Aldebaran III: Player as Conscience   2 comments

I once discussed with the game Warp the idea of looking for the future in the past; that often “a work’s innovation is lost because the work itself is obscure or the implementation of a promising concept was badly done.”

The same can be said for works that were ahead of their time, but not so far ahead their ideas haven’t been replicated. Aldebaran III hints at a relationship between player and character that arguably doesn’t appear again until Infocom’s version of The Hitchhiker’s Guide to the Galaxy (1984) or possibly even Plundered Hearts (1987).

Unfortunately, in 1977-1978 the ideas were there but not the technology.

Last time I mentioned some notes which end with “(the notes continue, but your interest wanes)”.

You can keep reading:

Page 2
The ruling species on Aldebaran III is a large, six “legged”, (actually “pseudopoded”), mammal with a roughly Humanoid torso and a perfectly spherical “brain-case” containing, in most cases, a brain the size of a filbert. (In a few, exceptional cases the brain is believed to be quite large. This increased “brain-power” has no effect on intelligence but is believed to provide the ability to alter body appearance at will.)

This continues (using more READ NOTES commands) all the way until past Page 6:

At this point the notes trail off into meaningless scribbles and, thinking back, you vaguely remember an interesting interlude with some rather illicit drugs and two stewardesses on the trip here … Ahhh … Anyway, going back to the beginning of the notes …

Let me be clear: this is a large infodump and not good game design. Still, this reflects the idea that the player is not just “role-playing” but is actually the “inner voice” of the character, forcing him to read through the notes that he wrote when clearly … distracted.

Somehow in the stories he is highly competent anyway.

This sort of plot demands quite a few characters, but the coding is so skeletal it’s hard to get anything at all to happen. For example, early on you encounter a bar:

You are in the dimly-lit Spaceport Bar on Aldebaran III, which appears to be nearly deserted except for you and the burly bartender whose eyestalks keep twitching suspiciously in your direction. A large sign hangs over the door to the south.
It cost 5 credits and tastes like kerosene but you slurp it down!
With an amazingly graceful movement for someone his size, the bartender leaps over the bar and blocks your exit while pointing at the sign!
The sign says “Jsu Snarret POTE kirs meawed jokero quakonk!”
(obviously some local dialect).

It turns out you can do this:

The bartender solemnly folds your offering into his apron and leaves
something sitting on the bar.
Spaceport Bar
There is an electronic all-dialect dictionary here.

Upon which you can now use the >TRANSLATE verb:
Checking your dictionary you discover that the sign says:
“Due to new liquour law all Terrans MUST show papers before leaving!”

Showing papers results in a silly in-joke:

The bartender checks your papers and grunts in amazement.
You are in the dimly-lit Spaceport Bar on Aldebaran III, which appears to be nearly deserted except for you and the burly bartender who has brought you a drink, (on the house), after learning that you are a user of UNIX software.

but also means, separate from the bribe, you can also do this:

The barkeep feigns ignorance, but leaves something lying on the bar.
Spaceport Bar
There is a map here.

The map gives an important “secret word” where if you don’t have it you’ll get stuck on a conversation later. I’ll jump to that conversation in a moment, but first, note the improbability of coming up with BRIBE, TRANSLATE, and ASK FOR HELP completely unprompted. Not only that, but the bribery in order to get the dictionary has to happen *before* getting the map. Otherwise the game just gives the message “You can’t do that now.”

It’s like the author had a transcript in mind and coded it, but there wasn’t enough flexibility for all the parts to show up in actual play. This is not even referring to guess-the-verb, exactly; it’s more like the rules of adventure-play not being codified when it comes to character interaction to know some of the 100 possible reasonable actions that might be useful.

Later, you encounter a church:

As you pass through the door it silently swings closed. You’re in a magnificent seven-sided room with rows of pews in concentric heptagons facing the center. A door to the south is tightly closed. A small, gnarled native is standing in the center of the room and looking expectant.
You can’t do that now.
“Why should I help you? I don’t even know who you are”, the native states.
House of Worship
“Papers can always be forged” he counters.
House of Worship

I have *no* idea how one is supposed to summon the next command without looking at the source code (as I had to do). Maybe it’s a reference to the stories? It’s the only way to make progress:

The man’s face turns purple with effort as he answers,
“My name iss Igna…
my name iss Ig…
Arrrrgh! I cannot lie here, my name iss … R. Nixon Shilth!, To defend yoursself, soft one!”
So saying, the man crouches as if to leap at you…
As you battle with the man he starts to fade in and out and finally undergoes an amazing metamorphosis into a beautiful woman!

“Ignarp’s the handle”, she says, “Thanks for distracting Shilth while I regained control. I’m afraid I foolishly let him slip a Groaci drug into my prune juice which left me bound by a metamorph- dominance spell which I couldn’t break without a little distraction. I’d be glad to return the favor …”
You’re in a magnificent seven-sided room with rows of pews in concentric heptagons facing the center. A door to the south is tightly closed.
A beautiful woman is standing in the center of the room looking expectant.
I’d like to help you, whoever you are, but I’m not sure I should…

If you didn’t get the map earlier, you won’t know the the secret password. Even if you *did* get the map, it’s not all that obvious it applies here:

So you’re Retief from the CDT? Perhaps you’d like to hear the story behind the Aldebarran anger at Terrans?
Another day passes…
Mr. Shilth, whom you’ve already met, is interested in acquiring the grounds on which the Terran Embassy stands to subdivide into condominiums for vacationing Groaci Peace Enforcers. Because the land can’t be bought while the Embassy still occupies it, Shilth is hoping to have the Terran Embassy forcibly removed. Disguised as a native trader, he sold a set of “Native Art Objects” to your Ambassador Pouncetrifle. Unfortunately, the objects were stolen from the Rep’s Meeting Hall, the one truly sacred spot on Aldebarran III, which the thieves desecrated with obscene slogans. Ambassador Pouncetrifle learned of all this when he proudly displaying them at an Embassy reception. Naturally the Ambassador was imprisoned. After much verbal footwork the Ambassador convinced the Rep that the whole matter might have been a misunderstanding. The Rep graciously agreed that matters could be set to rights by the return of the objects and the payment of a token fine of 1,000 galactic credits. Shall I go on?
The Ambassador paid most of the fine with the 985 credits he was carrying with him, (having expected to make further art purchases), and was released from confinement to gather the remaining 15 credits and the missing objects. Returning to the Embassy via Park Place the Ambassador made the mistake of trying out his Aldebarran-English phrase book on a native he believed to be participating in a quaint street fair. He has not been heard from since, but the deadline for returning the objects is only 29 days away and Shilth’s agents are reported to have stolen the objects again!
If you can find the missing objects and present them to the Rep with the final 15 credit payment he may be able to help avert the uprising.

The three objects are:
a pale Xyller
an alabaster Yangst
and a green Zwerf
They are rumored to be hidden in an isolated area near Pont St. Michel.

That’s about all I know about it.

I have found all three, and the process is a little absurd, and the Xyller will eat the Yangst if you leave them together alone. (I swear I’m not making this up.) I’ll get more into that in my next post (where I’ll hopefully have won the game as well).


Posted July 17, 2017 by Jason Dyer in Interactive Fiction

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2 responses to “Aldebaran III: Player as Conscience

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  1. I didn’t know you could get a translator from the bartender; I found one by buying it from the vending machine in the spaceport.

    I managed to progress through the game, mostly without checking the source code (aside from the little bit of tinkering needed to make it winnable). Most of my progress came by accident. I got the password from the bartender by typing ASK BARTENDER, with no particular thought that it would accomplish anything.

    In the church, I was able to advance the conversation with SAY NAME. I was trying to give my own name, but the game seems to interpret it as my character demanding the name of Shilth/Ignarp.

    There’s a final puzzle in the game that I *really* stumbled into by accident. It involves getting back into the subway from the Pont St Michel area, but I will say no more.

    • Oho, I didn’t realize “mystery bag” gave you different items if you kept going. As far as I can tell, the dictionary isn’t strictly necessary anyway — at least I got up to what I assume is near the end without it. Getting back into the subway is exactly where I am at the moment. I’ll keep hacking at it a bit longer.

      I’m impressed by getting by the name part! (I mean, even if it was luck.)

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