(This is 2018 Reading Challenge Book #5.)
After The Hobbit and the Prydain Chronicles, the Hitchhiker’s Guide to the Galaxy series is one of the most influential on my childhood. I long since lost count of how many times I read the various books; I even owned the “bible bound” edition, much to my mother’s consternation. This series changed the way that I saw the world, influenced my sense of humor, and made me smile when almost nothing else could. It’s also a series that I have largely “grown out” of as I haven’t picked up any of the books in more than a decade and my last interaction with the series was watching the 2005 movie when it came out.
In 1984, Infocom collaborated with Douglas Adams to produce an adventure game based on the book. It’s quite a famous game, in the circles where such things can be famous, and I’ll be reviewing it shortly for TAG. Although most people think of the Hitchhiker’s Guide series as books, in fact the first novel was Mr. Adams’s fourth revision of the material: the original radio play, an album version, a stage play, and then finally the novel. For all that I loved the book, I had never experienced any of the original versions. For this project, I picked up the original scripts (published in 1985) for the radio series. The series itself aired in two seasons and a special: a first batch in early 1978, a “Christmas special” that year that had nothing to do with Christmas, and a second season in early 1980. Most of the episodes are written by Douglas Adams, with co-writing credit given for a number of later first season episodes to John Lloyd.
Continue reading “The Original Hitchhiker’s Radio Scripts” by Douglas Adams and John Lloyd (1978, 1980)
(This is 2018 Reading Challenge Book #4.)
For “The Adventure Gamer”, I have been reviewing Infocom text adventure games from the 1980s. If you are not familiar with the genre, these are games without graphics where you interact with them only through text commands like “pick up the key” or “eat the sandwich”. Sometimes called “interactive fiction”, the form branched out from its Dungeons and Dragons-inspired roots to mysteries, science fiction, pirate adventures, and just about everything else. Since the best “interactive fiction” games were well-written, Infocom experimented with hiring real writers to design the stories, working with their programmers to implement them. Although bigger names would come later, the first writer that Infocom hired was Michael Berlin, a science-fiction writer from Brookline, Massachusetts, who had at that point had published three novels and two computer games. Because of his mix of experience both writing stories and writing software, Infocom felt he was just what they needed. I’ve reviewed the first two (of four) of his games with Infocom already, but as I am about to play his third, now seemed like a great time to dig into his published work starting at the beginning: 1980’s Crystal Phoenix. Let’s just say it wasn’t what I expected.
Continue reading “Crystal Phoenix” by Michael Berlyn (1980)
As I prepare to play Seastalker for The Adventure Gamer, I am continuing to read Jim Lawrence’s earlier juvenile fiction. Last month, I took a look at my first Hardy Boys story, The Ghost at Skeleton Rock. This time, I wanted to jump back to Mr. Lawrence’s very first (that I have been able to find) published novel, 1954’s Tom Swift and His Atomic Earth Blaster.
Tom Swift was, like the Hardy Boys, a Stratemeyer Syndicate series. Like all Syndicate series, Tom Swift stories were written by a pseudonym consisting of a collection of writers and editors rather than a specific individual. Individual stories could be outlined by one author, written by a second, and edited by a third before having a finished product. (And, in a few cases, completely rewritten by a fourth for re-releases.) Tom Swift stories were actually among the oldest of the series, with the first novel, Tom Swift and his Motorcycle, published in 1910. In these early stories, Tom Swift was an adventurer and inventor who solved problems using the power of his intellect and his increasingly sci-fi inventions. Unlike most of the later series, Tom Swift was allowed to age over the course of his adventurers, eventually getting married and having a son, Tom Swift Jr. His son then became the star of the stories from the 1950s onward, although from that point the characters did not continue to age through their original runs. The original continuity ended in 1971 although three further Tom Swift series were released through the mid-00s. It’s likely the stories will be picked up again.
Continue reading “Tom Swift and His Atomic Earth Blaster” by Jim Lawrence (1954)
In the next couple of weeks, over on The Adventure Gamer, I will be playing Seastalker. I mentioned this earlier in my review of a Hardy Boys mystery, and I am presently working my way through stories featuring Tom Swift, Jr. and Nancy Drew. All of these young-adult novels were written by Jim Lawrence, but you would never know it from their covers. Jim was a dedicated ghostwriter, creating fiction that he would never get credit for. Nonetheless, I have become quite interested in his history and have started to pull together a bibliography of his books based on various sources that I found online. This is most likely not a complete list. This is made more complicated by the fact that there are at least three authors named Jim (or James) Lawrence, including one artist who worked in comics. Trying to separate out which Mr. Lawrence wrote what has been quite a challenge!
That’s where you come in. Do you know of any additional works by Jim Lawrence? Do you have details of specific radio play scripts that he wrote? If so, please drop me a note below. For everyone else, here is the list that I have gathered so far:
Continue reading Jim Lawrence’s Bibliography
This week, at approaching four decades old, I read my first Hardy Boys book. In specific, I read the thirty-seventh Hardy Boys book, The Ghost at Skeleton Rock, ghost-written by Jim Lawrence. It’s a strange place to start, but my interest is not with the Hardy Boys in general (although I find the whole industry that produces these serial books fascinating), but rather with the author, the late Jim Lawrence. Over on The Adventure Gamer, I have been slowly working my way through all of the games created by Infocom. In a few weeks, I’ll start playing Seastalker, the twelfth adventure, and the first written by the pair of Stu Galley and Jim Lawrence. The game is Infocom’s first “juvenile” game and they brought on board a master of juvenile fiction to help script it. By the 1980s, Jim had already proven himself a master of juvenile fiction across radio, newspaper comics, and books– most of the latter ghostwritten for the Stratemeyer Syndicate. To ensure I approached his game with an understanding of the genre, I committed myself to reading several of Jim’s original books. This is my first.
Continue reading “The Ghost at Skeleton Rock” by Jim Lawrence (1957)
Not too long ago, I took a look at Deadline, Infocom’s first adventure game mystery as a side-story to the marathon that I’m currently writing for The Adventure Gamer. It was a genre-buster, proving once and for all that great adventures could be found in many genres. I am still slowly winding my way through early Infocom classics and I have finally reached Deadline’s pseudo-sequel: 1983’s The Witness. Tucked away in the middle of a run of science fiction adventures (after Starcross and Suspended but before Planetfall), it abandoned the contemporary setting of its predecessor for the hard-boiled detectives of the 1930s. Even though my colleague Ilmari already reviewed this game, I could not resist poking my head in to get the full Infocom experience.
While Deadline has been designed by Mark Blanc, one of the Infocom founders and co-writer on the Zork series, he did not have time to work on the sequel. Instead, he provided some aspects of the basic scenario to design-newcomer Stu Galley. Stu had been an Infocom founder, but he worked on the business side rather than the creative one. Nonetheless, Marc had too much on his plate and Stu was convinced to headline the game. Even from the start it is different than what came before: this time, the crime has not been committed yet. We’re going to witness the crime (hence, the title) and have twelve hours to figure out what really happened. Let’s play!
Continue reading Infocom’s The Witness (1983)
Most of my blogging time these days is over on The Adventure Gamer where I am currently working on a marathon of Zork-related games by Infocom. I’ve recently completed and reviewed mainframe Zork (also known as Dungeon), Zork I, and Zork II and am about to start playing 1982’s Zork III. (You can find a complete index of my TAG contributions here.) Between the second and third Zork title, Infocom completed a monumental chapter in the history of computer games: Deadline, one of the first mystery games and one of the first games that could rightfully use the label “interactive fiction”. Previous “mystery” games such as Sierra’s Mystery House (another game I reviewed for TAG) were treasure hunts with mystery elements; finally we had a game that could stand beside the works of Agatha Christie and Sir Arthur Conan Doyle.
As my colleague on TAG, Ilmari, already reviewed Deadline (see his review here), I did not want to step on his toes by doing another official review there. And yet, I wanted the experience of playing the game and documenting my thoughts as I did. That leads us to this special bonus post: my play and review of Deadline here while I work on Zork III over there. I haven’t read Ilmari’s review so I am coming into this game completely unspoiled, except that I played a bit of it (and didn’t understand it very well) when I was a kid. Let’s play!
Continue reading Infocom’s Deadline (1982)
Over at The Adventure Gamer, I just completed my most recent series on Questprobe Featuring Spider-Man (1984), an early Marvel adventure game by Scott Adams and Adventure International. It’s a fantastic look at mid-80s adventure gaming and the Marvel universe and well worth a play today.
More generally, yes. I have been away. My guest work on “The Adventure Gamer” has consumed all of my free cycles. I am still committed to continuing Doctor Who and Disney posts, although at a reduced frequency depending on my work elsewhere. In the meantime, I will be sure to post here as I complete TAG games from this point so this blog isn’t a complete ghost town.
The first post for my second game has just gone up on The Adventure Gamer, “Mystery House“. This 1980 game for the Apple ][ is considered the first “graphical adventure” game ever made, ushering in an entire genre of games which peaked in the 90s per persists to this day. The second and final post will go out next week. Meanwhile, I have completed several more for “Operation Stealth”. All of my “The Adventure Gamer” posts are now being linked off the menu above. Regular updates on this blog, as well as Coat of Many Colors, will resume in December.
As part of the guest blogging that I am doing over at The Adventure Gamer, they have posted the answers to a brief Q&A with me. So if you are at all interested in my favorite movie, my favorite adventure game, or where I am from please check it out.