and 1996. Around 1996, Nelson rewrote Inform from first principles to create version 6. Over the following decade, version 6 became reasonably stable and a popular language for writing interactive fiction. In 2006, Nelson released Inform 7, a completely new language based on principles of natural language and a new set of tools based around a book-publishing metaphor.
Text Adventure Development System (TADS) is a prototype-based domain-specific programming language and set of standard libraries for creating interactive fiction (IF) games.
Graham A. Nelson is a British mathematician, poet, and the creator of the Inform design system for creating interactive fiction (IF) games. He has authored several IF games, including Curses (1993) and Jigsaw (1995).
Adam Cadre is an American writer active in a number of forms—novels, screenplays, webcomics, essays—but best known for his work in interactive fiction.
Andrew Plotkin, also known as Zarf, is a central figure in the modern interactive fiction (IF) community. Having both written a number of award-winning games and developed a range of new file formats, interpreters, and other utilities for the design, production, and running of IF games, Plotkin is widely recognised for both his creative and his technical contributions to the homebrew IF scene.
The XYZZY Awards are the annual awards given to works of interactive fiction, serving a similar role to the Academy Awards for film. The awards were inaugurated in 1997 by Eileen Mullin, the editor of XYZZYnews. Any game released during the year prior to the award ceremony is eligible for nomination to receive an award. The decision process takes place in two stages: members of the interactive fiction community nominate works within specific categories and sufficiently supported nominations become finalists within those categories. Community members then vote among the finalists, and the game receiving a plurality of votes is given the award in an online ceremony.
Blue Chairs is an interactive fiction game by American author Chris Klimas.
Curses is an interactive fiction computer game created by Graham Nelson in 1993. Appearing in the beginning of the non-commercial era of interactive fiction, it is considered one of the milestones of the genre.
Emily Short is an interactive fiction (IF) writer. From 2020 to 2023, she was creative director of Failbetter Games, the studio behind Fallen London and its spinoffs.
Jon Ingold is a British author of interactive fiction and co-founder of inkle, where he co-directed and co-wrote 80 Days, and wrote Heaven's Vault and Overboard!. His interactive fiction has frequently been nominated for XYZZY Awards and has won on multiple occasions, including Best Game, Best Story and Best Setting awards for All Roads in 2001. Ingold's works are notable for their attention to the levels of knowledge that the player and player character have of the in-game situation, with the effect often depending on a player who understands more than the character or vice versa. Ingold has also written a number of plays, short stories and novels.
Anchorhead is a Lovecraftian horror interactive fiction game, originally written and published by Michael S. Gentry in 1998. The game is heavily inspired by the works and writing style of H.P. Lovecraft, particularly the Cthulhu mythos.
Vespers is an interactive fiction game written in 2005 by Jason Devlin that placed first at the 2005 Interactive Fiction Competition. It also won the XYZZY Awards for Best Game, Best NPCs, Best Setting, and Best Writing.
1893: A World's Fair Mystery is an educational work of interactive fiction by American author Peter Nepstad, written in the TADS programming language. It takes place during the Chicago World's Columbian Exposition of 1893. The exposition is recreated in detail, with archival photographs from the fair and in-depth descriptions detailing each of the few hundred locations.
Earth and Sky is an interactive fiction trilogy written and produced by American author Paul O'Brian about the adventures of a brother and sister who gain superpowers while searching for their lost parents. Games in the series have won awards in the annual Interactive Fiction Competition and received an XYZZY Award.
An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story, driven by exploration and/or puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based media, such as literature and film, encompassing a wide variety of genres. Most adventure games are designed for a single player, since the emphasis on story and character makes multiplayer design difficult. Colossal Cave Adventure is identified by Rick Adams as the first such adventure game, first released in 1976, while other notable adventure game series include Zork, King's Quest, Monkey Island, Syberia, and Myst.
Carmen Sandiego Adventures in Math is a series of five games released in 2011/2012 for the Wii, and is part of the Carmen Sandiego franchise. The style of the games are reminiscent of comic books. The 5-part series were the first English language console games from the Carmen Sandiego franchise since The Secret of the Stolen Drums. These "short, educational detective adventures" were only available as a download through the Nintendo Wii Shop. The games were developed by Gamelion Studios, and published by Houghton Mifflin Harcourt. They could take up to 6 players, and required 600 Wii points. Maths topics included in the games include: Symmetry, Identifying angles, Graphing coordinates on a grid, Logic puzzles, Working with fractions, Solving equations, and Tangrams. The games are designed for elementary learners across grades 3–5.
Sam Barlow is a British video game designer, best known as the writer and designer of Her Story, the two British Silent Hill games Silent Hill: Origins and Silent Hill: Shattered Memories, Telling Lies and Immortality. He previously worked as a game director at Climax Studios, before leaving in 2014 to become an indie game developer. He published his first independent game, Her Story, in June 2015. In 2017 he founded Half Mermaid, a video game production company based in Brooklyn, New York.
Cryptozookeeper is an interactive fiction game written and self-published by American developer Robb Sherwin in 2011. Cryptozookeeper was written in the cross-platform language Hugo and runs on Windows, Macintosh OS-X, and Linux computers. Cryptozookeeper was released under a Creative Commons license and contains more than 12 hours of game play.
Nelson -- who created the IF programming language Inform, and also some of the best IF of the 90s, is Marlowe (of the 'mighty line') and Shakespeare rolled into one. (His online persona also shares elements of Dr. Johnson, Lewis Carroll, and, of late, J.D. Salinger.) His epic works Curses (a delirious mythological and genealogical romp, 1993) and Jigsaw (a time-travel romance, 1995), did much to rekindle interest in 'serious' IF. While Nelson's IF stories are in and of themselves notable, even more remarkable is Nelson's creation of the programming language Inform, an authoring system for IF, which he has generously donated to the worldwide gaming community. ...the plots of most IF works are tightly constrained, such that the story does not advance until the player-reader has solved certain puzzles. The puzzles can range from uttering a magic word, to finding the right key, to successfully mastering a complex simulation of a World War II 'enigma machine' (from an extremely challenging chapter in Graham Nelson's Jigsaw); but owing to the technical difficulty of coding such puzzles, and the aesthetic difficulty of integrating such puzzles into the fabric of the story, the plots of most IF works are tightly constrained.
...sort of a sprawling, mystical version of Carmen Sandiego. It is New Year's Eve 1999, and as the celebration culminates you find yourself wandering away from the party and into a mysterious chamber outfitted with a long table and an Ormulu clock. Your nemesis/love interest is a sinister yet attractive character named Black (cleverly written so as to be whatever gender you prefer), and it becomes your goal to Gump your way through the highlights of the twentieth century and ensure history unfolds correctly. ...be prepared to save and restore often....
[in the videogame Colossal Cave Adventure the command-word] XYZZY was a spell that could instantly transport a spelunking nerd from one part of the cave to another. ...Mr. Nelson is a British mathematician who played Advent as a child in the 1970's, created his own text game programming language, and in the last few years, has written two acclaimed games -- Curses and Jigsaw (http://www.pond.com/russotto/zpletx/jigsaw.html) -- each freely available on the Internet. He is also one of the more ornately literate creators of interactive fiction. His guide begins with an invocation of Tom Stoppard. The epigram for Jigsaw is from T. S. Eliot. And any player who manages to solve its problems will find untranslated Latin mottos and puzzles involving Proust and Lenin. Mr. Nelson seems to love the intricate machinery of a text game, the way no object is superfluous to its unfolding and nothing required is missing. It is a mathematician's construction, a tightly knit universe of text and symbol. But he also has high ambitions -- that in this weird, stilted form of prose broken by puzzle, there may also be a sense of something more powerful and as-yet rarely realized in interactive fiction, the powers of language to magically transport or transform. Something like XYZZY.
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