Talk:A Mind Forever Voyaging
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Greatly added to article--please review and change my overly verbose text if it doesn't look good--I wanted to make sure to include the plot, but...
--18 Feb 2005
This line: "...and was the first of the "Interactive Fiction Plus" line, meaning it used version 4 of the Z-machine and required at least 256 kilobytes of RAM."
is not correct. I used to play this game on my old Apple ][e, and it only had 128 Kb RAM.
--129.49.29.166 19:28, 26 Aug 2004 (UTC)
- Hmm. I know the Version 4 machine had stricter memory requirements and I thought it did need 256 KB... - Furrykef 05:40, 13 Oct 2004 (UTC)
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- According to the back of the AMFV box, "Interactive Fiction Plus is available for most computers with at least 128K of memory." The Z-Machine standards document is also a good source of info for this type of information. It was version 5 (Trinity, Beyond Zork) that allowed Z-machine files up to 256k. - Nm 19:18, 01 Jan 2005 (UTC)
Added discussion of the Plan for Renewed National Purpose as well as the politics that Meretzky highlighted.
This page should really contain something warning of plot spoilers before the plot is discussed. Like a book or a movie, Infocom games can be ruined if you know the plot in advance. In fact, with this game, there is little reason to play if you know the plot already. Vulgrin 13:46, 27 August 2007 (UTC)
- I disagree. The recent wars over spoiler tags were mostly won by the anti-tag partisans. But even ignoring that, this article doesn't need a warning. I would say this game contains precisely one surprise or "puzzle". Just reading the game manual makes the author's political agenda clear and the broad sweep of the plot fairly predictable, and if you're playing the game without having read the manual you're probably a pirate. Ntsimp 17:16, 27 August 2007 (UTC)
- "Pirate" seems harsh, especially given that just about anyone using this game today is not going to be running it off of the original 5.25" floppy and is in just as much violation of the games license as someone who downloads it from an online abandonware repository. Assuming you're one of the extremely small minority actually paying money to buy this game today, your options are going to be quite limited. An ebay search revealed only one listing for this title. My guess is if anyone *acquires* a strictly legal copy of this game today, in 2008, it's because they found it in an older sibling's closet. And you may not be lucky enough to find the manual or other feelies there. To say the game contains precisely one "surprise" misses the point IMO also, the game is a work of sci-fi literary authorship, not to be judged like something like "7th guest" in terms of number of puzzles and surprises. To quote one website review, "Unlike other Infocom classics, A Mind Forever Voyaging is meant to be experienced rather than played. The first two parts of the game have almost no puzzles, focusing instead on exploration and discovery as you walk the streets of Rockville and observe the changes that take place over time." You play it for the ride as much as the challenge.