Below the Root
Encyclopedia
Below the Root is an adventure game
Adventure game
An adventure game is a video game in which the player assumes the role of protagonist in an interactive story driven by exploration and puzzle-solving instead of physical challenge. The genre's focus on story allows it to draw heavily from other narrative-based media such as literature and film,...

 released in 1984 by Windham Classics
Windham Classics
Windham Classics Corporation was a subsidiary of Spinnaker Software. The corporation was founded in 1984 and went defunct circa 1985/86 or later. The headquarters were in Cambridge, Massachusetts, USA.- Adventure games :...

, a division of Spinnaker Software
Spinnaker Software
Spinnaker Software was a 1982 founded software company known primarily for its line of non-curriculum based educational software, which was a major seller during the 1980s. It was founded by chairman Bill Bowman and president C. David Seuss....

. It is titled after Below the Root
Below the Root (novel)
Below the Root is a science fiction/fantasy novel by Zilpha Keatley Snyder, the first book in the Green Sky Trilogy.- Plot summary :Raamo D’ok, a 13-year old Kindar boy, has just learned that he has been Chosen, meaning he will be joining the ranks of the Ol-zhaan, Green-sky’s elite ruling class...

, the first of the Green Sky Trilogy
Green Sky Trilogy
The Green Sky Trilogy is a series of fantasy novels by Zilpha Keatley Snyder, originally published between 1975 and 1978 by Atheneum. The books feature illustrations by Alton Raible....

of novels, written by Zilpha Keatley Snyder
Zilpha Keatley Snyder
Zilpha Keatley Snyder is an acclaimed author of books for children and young adults. Snyder was awarded three Newbery Honor Book awards for The Egypt Game, The Headless Cupid and The Witches of Worm. Since 1964, Snyder has completed 43 books...

 and published between 1978 and 1980.

The player can assume the role of one of five characters with different abilities, a member of one of two races — the Kindar or the Erdling — and attempt to settle the existing differences between the two groups.

History

The game was based on a series of books by Zilpha Keatley Snyder
Zilpha Keatley Snyder
Zilpha Keatley Snyder is an acclaimed author of books for children and young adults. Snyder was awarded three Newbery Honor Book awards for The Egypt Game, The Headless Cupid and The Witches of Worm. Since 1964, Snyder has completed 43 books...

. Explaining how the game came about, she wrote:
"Like so many of my books, the trilogy's deepest root goes back to my early childhood when I played a game that involved crossing a grove of oak trees by climbing from tree to tree, because something incredibly dangerous lived "below the root." Years later when I was writing The Changeling I recalled the game, and in the course of embellishing it for that story, became intrigued with the idea of returning to the world of Green-sky for a longer stay. The return trip took three years and produced three more books. Initially published in 1978, 1979, and 1980, the trilogy was later reincarnated as a computer game (published by Spinnaker Software
Spinnaker Software
Spinnaker Software was a 1982 founded software company known primarily for its line of non-curriculum based educational software, which was a major seller during the 1980s. It was founded by chairman Bill Bowman and president C. David Seuss....

 of Cambridge, MA).

The computer game transpired when I was contacted by a young computer programmer named Dale Disharoon. After Dale introduced me to the world of computer games, I wrote and charted, Dale programmed, and a young artist named Bill Groetzinger made marvelous graphics for a game that takes off from where the third book of the trilogy ends."


The original world of Green-sky first appeared in Snyder's novel The Changeling, where it was a fantasy world
Fantasy world
A fantasy world is a fictional universe used in fantasy novels and games. Typical worlds involve magic or magical abilities and often, but not always, either a medieval or futuristic theme...

 conceived by two schoolgirls. As such, it featured princes and princesses, wicked queens and familiar fairytale situations. However, many of the details appeared in the later novels. Green-sky as the girls imagined it is a low-gravity planet whose residents live in "softly rocking" houses built in the branches of enormous trees and "glide like blowing leaves" between the branches; "nothing was ever killed under the green sky" and the people live on a wide variety of fruits and nuts; they have brightly colored monkeys and songbirds for pets. Their skin is pale green, and their hair is darker green, often blossoming naturally into flowers. Below the ground live creatures of unspeakable evil, which must not be allowed to penetrate into the upper world.

Premise

The Kindar of Green-sky were a utopian and strictly pacifistic society, ruled by leaders known as the Ol-zhaan, whom the average Kindar believed to be godlike. "Unjoyful" emotions like anger and sorrow were banned, and kept under strict control by a system of meditation, chant and ritual, accompanied by the use of narcotic berries (which some people, including little children, overuse). The people were vegetarians, although they did eat eggs, and kept brightly colored monkeys, songbirds and occasionally small tree bears as pets. From the few descriptions and illustrations, they appeared to be descendants of European Caucasians. Infants were born with paranormal
Paranormal
Paranormal is a general term that designates experiences that lie outside "the range of normal experience or scientific explanation" or that indicates phenomena understood to be outside of science's current ability to explain or measure...

 powers, which should be retained into adulthood, but were disappearing earlier with each successive generation. The people lived in fear of the forest floor and the pash-shan, legendary monsters said to stalk below the roots of their magnificent tree-cities.

In the books, a novice Ol-zhaan named Raamo and his friend Neric (one of the game's playable characters) set out to discover if the monsters truly exist. What they found were the Erdlings, a dark-skinned race made up of exiled dissidents and their descendants. They have been living in the caverns and subsisting on plants, mushrooms and the occasional unwary rabbit (lapan) or ground bird, plus fallen fruits from the Kindar orchards. They are superb craftsmen, metalworkers and jewelers; they have fire, which is unknown in Green-sky, and transport people and supplies by railway, using steam propulsion. They have no taboos against anger, sadness or other "unjoyful" emotions, and (possibly as a result) appear to have retained much more of their psychic powers than have the Kindar.

Their discovery shakes the very foundation of Green-sky's social order. The Erdlings are released from their exile and the Ol-zhaan disbanded, but reconciling the two societies takes a long time. An unnamed society of disgruntled Ol-zhaan (called Salite in the game) and the Nekom, vengeance-seeking Erdlings, began patrolling the branch-paths and causing unrest. Furthermore, Raamo himself apparently perished, silencing a voice for tolerance and unity.

In the game's manual, you are told that the wise old woman (and former Ol-zhaan high priestess) D'ol Falla has a vision, in which she heard these words: "The Spirit fades, in Darkness lying. A quest proclaim - the Light is dying." Your character (one of five from the series) then begins the game looking for clues to the meaning of D'ol Falla's vision in hopes of restoring peace to both nations.

Gameplay features

This game was highly ambitious and had many subtle and clever details woven into its universe. First of all were the social norms of Green-Sky. Theft and violence were alien concepts to most of the books' characters. Therefore, one could not (as is common with adventure games) simply walk into a room and pocket an unattended object. One had to find the owner of the object and ask permission, buy the object with money (called tokens) in a shop, or locate the object in a public area. In the books, the Kindar economy was a moneyless quasi-communism; it was the Erdlings who used tokens and were used to being able to buy whatever they could afford.

Particularly interesting was the extremely low level of violence in the game. The player could be hurt only by falling, coming into contact with snakes or tree spiders (invented for the game), or walking into walls. These incidents merely resulted in a jarring "bump" sound effect and an animation of the character crouching and rubbing their head, as if recovering from a nasty knock, rather than any gruesome or graphic injury. Even the occasional adversary did not hurt one's character grievously, although one did slowly lose health points and game time, and might find oneself sent back to one's nid-place (house) with an ominous notice that "you were found unconscious."

Alternately, your character could be kidnapped and held prisoner by the racist factions of the Salite or Nekom in one of the two "prison houses" in the game. A player with no other way to escape these prisons (or who found themselves otherwise trapped) could "renew", which was essentially a process of slipping briefly into a sort of recuperative coma, which resulted, as with the loss of all health points, in a loss of game time and the character returning to their nid-place (again, assuring that the character could never actually die during the game).

In the Nekom "prison house," you could find a machete (called a "wand of Befal" after Axon Befal, the Erdling faction's leader), but its primary use was to cut thick vegetation. If you killed people with this blade, there were serious, permanent penalties to your abilities. Taking lives would essentially make the game unwinnable, which is consistent with the themes expressed in the original story.

It was among the first games that offered a choice of multiple protagonists, as well as a choice of gender, age, race, and beginning level of psychic
Psychic
A psychic is a person who professes an ability to perceive information hidden from the normal senses through extrasensory perception , or is said by others to have such abilities. It is also used to describe theatrical performers who use techniques such as prestidigitation, cold reading, and hot...

 powers (referred to as "Spirit-skills"). Furthermore, people treated the characters differently based on your choice of avatar. A child character could be invited to play. Erdling characters could be given a chilly reception at some Kindar houses and vice versa. Consistent with the books, these people were portrayed as being opposed to any alliances between the two cultures, and thus had to be avoided whenever possible. Pensing to read thoughts and emotions when encountering a stranger provided clues to their attitudes and distinguished friend from foe. While the game's technology limited the extent of these features, they were certainly present.

Another interesting detail is that the vegetarian Kindar characters did not get much nutrition out of eating meat, and temporarily lost psychic abilities. Likewise, the narcotic Wissenberries were somewhat more health-damaging to Erdling characters. In the books, Kindar — even children — often used the berries in rituals and ceremony, as well as recreationally, and for relief of physical and emotional pain.

Most of the gameplay focused on the challenges of getting the character to move around the game world. Various objects in the game were used for this. Of primary importance was the shuba, a flying-squirrel-like garment which allows the character to glide diagonally instead of falling, and also prevented the character from being hurt by falls. Along the way, one learns a variety of "Spirit skills" or psychic abilities of progressive difficulty. The Spirit-skills, which included telepathy
Telepathy
Telepathy , is the induction of mental states from one mind to another. The term was coined in 1882 by the classical scholar Fredric W. H. Myers, a founder of the Society for Psychical Research, and has remained more popular than the more-correct expression thought-transference...

 (called "pensing"), telekinesis (called "kiniporting") and the ability to make tree branches grow to create temporary bridges across impassible gaps ("grunspreking") are the key to making progress in the game world and achieving the ultimate goal. Communicating with animals as well as people through telepathy is vital to enhancing the character's Spirit-skills.

The graphics were exquisitely colored, highly advanced for the time. Users have described the deeply evocative and compelling qualities of the images as being one of the main reasons they kept playing. Snyder's husband Larry wrote a number of bell-like musical phrases very much in the style of the choral chant important to both cultures as described in the books. As in today's games, these pieces are heard when an important discovery is made or the player gains important skills or advances.

The game is a direct sequel to the books, and is meant by the author to be taken as canon
Canon (fiction)
In the context of a work of fiction, the term canon denotes the material accepted as "official" in a fictional universe's fan base. It is often contrasted with, or used as the basis for, works of fan fiction, which are not considered canonical...

. It originated in Snyder's realization that one of her final plot elements had been a huge mistake. She was being flooded with mail from adults and children, but could not see any way to change the ending now that the book was on the market. In addition, she had believed the event she described to be necessary to the ultimate resolution of the plot. Introduced to the concept of computer games, Snyder saw a way to redeem the situation while keeping and even advancing the original plot. The object of the game is to solve the mystery of what really happened.

External links

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