GS WorldView Fall, 2003 Documentation for ... The Prisoner 2 Interactive Fantasies, 1982 Requires 48k or larger Apple II Inspired by the highly acclaimed television series, The Prisoner 2 puts you in a nightmarish 1984 world whose rulers seek to break you down by an extensive array of brainwashing techniques, while you are armed only with your intelligence, your sense of individuality and your wits. Will you escape to freedom, or forever remain THE PRISONER? THE JOURNAL My introduction to The Island came about in an extraordinary way while I was cataloging my word processing diskettes in order to delete all the outdated files. On one disk of no particular significance, a text file saved under the name of "BOTTLE" caught my eye. Having no recollection of ever creating such a file, I ran a listing of its contents on a printer. This is what the printer produced: DAY 0 No more! I quit! I've had it with this job. with The Company, with my line of work, with the whole damn system! How did I put up for so long with this snake pit? And to add insult to injury, they were so damned impersonal about accepting my resignation. What satisfaction is there in venting your rage at a stupid machine, and watching it mathematically reduce your indignation into a classifiable three-digit resignation code? I should have left years ago, before I made my awful discovery. Well. it's all over now. I'll put my past behind me and get as far away from The Company and its vile secrets as I can. But where to escape? Jamaica is nice at this time of year. I can recall some pleasant assignments in Hawaii. Manhattan is always... Damn, I feel So sleepy. I can barely keep... DAY 1 Awake! What a sleep. Wait a second. this isn't my bed! Where am I? C'mon, pull yourself together. Shake off this drowsiness. Take a look around. This building! It's like a maze. There must be mile after mile of these corridors -twisting and turning. What's this? A trap door... and a chute! I'm back where I woke up. l don't have any choice but to start over. What on earth am I doing in this maze? Ah, here's an exit, down this hallway. Hmm, there's a note on the door: "Meet Me At Your Earliest Convenience -The Caretaker." Strange. Let's see just what this caretaker guy takes care of. What the Hell? This place looks like a some kind of retirement community. Down the street I can see some shops, a diner, even a library. It's sort of charming, actually. I'd just like to know what I'm doing here. I want some answers. Well, the natives aren't much help. They just smile sweetly, all the time speaking in riddles. "A still tongue makes for a happy life." That's their motto. ButI don't think their silence is because they are afraid to speak, since there's no caution in their voices. It's something else. I did learn that this place is called "The Island," but I have no idea even in which hemisphere it is. The few maps I found give information only about the Island's interior. The building where I first woke up is called "the Castle" and is intended to be my quarters during my stay here. (I plan, by the way, to make that stay very brief.) I tried to meet this Caretaker. I'm told he represents whoever is in charge. His house was easy enough to find, but the door was locked. I'm not so interested in answers that I'm willing to cool my heels until I'm let in. It's time for me to leave. Let's see, if I can't confront the top, I'll sneak out through the bottom. My "official" map says that there's just a white picket fence surrounding this place. Yes, I see it there, down the street. Just climb over and... What the Hell is that? I've run into watchdogs both animal and electronic before, but nothing like this! It's after me! I can't outrun him... DAY 2 My confrontation with Pax yesterday left me with quite a headache, but I can still think clearly. I now know that this quaint little village is really a prison in disguise. Nothing is as it seems. These buildings are facades, their purposes hidden. Every situation I've run into is part of an intricate plot to lead me towards a false escape route, catch me off my mental guard, or convince me of the "virtues" of obeying the authorities will. Never before have I faced such a determined experiment in dehumanization, not even in my travels behind the Iron Curtain. The purpose of these schemes is clear. They want to know why I resigned. In my two days here they've tried every damned trick in the book to find out my resignation code. Once or twice they almost duped me into revealing it, but I know that it is the one thing that is keeping me alive. But why? Perhaps they are afraid of what I found out. Do they think it will give them a clue about why someone like me would question the ethics of my profession? Every prison has it's limits. If I'm to escape, I must gather as much information as I can. Already I've begun to map The Island for myself. No easy task. The layout of some sections seems to change, and the interiors of buildings are occasionally different from the last time I entered. I can't let these bizarre happenings shake me; that's just what the authorities here want. I'm fighting a psychological war now. Therefore. I must learn the nature of my captors' minds and attempt to second-guess them. They'll continue to bombard me with very demanding problem situations, and if I'm going to tough it out, I have to use all the problem solving approaches I learned in the field. But to endure the frustrations. I must fight to keep my cool. my sense of humor. From what I can tell wits and individuality will make for an excellent sword and shield here. I'll find a way off of The Island in no time at all. DAY 5 Is there no escape from this place? Every turn I take, every move I make and door I open only lead me back to square one. At least I found the switch for turning off all of the tormenting melodies that echo throughout The Island. I was allowed finally to see the Caretaker. All I learned from him is that I am under constant surveillance. Every move I make is monitored and used against me. I was shown a log of my daily activities from the time I get up in the morning until I go to sleep at night. Can they read my thoughts. too? It makes me so painfully aware of the invasions of privacy inherent in my own profession. This feeling of futility is overcoming me. They are doing everything they can to condition me to become one of the masses that surround me- complacent. nonthinking, unresisting. Why are they all so cheerful? Can't they see the environment that they are living in? Strange. I've been here only a few days and already I think I know everything better than the people who have spent their lives here. Or are they all part of the plot? Some of the other Islanders have offered me help, only to betray and humiliate me. I have heard that there is an underground organization called The Brotherhood, but I don't know if I can trust them. If clues for escape are hard to come by, allies are even scarcer. How can one survive in a perversion of society infested with brain washing techniques, delusions, paradoxes, and oppression. I must hang on to my sanity. DAY 9 I think that I am going mad. No one and no thing can be trusted. Prisoners and keepers are intermixed, rules are vague and inconsistent, truth and falsehood are indeterminable. I am even starting to question my own identity, the one thing I have to rely on. I begin to wonder if truth is a constant, objective reality or if there are many versions. Perhaps it is true that disobedience and lack of cooperation are disharmonious, working against the security, stability, and preservation of the whole. I am beginning to feel that slavery may indeed be freedom. What freedom can there be for those who know too much in this nightmarish land where every day is just a trip to the general store, a conversation with a number, and a chance to escape? Should I give in and seek freedom as a member of the flock? After all, no man is an island. ... The printout of the file ended abruptly without revealing a clue to the author's identity. Intrigued by the mysterious journal, I set out to find the perpetrator of this hoax, for his creative writing did raise some important philosophical questions. However, after checking the security measures of our office computer system and questioning various members of our staff, there seemed to be little possibility that the message was an office prank. As I sought the originator of this file, curiosity soon turned into obsession, Other computerized "bottles in the ocean" turned up on several different computer systems. As I pieced together the various parts of the puzzle, I became more and more convinced of the journal's authenticity. When the information that for some unknown reason was left for me began to dry up, I took my investigation of The Island to the local library. In what I've always regarded as a hall of free thought, I uncovered obscure volumes of information on the theory of mind control and psychological torture. Under the Freedom of Information Act, I obtained declassified materials on the government's practice of such theory. Finally, I was able to get my hands on some classified files about The Island from my contacts who work on the Inside. I now bring this information to you. THE PRISONER'S DILEMMA The Island is an isolated, self-contained community whose exact location remains unknown despite the best investigative efforts of myself and my colleagues. The entire community is surrounded by a fence and a stretch of wilderness in all directions. Hidden surveillance devices keep an eye on the residents at all times. and the peace is kept by an entity referred to as "Pax.'. Our best accounts tell us that there are some twenty buildings on The Island. Most of these buildings house such public services as shops, churches, schools, diners. libraries, and theaters. The Island is the ultimate prison, for such amenities serve only to weaken the residents' desire to escape. However, The Island does have its vicious side. The institutions of the hospital and courthouse are in reality fronts for torture and intimidation. The Inquisition is alive and well. but armed with space-age technology. The one visible authority on The Island is "The Caretaker," who can be seen only via a video screen. Those wishing an audience with him first must undertake a scavenger hunt to gain certain items necessary to pass through locked doors. The reward for collecting these keys is a chance to be baited and questioned by the Island's maestro of deception. Yet even he is a subordinate to The Master, whoever that might be. Together they maintain tight control over The Island and know how to handle their guests quite effectively. While every resource of The Island is geared toward breaking down the individual. there are various things that an Islander can do to put up a fight. Success in surviving The Island requires reading between lines, logical deduction, developing new and creative patterns of thinking, making intuitive moves, and detecting trickery. A resident will constantly find himself rru8trated, confused. discouraged, puzzled. and angry. Whatever else, he must not give in! As uncertain pawns of covert forces, Islanders must attempt to psych-out their keepers. THE PLAY's THE THING Since this account of The Island is in the form of a computer simulation. it was necessary to make some concessions for thesakeofplayability. The only means of communicating with your computer is through the keyboard. An inverse cursor always indicates that the computer is waiting for you to type something. It may desire only a single keystroke response or several keystrokes followed by a [RETURN]. However. not every i nput has a prompt. If the computer appears to stop or "hang," it is probably just waiting for you to type something. If you become impatient, take the initiative and try nudging your keyboard. You will quickl' find that certain keys which have a special function at one point in the program may not behave in thesame way at another. Consistency is not one of the attri butes of The Island. Be open to change and do not allow yourself to be locked into a mindset. When in doubt, type something, anything. The information that The Island is trying to obtain from you has been distilled down into the form of a three-digit resignation code. This number is given to you at the start of each new session. Memorize it or write it down for safe keeping: reveal it in any way and you will have lost. As a player. you have the ability to suspend the game. a luxury real Islanders do not enjoy. To save your prngress, either press CONTROL-C or type in STASIS, whichever seems more appropriate at the time. All of your possessions, scores. money, and other statistics will be saved away to disk until your next visit to The Island. When saving your progress. you have the option of obtaining a clue to escape at a cost of twenty-five points. The quality of the clue depends upon your score. Players with low scores will receive the same clues over and over. Since information is saved away for future use, it is important that you do NOT place a write-protect tab on your diskette. Doing so will only result in an error message being displayed. For your convenience, a special error reporting section is implemented in the game. Please keep this in mind. for what you at first may interpret as an error may not be. A trick might have been played on you; certain possessions must be gained or tasks performed before some things work properly, or the computer might be waiting for you to press certain keys or make certain responses. Don't be too quick to assume an error. (If one is indeed apparent, consult your warranty). In transcending the medium of paper and using the Island's latest tool to bring this expose to life, we are somewhat confined by the limitations of the computer. However, wherever possible. the machine's restrictions have been manipulated to illustrate symbolically various features of the Island... including the way out. THE KEY TO ESCAPE There are many possible forms of escape from a psychological prison of this nature. Escape might be physical, mental. figurative. or literal. For example. residents have taken such paths as giving in and revealing what they know; holding fast and remaining silent year after year; joining the other side; or committing suicide. Each might be convinced that they have found an acceptable way out of their imprisonment. But those who have chosen such paths have deceived themselves. To my knowledge. no one ever truly has escaped from The Island. Perhaps it takes an objective eye to see what one is facing, for I believe that I have discovered, from the bits of information I have gathered, the way out of The Island, It's all so deceptively simple. All one needs to do is CANCEL THIS LINE... CANCEL THIS LINE... CANCEL THIS LINE... INTERRUPT ... INCOMING MESSAGE...BEGIN Allow me to Introduce myself. 1 am the Caretoker for the Master. Please excuse my Intrusion. but I could no longer allow the author to deceive you. You see. this joumalist was one of our residents. We took very good care of him. but somehow he came under the delusion that we were his enemies. In hls paranoid state. he believed that our civic leaders were attempting to rob our good citizens of their individuality. The sad truth of the matter Is that he Is yourenemy. He Is attempting to Influence your views. Rather than allowing you to form your own opinions about our Island. he preaches his own preconceived notions as though they were the ultimate truth about subjects ranging from the Individual's place in society to the merit of arcade games. Who is he to make editorial comments to the world and belittle others for having dIfferent tastes In entertainment? Such hypocrisy! Look at how he has succumbed to market pressure by taking a successful game (and don't believe it is any more than this) and injecting the obligatory sound and high resolution graphics, effects, just to make it competitive with everyone else's product. Where Is the originality? And he speaks of indivlduallty! Now there is doublethink for you. Do not allow hls mad ravings to put you too III at ease on your first day here on The Island. You needn't worry. there Is no escape from this tranquil place. We would not allow It. After all, winning Is losing. But should you condemn him too severely, be informed that he has done some good. Without his efforts we would not be welcoming you to our Island. He Is fulfilling a role as recruitment director, sending more and more people into our open arms. In closing, permit me to welcome you to The Island. I don't doubt that you'll have a pleasant stay. We have given all the buildings a fresh coat of paint and put new locks on the doors. I dare say, you may never want to leave. Should you attempt to try, I wish you (in advance) many happy returns. _____________ A LITTLE KNOWLEDGE For the purposes of your own investigative work, what follows is some of the unclassified material about The Island: Every decision is scored. The Island keeps you under constant surveillance an monitors youk' every movement. The score is set to zero at the start of the game and is incremented or decremented based upon whether or not your actions are those of an individual. The more individualistic you are, the greater your score will be. This score is revealed only upon winning, losing, or suspending the game and is closely linked with your chances of escaping. Many doors will be closed to you until your score reaches a high enough value. Since this score is mostly invisible to you, you must weigh and verify your own decisions to determine they are in your own best interests. The authorities (i.e., computer) will give your no help. References Disch, Thomas M., The Prisoner. London: New English Library, 1980. Defense and Space Systems Group, Volume 3, Number 1 (Spring 1979), pp. 5 77. Morgan, William J., The 0.8.8. and I. New York: Modern Literary Editions Publishing Company, 1957. Orwell, George, 1984. New York: New American Library, 1961 Zimmerman, Howard, "The Prisoner." Starlog. Number 11 (January 1978) 24-30. 44-45. Credits PRISONER 2 was developed exclusively by Edu-Ware Services, Inc., a California software development house committed to producing instructionally sound C.A.I. and intellectually challenging gaming systems. PRISONER 2 was brought to you thanks to the efforts of the following individuals: David Mullich designed and supervised the coding of the entire set of programs, developed Interactive Fantasies's high-resolution graphics system, authored this Player's Manual, and was the original author of The Prisoner. Mike St. Jean coded all the BASIC portions of the programs and contributed to the game's design. Wendy Peterson directed the creation and production of the packaging materials and wrote the information displayed on the box. Jim Wootton served as primary play tester. Sherwin A. Steffin, Executive Producer _____________ Game Review The Prisoner 2 review by Jeff Hurlburt Softside #44, September 1983 The time is the present, and in this flowering of what is referred to euphemistically as "The Computer Revolution," you have at last come to your senses. Oh yes, you've shelled Sneakers, bombed Brick-Out, aced-out Mini-Golf, demolished Donkey Kong, and stabbed your best friends in Santa Paravia. The Pyramid of Doom holds no terrors for you, and Castle Wolfenstein is just another place to get a glass of Liebfraumilch. But now you've ripped free of the electronic cerebrum. You've rolled up your Ultima maps, slain your last dragon, pored over your final game review. Never again will you key in a Softside listing. You've dropped out! In a final gesture of defiance, your personal computer (or perhaps the computer at your place of employment) analyzes your recent, aberrant behavior and spits out a three digit number. This, it coldly informs you, is a coded summary of the mental processes which led to your "resignation." You have dropped out, and SOMEBODY wants to know why. SOMEBODY is very concerned about this dangerous deviation, this challenge to its pervasive, numbing, and (to SOMEBODY's way of thinking) beneficent manipulations. How is it that suddenly you (and a very few like you) have ceased to nibble greedily every byte from the pernicious purveyors of computer pleasure? So it is that, hardly a day after publicly refusing to challenge the high score at Midnight Magic, you awake to find yourself on The Island. The Subtle Cell Among your first encounters with the new realities of your situation is the maze. Small insets depict both a top and 3D representation of your position. Though an easy (undocumented) way out exists, do not expect to win the game without a few legitimate maze traversals. The Island, as you quickly discover, is not the sort of place one simply departs on a whim. Indeed, you are a prisoner in a subtle cybernetic wonderland that might drive the Mad Hatter sane. Rather than dank cells with steel bars you find manic cleanliness, a deceptive freedom of movement, unfailingly agreeable fellow inhabitants -and the omnipresent, mysterious Caretaker, who is intensely interested in what he calls your "progress." So you undertake to explore this strange environment. First, perhaps, you enter the general store where you may purchase all manner of useful (albeit non-functioning) items. Indulging your well-conditioned attitude towards great literature, you visit the library .To be sure, at first you may find it a bit frustrating when your selections disappear into a chute labelled "451." Suspecting that certain key gaps remain in your educational experience (blocks, as it were, to self-actualization), you may seek enlightenment at the little red schoolhouse. Here, with the rigorous application of individualized instruction, the successful candidate may obtain a diploma (emblazoned with the motto: "Ignorance is Strength"). Island Life: Sweet Amnesia Naturally, as a conscientious citizen, you will wish to put in an appearance at the courthouse where the Jumping Judge administers justice via an ongoing game of Hangman -and guess who's being hanged today! The vocabulary is pure civics and you can enhance your standing in the community considerably by winning a few "not guilty" verdicts. Alas, as the stakes mount (e.g. hundreds of credits if you win vs. "initialize diskette" if you lose) the probability of drawing a nonsense word increases. With improved status you will have an opportunity to engage in financial transactions at the bank, visit the medical center and direct the interrogation of a recalcitrant member of the community, or even try your hand at managing The Island itself from city hall. But then "all work and no play ...." As it happens The Island boasts a wealth of relaxing as well as recreational settings. Aside from a plush bar, it has a cozy diner, a theatre, a circus, a casino, and a health spa. In time you may even forget that The Island is a place from which you were trying to escape. When a bank clerk or store attendant casually requests your three digit "resignation code," you may give it without a second though. Then the mysterious "Master" of The Island will have what he(?) wants! SOMEONE will be very pleased to welcome you back into the flock of computer slaves. Being tough-minded, wily and resourceful, you will not (it goes without saying) be broken. You will resist! Surely, you reason, others like yourself are on The Island: principled men and women who have, by dint of superior intellect and will power, held fast to their individuality. Yes, you will have this thought and, with luck (1?), you will make contact with the ubiquitous underground society known only as "The Brotherhood." Scheme vs. scheme, subversion vs. sabotage, brain against brain: is this all there is to life on The Island? Alas, nowhere can you find a bit of solace, a sympathetic ear. So you seek that serene sanctuary, the chapel. Here at last is balm for the troubled soul and, if you could but ascend a staircase of platitudes, an easy escape from the island. Ah, but The Island has no easy escapel Computers are not, after all, irrational- and what is The Island if not a computer? You may be sure the exit is simplicity itself. Finding the exit is another matter. Imaginative Special Effects With twenty major buildings, most of which represent sub-games of varying complexity, the total number of different displays (all hi-res) is quite large. Prisoner 2 includes adventure, maze, word game and arcade scenarios, so it employs a variety of graphics techniques and formats. Such a load, no doubt explains the relative simplicity, even blandness of many frames. This limitation is especially apparent in the few arcade sequences. Still, the stock in trade of Prisoner 2 is the presentation of verbal information. It arouses fantasy, cleverly involving you more deeply in the situation. Thus, at the medical center during interrogation of a prisoner, you have access to an EKG monitor, stimulus control panel, computer and subject comments, and even a small picture of the prisoner. In the chapel, the inputs and responses appear in comic book "balloons" above the appropriate figures. A simple, yet very effective, sequence involves whispering among conspirators in a darkened theatre. Also worth noting is the frequent appearance of small graphics embellishments which, though unnecessary, add to the enjoyment. For instance, you do not simply appear on The Island. Instead, a plane leaves an airport and moves off the screen. When you make an incorrect choice in Hangman, the Jumping Judge laughs. On the whole, the graphics of Prisoner 2 are quite excellent. Sound effects, generally simple tones, highlight computer activity (e.g. thinking, punching a card, scrolling a response across the screen). The effect is 1984-ish and, like good perfume, a bit ir ritating. Happily, you can throw a switch to turn off the sound. Besides preserving your sanity, this also speeds up the information displays. Pros and Cons In roughly thirty hours of play on both an Apple II + and Ile involving several players, we could detect no significant bugs. Considering the com- plexity of Prisoner 2, this is amazing evidence of fine craftsmanship. One by-product of this care is an attribute found all too rarely among adventure games: it's fair! When you've lost, you know it; otherwise you can still win. The single apparent bug involves a way to garner free points (i.e. cheat) and may even be intended as a game ploy. In a game which threatens to reinitialize its own diskette, nothing is certain. A frequently heard complaint: "I'm always getting thrown back into the maze," turns out to be invalid, since a single keypress will effect an exit (from the maze, not The Island). The documentation contains a vague hint concerning this; possibly it should be more explicit. Of more immediate concern is that the commands for movement on The Island are "N,S,E,W" but the display indicates "LEFT, RIGHT", etc.. This seems an unwarranted bit of obfuscation which the author may wish to address in future releases. The only significant problem experienced with Prisoner 2 does not in- volve the game at all, but rather the manner in which a game in progress is saved. Another player cannot start play until the current game is resolved. Something Special Anyone, it seems, who "gets into" the game is likely to see Prisoner 2 as something special. One experienced adventurer proclaimed simply: " ... the best computer game I've ever played!" Beginning with the "Confidential" documentation (one of the best scene setters you will encounter in game literature), and continuing through to resolution of play, Prisoner 2 is a superbly crafted adventuring experience. Surely among the more complex computer games, it will repay the involved player with hours of enjoyment in a variety of imaginative, challenging, often humorous scenarios. Do not be too surprised when, in the near future, Prisoner 2 comes to be ranked among the classics of computer adventure gaming. Interactive Fantasies release by Edu.Ware Services, Inc., P.0. Box 22222, Agoura, CA 91301. System requirements: Apple II with Applesoft, 48K RAM, and DOS 3.3. Suggested retail price $32.95. Scans and editing by Rubywand