Mindtrap: A Game That Could Have Been

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Mindtrap: A Game That Could Have Been

           
Over two years ago, a reader named Keith alerted me to a bunch of Apple II games that weren't on my master list. One of them was Mindtrap: The Quest of the Seven Diamonds, which immediately set off alarm bells when Googling didn't produce a game of that name. Nonetheless, the disk images existed, and Keith e-mailed them to me. I wasn't able to get very far with them, so I cast about for some more information and ultimately found a new disk image with a readme file, which filled in some of the background.

Mindtrap was never a game, just a demonstration written by a talented programmer at Origin Systems in the late 1980s. The idea was to blend the graphical exploration and role-playing of the Ultima series with the "unlimited interactivity" provided (or at least theoretically provided) by text adventures like Zork. To do this, the creator programmed an interface unlike anything I've ever seen. To get around, you move with the UIO/JKL cluster--in hexes rather than squares--but when you want to do something more elaborate, you hit the ENTER key and type a more detailed set of commands at the parser. The plan was to recognize about 3,000 total words. Hitting ENTER again on a blank line returns to movement mode.

To play the game, you need one knight, one cleric, one mage, and one thief. For some reason, this group has been exiled to a planet called Yriearth, in a city called Belsaena, from which their first quest is to escape. Unfortunately, the text doesn't give any indication why the game is called Mindtrap or what seven diamonds has to do with anything.
        
Character creation. I don't believe I've ever seen "deftness" or "affinity" before.
            
The creator of the game was John Miles, who was at Origin in the late 1980s, with programming credits on titles like Ultima V, Ultima VI, and Martian Dreams. We'll see his later work on Eye of the Beholder III (1993) and Dark Sun (1993). In the readme file, Miles made up a pseudonym for the author and said he died "from complications arising from Bachman's Syndrome," referring to Stephen King's famous nom de plume. He also made up a backstory that related the game to the Ultima universe, with the four characters having been exiled to Yriearth for collaborating with Blackthorn, but in an e-mail exchange with me, Miles admitted that this had never been part of the original pitch. Ultimately, Origin rejected the approach, but Miles kept the disks in a drawer and sent the images to the Interactive Fiction Archive in the late 1990s, hoping some developer might be inspired by the interface.
                
Arriving in the game. The writing is solid.
          
I tried to play a bit, but I couldn't get far because the commands that work are undocumented, and using dialogue-based commands, which are pretty important, produces an error message. I would say that the concept needed a bit of work. There's a good reason that most iconographic games offer simple single-letter commands for common tasks like opening doors and talking to the NPC standing next to you. Having to stop and type OPEN CHEST every time would have become tiresome. Of course, it's possible that the final version could have found some shortcuts. I also don't like that you can't look at specific objects by indicating a direction. I don't know for sure what the icons are depicting half the time.
         
If I can't donate, I'm going to steal.
        
On the positive side, I love the detailed text descriptions of rooms as you enter them. (In classic Infocom style, you can toggle between "brief" and "verbose" to have those descriptions come up every time, or not.) Abstract iconography can only convey so much. There are very few games, even in the modern era of crystal-clear graphics, where it wouldn't be occasionally useful to have a textual description of what you're looking at.
         
Another example--so much more interesting  than just looking at icons bustling around.
           
I also like the idea of being able to use a text parser to engage in complex interactions with the environment, although a clever programmer can make a lot of things possible without going so far. Ultima V and Ultima VI are already extraordinarily interactive games without having to go beyond the 26 letter keys. Nonetheless, a text parser would definitely allow for more complex puzzles and would have fit well with Origin's tradition of free text for NPC dialogues.

If any developer out there wants to carry the idea forward, I can promise that I and John Miles will play it.




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