TALESPIN TALESPIN is an adventure game creation system written by Mark Heaton and his family, and published and distributed by Microdeal. This outstanding program allows you to create interactive graphic- and text-oriented adventure games, demos, books, tutorials, or whatever application you can think of. TALESPIN offers excellent graphics, 100 development commands, mouse control, no copy protection, hard drive support, and TELLTALE, a run-only module that allows users without TALESPIN to see your work. The Atari ST version is the basis for this review. Mark Heaton, his wife, and their five children (ages 6 to 19) all had their heads and hands in TALESPIN. Nineteen-year Rudyard (who likes drawing and adventures, but hates programming) used TALESPIN to create THE GRAIL, the first TALESPIN-driven adventure to be published; a shortened version, used as a demonstration, comes with the package. While most development programs are limited to a specific form of game (WARGAME CONSTRUCTION SET, ADVENTUREWRITER, SHOOT 'EM UP CONSTRUCTION KIT), TALESPIN provides the tools for virtually any kind of application. As with any development program, it's best to keep in mind that TALESPIN in not a toy or a game: It's a serious product. The design idea that drives TALESPIN is a "page" built from drawings, text, and sound. Conditions and variables control the text, graphic, and action/solution possibilities, and all pages are linked to form a complete story sequence. The "Chain To Title At Page" option lets you connect one story to another, linking new or continuing tales across more than one disk. The TALESPIN paint/drawing program offers Pencil, Spray, Mini-Spray, Block, Blob, Line, and Fill functions. The Lens option allows magnification of a screen area for detailed work; Undo removes the most recent drawing action. Although TALESPIN can handle 512 colors, the ST can display only 16 at a time (due to a hardware limitation); therefore, all drawings on a page must use the same palette. To remedy this, TALESPIN offers a Modify Palette option, thus allowing different color schemes to be used for drawings on different pages. Pictures can be copied from other stories. Any current drawing can be modified, shrunk, and reversed. Copying is useful for adding identical backgrounds and long-running characters to other pages, rather than redrawing them. Shrink lets you adjust perspective; reverse lets you use page transitions. NEOCHROME, DEGAS, and IFF picture files can be imported and manipulated in the same ways an original TALESPIN picture can be manipulated. Sounds can be lifted from other stories, sampled with REPLAY 4 (also from Microdeal), or downloaded from online systems with REPLAY 4 libraries. The neatest facet of the sound option is that each sound can be played back at any of 11 frequencies ranging from 5 to 31 KHz, effectively allowing many sounds from one. The Cry, Hullo, and Laugh sound files of THE WOLF (on the TALESPIN program disk), the Beast and Mutant sound files of THE GRAIL, and any REPLAY 4 sound can be tested at any of the available frequencies, and saved inside a story. Lower frequencies actually cause a sound to be replayed in "slow motion," a ridiculous yet accurate metaphor. Variables let you control the flow of text entries and drawings. Variables must be defined (CONVERSATION, for example), set to a level, and given conditions that will determine further text actions or movement to different pages. The proper setting of variables, their values, and their conditions provides for more than one action or solution for a given puzzle or problem, much as typing in different commands in ZORK or THE PAWN send the story onto a different path (or, at least, provoke a different response). The interrelated development commands of TALESPIN are many and complicated, inclusive and valuable. Of equal value are those commands that let you know what you've done: Statistics, Locate Item, and List/Set Variables. Each TALESPIN title is a complete file with a directory that points to the pages, drawings, and sounds of that title. (This directory is not the same one you'd see from a Desktop window, which would show "THEGRAIL.TAL" or "TALESPIN.TOS".) Click on Statistics from the Development menu to see how disk space has been allocated to all elements of the current title. Locate Item finds references to any page, drawing, sound, value, variable, or deleted item, and lists the pages on which they appear. As you create, modify, and delete drawings, sounds, and text entries, the disk will become fragmented. The Backup option (which should definitely be used when a title is complete) clears out all unused disk blocks. What's more, the options, variables, and conditions associated with each area of development (Page, Drawing, and Sound) can be listed and modified. All the menu selections of TALESPIN are controlled with the mouse: The pointer highlights, the left button selects. Clicking the right button brings up the Development menu. The only oddity about TALESPIN concerns text. Clicking on a character's head brings up a bubble, within which will appear the currently available choices: "Should I try my new spell on this creature?" or "Should I go back to the forest?" The mouse pointer is used to highlight either question; the left button selects it; the program will then take the appropriate action. This is strange only because we're not used to it; most illustrated games don't work this way. The method felt weird, but not for long. The TALESPIN package comes with two unprotected disks and an indexed, 133-page instruction manual. Multiple disk drives, hard drives, and RAM disks are supported. The program disk contains the TALESPIN program, the TELLTALE run-only module, an alphabet file (which can be modified with the paint program), and THE WOLF, a short adventure story based on "Little Red Riding Hood." The Grail disk contains a shortened, playable version of THE GRAIL. Both GRAIL and WOLF can be loaded into TALESPIN so that you can tear apart their inner workings -- an instructive process, which is recommended. TALESPIN will run on any ST, including the Mega series, with 512K and a color monitor. Of the different game development programs I've seen, TALESPIN is the most versatile, especially since it is not limited to a specific type of application. Think of SIGN OF THE WOLF, an illustrated (Commodore 64) story-on-a-disk from a few years back; think of an illustrated math or computer tutorial; think of a novel or a movie as an illustrated adventure: You'll see the possibilities of TALESPIN. Although there was no downside to TALESPIN (which worked perfectly in all respects), it's best to make note of the differences between THE GRAIL and THE WOLF: GRAIL shows more accomplished drawing talents than WOLF. This is not to say that WOLF's artist was a savage -- the artwork could have been deliberate -- but rather that any paint/drawing program can be put to good (that is, better) use by someone with a sure hand. DEGAS is a comprehensive and professional program that'll do just about anything concerned with drawing, but its value is diminished greatly if the user can't draw. TALESPIN is complicated and involved, certainly not a package for the casual user. Stories and pictures, graphic adventure games, and tutorials with illustrations, cannot (should not) be thrown together. They require lots of thought and planning, false starts, modifications, and work, work, work. In this sense, TALESPIN is no different from other development programs. In the greater sense of possibility, of "what if?" and "let's try this," TALESPIN doesn't have any competition. TALESPIN is published and distributed by Microdeal. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253