Showing posts with label week. Show all posts
Showing posts with label week. Show all posts
Tuesday, April 7, 2015
Screenshot of the Week 20 Obsession !
The last couple of weeks I haven’t been very productive in terms of gaming, barely played anything, but I did find the willpower to finish the latest Thief game. I will not write a review about it, it is already too late and the review won’t be very positive anyway, but I can express my opinion about the game in a few phrases in this article.
Thief is one of the series I love with thrilling atmosphere, challenging difficulty and complex stealth play of the previous games were something hard to find in any newer games (Dishonored took a decent shot at it). The latest game did manage to recreate some of that atmosphere and for a while even the story was interesting enough to keep me going (actually the reason I came back to finish the game). But in the second half of the game the story was rushed and unpolished, at some point things didn’t tie up anymore and the presence of existence of some characters in relation with the story hardly made any sense.
The gameplay gets repetitive and feels like a grind just after a few hours into the game. There are always the same safes to crack, the same locks to pick, the same type of traps or the same hidden areas. The game lacks uniqueness in its gameplay, I wanted to see puzzles, ingenious traps and protection systems like the old games had.
There is a lot to steal in the game but very little challenge in doing it, because it always relies on the same mechanics and after doing the same thing over and over again things become mechanically easy.
The stealth play is fine, but with the addition of focus powers and a very helpful interface (but horrible to navigate) the game wasn’t a big challenge even on master difficulty.
Besides the gameplay problems there are also some very questionable choices when it comes to the world design. The multitude of pointless loadings and the fragmentation of the world map are hardly bearable. Without an SSD I can’t imagine how frustrating it is to play this game and wait loading after loading (and these loadings are not short).
Overall, Thief left me the impression of a game took from another era and forced into a new one. Developers tried hard to make it enjoyable for everybody and skipped on the details and complexity that made this series great. In the end, the game probably didn’t fully please anyone, as it doesn’t really excel at any of the elements used in it and is and I think it is overshadowed by Dishonored, something that should not happen.
It could have been something great and I wanted it to be so, I really did. Thief was one of the games I expected the most in 2014 and disappointed me deeply (not at the level of Watch Dogs disappointment). I’m not sure if the game will get a sequel and I don’t know if I would want one considering how things went with this game. I suppose I will have to wait for Dishonored 2 and see how that game turns out.
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Garrett?! |
I can’t believe I actually managed to keep up with my schedule this week and posted the two articles about some of the upcoming games in 2015. I hope I can do the same in the next week, as I want to post two more articles, one about upcoming FPS games and one about upcoming strategy games. At the moment seems to be quite a herculean task, I had no idea there are so many strategy games planned for 2015, but hopefully I will manage to get it done in time.
I’m also slowly working on reviews for Elite: Dangerous and This War of Mine. I will probably post them at the end of this month or the beginning of February.
In the meantime, please share my articles and follow me on Steam and on Twitter!!
Thanks!!!
Adventure of the Week Escape From Sparta 1983
Im returning once again to the 1983 Rainbow Book of Adventures this week, to tackle Escape From Sparta, written by Rick Townsend and Rick Hollerback in BASIC for the TRS-80 Color Computer. It took me a little doing to get this one running, only because the first disk image I found in the online archives contained only the instructions and loader program, and I finally figured out I needed to insert a second disk to load the game proper (ESSPARTA/BAS). Im playing using the VCC 1.42 CoCo emulator.

Escape From Sparta is a science-fiction tale, casting the player as a robot on a mission to rescue its Creator from an evil alien warlord bent on destroying all robots so he can take over the galaxy/universe/neighborhood/school board/whatever. The peculiarly short-sighted Creator has imbued his robots with a novel approach to planned obsolescence -- he is the only person who can control or modify them, and they will self-destruct if anyone else tries to, say, repair them. So we have to rescue him from Space Station Sparta, where he is being held captive.
Interested readers are encouraged to Escape From Sparta independently before proceeding with my playthrough notes below -- its not a difficult game at all, and it does a few interesting things with the format. Beyond this point, Ill be documenting my experience for historys sake, and there are guaranteed...
****** SPARTA SPOILERS AHEAD! *****

After the optional instructions are displayed, we find ourselves in the Security Room, with broken monitors strewn about and an enemy robot immediately attacking. The parser requires us to hit a key to interrupt the constant attacks and enter a command; a few KILL ROBOT commands are sufficient to cause it to explode into rubble (apparently these robots are made of concrete.) LOOK RUBBLE (EXAMINE doesnt work) discovers something called a redchip, and we now have 1 REDCHIPS and ENERGY LEFT = 750 in inventory. So we can guess that we need to collect some number of these, without running out of energy ourselves as we take hits from enemy robots.
We can only travel up or down from our starting point, so well venture into the bowels of the ship first. We find ourselves in the -- ahem -- BOTTOM ACCESS CHAMBER, with a computer console in the center of the room and exits in multiple directions. The first door I try, the one to the west, is locked; we can INSERT REDCHIP and confirm security clearance, but the door remains locked; the card apparently only goes into the console. But we might as well check that out while were here -- LOOK CONSOLE establishes that the console is off, and while we cant TURN ON CONSOLE or SWITCH CONSOLE or ACTIVATE CONSOLE, we can ON CONSOLE and then type $ as prompted to use it.
This is a neat design concept -- we actually get to interact with the computer console, though its really just the parser in disguise, as we answer the INPUT REQUEST? prompt with OPEN DOOR -- and DOORS ARE UNLOCKED. We type X to return to the main game.
Lets head west, since the door is now open, into Tunnel #4 where we can see a brilliant star cluster out the window. Continuing west through the tunnel, we reach the Robot Repair Room where another enemy robot is attacking and can be dispatched. I also discover that if we hit the [ENTER] key without typing a command, we waste 10 energy units doing nothing -- and normal moves dont cost us energy at all, so Ill try to keep my keyboard fingers under control.
North of the Robot Repair Room is a lab, with lab animals and ELECTRONIC EQUIPTMENT [sic -- and a persistent typo in this game]. Theres nothing we can apparently do here, so I suspect this is going to be a hunt-down-the-robots game at heart; this is odd, as the mad alien overlord were trying to defeat is supposedly trying to destroy all the robots, and it seems like were actually helping him by doing so. But while I personally believe that everybody must get stunned, we dont have that option here.
East of the access chamber is Tunnel #6, with more broken EQUIPTMENT, leading to the Engineers Quarters, where we are attacked by a human for a change. We can easily KILL HUMAN -- there are no Asimovian restrictions in this world -- and LOOK HUMAN to discover a greenchip. Hmmm.
Theres also a console here, but well go north first into the nuclear reactor room and kill another robot, collecting another redchip. There are some levers here for controlling the nuclear reactor, but Im not going to mess with them just yet. South of the Engineers Quarters is the MAINTANCE ROOM, apparently with signage provided by the same people who maintan the equiptment. There are tools and parts here, none of which seem interesting if we LOOK at them; other than enemies and colored chips, theres not much we can interact with on this space station.
Back in the EQ, I try to ON CONSOLE but dont have security clearance until I INSERT GREENCHIP. This console presents the same INPUT REQUEST? prompt, and I dont have anything specific to do with it just yet, though I do attempt to ask it to KILL ROBOTS for me, with no success.
Returning to the bottom access chamber, I head south through Tunnel #5 to the Computer Room, killing another human when we get here to collect another greenchip. We can use the console here, the same way as the others, by inserting a chip and turning it on. East of the computer room is the Sick Bay, where the beds and medical equiptment reveal nothing interesting. The Doctors Quarters contains yet another console, on the docs desk, though we cant interact with this one for some reason.
Trying to head west from the Computer Room, I encounter a locked door, so we need to use the console here to open it. This leads to a Control Room with another easy-to-murder human, and from here we can go north to the Captain Quarters, where we find THE CREATOR, the human we are here to rescue! We have to kill a human guard, of course, and can GET SILVERCHIP after doing so.
Im down to 290 in energy at this point, so this first run will probably be a learning experience. But well try to GET CREATOR -- and this seems like a milestone, as the parser tells us O.K. YOU RESCUED THE CREATOR NOW LETS GET OUT OF HERE. Hes in no position to repair us, nor can we take a moment to berate him over his bizarre need for job security.
North of this room is the Weapon Room, but everything is smashed so well have to continue working with our built-in weapon. Weve explored this floor completely now, so well head D from the access chamber to find ourselves in the promising-sounding DOCKING BAY #2. Theres another, somewhat tougher robot to kill here, before we travel downward again to find ourselves in the even more promising ESCAPE POD #2 with a computer console handy.
This may not be a moment too soon, as were getting ENERGY LOW! warnings now because Im down to 100 units of energy after that last battle. I opt to try the obvious -- we INSERT SILVERCHIP into the console and turn it on... then we access the console, and finally attempt to LAUNCH POD... to unexpected victory!

This seemed a little too straightforward -- I never even explored the upper part of the ship -- but I guess I was just lucky that my initial explorations led me straight to victory without so much as a restart. I tried again, and confirmed that the locations of The Creator and the necessary chips are not randomized, so its possible to finish the game in just a few minutes if you know where to go. We do need the silverchip to use the escape pod, but since the human guarding The Creator has one, its not like we have to go hunting for it. On a second try, with less exploration and therefore fewer extraneous battles, I finished the game with 496 energy units to spare.
Escape from Sparta is closer in spirit to a dungeon crawl than a standard adventure -- while theres a plot of sorts, it plays more like an RPG; we spend most of our time engaging in semi-random combat, and there are no significant puzzles beyond working out how to use the computer consoles. But I enjoyed it, simple as it is, and this brings me one game closer to exhausting The Rainbow Book of Adventures.
Read more »

Escape From Sparta is a science-fiction tale, casting the player as a robot on a mission to rescue its Creator from an evil alien warlord bent on destroying all robots so he can take over the galaxy/universe/neighborhood/school board/whatever. The peculiarly short-sighted Creator has imbued his robots with a novel approach to planned obsolescence -- he is the only person who can control or modify them, and they will self-destruct if anyone else tries to, say, repair them. So we have to rescue him from Space Station Sparta, where he is being held captive.
Interested readers are encouraged to Escape From Sparta independently before proceeding with my playthrough notes below -- its not a difficult game at all, and it does a few interesting things with the format. Beyond this point, Ill be documenting my experience for historys sake, and there are guaranteed...
****** SPARTA SPOILERS AHEAD! *****

After the optional instructions are displayed, we find ourselves in the Security Room, with broken monitors strewn about and an enemy robot immediately attacking. The parser requires us to hit a key to interrupt the constant attacks and enter a command; a few KILL ROBOT commands are sufficient to cause it to explode into rubble (apparently these robots are made of concrete.) LOOK RUBBLE (EXAMINE doesnt work) discovers something called a redchip, and we now have 1 REDCHIPS and ENERGY LEFT = 750 in inventory. So we can guess that we need to collect some number of these, without running out of energy ourselves as we take hits from enemy robots.
We can only travel up or down from our starting point, so well venture into the bowels of the ship first. We find ourselves in the -- ahem -- BOTTOM ACCESS CHAMBER, with a computer console in the center of the room and exits in multiple directions. The first door I try, the one to the west, is locked; we can INSERT REDCHIP and confirm security clearance, but the door remains locked; the card apparently only goes into the console. But we might as well check that out while were here -- LOOK CONSOLE establishes that the console is off, and while we cant TURN ON CONSOLE or SWITCH CONSOLE or ACTIVATE CONSOLE, we can ON CONSOLE and then type $ as prompted to use it.
This is a neat design concept -- we actually get to interact with the computer console, though its really just the parser in disguise, as we answer the INPUT REQUEST? prompt with OPEN DOOR -- and DOORS ARE UNLOCKED. We type X to return to the main game.
Lets head west, since the door is now open, into Tunnel #4 where we can see a brilliant star cluster out the window. Continuing west through the tunnel, we reach the Robot Repair Room where another enemy robot is attacking and can be dispatched. I also discover that if we hit the [ENTER] key without typing a command, we waste 10 energy units doing nothing -- and normal moves dont cost us energy at all, so Ill try to keep my keyboard fingers under control.
North of the Robot Repair Room is a lab, with lab animals and ELECTRONIC EQUIPTMENT [sic -- and a persistent typo in this game]. Theres nothing we can apparently do here, so I suspect this is going to be a hunt-down-the-robots game at heart; this is odd, as the mad alien overlord were trying to defeat is supposedly trying to destroy all the robots, and it seems like were actually helping him by doing so. But while I personally believe that everybody must get stunned, we dont have that option here.
East of the access chamber is Tunnel #6, with more broken EQUIPTMENT, leading to the Engineers Quarters, where we are attacked by a human for a change. We can easily KILL HUMAN -- there are no Asimovian restrictions in this world -- and LOOK HUMAN to discover a greenchip. Hmmm.
Theres also a console here, but well go north first into the nuclear reactor room and kill another robot, collecting another redchip. There are some levers here for controlling the nuclear reactor, but Im not going to mess with them just yet. South of the Engineers Quarters is the MAINTANCE ROOM, apparently with signage provided by the same people who maintan the equiptment. There are tools and parts here, none of which seem interesting if we LOOK at them; other than enemies and colored chips, theres not much we can interact with on this space station.
Back in the EQ, I try to ON CONSOLE but dont have security clearance until I INSERT GREENCHIP. This console presents the same INPUT REQUEST? prompt, and I dont have anything specific to do with it just yet, though I do attempt to ask it to KILL ROBOTS for me, with no success.
Returning to the bottom access chamber, I head south through Tunnel #5 to the Computer Room, killing another human when we get here to collect another greenchip. We can use the console here, the same way as the others, by inserting a chip and turning it on. East of the computer room is the Sick Bay, where the beds and medical equiptment reveal nothing interesting. The Doctors Quarters contains yet another console, on the docs desk, though we cant interact with this one for some reason.
Trying to head west from the Computer Room, I encounter a locked door, so we need to use the console here to open it. This leads to a Control Room with another easy-to-murder human, and from here we can go north to the Captain Quarters, where we find THE CREATOR, the human we are here to rescue! We have to kill a human guard, of course, and can GET SILVERCHIP after doing so.
Im down to 290 in energy at this point, so this first run will probably be a learning experience. But well try to GET CREATOR -- and this seems like a milestone, as the parser tells us O.K. YOU RESCUED THE CREATOR NOW LETS GET OUT OF HERE. Hes in no position to repair us, nor can we take a moment to berate him over his bizarre need for job security.
North of this room is the Weapon Room, but everything is smashed so well have to continue working with our built-in weapon. Weve explored this floor completely now, so well head D from the access chamber to find ourselves in the promising-sounding DOCKING BAY #2. Theres another, somewhat tougher robot to kill here, before we travel downward again to find ourselves in the even more promising ESCAPE POD #2 with a computer console handy.
This may not be a moment too soon, as were getting ENERGY LOW! warnings now because Im down to 100 units of energy after that last battle. I opt to try the obvious -- we INSERT SILVERCHIP into the console and turn it on... then we access the console, and finally attempt to LAUNCH POD... to unexpected victory!

This seemed a little too straightforward -- I never even explored the upper part of the ship -- but I guess I was just lucky that my initial explorations led me straight to victory without so much as a restart. I tried again, and confirmed that the locations of The Creator and the necessary chips are not randomized, so its possible to finish the game in just a few minutes if you know where to go. We do need the silverchip to use the escape pod, but since the human guarding The Creator has one, its not like we have to go hunting for it. On a second try, with less exploration and therefore fewer extraneous battles, I finished the game with 496 energy units to spare.
Escape from Sparta is closer in spirit to a dungeon crawl than a standard adventure -- while theres a plot of sorts, it plays more like an RPG; we spend most of our time engaging in semi-random combat, and there are no significant puzzles beyond working out how to use the computer consoles. But I enjoyed it, simple as it is, and this brings me one game closer to exhausting The Rainbow Book of Adventures.
Adventure of the Week Dark Mage 1997
This week, were looking at Dark Mage, an adventure game running on perhaps the least likely platform imaginable: the Atari 2600. This text adventure was coded by Greg Troutman in 1997, as a homebrew project long after the 2600s heyday, and made available for distribution via the Internet as a Public Domain title (a good source for downloading it is Atari Age).
In a brief text intro, the player is cast as a court jester, recently ousted by King Roland after a bout of excess drinking, which also led to the loss of the Black Rose of the Realm to the Dark Mage, Neonore. Presumably, we will be attempting to earn our way back into the good graces of the Court.

Without a keyboard to work with, player interaction is limited to a few choices -- in the standard mode, the joystick is used to access the four cardinal directions for navigation, with LOOK occupying the center position and the 2600 controllers single button used to commit the selection. LOOK also switches control modes to make verbs available by moving the joystick left and right -- TAKE, GIVE, USE, TALK, and INVENTORY.
The games most impressive feature, given the 2600s limited graphics hardware, is its ability to render text onscreen without relying on flicker or interlacing tricks -- the uppercase-only text here is much clearer than the 2600s only contemporary text-based example, the Sears-exclusive Stellar Track adapted from the old mainframe Star Trek games. Im playing the 8 KB version of Dark Mage here, which allows some room for descriptive text, though the map is necessarily small and the puzzles simple; an even tighter 4K version also exists.
Interested readers are of course encouraged to try Dark Mage out -- the ROM image runs fine on the MESS Atari 2600 emulator, and a limited run of production cartridges was made available at one time, which you may be able to track down if you prefer to use real hardware. For the historical record, Im going to document my entire playthrough here -- so there are certain to be...
***** STELLA-BASED SPOILERS AHEAD! *****
We begin on a hilltop, where we can LOOK to see a GREAT VOID TO THE WEST and trails leading elsewhere. Trying to go west indicates that this is the edge of the world, and YOU ARE NOT UP TO TAKING A LEAP OF FAITH, JUST YET. We have a HAMMER in inventory.
To the east is an old house in the woods; LOOK performs a search and discovers a loaf of bread. To the south is a grassy knoll, where a snake seems to be shadowing our progress and blocking our way east; WHAT DOES IT WANT?, the game suggests.
South of the hilltop is a PEACEFUL VALLEY, where AN OLD HERMIT SITS NEAR A SHACK; north is a clearing, where A BROOK BABBLES BY, and LOOK espies a TINY FISH FLOPPING ABOUT IN A SHALLOW PART OF THE BROOK. North of the brook is a wide river, and the game suggests we might need fins to cross it. On the banks of the great river to the east is a bridge further east; it is blocked by the traditional troll, who asks, "WHERE IS YOUR MONEY?"
So weve explored the accessible map, and so far we have three puzzles to deal with. The snake doesnt want the hammer or the bread. The hermit just sighs if we try to TALK to him, the troll growls and the snake hisses.
We cant seem to USE any of our inventory objects anywhere yet, either, at least not in the obvious ways. Hmmm. Except -- if we USE the fish in the location with the snake, it turns out to be something like Douglas Adams Babel fish -- we can understand the snakes hissing now, and it says: "RETURN THE ROSE... THERE IS A SECRET PASSAGE TO THE EAST."
Now we can access A NARROW PATH SKIRTING A RIVER that leads to SOME ROLLING HILLS. (The 2600s tiny 128 bytes of working memory appears to be responsible for another constraint here -- LOOKing on the grassy knoll will continue to tell us that the snake blocks our path, even though we can travel freely past it now.)
A LITTLE DOG FOLLOWS YOU here; a large hole blocks progress to the north, and the narrow canyon to the south is blocked by AN AXE WIELDING OGRE who advises us to "TURN BACK!" if we talk to him. We can GIVE BREAD to the dog, and now YOUVE MADE A FRIEND; we can TAKE him along on our journey.
The hermits sighing gives the impression that hes lonely -- perhaps this occupation was not his best choice -- and we can GIVE him the dog to earn a gold coin in exchange.

Now we can pay the toll at the troll bridge (or vice-versa) and cross the bridge to discover a POOR VILLAGE that seems deserted. A small shed on the southern edge of the village contains a CAN OF BLACK PAINT.
So now we have some paint, and a hammer, and the tiny fish. Hmmm. The ogre still blocks the way south, and doesnt seem tempted by or vulnerable to any of the objects we have. Theres no save game facility here, but were not too far along so its reasonable to restart.
Exploring alternate possibilities, we learn that we can USE the little dog to scare the ogre into letting us pass before we give him to the hermit. Except it seems he still wont let us pass? Ah, we have to TALK to the ogre before we can actually get past him, to reach a barren wasteland (so why does it need a guard?)
The wasteland is a bit of a maze, though some exits are blocked, and differently so in each room, so it isnt too hard to figure out (very good, considering there is no DROP verb supported to help with mapping!) The wasteland maze leads to a FIELD OF WHITE FLOWERS, where an artist silently paints. TALKing to the artist reveals that his/her works are not for sale.
A VAST PLAIN further west is a dead end, except we can see TWO JACKELOPES [sic] ARGUING; they tell us to "BUTT OUT!" if we try to talk to them.
Giving the black paint to the artist has an unexpected result -- THE ARTIST PICKS A WHITE ROSE AND PAINTS IT BLACK FOR YOU. So we have a Black Rose... of sorts.
Im stuck at this point -- there seems to be nobody who wants or cares about the Black Rose, now that we have it or a reasonable facsimile thereof. But thanks to the walkthrough at the always-useful CASA Solution Archive I learn that we have to restart and USE the COIN to settle the arguing jackalopes dispute, before we pay the troll. TALKing to the animals now reveals a northern trail out of the plains.
The exit path leads through a marshland and a sandy beach, where THE CASTLE IS IN YOUR SIGHT TO THE NORTH! The castle guard wont let us in, of course, per standard banishment procedure, but if we GIVE him the fake Black Rose, THE GUARD ACCEPTS THE THE [sic] PAINTED ROSE, AND RAISES THE GATE!
One more step north, and thanks to the Royal lack of familiarity with the genuine article, victory is ours!
Though we are advised that this is not really the end of the journey:

Thats it as far as this installment of the game is concerned, even though we never used the hammer or ran into the titular Dark Mage, Neonore. As far as I can determine, a Dark Mage Part Two has not been forthcoming, even though this final display appears to provide a password for the next section.
There is also a 4K version of Dark Mage, which is considerably shorter -- it starts in the field of white flowers, with an unused chisel in inventory instead of the unused hammer, and a substantially different and smaller map layout. The snake/fish, dog/hermit and artist/rose puzzles are the same, but the ogre and the jackalopes are nowhere to be seen, so each item has only one use, which makes the 4K edition a lot easier to play through. Theres no end code given for a Part Two, and the text is also cut down a bit, so it appears that the original 4K version was followed by an expanded 8K edition, but thats as far as the experiment went. (The 2600 could only address 4 KB of ROM, so a bank-switching technique has to be used to accommodate larger cartridges, swapping two 4K blocks of data back and forth -- this approach still has limitations, so this is probably as much of a text adventure as the system can accommodate.)
I enjoyed playing Dark Mage -- I was expecting a text adventure on the Atari 2600 to be a bit of a singing dog, but its actually not a bad game given the constraints of the platform. The joystick interface takes some getting used to, but it works, in large part because the death-free design never penalizes the player for accidentally picking inapplicable verbs or movements with the joystick. And I appreciate that its an original game -- so many homebrew projects focus on porting an existing design to different hardware that its nice to play through a story that only exists in this form. While text adventures might never have worked commercially on the 2600, Mr. Troutmans project demonstrates that it can be done. Good stuff!
Read more »
In a brief text intro, the player is cast as a court jester, recently ousted by King Roland after a bout of excess drinking, which also led to the loss of the Black Rose of the Realm to the Dark Mage, Neonore. Presumably, we will be attempting to earn our way back into the good graces of the Court.

Without a keyboard to work with, player interaction is limited to a few choices -- in the standard mode, the joystick is used to access the four cardinal directions for navigation, with LOOK occupying the center position and the 2600 controllers single button used to commit the selection. LOOK also switches control modes to make verbs available by moving the joystick left and right -- TAKE, GIVE, USE, TALK, and INVENTORY.
The games most impressive feature, given the 2600s limited graphics hardware, is its ability to render text onscreen without relying on flicker or interlacing tricks -- the uppercase-only text here is much clearer than the 2600s only contemporary text-based example, the Sears-exclusive Stellar Track adapted from the old mainframe Star Trek games. Im playing the 8 KB version of Dark Mage here, which allows some room for descriptive text, though the map is necessarily small and the puzzles simple; an even tighter 4K version also exists.
Interested readers are of course encouraged to try Dark Mage out -- the ROM image runs fine on the MESS Atari 2600 emulator, and a limited run of production cartridges was made available at one time, which you may be able to track down if you prefer to use real hardware. For the historical record, Im going to document my entire playthrough here -- so there are certain to be...
***** STELLA-BASED SPOILERS AHEAD! *****
We begin on a hilltop, where we can LOOK to see a GREAT VOID TO THE WEST and trails leading elsewhere. Trying to go west indicates that this is the edge of the world, and YOU ARE NOT UP TO TAKING A LEAP OF FAITH, JUST YET. We have a HAMMER in inventory.
To the east is an old house in the woods; LOOK performs a search and discovers a loaf of bread. To the south is a grassy knoll, where a snake seems to be shadowing our progress and blocking our way east; WHAT DOES IT WANT?, the game suggests.
South of the hilltop is a PEACEFUL VALLEY, where AN OLD HERMIT SITS NEAR A SHACK; north is a clearing, where A BROOK BABBLES BY, and LOOK espies a TINY FISH FLOPPING ABOUT IN A SHALLOW PART OF THE BROOK. North of the brook is a wide river, and the game suggests we might need fins to cross it. On the banks of the great river to the east is a bridge further east; it is blocked by the traditional troll, who asks, "WHERE IS YOUR MONEY?"
So weve explored the accessible map, and so far we have three puzzles to deal with. The snake doesnt want the hammer or the bread. The hermit just sighs if we try to TALK to him, the troll growls and the snake hisses.
We cant seem to USE any of our inventory objects anywhere yet, either, at least not in the obvious ways. Hmmm. Except -- if we USE the fish in the location with the snake, it turns out to be something like Douglas Adams Babel fish -- we can understand the snakes hissing now, and it says: "RETURN THE ROSE... THERE IS A SECRET PASSAGE TO THE EAST."
Now we can access A NARROW PATH SKIRTING A RIVER that leads to SOME ROLLING HILLS. (The 2600s tiny 128 bytes of working memory appears to be responsible for another constraint here -- LOOKing on the grassy knoll will continue to tell us that the snake blocks our path, even though we can travel freely past it now.)
A LITTLE DOG FOLLOWS YOU here; a large hole blocks progress to the north, and the narrow canyon to the south is blocked by AN AXE WIELDING OGRE who advises us to "TURN BACK!" if we talk to him. We can GIVE BREAD to the dog, and now YOUVE MADE A FRIEND; we can TAKE him along on our journey.
The hermits sighing gives the impression that hes lonely -- perhaps this occupation was not his best choice -- and we can GIVE him the dog to earn a gold coin in exchange.

Now we can pay the toll at the troll bridge (or vice-versa) and cross the bridge to discover a POOR VILLAGE that seems deserted. A small shed on the southern edge of the village contains a CAN OF BLACK PAINT.
So now we have some paint, and a hammer, and the tiny fish. Hmmm. The ogre still blocks the way south, and doesnt seem tempted by or vulnerable to any of the objects we have. Theres no save game facility here, but were not too far along so its reasonable to restart.
Exploring alternate possibilities, we learn that we can USE the little dog to scare the ogre into letting us pass before we give him to the hermit. Except it seems he still wont let us pass? Ah, we have to TALK to the ogre before we can actually get past him, to reach a barren wasteland (so why does it need a guard?)
The wasteland is a bit of a maze, though some exits are blocked, and differently so in each room, so it isnt too hard to figure out (very good, considering there is no DROP verb supported to help with mapping!) The wasteland maze leads to a FIELD OF WHITE FLOWERS, where an artist silently paints. TALKing to the artist reveals that his/her works are not for sale.
A VAST PLAIN further west is a dead end, except we can see TWO JACKELOPES [sic] ARGUING; they tell us to "BUTT OUT!" if we try to talk to them.
Giving the black paint to the artist has an unexpected result -- THE ARTIST PICKS A WHITE ROSE AND PAINTS IT BLACK FOR YOU. So we have a Black Rose... of sorts.
Im stuck at this point -- there seems to be nobody who wants or cares about the Black Rose, now that we have it or a reasonable facsimile thereof. But thanks to the walkthrough at the always-useful CASA Solution Archive I learn that we have to restart and USE the COIN to settle the arguing jackalopes dispute, before we pay the troll. TALKing to the animals now reveals a northern trail out of the plains.
The exit path leads through a marshland and a sandy beach, where THE CASTLE IS IN YOUR SIGHT TO THE NORTH! The castle guard wont let us in, of course, per standard banishment procedure, but if we GIVE him the fake Black Rose, THE GUARD ACCEPTS THE THE [sic] PAINTED ROSE, AND RAISES THE GATE!
One more step north, and thanks to the Royal lack of familiarity with the genuine article, victory is ours!

Though we are advised that this is not really the end of the journey:

Thats it as far as this installment of the game is concerned, even though we never used the hammer or ran into the titular Dark Mage, Neonore. As far as I can determine, a Dark Mage Part Two has not been forthcoming, even though this final display appears to provide a password for the next section.
There is also a 4K version of Dark Mage, which is considerably shorter -- it starts in the field of white flowers, with an unused chisel in inventory instead of the unused hammer, and a substantially different and smaller map layout. The snake/fish, dog/hermit and artist/rose puzzles are the same, but the ogre and the jackalopes are nowhere to be seen, so each item has only one use, which makes the 4K edition a lot easier to play through. Theres no end code given for a Part Two, and the text is also cut down a bit, so it appears that the original 4K version was followed by an expanded 8K edition, but thats as far as the experiment went. (The 2600 could only address 4 KB of ROM, so a bank-switching technique has to be used to accommodate larger cartridges, swapping two 4K blocks of data back and forth -- this approach still has limitations, so this is probably as much of a text adventure as the system can accommodate.)
I enjoyed playing Dark Mage -- I was expecting a text adventure on the Atari 2600 to be a bit of a singing dog, but its actually not a bad game given the constraints of the platform. The joystick interface takes some getting used to, but it works, in large part because the death-free design never penalizes the player for accidentally picking inapplicable verbs or movements with the joystick. And I appreciate that its an original game -- so many homebrew projects focus on porting an existing design to different hardware that its nice to play through a story that only exists in this form. While text adventures might never have worked commercially on the 2600, Mr. Troutmans project demonstrates that it can be done. Good stuff!
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