The Antagonists
Adventure Game: Text-Only · ZX-Spectrum 48K · 1 players · Dutch
Addison-Wesley [NL] · 1985
Also known as De Antagonisten (English)
Arendarvon Castle, 2 of 2
Discussion
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Remarks
The adventure that was published as type-in in the book {The Antagonists|Addison-Wesley Productions|2000522}, as well as sold as ready to use tape.
SPOT: book (type in program) or book + program
Releases
- Unknownpublisher not recordedPound sterling 5.95
- 1985Addison-Wesley [NL] Sold as De Antagonisten
Play
- AntagonistsThe(AntagonistenDe)(Addison-WesleyNL).tap.zipTape image Dutch15 KB
Files and rights
No permission is on record either way. Screens and pictures are copied here on a take-down basis: if you hold the rights and want something removed, say so and it goes.
Credits
- Hal Renkocredited
- Sam Edwardscredited
- Hermie Hermenscredited
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Scores
In the magazines
- Crash #191985 · Overall Value6/10
Elsewhere on the web
- WorldOfSpectrum 3 votes5.33
In the magazines 2
C&VG (Computer & Video Games) #49Nov 1985 · p.111
Simon Marsh
Some games are good and others are well... just 'others". Antagonists falls firmly into the camp of "others". I was amazed to find that this game had no loader, so when the header program loaded I had to type RUN to get it started! Programming like this always gives me a feeling of unease! Once running, text scrolls up the screen. A few words describe the location and a line is devoted to the exits. The location descriptions lack any sense of atmosphere and, as far as I can tell, the game does not contain any prose likely to inspire the imagination of the player. For example, the sort of conversation you have with the computer goes something like: "You're in a room. Exits North, South, East, West. You see a gold bar" EXAMINE GOLD BAR "It isn't here." Although pages of text do not automatically make good adventure, I do feel an effort is needed in the direction of improving the contents of the text in many games, especially this one. I did not play very far into the game, so I feel that it would be unfair for me to comment any further. I will not give a personal rating because I have not completed enough of the game - I was just too bored to continue! Antagonists is from Addison Wesley for the 48k Spectrum.
Crash #19Aug 1985 · p.947/105/108/106/106/106/10
Atmosphere 7/10
Vocabulary 5/10
Logic 8/10
Addictive Quality 6/10
Overall Value 6/10
Derek Brewster 6/10
DEREK BREWSTER'S ADVENTURE TRAIL DON'T BLAME ME I'M ONLY THE PROGR.... One good rule in life is 'never boast about anything until you have seen it through'. And the other pearl of wisdom you tend to hear is 'things are always more difficult than they look'. Taking the first rule, I think we can safely say there have been many companies who, in retrospect, would have done well to take heed of it. You don't have to look too far for examples of games which demonstrated this rule; here are a few of the notables: Sherlock, The Great Space Race, Swords and Sorcery, and, of course, Psyclapse and Bandersnatch. Big things were expected of these games, not because of previews generating interest but on account of rather large advertising campaigns. Their high public profiles suggested that an enormous expenditure on hype could only possibly indicate a similar expenditure in time and effort on the program itself. Which leads me on to the second rule.... Things are always more difficult than they look but in the case of programming, things become nigh-on impossible. Take the balance between speed and length. The number of moving graphics will determine how quickly a game will play: too many moving graphics and all will be reduced to a snail's pace. If the graphics are stored in a compact form then the code to decipher them may well slow the game appreciably. The length of code becomes critical if the graphics are stored in the form to be displayed on screen, as a vast amount of memory is required. It is difficult to know how this balance between speed and memory will work out until the project is well under way. Indeed, it may only be at this later stage when it is discovered the whole programming project was too ambitious in the first place. This problem besets all programmers but will affect those who work on orders from above to a greater extent. Every software house worth its free publicity has a whole menagerie of Managing Directors, Marketing Managers, Public Relations Officers, Secretaries, Graphic Artists, Games Designers, Cover Artists and someone to make the tea (teaperson). This is a considerable number of people - even if the 's' signifies at the very most two people with each job title, and there is much overlapping of roles eg a Marketing Manager may make the tea, while Public Relations ensure each cup has the correct amount of sugar in it. The problem is that the orders from above can come down so thick and fast, that they soon form a heavy overburden which begins to exert a significant pressure on the poor guy at the bottom - who is none other than our poor little programmer, struggling with the implications of our second rule. He may be having difficulty implementing some big idea from above, perhaps a film/TV/superstar endorsement, and and be desperate to get the game finished knowing how much the software house paid to secure the rights. Don't get me wrong. The marketing, graphic and design skills are a very important part of the new mega-game blockbuster. All I am saying is spare some resources for the people actually programming - it may well pay off. THE ANTAGONISTS Producer: Addison-Wesley Publishing Retail Price: £5.95 Language: Machine code Author: Hal Renko, Sam Edwards, Hermie Hermens The Antagonist, a Microworld Adventure from Addison-Wesley Publishing, follows Arendarvon Castle, reviewed last month. Once again you can buy the book and type in the program or buy both the book and program. Both games have a very similar format with an interesting and highly informative book supporting unimaginative and somewhat primitive software. It's difficult to do the game justice in this review with such lacklustre coding, so much of what I will say will necessarily pertain to the book which looks very much like any other that might be found lining the shelves of a bookshop. Its content is also impressive and sets in motion a process I very much admire in that it encourages the player to seek out and use information from a dossier file which, taken as a whole, describes the strange world in which you find yourself. The file you carry has some diary entries of one Albert Renshaw, more of whom later; a book on flowers by a learned professor; a publication from the James Arwell Society commemorating one of the greatest scientists who ever lived; and a guide to INSECTOLAND, an insect Disneyworld built in the 23rd century. Albert Renshaw's diary might just be as boring as anyone else's were it not for one thing -in a world dominated by insects and ruled by ants it was he who had the dubious distinction of being the last surviving member of planet Earth, a sort of Omega Man armed with fly spray. As every budding 20th century biologist knows, the insects, which are the largest single group of animals on Earth, have one serious limitation imposed upon them by the way in which they breathe through pores and the tubes which lead from their tough outer skeletons which prevents them from reaching any threatening size. So why doesn't our Renshaw chappie don a large pair of boots and simply walk all over his assailANTS? Well the answer lies in the curious delight afforded any blue blooded scientist by meddling in areas he knows next to nothing about. In this case the 21st century had not only produced curios like chemical sociology and psychological physics but a wondrous growth hormone which certainly grew livestock and foodstuffs more quickly, but also had the disconcerting effect of spawning whopping great big creepy crawlies which had the wherewithall to try and flush YOU out of the bath. All good science fiction turns humour into a satirical scalpel, and this book is no exception. Two funnies stick in the mind particularly. The first relates how, as insects got bigger, so did the movement concerned with insect welfare and the second how the prefaces to The Book of Flowers tells of the way in which a Professor Rosebush's classification supercedes that of the deceased Professor Lanuski's even though Lanuski, the previous editor of the treatise, had expressly attacked Rosebush's classification in an earlier preface. Hence the prefaces relate how classifications only last as long as their proponents and, more generally, how science is full of pompous pedants. Turning to the adventure itself, much of the early play is within fields and the caves beyond them. Throughout the adventure you must research and make reference to your dossier (which in reality is the glossy softback book) and this first part is no exception. In the fields are scattered various flowers and as you climb their stems you relate the on-screen information with that in the Book of Flowers. This however is no easy task as the program is deviously sketchy with one or two of its descriptions, but of course, some are instantly recognizable and you then refer to the guide with renewed confidence. The flowers are realistically, and usefully, divided into the niches of marine, fresh, swamp, wet and dry. There's just a touch of sci-fi philosophy within the James Arwell Soc publication. It puts forward the hypothesis that the hallmark of true genius lies not in the complexity of a theory but in its simplicity and accessibility and so it reckons Elvis Presley and Michael Jackson were the real geniuses when compared to the likes of Bach, Mozart and Beethoven. (An interesting theory on the rise of popularism and the decline of Radio 3). The publication also tells of the Lepries, who have a total lack of physical beauty but are friendly enough, and the Tenins, who are similar to elves but can change rapidly in mood to become dark and deceitful. Lepries enjoy a kind of blueberry soup which turns the leprie blue except for the hands which become a bright yellow hue. The guide to INSECTOLAND gives information and clues concerning the various giant ants, bees, flies, beetles and butterflies which inhabit the park. A creature you will soon be looking up in the guide is the glowworm which emits light during its whole life-span, and we learn how the production of light decreases if the worm is deprived of honey. The Antagonist is a fine book, but the poor quality of the software on the tape lets it down. It's a little amateurish to expect the player to type RUN after the first part of the program has loaded in. The appearance of the screen is very dull with the original black Spectrum print left on a glaring white background. If you load the first part of this program you may find it better to then add 100 INK 6 : PAPER 0 : BORDER 0 : CLS and then SAVE 'ANTAG' LINE 1 which will allow an auto RUN. Although the book creates a good atmosphere, the location descriptions in the program are sparse and disappointing. Some locations have nothing on your present predicament but merely tell you what is in adjacent areas, which gives certain regions an anonymous feel. As with the first game, the vocabulary is very limiting and there doesn't appear to be any equivalent of EXAMINE. The game is not difficult but trying to correlate the cave system to its textbook equivalent may take some time. The Antagonist is a noteworthy project but I feel more effort could have gone into the programming aspect which, after all, is what most software is all about! COMMENTS Difficulty: quite easy Graphics: none Presentation: poor Input facility: generally verb/ noun though needs a weapon specified for combat Response: very fast
Related
- Listed in
- The Antagonists
- Ports
- De Antagonisten (Commodore 64), (BBC Micro)
- Elsewhere
- CASACASAMobyGamesThe TipshopUVL
- Same entry at
- Spectrum ComputingZXInfo
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