Jigsaw (video game)

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Jigsaw
Jigsaw game screenshot.png
Jigsaw (online version) [lower-alpha 1]
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]
Release1995
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]

Contents

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]

See also

Notes

  1. 1 2 "Jigsaw"an online version of the game which can be played in a web browser {{cite web}}: CS1 maint: postscript (link)
  2. Laurel Halbany. "XYZZYnews Game Reviews: Jigsaw, release 1". Archived from the original on 2013-07-18. Retrieved 2015-07-13.
  3. Christopher E. Forman (February 5, 1996). "Society for the Promotion of Adventure Games: Game Reviews -- Jigsaw".
  4. 1 2 "The Interactive Fiction Database: Jigsaw by Graham Nelson". Forgiveness Rating: Cruel
  5. 1 2 Nelson, Graham. "On Jigsaw and 'I'". XYZZY News. Eileen Mullin. Archived from the original on 2008-05-24. Retrieved 2008-10-30.
  6. Paul O'Brian (November 2002). "THE TEMPEST by Graham Nelson as William Shakespeare". Archived from the original on 2008-06-08. Retrieved 2015-07-13. ...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.

Related Research Articles

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.

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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.

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References

  1. 1 2 3 Dennis G. Jerz (2000-02-07). "Tasking Ariel in Graham Nelson's The Tempest". Seton Hill University website, also published in SPAG#24 newsletter by the Society for the Promotion of Adventure Games. 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.
  2. 1 2 3 4 5 6 Andy Hughes (February 16, 2011). "The 10 Best Time Travel Videogames (Jigsaw, #3 of 10)". Topless Robot of Village Voice Media. Archived from the original on 2011-02-20. Retrieved 2015-08-16. ...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....
  3. Edward Rothstein (1998-04-06). "TECHNOLOGY: CONNECTIONS; In the intricacy of a text game, no object is superfluous, no formulation too strange". The New York Times . Archived from the original on 2012-11-08. Retrieved 2008-11-13. [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.{{cite web}}: External link in |quote= (help)