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About the StoryYou are shipwrecked in the Pacific. Slowly you drift through the fog until you find a deserted island. There you find countless treasures, but they are worthless if you cannot return to civilization. Will you be able to get off the island? (Introductory)
-- Carl Muckenhoupt
The mixing of the rescue theme with the treasure hunt theme produces some bizarre results. Though you will probably spot the ship a few moves after landing, you will avoid signalling it until you've gotten all the treasures. In real life you'd be much more concerned that the ship might leave. [...]
Castaway is not up to scratch by 1995 standards, but one must remember that it was written in the pre GAGS/LADS/AGT/TADS/Inform days of 1986. Under the circumstances, putting out any shareware text game at all was an impressive feat.
-- Graeme Cree
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It's an interesting window back to see how far we've come, what we've forgotten about, and what we've doggedly held onto.
It occurred to me how myopic IF treasure hunts can be: those treasures are mine! Who cares who left them there! Backstory of the island's previous inhabitants -- who needs it? Not you, when there's *treasure*.
NPCs stayed put and kept their mouths shut. None of this "conversation" nonsense. Even inanimate items were quieter; only some items got descriptions. I could go on, about the two-word parser, etc. but...
... this is not really the place for an in-depth critique of all of Button's games. Consider Castaway as a training ground for progressing to his other games.
Forty rooms. Ten treasures. One parrot. Kickin' it old-school. Introductory level. I had fun. Maybe you will too.
This is version 3 of this page, edited by Edward Lacey on 13 April 2013 at 2:45pm. - View Update History - Edit This Page - Add a News Item