Griffin's Lair: Educational Programs Review
Seastalker
SEASTALKER
INFOCOM, INC.
55 Wheeler Street
Cambridge, MA 02138
40K Disk $39.95
The first computer adventure game was created by Willie Crowther and Don Woods not far from the home of Infocom. This classic journey through Colossal Cave opened the portal to an area of computer software which has grown to unfathomable proportions.
The early adventure games were composed entirely of text, with the player initiating action through an interpreter or "puppet." Simple two-word commands, like TAKE AXE, or GO NORTH, made it possible to achieve this interaction. The unusual images created provided a unique experience for everyone. Because of the exceptional graphic capabilities of the computer, illustrated text adventures using the basic two-word commands soon followed. Not far behind were graphic adventures controlled entirely by joystick and even action adventures, using an arcade-style format.
The parallel to the evolution, or maybe devolution, of leisure time activities from books to television to video games (Tinkers to Evers to Chance) is interesting. It would be great if someone could refashion the rather simplistic format of the original text adventures without stifling the imagination with pictures. Enter Infocom.
Beginning with Zork 1: The Great Underground Empire, Infocom introduced Interlogic machine language adventures, where one communicates in complete sentences, rather than two-word commands. The Zork trilogy and a wide variety of other scenarios from Infocom are among the most popular adventures, text or otherwise, on the market today. Following in the footsteps of this august family of interactive fictional escapades is Seastalker, written with the beginning adventurer in mind.
Before discussing the particulars of Seastalker, it is important to examine the use of what is referred to as Interlogic machine language. As mentioned earlier, communication involves the use of complete sentences. Multiple objects may be used, and more than one command may be input at a time. TURN ON THE HYDRO]ET THEN SET THE THROTTLE TO FAST is a valid command, with the computer executing each in order and responding in kind.
Most of the over 800 words in the game's vocabulary require correct spelling, at least of the first six letters of the word, which is what the computer recognizes. Using N for NORTH, or similar abbreviations, is permitted. When entering a room for the first time, a complete description is given, including the objects in view and visible exits. On re-entering the same room, a less extensive description is given, unless the VERBOSE command is employed to elicit the complete version (or, conversely, the SUPERBRIEF mode, which just displays the name of the room). Other frequently used commands include INVENTORY (a list of possessions), LOOK, SAVE (up to five different game locations may be saved), RESTORE (previous game position), DIAGNOSE (assesses physical condition) and WAIT (allowing time to pass). An extremely helpful feature is the SCRIPT command, which allows the use of a printer and provides a transcript of the interaction. Reviewing the conversations and descriptions from previous sessions may prevent needless duplication of effort and is always quite interesting.
Direct conversation with the characters in the story is accomplished by simply ASKing the individual ABOUT something or someone. The emphasis on the input of commands which are grammatically correct is very welcome. The computer may respond to improperly phrased commands with comments like YOU MUST SUPPLY A VERB or I FOUND TOO MANY NOUNS IN THAT SENTENCE or even YOU CAN'T USE MULTIPLE DIRECT OBJECTS WITH ATTACK. Any game capable of improving a child's vocabulary and spelling, while stressing fundamentals of grammar, has merits far in excess of its intrinsic entertainment value.
Seastalker has been produced by the combined effort of Stu Galley (Infocom's The Witness) and Jim Lawrence. Lawrence, an author of juvenile fiction for years, has ghostwritten for series such as Nancy Drew and the Hardy Boys. The result of this collaboration is an absorbing adventure in which the characters are so well developed that they practically come to life.

The story centers around the undersea research station of Inventions Unlimited, or the Aquadome, and the perils that surround it. The player assumes the role of the main character who has just developed a super submarine, the ultramarine bioceptor Scimitar, at a distant research lab. Suddenly, a message is received concerning an attack on the Aquadome by a monster of some sort-the crew there is in grave danger.
Here I come to save the day! One must pilot the previously untested sub to the Aquadome through Frobton Bay, avoiding the speedboats and ships above, as well as treacherous shoals and submerged wrecks below the surface of the water. Navigation can be tricky, but attempts at sabotage make the journey even more dangerous. Having arrived at the Aquadome, the adventure is just beginning.
A crack team of experts is available to help with the dilemma -- well, maybe some of them have less than the most honorable intentions. I don't want to ruin the story (the good guys do not always win), but suffice it to say that Murphy's First Law prevails -- everything seems to go wrong. The problems must be approached logically, and the crew's expertise used to solve them.
Any game, particularly a text adventure that causes sweaty palms and the feeling that one's heart is trying to exit through the throat as each command is anxiously entered, has succeeded in creating realistic interaction.
As usual, Infocom's packaging adds even more realism. Included is a submarine logbook containing scale drawings of the research lab, the Aquadome and the Scimitar, as well as serving as the user's manual. The documentation on how to play is thorough and easily understood. There is even a sample page of interactive fiction sure to be of help to younger players. Also included in the package is a nautical chart, top secret Infocards with information about the crew and the equipment, and a special Infodecoder film used for revealing hidden clues found on the back of the Infocards. All of this is packaged in an attractive and functional portfolio for safekeeping.
The development of problem solving skills and the emphasis on logical thinking, along with the unique interaction using conversational English, create a superb educational environment to explore. Designed for the beginner of age nine years and up, hints are provided when necessary, making this adventure less frustrating than many others. (Like Frosted Flakes, it is not just for kids!) I'm sure that there are nine-year-olds who could handle this adventure with little difficulty, but most children of that age will need a good deal of assistance, especially early in the game.
Seastalker is a class act. It's fun, exciting and educational. (Did I mention fun?) All young adventurers are certain to enjoy this dive deep into danger.

This article appeared in
Analog Computing
Nov 1984
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