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Counterfeit Monkey Map
Written by
Sky-Fox
About the game
Counterfeit Monkey
Posted on
Mar 24, 2014
I thought it would be fun to see what Counterfeit Monkey's map looked like on graph paper, so I charted out what I could up until the Bureau.
Admittedly, it does still look a bit cramped, especially compared to Zork's. Though that is an especially nice drawing. In regards to Counterfeit Monkey, I don't consider its map size, or its verb count completely to its detriment. I think reduced verb count is an important solution to preventing players from having to guess which words solve which puzzles. It lets you know which few commands work consistently, and allows an imprint to form on the player so they have a better sense of how to communicate with the game. There's a reason LucasArts switched over to the keyword system for their adventure games.
Something I think CM does to help counter this is allow for multiple solutions for most of its puzzles. Not all players think in the same terms, and it's neat to discover new answers on subsequent playthroughs.
[. . .]
Here's a finished map. I'm no Prince Henry the Navigator, but it should be pretty accurate. Places that look walled off are probably accessible by going sideways (e.g., nw,sw,etc).
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Admittedly, it does still look a bit cramped, especially compared to Zork's. Though that is an especially nice drawing. In regards to Counterfeit Monkey, I don't consider its map size, or its verb count completely to its detriment. I think reduced verb count is an important solution to preventing players from having to guess which words solve which puzzles. It lets you know which few commands work consistently, and allows an imprint to form on the player so they have a better sense of how to communicate with the game. There's a reason LucasArts switched over to the keyword system for their adventure games.
Something I think CM does to help counter this is allow for multiple solutions for most of its puzzles. Not all players think in the same terms, and it's neat to discover new answers on subsequent playthroughs.
[. . .]
Here's a finished map. I'm no Prince Henry the Navigator, but it should be pretty accurate. Places that look walled off are probably accessible by going sideways (e.g., nw,sw,etc).