Planetfall

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Planetfall
Planetfall box art.jpg
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]
ReleaseRelease 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 .

Contents

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.

Plot

A map of Planetfall world by Aaron A. Reed from 50 Years of Text Games project Planetfall-map.jpg
A map of Planetfall world by Aaron A. Reed from 50 Years of Text Games project

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.

Release

The game included the following physical items:

  1. A Stellar Patrol "Special Assignment Task Force" ID card (about the size and shape of a credit card). The ID number printed on the card is the telephone number of MIT's student newspaper, The Tech , which was in the way of a prank by Meretzky.
  2. Three interstellar postcards
  3. A Stellar Patrol recruiting manual, "Today's Stellar Patrol: Boldly Going Where Angels Fear to Tread"
  4. A short diary kept by the player's character (in the Solid Gold release, an in-game object included in the player's starting inventory rather than the packaging)

Reception

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]

Reviews

Legacy

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]

See also

Related Research Articles

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.

<i>Zork</i> 1977 video game

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.

<i>Suspended</i> (video game) 1983 video game

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.

<span class="mw-page-title-main">Steve Meretzky</span> American video game developer

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.

<i>Return to Zork</i> 1993 video game

Return to Zork is a 1993 graphic adventure game in the Zork series. It was developed by Activision and was the final Zork game to be published under the Infocom label.

<i>The Hitchhikers Guide to the Galaxy</i> (video game) 1984 video game

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.

<i>Leather Goddesses of Phobos</i> 1986 video game

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.

<i>The Lost Treasures of Infocom</i> 1991 video game

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<i>Zork: Grand Inquisitor</i> 1997 video game

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.

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References

  1. 1 2 3 "PC-98x1 게임 도서관 :: System Soft의 게임 목록 (1992년)" [PC-98x1 Game Library :: SystemSoft's Game List (1992)] (in Korean). PC-98 Library. 16 June 2011. Retrieved 2 January 2017.
  2. Planetfall at Adventureland by Hans Persson and Stefan Meier
  3. Cover, Arthur Byron (1988). Planetfall. Avon. p.  298. ISBN   0-380-75384-7.
  4. "Infocom Scoreboard" (PDF). The New Zork Times. 3 (2): 3. Spring 1984.
  5. "Hot Gossip". Computer Games. February 1985. p. 8. Retrieved 15 January 2015.
  6. Durkee, David (July–August 1983). "Planetfall". Softline. Vol. 2, no. 5. p. 22. Retrieved 28 July 2014.
  7. "The Best and the Rest". St.Game. Vol. 3, no. 3. Mar–Apr 1984. p. 49. Retrieved 28 July 2014.
  8. McPherson, James (April 1984). "Micro-Reviews: Planetfall". Computer Gaming World . Vol. 4, no. 2. pp. 43–44.
  9. Schultz, Monte (December 1983). "Infocom does it again ... and again". Creative Computing. Vol. 9, no. 12. p. 153. Retrieved February 26, 2013.
  10. Dyer, Richard (1984-05-06). "Masters of the Game". The Boston Globe. Archived from the original on 1997-06-07.
  11. (Murray 1998, p52)
  12. Ardai, Charles (Aug–Sep 1987). "Titans of the Computer Gaming World / Part IV of V: Ardai on Infocom". Computer Gaming World. No. 39. p. 38. Retrieved 2 November 2013.
  13. Meretzky, Steve (2008-03-04). "The Creation of Floyd the Robot in Planetfall" . Retrieved 2008-06-19. 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.
  14. "Call Yourself Ishmael Micros Get The Literary Itch". Softline. Vol. 3, no. 1. Sep–Oct 1983. p. 30. Retrieved 29 July 2014.
  15. Adams, Ernest (1999-02-12). "Designer's Notebook: How To Be Weird". Gamasutra. Think Services. Archived from the original on 2008-09-21. Retrieved 2008-10-07. 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.
  16. "By aligning the story with the gameplay, you evoke the emotions in the player directly, without having to appeal to a sometimes vain hope of sympathy. ... Examples range from the classic "Death of Floyd" in Planetfall, where a selfless robot helps your character--you-- directly..." Sheldon, Lee (2004). "Character Development and Storytelling for Games". Thomson Course Technology: 109. ISBN   978-1435461048.{{cite journal}}: Cite journal requires |journal= (help)
  17. "At this point the game [Planetfall] changes from a challenging puzzle to an evocative theatrical experience. The escape from the planet continues, but without Floyd's company the player feels lonely and bereaved." (Murray 1998, p53)
  18. "The memory of Floyd the Robot's noble self-sacrifice remains with players even years later as something directly experienced. 'He sacrificed himself for me,' is the way one twenty-year-old former player described it to me." (Murray 1998, p53)
  19. "Even those who speak of it less personally ('When you get to that room, he goes in to save you") convey a sense of wonder at the unexpected and touching quality of the gesture." (Murray 1998, p53)
  20. "The death of Floyd is a minor milestone on the road from puzzle gaming to an expressive narrative art." (Murray 1998, p53)
  21. Koster, Raph (2005-12-07). "The Pixar Lesson". Raph Koster's Website. Raph Koster. Archived from the original on 2008-11-09. Retrieved 2008-10-07. ...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....
  22. "Zork: The Great Underground Empire (1991) screenshots". MobyGames . Retrieved 2 January 2017.
  23. "Enchanter: Wakaki Madōshi no Shiren". MobyGames. Retrieved 2 January 2017.