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Island of Secrets

by Jenny Tyler and Les Howarth

Fantasy
1984

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4 of 4 people found the following review helpful:
A wonderful book delivered a sparse game as best it could in 1984., August 15, 2018
by Wade Clarke (Sydney, Australia)
Related reviews: Apple II, BASIC
In 1984, Usborne published Island of Secrets, a fantasy text adventure not delivered as software, but as a book enabling players to generate the program themselves by typing its BASIC listing into their computer. The book doubles as an illustrated reference to the world of the game, containing the background story, character and location guides, coded hints and a map. The game’s prose and engine are so sparse that the book comprises at least half the experience, making it considerably more fundamental to the accompanying game than, say, Infocom feelies are to Infocom games. The story concerns Alphan, a young scholar tasked with collecting objects of power in order to restore a war-darkened Earth.

The Island of Secrets book was a great inspiration to me when I was a kid. The illustrations have a lot of mood and character, the allusions to all the mysteries in the game’s world are intriguing, and the book is full of footnotes about text adventure design and programming. I had to take considerably more from the book than from the game because I never succeeded in getting the game running; I made too many mistakes while typing it in. I was in my twenties before I found a working copy on a public domain disk.

The main reason the book is so essential to playing Island of Secrets is that at least half the findable objects in the game are only cued by their appearance in the book’s illustrations. Island has about sixty locations, but is limited in its overall capabilities by having to support such a wide range of microcomputers out of the box (the Apple II, the C64, the VIC-20, the BBC, etc.). This means the whole thing has to sit and function in about 32kb of RAM after a single load. There’s no space left to hold descriptions of most objects, or to describe or implement scenery that could conceal those objects. All of that work and more is passed off to the illustrations and clues in the book. Mercifully, by holding the back page of the book up to a mirror, a player can obtain the short list of supported verbs and nouns.

Technically, the gameworld’s sophistication is above the level you’d expect from an adventure that presents itself mostly using the Scott Adams aesthetic. There’s a food and drink system, random events such as a storm, and characters who can move around. The characters have histories and motivations detailed in the source book. Amongst them are a Charon-like boatman, a scavenger who’s lost his memory, a depressed swampman and a missing scholar. You need to consult the book to guess at what might variously turn these people into allies, get them out of your path or help you defeat them. The particular solutions the game wants in these departments can be a tad abstract. While the source material is rich, the feedback delivered by the necessarily lean game program is poor. In this respect, Island of Secrets is definitely a story and a game whose visions seriously outpace its game engine. If I’d got it running back in the day, I can see that it would still have been a challenge to complete (without cheating) due to its sparseness, but I might have had the patience for it. In revisiting the game for this review, I was momentarily saddened to acknowledge I no longer have the time or patience. I used a walkthrough.

In its time, the Island of Secrets book provided a way to deliver to kids an adventure game with a deeper story than a BASIC program alone could normally pull off while teaching those kids about programming and game design. As a kid in the relevant demographic, I found all of the related Usborne books exceptional at doing these things, and official versions of them all have now been released as free PDFs. (scroll down on the target page):

Island of Secrets – along with The Mystery of Silver Mountain, Usborne’s other major type-in game presented using the same book and BASIC program combination – now seem unique in the way they’re meant to be experienced. That said, that way did grow out of necessities presented by the limitations of BASIC and the computer hardware of the time. IF players still seem to like feelies, so maybe there’s some weird mine of book-game interdependence that could be retapped for a new project today.

(I give the Island of Secrets book five stars in any year. As a text adventure played today, I can only give Island of Secrets two stars.)