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About the StoryYour eccentric Uncle Zebulon considered himself a wizard, and was rumoured to be very wealthy. But when he died, he only left you one single object in his will... Winner in the TADS division of the First Annual IF Competition, 1995.
1st Place, TADS Division - First Annual Interactive Fiction Competition (1995)
-- Carl Muckenhoupt
The main impression I had of the game was that it was a very solid piece of work. There were no bugs, all the pieces of the plot fitted together smoothly, the hook at the start was intriguing, and the ending was good, though not as much of a surprise as it should perhaps have been.
There were various aspects that disappointed. Apart from the one-object restriction, which was excellent despite needing a completely gratuitous demon to enforce it, the puzzles seemed a bit pedestrian. There are four objects hidden in obvious places and *two* puzzles involving collecting a set of related objects.
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The good thing about this game is, if you have collected the wrong objects, it is just a matter of going back for the correct ones. There is no sealing up of any part of the game except for the final scene, and even then, you have the option of using the UNDO command.
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Number of Reviews: 4
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Most Helpful Member Reviews
Light-hearted in tone, traditional in style, "Uncle Zebulon's Will" finds that elusive balance between implied scope and actual delivery that many winning Comp entries miss. In short, it doesn't bite off more than it can chew in two hours of playtime, so it doesn't leave you disappointed when you reach the end.
I particularly admire the way in which the author provided descriptions and responses that are just enough to convince you of the reality of the game world. At no point was I disappointed by the lack of a particular programmed response: Even the game's bored and disinterested NPC was believably (and appropriately) bored and disinterested.
This economy of writing is one of the hallmarks of classic IF, and so perhaps it should not be a surprise that Activision included this entry in a 1996 re-release of classic Infocom titles. Other than the abbreviated length and the copyright date, you might never realize it isn't from the "Golden Age" of IF.
Your Uncle Zebulon has died, and while you're sure you were his favourite nephew, he bequeathed you just one item - it can be any item from his house, but you can only take one out. Your relatives have been all over the house, though, so will there be anything left?
This game is one of the games I've played this year with longer parser puzzles. One of the reasons I have stayed so far from these is because I am very bad at visualising and manipulating machines in IF - I do better when I can actually move things with my hands, which is a bit of a feat in IF. The puzzles here, however, are well-hinted. As befits an old wizard's house, Uncle Zebulon's Will makes use of some simple mechanics which work once, but are consistently implemented.
The writing is enjoyable, and I know some have called it terse or economical. This was typical of the time, but it felt natural to me; also, as others have mentioned, the one NPC that you get to talk to feels convincingly bored, with in-character 'error' messages when the player breaks the game's rules (most notably being the one object restriction when exiting the house).
A very solid game with good implementation and enjoyable writing. Would safely withstand the so-called test of time.
In this short game, there are few puzzles to solve, but they are all interesting and go beyond the find this, give that variety. There's a bit of searching, some transmutation and some mythology (which requires no previous knowledge on the part of the player). It does feel like the author grabbed themes from a rather mixed back, combining remote magical worlds with classical mythology, but then the game is so short that it would be hard to tie it all together into a more coherent story.
The game offers a few quality-of-life niceties: in some rooms, when you go into a direction you can't go, the game will helpfully tell you where you can go. There is also a hint system that is part of the game world (as opposed to a HINTS command). Finally, room descriptions change when things happen in the room. These are things you'll find in smaller games (although I'd love to see them in a game of any size) and they work well.
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