Nord and Bert Couldn't Make Head or Tail of It | |
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Developer(s) | Infocom |
Publisher(s) | Infocom |
Designer(s) | Jeff O'Neill |
Engine | Z-machine |
Platform(s) | Amiga, Apple II, Atari ST, Commodore 64, MS-DOS, Mac |
Release | July 22, 1987 |
Genre(s) | Interactive fiction |
Mode(s) | Single-player |
Nord and Bert Couldn't Make Head or Tail of It is an interactive fiction video game written by Jeff O'Neill and published by Infocom in 1987. It was released simultaneously for Amiga, Apple II, Atari ST, Commodore 64, MS-DOS, and Mac. Nord and Bert is unique among Infocom games in that it presents wordplay puzzles. It was Infocom's twenty-seventh game.
Each chapter of Nord and Bert is dedicated to a different style of wordplay. The first seven chapters can be played in any order, since each exists as an independent "short story" unrelated to the other chapters; to begin the eighth, however, the player must provide seven "passwords" provided by completing each of the other sections.
The only effort made to interlink the separate parts of the game is as follows: reality has somehow been altered around the town of Punster. Idioms and clichés are suddenly manifesting themselves quite literally, and it falls to the player, as it always does, to sort things out.
The sections of the game:
The Nord and Bert packaging includes Home on the Range, a physical booklet of wordplay-themed cartoons drawn by Kevin Pope (who also illustrated the front and back of the game package). The cartoons illustrate several of the types of puzzles in the game, with each cartoon corresponding to a section of the game.
Computer Gaming World described Nord and Bert as "a sophisticated game for mature people who like wordplay". [1] Its reviewer did not enjoy Nord and Bert as much as the "more complete" previous Infocom games, stating that the game often did not accept seemingly valid word play responses. He suggested that the game might be used to teach word play to students. [2] Compute! more favorably reviewed the game, praising its humor, the puzzles' creativity, and the fact that individual games could be finished in a brief period. [3] Compute!'s Gazette also liked the wordplay, stated that the game "should appeal to most everyone", and especially recommended it to those who avoided other text adventures. [4] Antic 's reviewer was critical, stating "I cannot recommend this game" because puzzles could not be solved by logic alone. He concluded, "I give Infocom an A for originality but will spend my money on something else". [5]
Infocom was an American software company based in Cambridge, Massachusetts, that produced numerous works of interactive fiction. They also produced a business application, a relational database called Cornerstone.
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.
Zork is a text adventure game first released in 1977 by developers Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling for the PDP-10 mainframe computer. The original developers and others, as the company Infocom, expanded and split the game into three titles—Zork I: The Great Underground Empire, Zork II: The Wizard of Frobozz, and Zork III: The Dungeon Master—which were released commercially for a range of personal computers beginning in 1980. In Zork, the player explores the abandoned Great Underground Empire in search of treasure. The player moves between the game's hundreds of locations and interacts with objects by typing commands in natural language that the game interprets. The program acts as a narrator, describing the player's location and the results of the player's commands. It has been described as the most famous piece of interactive fiction.
Word play or wordplay is a literary technique and a form of wit in which words used become the main subject of the work, primarily for the purpose of intended effect or amusement. Examples of word play include puns, phonetic mix-ups such as spoonerisms, obscure words and meanings, clever rhetorical excursions, oddly formed sentences, double entendres, and telling character names.
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