Designed and Developed by Paul J. Furio
Splashdown is a work of Interactive Fiction,
and was my entry into the 2004 Interactive Fiction Competition. It was also my
first completed work of Interactive Fiction ever, and thus was a little rough around the edges. However, it placed
8th out of 36 entries, so I'm reasonably proud of this game.
Splashdown takes place on an interstellar colonization ship that has accidentally splashed down into the
ocean of a distant world. The ships computer has woken the player, a lone colonist, and charged you with saving
the other 499 pioneers onboard. With the assistance of a spunky maintenance robot named Spider, it's up to the
player to fix the failing and damaged ships systems and bring the colonists safely to the surface!
Splashdown was written to conform to the Infocom
Z-Machine standard, a platform independent format that
allows the game to be played on almost every computer in existence, using the proper freely available interpreter.
This ZIP archive contains the game, the PDF documentation, a walkthrough for a winning solution to the game, and
a brief readme file.
Currently, only the IFComp version release of Splashdown is available for download:
Updates and bug fixes will be applied shortly.
- "I liked this a lot. Challenging without being frustrating, and the hints are
comprehensive. The messages in the computer were priceless." - Lord Craxton (firstname.lastname@example.org)
- "...This is a pretty tight game with no real issues. It's a fun romp
with good writing, pacing, and polish." - Joshua Houk (email@example.com)
- "The author is clearly nostalgic for Infocom ... a valiant effort,
fairly well detailed." - Jake Wildstrom (firstname.lastname@example.org)
- "I particularly enjoyed figuring out the reason why
the ship malfunctioned, a comic situation worthy of Meretzky. There are
a nice variety of puzzles, and they're blended pretty seamlessly into
the story, which I greatly appreciate." - Paul O'Brian (email@example.com)
- "This is a terrific Infocom pastiche, and a good game too. You definitely need
to be prepared for the old-style "run out of time, die horribly, run out of light,
die horribly some more, make mistakes, die horribly, optimize, win" cycle. But
that's fine. My only real disappointment was that it was Competition-sized,
and I wanted more of it." - Andrew "Zarf" Plotkin (firstname.lastname@example.org)
- "Not too bad." - J. Hall (email@example.com)
- "The author obviously adores Planetfall and has crafted a quite competent
homage." - firstname.lastname@example.org (email@example.com)
- "...A pleasant little sf romp with a nice variety of
puzzles, writing that does a good job at capturing the feel of
wandering around a semi-derelict ship, and a chance to read other
people's e-mail. What more can I ask for?" - Dan Shiovitz (firstname.lastname@example.org)
- "Back to this year's theme: astronauts awaking from cryogenic sleep.
This one is really good, though. It's a funny take on Infocom's
classics, with the same gentle humour and fiendish puzzles of its
inspirators. Great sidekick." - Nusco (email@example.com)
- "Although the story follows a familiar pattern, the author manages to make it
more interesting with added detail... It's a good, fun game." - Sidney Merk
- "Splashdown is a pretty good game, but I can't help but think that with a little more
polish, it could have been a really solid one." - Andrew Krywaniuk (firstname.lastname@example.org)
- "...a solid game with some entertaining flourishes." - Mike Russo (email@example.com)
- "The actual reason for the crisis had me laughing maniacally...
a pretty fine and very "crunchy" piece of work." - Michael Chapman Martin (mcmartin@Stanford.EDU)
- "All in all, not a bad game. I didn't play to the end but it'll certainly be
one game I'll be coming back to in the future to see if I can finish it off."
- David Whyld (firstname.lastname@example.org)
Spoilers and Extras
The Original Map - This diagram was used in the development of Splashdown. Obviously,
some things have changed in the final game, notably the placement of certain items.
A Post Mortem - A common practice in the professional game development
community is to go back to a game after it has been released and reviews have been published, and review
the successes and failures of a particular title. In the spirit of Game Developer Magazine, I present my
own Post Mortem of Splashdown.