Planetfall | |
---|---|
Developer(s) | Infocom |
Publisher(s) | Infocom |
Designer(s) | Steve Meretzky |
Engine | Z-machine |
Platform(s) | Amiga, Amstrad CPC, Amstrad PCW, Apple II, Apricot PC, Atari 8-bit, Atari ST, Commodore 64, CP/M, Rainbow, Kaypro II, Mac, NEC APC, Osborne 1, MS-DOS, PC-9801, [1] TI-99/4A, TRS-80. [2] |
Release | Release 20: July 8, 1983 Release 26: October 14, 1983 Release 29: January 18, 1984 Release 37: October 3, 1985 Solid Gold: May 31, 1988 |
Genre(s) | Interactive fiction |
Mode(s) | Single-player |
Planetfall is a science fiction themed interactive fiction video game written by Steve Meretzky, and published in 1983 as the eighth game from Infocom. The original release was for Apple II, Atari 8-bit computers, TRS-80, and IBM PC compatibles (both as a self-booting disk and for MS-DOS). Atari ST and Commodore 64 versions were released in 1985. A version for CP/M was also released. Planetfall was Meretzky's first published game, and it proved one of his most popular works and a best-seller for Infocom. It was one of five top-selling games to be re-released in Solid Gold versions with in-game hints. Planetfall uses the Z-machine originally developed for Zork and was added as a bonus to the Zork Anthology .
The word planetfall is a portmanteau of planet and landfall , and occasionally used in science fiction to that effect. The book Planetfall written by Arthur Byron Cover, uses the game image on the cover, and is marketed "In the bestselling tradition of The Hitchhiker's Guide to the Galaxy ." [3] A sequel, Stationfall , was released in 1987.
The game starts with the user assuming the role of a lowly Ensign Seventh Class on the S.P.S. Feinstein, a starship of the Stellar Patrol. Overbearing superior Ensign First Class Blather assigns the player to mop decks, not exactly the glorious adventures promised by the recruiters on Gallium. In the diary provided in the "feelies", the player is on the verge of deserting ship. But a sudden series of explosions aboard the ship sends the player scrambling for an escape pod, which eventually crash-lands on a nearby planet. There are signs of civilization, but curiously no traces of the beings that once lived there. Eventually encountering a helpful but childlike robot named Floyd, the player must unravel the mysteries of the single deserted structure on the planet, Resida, and find a way to get back home. As the fate of the planet's former inhabitants becomes clearer, a time limit also imposes itself.
The adventurer does not remain on S.P.S. Feinstein for long. Talking to the alien ambassador and performing the assigned task of scrubbing the floor don't accomplish much. Wandering to other parts of the ship merits demerits from Blather and an ultimately fatal run-in with the Brig unless the player returns to work. Soon, an explosion occurs and an escape pod door opens. The pod safety netting breaks the player's fall and an escape kit is produced, which proves critical to survival. With great exertion, the adventurer swims out of the pod and climbs up to a mysterious deserted base.
By putting together various clues, slowly the player realizes that the nearly uninhabited island is in fact one of the last remaining landmasses on a planet on the verge of destruction. A deadly plague for which no cure existed threatened to kill off all inhabitants of the world. The inhabitants initiated a planetwide project to place everyone under suspended animation while automated systems of robots and computers worked towards finding a cure. Once the cure was found, the inhabitants could be revived.
By the time the player arrives, it is clear that the project is on the edge of success, but the planet itself is on the verge of destruction. The planetary orbit has decayed, leading to massive global warming and an enormous rise in the oceanic levels. Meteorites bombard the planet with ferocious intensity, and the project to find a cure for the plague is itself threatened by the failure of the main computer and repair systems. Adding to the challenge is the fact that some of the puzzles are not solvable. Determining which ones are impossible and avoiding even trying is essential.
Early on in the game, the player finds what at first appears to be the only remaining inhabitant of the island: Floyd, a childish yet endearing robot. He is both a constant source of comic relief (e.g. "Oh, boy! Are we going to try something dangerous?" when the player saves the game in his presence), and also critical in advancing the plotline. Once Floyd realizes that the ProjCon repair robot (aptly named Achilles) is non-functional, and that the Project is close to completion, he performs the ultimate sacrifice and gives his life to retrieve the vital Miniaturization Card from the Bio-lab (the mutants within kill the player if he tries to get it himself). As Floyd lies dying, the player sings the "Ballad of the Starcrossed Miner" to him (itself an allusion to the earlier Infocom game Starcross ).
The adventurer then uses the Miniaturization Booth to access malfunctioning Relay Station #384 and repairs the main computer by removing an offending speck of dust with a laser. After defeating a giant microbe, the adventurer is informed that the primary Miniaturization Booth is malfunctioning and is rerouted to the Auxiliary Booth. Unfortunately, this puts a room full of mutants between the player and the endgame.
With a biomask and the help of the Laboratory's poison gas system, the player makes it through the Bio-lab but emerges with the mutants on his tail. However, the adventurer makes it to the Cryo-Elevator which is hidden behind a mural. The elevator takes the adventurer to a secret room where the survivors of the infection were cryogenically frozen, just as the entire facility staff is reanimated by the antidote discovered by the ProjCon Computer. The adventurer is proclaimed a hero, Floyd is repaired, and Blather is demoted.
There are 41 ways to die. [4] [5] The adventurer must sleep in a Dormitory each night and eat when hungry. Taking more than a few days causes the adventurer to succumb to the infection which apparently has ravaged the facility unless the antidote is obtained at the underground site. But even taking the antidote only buys a little time as the planet is nearing its sun. To achieve the optimum ending, the adventurer also must repair the three Planetary systems: the Communications System, the Planetary Defense System, and the Course Control System.
The game included the following physical items:
Softline stated that "the puzzles are good; the character of Floyd is great". The magazine stated that the "game is excellent", but criticized the ending as "unabashed adolescent wish fulfillment ... more like a fairy tale". [6] In 1984 the magazine's readers named the game the tenth most-popular Apple program of 1983. [7] Computer Gaming World called Floyd's role as sidekick "unique" and hoped that future games would add such innovations. It stated that Planetfall was "another excellent adventure" for text-adventure fans, and a good place to start for those new to interactive fiction. [8] Creative Computing wrote that Planetfall "is as remarkable, funny, perplexing, and entertaining a game as you are likely to find anywhere." It praised Floyd as "the most imaginative and cleverly written part of the entire game, Floyd, besides being hysterically funny through most of the adventure, evokes in the player of Planetfall authentic feelings of affection and attachment." [9]
Steve Meretzky stated that Floyd "was the result of research into how an artificially intelligent mind might work". The Boston Globe in 1984 described the robot as "the most popular Infocom character". [10] Planetfall has been described as "still lovingly remembered", [11] and parts have been described as "transcendent", [12] including Floyd's death. Meretzky claims that "numerous players" have told him that they cried over the death of Floyd. [13] Softline wrote, "You don't feel like this very often. Maybe after you've read Charlotte's Web . Maybe when they shot Bambi's mother. Maybe when Raskolnikov got religion in the Siberian slave labor camp. But this scene is from a computer game. A game!" [14] A game developers round table on GEnie concluded that Floyd's death was a sad moment that could make someone cry. [15] Floyd's death has been described as directly evoking the player's emotions because the story and gameplay are aligned. [16] The death of Floyd has been described as changing the game to an "evocative theatrical experience" after which "the player feels lonely and bereaved." [17] The memory of Floyd's death remains with players for years and is remembered as a direct experience. [18] Floyd's death "convey[ed] a sense of wonder at the unexpected and touching quality of the gesture." [19] The scene has been described as a minor milestone toward computer games as an expressive narrative art. [20] Game designer Raph Koster feels that Floyd's death is "cheating" because it occurs in a cut scene. [21]
In February 1992, a remake of Planetfall (プラネットフォール, Puranettofōru) was developed and published by Japanese software development company SystemSoft for the NEC PC-9801, over eight-and-a-half years after the original Planetfall. [1] There are differences in this enhanced remake: the game recognizes verb commands typed in kana (Japanese syllable system) or Latin alphabet. For convenience, some of the most common verb commands (Look, Take, etc.) can be accessed by pressing a corresponding button, but the player still has to type the name of an object. This remake also helps the player to interact with the environment by displaying a list of objects after the player has typed a command. Also, unlike the original, the remake contains enhanced graphics; every location has a unique background picture, on which the text is super-imposed, like in the PC-9801 version of Zork I and Enchanter . [1] [22] [23]
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, often abbreviated 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.
Suspended: A Cryogenic Nightmare is an interactive fiction video game written by Michael Berlyn and published by Infocom in 1983. Infocom's sixth game, it was released for Amstrad CPC, Apple II, Atari 8-bit computers, Commodore 64, Commodore Plus/4, IBM PC compatibles, TRS-80, and TI-99/4A. It was later available for Mac, Amiga, and Atari ST.
Steven Eric Meretzky is an American video game developer. He is best known for creating Infocom games in the early 1980s, including collaborating with author Douglas Adams on the interactive fiction version of The Hitchhiker's Guide to the Galaxy, one of the first games to be certified "platinum" by the Software Publishers Association. Later, he created the Spellcasting trilogy, the flagship adventure series of Legend Entertainment. He has been involved in almost every aspect of game development, from design to production to quality assurance and box design.
The Hitchhiker's Guide to the Galaxy is an interactive fiction video game based on the comedic science fiction series of the same name. It was designed by series creator Douglas Adams and Infocom's Steve Meretzky, and it was first released in 1984 for the Apple II, Mac, Commodore 64, CP/M, MS-DOS, Amiga, Atari 8-bit computers, and Atari ST. It is Infocom's fourteenth game.
Legend Entertainment Company was an American developer and publisher of computer games, best known for creating adventure titles throughout the 1990s. The company was founded by Bob Bates and Mike Verdu, both veterans of the interactive fiction studio Infocom that shut down in 1989. Legend's first two games, Spellcasting 101: Sorcerers Get All the Girls and Timequest, had strong sales that sustained the company. Legend also profited from negotiating licenses to popular book series, allowing them to create notable game adaptations such as Companions of Xanth and Gateway. Legend also earned a reputation for comedic adventures, with numerous awards for Eric the Unready in 1993. As the technology of the game industry changed, Legend continued to expand its game engine to take advantage of higher graphical fidelity, mouse support, and the increased media storage of the compact disc.
Leather Goddesses of Phobos is an interactive fiction video game written by Steve Meretzky and published by Infocom in 1986. It was released for the Amiga, Amstrad CPC, Amstrad PCW, Apple II, Mac, Atari 8-bit computers, Atari ST, Commodore 64, TI-99/4A, and MS-DOS. The game was Infocom's first "sex farce", including selectable gender and "naughtiness"—the latter ranging from "tame" to "lewd". It was one of five top-selling Infocom titles to be re-released in Solid Gold versions. It was Infocom's twenty-first game.
The Lost Treasures of Infocom is a 1991 compilation of 20 previously-released interactive fiction games developed by Infocom. It was published by Activision for MS-DOS, Macintosh, Amiga, and Apple IIGS versions. It was later re-released on CD-ROM, and in 2012 on iOS.
Zork: Grand Inquisitor is a graphic adventure game developed and published by Activision, and released for Windows in 1997; a second edition for Macintosh was released in 2001. The game is the twelfth in the Zork series, and builds upon both this and the Enchanter series of interactive fiction video games originally released by Infocom. The game's story focuses on the efforts of a salesperson who becomes involved in restoring magic to Zork while thwarting the plots of a tyrannical figure seeking to stop this. The game features the performances of Erick Avari, Michael McKean, Amy D. Jacobson, Marty Ingels, Earl Boen, Jordana Capra, Dirk Benedict, David Lander and Rip Taylor.
Zork Nemesis: The Forbidden Lands is a graphic adventure game developed by Zombie LLC, published by Activision, and released in 1996 for Windows 95, MS-DOS, and Macintosh. It is the eleventh game in the Zork series, and the first title not to be marketed under the Infocom label, while featuring a darker, less comical story within the Zork setting. The story focuses on players investigating the sudden disappearance of four prominent figures and their children to the hands of a mysterious being known as the "Nemesis", and uncovering a sinister plot during their investigations that they must thwart. The game features performances by Lauren Koslow, W. Morgan Sheppard, Allan Kolman, Stephen Macht, Paul Anthony Stewart, Merle Kennedy, and Bruce Nozick.
Beyond Zork is an interactive fiction computer game written by Brian Moriarty and released by Infocom in 1987. It was one of the last games in the Zork series developed by Infocom. It signified a notable departure from the standard format of Infocom's earlier games which relied purely on text and puzzle-solving: among other features, Beyond Zork incorporated a crude on-screen map, the use of character statistics and levels, and RPG combat elements.
InvisiClues were hint booklets sold by Infocom to help players solve puzzles in their interactive fiction computer games.
Zork Zero: The Revenge of Megaboz is an interactive fiction computer game, written by Steve Meretzky over nearly 18 months and published by Infocom in 1988. Although it is the ninth and last Zork game released by Infocom before the company's closure, Zork Zero takes place before the previous eight games. Unlike its predecessors, Zork Zero is a vast game, featuring a graphical interface with scene-based colors and borders, an interactive map, menus, an in-game hints system, an interactive Encyclopedia Frobozzica, and playable graphical mini-games. The graphics were created by computer artist James Shook. It is Infocom's thirty-second game.
Sorcerer is an interactive fiction game written by Steve Meretzky and released by Infocom in 1984. It is the second game in the magic-themed "Enchanter trilogy", preceded by Enchanter and followed by Spellbreaker. It is Infocom's eleventh game.
Infidel is an interactive fiction video game published by Infocom in 1983. It was written and designed by Michael Berlyn and Patricia Fogleman, and was the first in the "Tales of Adventure" line. It was released for the Amstrad CPC, Apple II, Atari 8-bit computers, Commodore 64, IBM PC compatibles, TRS-80, and TI-99/4A. Ports were later published for Mac, Atari ST, and Amiga. Infidel is Infocom's tenth game.
Stationfall is an interactive fiction game written by Steve Meretzky and released by Infocom in 1987. It was published for the Commodore 64, Amiga, Amstrad CPC, Apple II, Atari 8-bit computers, Atari ST, and MS-DOS. The game is a sequel to Planetfall, one of Infocom's most popular games. It is Infocom's twenty-fifth game.
Robert Bates is an American computer game designer. One of the early designers of interactive fiction games, he was co-founder of Challenge, Inc., which created games in the 1980s for the pioneering company Infocom. After Infocom's dissolution in 1989, Bates co-founded Legend Entertainment to continue publishing games in the Infocom tradition, but with added graphics. Notable games that he has designed, written, or produced include Unreal II (2003), Spider-Man 3 (2007), and Eric the Unready (1993), listed as Adventure Game of the Year by Computer Gaming World magazine and also included on the 1996 list of "150 best games of all time". In 1998 he wrote the award-winning game Quandaries for the U.S. Department of Justice. He has twice been the chairperson of the International Game Developers Association, which honored him with a Lifetime Achievement Award in 2010. Bates has written extensively about game design and development in works such as the 2001 book Game Design: The Art and Business of Creating Games, which is commonly used as a game design textbook in college courses. From 2011–2014, Bates was Chief Creative Officer for External Studios at Zynga. He continues to work as an independent consultant with various publishers in the games industry.
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SystemSoft Alpha Corporation is a Japanese software development company.
This worked out better than my fondest hopes, and numerous players over the intervening years have told me that they cried at this point in the game.
Several years ago there was a debate in the game developers' round table on GEnie (remember GEnie?) about whether or not a computer game could make you cry. ... The answer the GEnie crowd came up with was, yes, a computer game can make you cry: consider the death of Floyd the robot in Planetfall. ... Eventually, however, Floyd gave up his life for you, and there was no way to avoid it. It was a sad moment.
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(help)...they're not given to us by the game at all, but by cutscenes. The death of Floyd the Robot in Planetfall is an example of a cheat like this....