| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE # 17 - COMPETITION '98 SPECIAL | |
| Edited by Magnus Olsson (zebulon SP@G pobox.com) | |
| May 10, 1999. | |
| SPAG Website: http://welcome.to/spag | |
| SPAG #17 is copyright (c) 1999 by Magnus Olsson. | |
| Authors of reviews retain the rights to their contributions. | |
| All email addresses are spamblocked -- replace the name of our magazine | |
| with the traditional 'at' sign. | |
| REVIEWS IN THIS ISSUE ----------------------------------------------------- | |
| Acid Whiplash | |
| Arrival, or Attack of the B-Movie Cliches | |
| Cattus Atrox | |
| The City | |
| Downtown Tokyo, Present Day | |
| Enlightenment: A One-room Absurdity | |
| Fifteen | |
| Four in One | |
| Human Resources Stories | |
| I Didn't Know You Could Yodel | |
| Informatory | |
| Little Blue Men | |
| Mother Loose | |
| Muse: An Autumn Romance | |
| Persistence of Memory | |
| Photopia | |
| The Plant | |
| Purple | |
| Research Dig | |
| The Ritual of Purification | |
| Trapped in a One Room Dilly | |
| + an interview with Adam Cadre | |
| EDITORIAL------------------------------------------------------------------ | |
| It's been a long time. | |
| This issue is more than two months late, and some people have started | |
| worrying that something has happened to it, or that it may be | |
| defunct. But there's no need to worry - SPAG will continue to appear | |
| (if perhaps even more irregularly than before), at least as long as | |
| you people continue to submit reviews. I'm only sorry that it took so | |
| long this time. | |
| SPAG #17 is devoted entirely to the 1998 IF Competition. I hope | |
| you'll find it worth the wait. | |
| SUBMISSION POLICY --------------------------------------------------------- | |
| SPAG is a non-paying fanzine specializing in reviews of text adventure | |
| games, a.k.a. Interactive Fiction. This includes the classic Infocom | |
| games and similar games, but also some graphic adventures where the | |
| primary player-game communication is text based. | |
| Authors retain the rights to use their reviews in other contexts. We | |
| accept submissions that have been previously published elsewhere, | |
| although original reviews are preferred. At the moment, we are | |
| reluctant to accept any more reviews of Infocom games (though | |
| exceptions happen). | |
| COMPETITION RESULTS ------------------------------------------------------- | |
| 1: Photopia, by Adam Cadre | |
| 2: Muse: An autumn romance, by Christopher Huang | |
| 3: The Plant, by Mike Roberts | |
| 4: Arrival, by Stephen Granade | |
| 5: Enlightenment, by Taro Ogawa | |
| 6: Mother Loose, by Irene Callaci | |
| 7: Little Blue Men, by Michael Gentry | |
| 8: Trapped in a One-Room Dilly, by Laura Knauth | |
| 9: Persistence of Memory, by Jason Dyer | |
| 10: Downtown Tokyo. Present Day, by John Kean | |
| 11: Informatory, by Bill Shlaer | |
| 12: The Ritual of Purification, by Jarek Sobolewski | |
| 13: The City, by Sam Barlow | |
| 14: Where Evil Dwells, by Steve Owens and Paul Johnson | |
| 15: Purple, by Stefan Blixt | |
| 16: Four in One, by J Robinson Wheeler | |
| 17: Research Dig, by Chris Armitage | |
| 18: CC, by Mikko Vuorinen | |
| 19: Spacestation, by David Ledgard | |
| 20: Cattus Atrox, by David Cornelson | |
| 21: In the Spotlight, by John Byrd | |
| 22: Lightania, by Gustav Bodell | |
| 23: Acid Whiplash, by Cody Sandifer and Rybread Celsius | |
| 24: I Didn't Know You Could Yodel, by Andrew Indovina and Michael Eisenman | |
| 25: Fifteen, by Ricardo Dague | |
| 26: The Commute, by Kevin Copeland | |
| 27: Human Resources Stories, by Harry Hardjono | |
| NEWS ------------------------------------------------------------------------ | |
| Andrew Plotkin had a field day at the 1998 XYZZY awards ceremony | |
| (organized by our rival fanzine XYZZYnews, www.xyzzynews.com, and | |
| hosted by the IF mud), his "Spider and Web" winning no less than five | |
| awards, including the one for "best game". Michael Gentry and Adam Cadre | |
| won two each, and SPAG founder G. K. "Whizzard" Wilson grabbed the last | |
| award: | |
| Best game: Spider and Web, by Andrew Plotkin | |
| Best writing: Photopia, by Adam Cadre | |
| Best story: Photopia, by Adam Cadre | |
| Best setting: Anchorhead, by Michael Gentry | |
| Best puzzles: Spider and Web, by Andrew Plotkin | |
| Best NPCs: Once and Future, by Gerry Kevin Wilson | |
| Best individual puzzle: Getting out of the chair, from Spider and Web | |
| (Andrew Plotkin) | |
| Best individual NPC: The interrogator in Spider and Web (Andrew Plotkin) | |
| Best individual PC: Little Blue Men, by Michael Gentry | |
| Best use of medium: Spider and Web, Andrew Plotkin | |
| INTERVIEW WITH ADAM CADRE --------------------------------------------- | |
| SPAG: First of all, congratulations on winning not only the | |
| Competition, but two XYZZY awards (for best writing and best | |
| story). And even apart from the awards, people have liberally heaped | |
| praise on your game _Photopia_. What are your feelings about this | |
| success? | |
| AC: It's hard to know how to feel. On the one hand, it's certainly | |
| nice to open my inbox and find it full of such effusive praise, but | |
| then it's hard to know how to respond -- "Glad you liked it, thanks | |
| for writing" seems rather inadequate, you know? So I feel a bit | |
| guilty about that aspect of it. | |
| I certainly didn't expect Photopia to do as well as it has, since it's | |
| so different from conventional IF. I expected that there would be a | |
| small group of people who'd think it'd be the greatest piece of IF | |
| ever, a somewhat larger group who'd find it unbearably pretentious, | |
| and a still larger group in the middle who'd find it to be a mildly | |
| interesting experiment. This makes my second IF release in a row | |
| whose reception has far exceeded my expectations. I suppose this | |
| means that the first time I come up with something I think people will | |
| really enjoy, it'll bomb miserably. | |
| SPAG: For the benefit of those of our readers who may not have heard | |
| of you before, perhaps a short introduction would be in order. Who, | |
| what, where and why is Adam Cadre? | |
| AC: The border guards asked me that when I was driving home from | |
| Canada, and I'm just as stumped by the question now as I was then. | |
| So let's see. I'm 25 (but look somewhere between 13 and 17.) I live | |
| in Anaheim, California, at least for the time being. I'm | |
| straightedge. I'm multiracial. I'm overeducated -- was well into a | |
| doctoral program in English until I finally had my fill at the end of | |
| '97 and became the slacker I am today. I suppose I can call myself a | |
| professional writer now that I've sold my first novel, but it still | |
| seems a bit silly to say that, considering that the book isn't out yet | |
| and as of this writing I haven't received any actual money for it, | |
| though the check is supposedly in the mail. I suppose I can also call | |
| myself a professional musician, since I'm in a band which has a CD for | |
| sale, but that too seems silly at present since the official members | |
| of the band have never played together all at once. I feel equally | |
| uncomfortable calling myself a teacher, since even though I work as a | |
| substitute teacher and in-home tutor, I don't have a class of my own. | |
| In any event, I'm not a capitalist and so I suppose that defining | |
| myself in terms of how I make money, as the culture seems to demand, | |
| is bound to feel wrong to me. I'm just zis guy, you know? | |
| SPAG: What made you interested in writing IF? | |
| AC: I wasn't an IF fan in Infocom's heyday -- the only game I ever | |
| bought was Trinity, and I ended up playing it for a year without even | |
| making it out of the Kensington Gardens. When I finally found a copy | |
| of the hint book, I ended up developing every clue. | |
| In 1992, I went to the mall to get Star Control II (still my favorite | |
| computer game.) It wasn't in yet, so I got Lost Treasures of Infocom | |
| II instead. Then, on the way home, I got into a car wreck with a | |
| wanted felon, but that's another story. In any event, that was my | |
| real introduction to Infocom. | |
| Of the games on Lost Treasures, I liked A Mind Forever Voyaging the | |
| best by far -- enough so that when I happened upon the Masterpieces CD | |
| about four years later, I decided to pick it up expressly so that I | |
| could play AMFV again (at this point my Treasures disks were, | |
| appropriately enough, lost.) I loaded up the CD, and noticed that | |
| there was a game included called "A Change in the Weather" which I | |
| didn't remember; I booted it up and was astonished to find that (a) it | |
| was written in 1995, and (b) it was clearly not a commercial effort. | |
| It'd never occurred to me that the Infocom games had been written by | |
| anyone, any more than I stopped to wonder who drew the cartoons I | |
| watched when other people in the IF community were playing Zork and | |
| such. But "Weather" clearly had an author. And that got me thinking | |
| -- hey, if people actually write these things, maybe I can too! In | |
| fact, I bet that'd be fun! | |
| SPAG: What gave you the idea for _Photopia_? | |
| I answered this question in a roundabout way in the Photopia Phaq, | |
| which is on my web site, http://adamcadre.ac. Primary sources of | |
| inspiration, in no particular order: a poorly-Xeroxed copy of an old | |
| magazine called "Photoplay"; the film THE SWEET HEREAFTER by Atom | |
| Egoyan (but not the book by Russell Banks); the work of Carl Sagan; | |
| Ojars Kratins's seminar on the fantastic in literature; my sister's | |
| death. | |
| Aren't you glad I didn't say I got it from a mail-order company? | |
| SPAG: The boundary between IF as games and IF as literature is a hotly | |
| debated topic. What do you think of this - is there such a division? | |
| Should there be one? | |
| AC: I haven't been answering these questions in order; as I write | |
| these words, this is the last one left, and I've been trying and | |
| failing to come up with a decent answer for a couple of days now. Um. | |
| One of the things that's been throwing me off about this question is | |
| that I keep lurching between talking about puzzle-IF vs. story-IF on | |
| the one hand, and "low" IF vs. "high" IF on the other. I think it's | |
| the word "literature" that's the culprit. We generally hear it used | |
| to denote high-quality fiction (or at least high-quality narrative); | |
| in the IF world, however, it often signifies nothing more than that | |
| the narrative is the most important aspect of a piece, or even simply | |
| that it *has* a story. But nearly all IF has a story, in a sense. | |
| It's just that some of the stories are kinda lame: "Some guy wanders | |
| around grabbing stuff and then uses it later to defeat a monster or | |
| something. The End." | |
| But some people don't mind that, I guess. Some people have fun | |
| spending hours pushing virtual buttons and pulling virtual levers for | |
| no reward other than a message like "You have gained a fabulous | |
| treasure!" or "*** You have won ***". Then there are the people like | |
| me who like the pleasures literature has to offer -- big chewy ideas | |
| to think about, narrative twists and turns, funny or beautiful turns | |
| of phrase, that sort of thing -- and also like wandering around | |
| someone else's world and knocking over vases. So, sure, there's a | |
| division there. | |
| That said, I'd point out that of course you can't simply map puzzle- | |
| driven vs. story-driven onto low vs. high. Story-IF that tries to be | |
| "literary" by adopting a mannered, high-falutin' style is bound to | |
| fall flat; and some of the most (to me) truly literary IF has been of | |
| the more-game-than-story variety. I don't actually play these; I | |
| watch other people play them, or feed the game a walkthrough and read | |
| the output. Some people say that's missing the point, especially in a | |
| puzzle game, but not every story ends up looking like the one above -- | |
| after all, when you think about it, an awful lot of literature is | |
| about people trying to figure their way out of problems. It just has | |
| to be done artfully. | |
| SPAG: In the light of the previous question, do you think _Photopia_ | |
| should be regarded as a game? And do you think there are any problems | |
| with doing so (for example, it has been suggested that viewing it as | |
| a game would make people more frustrated that they can't change the | |
| ending)? | |
| AC: It's not a game, of course, but I find myself calling it one | |
| anyway. That's just the standard term for a piece of IF. But, yeah, | |
| to the extent that the "goal" is either unattainable or unavoidable, | |
| depending on the way you think about it, it's not a game. | |
| SPAG: _Photopia_ has been criticized for not being sufficiently | |
| interactive. Some people have gone so far as to suggest that it | |
| shouldn't be considered "IF", but just "F". What are your views on | |
| this? | |
| AC: I think I covered this in the Phaq too... let's see... "True, the | |
| player has little power to affect the events of the story. But it was | |
| crucial to me, was in a sense the whole point of the piece, that the | |
| player *inhabit* the places of the game. In the "real life" sections, | |
| I wanted to provide the experience of hanging out with this kid, to | |
| the extent I could; in the bedtime-story sections, it was absolutely | |
| vital that the player be the one wandering around in the various | |
| strange locales of the tale. Quite frankly, there's not enough to | |
| them to be worth experiencing them secondhand. I came up with these | |
| places, and I wanted to plop the player down in them just long enough | |
| for her to look around, say "Whoa, neat," and then move on. Rockvil | |
| in the third person would have been a fourth-rate dystopia; being | |
| there was what made it so chilling. An author can incarnate a place | |
| in IF in a way that's not possible in other media. If incarnating | |
| places is the point of what the work is trying to achieve -- which, in | |
| this case, the colored sections of the story were -- then IF is the | |
| way to go." | |
| SPAG: Could you comment a little on the use of coloured text in | |
| _Photopia_? What gave you the idea? | |
| AC: I actually came up with the title and the idea of using color long | |
| before I had any idea what the game would be about. For a while I | |
| considered having objects retain the color of the places they came | |
| from, so your inventory list would end up looking like an ANSI | |
| rainbow, but eventually I decided to keep it simple. I just thought | |
| it was a nice way to set the mood for each area, and differentiate the | |
| 'Hard-boiled' parts from the 'Wonderland' parts (to borrow from | |
| Murakami.) | |
| SPAG: Which entries were your own favourites in the 1998 Competition? | |
| Why? | |
| AC: Those would be Little Blue Men and, to a slightly lesser extent, | |
| Muse. I've already reviewed them both, and since the reviews can be | |
| found on my web site and on Deja News { Editor's note: Adam's review | |
| of _Muse_ is included in this issue }, I won't repeat them here. But | |
| I will mention that the game I was planning to submit to the comp last | |
| spring, and am finishing up right now, is quite similar to both these | |
| games in many respects. When I decided to switch to Photopia and | |
| enter that instead, I thought it was a risky move -- switching from | |
| what I thought all would agree was a well-done, interesting game to an | |
| experiment that a lot of people were sure to loathe and which would | |
| probably fare about as well as The Tempest. As it turned out, my | |
| current project might well have prompted protests of, "Another one of | |
| *these*?" and suffered in the comparison to LBM and Muse, so I lucked | |
| out. We'll see. | |
| SPAG: You're a writer not only of interactive fiction, but also of | |
| conventional, non-interactive fiction. Can you compare writing a piece | |
| of IF with writing a novel? Which is the most satisfying experience? | |
| AC: Well, writing IF is certainly more fun, in that so much of it is | |
| coming up with snarky error messages. You might say that writing IF | |
| is itself interactive -- it's a conversation with an imaginary player | |
| who tries every possible command. | |
| But writing IF isn't like storytelling, at least not for me. I write | |
| stories and books from start to finish, the same way I read them. But | |
| when I write IF, it sort of accretes. Create a location, compile. | |
| Add a couple objects, compile again. Add an NPC, compile. Equip the | |
| NPC with some actual behavior, compile yet again. And so forth for | |
| several weeks. Then, of course, there's the fact that English is my | |
| first language, and Inform isn't. When I'm writing a story, I | |
| sometimes get stuck trying to figure out how best to phrase the next | |
| sentence, but I never find myself needing to learn some grammatical | |
| form I've never used before. In IF, I'm always getting stuck wanting | |
| to achieve some effect and having no idea how to go about it. So | |
| while it may be more fun than straight fiction on a moment-to-moment | |
| basis, it also has the potential to be a lot more frustrating. | |
| And then there's the fact that no matter how far above average a game | |
| may be, no matter how many revolutionary advances it makes, it's still | |
| going to seem sort of stiff and awkward to the newbie who tries >GO | |
| BACK TO WHERE I WAS A COUPLE MINUTES AGO and gets an error message, | |
| who types >BEAUFORD, DO YOU LIKE DOGS? and gets a default response. | |
| Even the most robust IF comes off as fragile and inadequate to people | |
| who haven't had their expectations adjusted by playing previous games. | |
| So while in a static narrative the reader can't participate in the | |
| world you've created, she also can't poke around and find that the | |
| walls are made of cardboard and the background's just a mural. To | |
| that extent, it's sort of like the difference between making an oil | |
| painting of a house on the one hand, and on the other, actually | |
| building a house-- of cards. | |
| SPAG: We've certainly come a long way since the first | |
| Competition. What trends do you see in the development of the IF | |
| genre? Have there been any developments that have surprised you? Or | |
| any developments that you are still missing? What would you like to | |
| see in future IF? | |
| AC: Okay, since my answers have been on the dull side thus far, I'll | |
| give you a deliberately provocative one here. | |
| It seems to me that perhaps the primary trend in IF over the last few | |
| years is that it's become more and more idiosyncratic. Infocom was in | |
| the entertainment software business, and if you look at some of the IF | |
| from a while back, you tend to find that same mindset. The early TADS | |
| games, Curses and Jigsaw, Lost New York, Once and Future (which may | |
| have just come out recently, but which belongs to the pre-comp | |
| period)... certainly they reflect the interests of their various | |
| authors, but they're still primarily entertainment software. I | |
| suspect that if any of the games I've just mentioned been Infocom | |
| projects, they'd have had no trouble at all getting greenlighted. | |
| Now let's look at some of the more recent successful IF. So Far, | |
| Sunset Over Savannah, Muse, Little Blue Men, Photopia... these don't | |
| strike me as entertainments. It seems to me that the primary | |
| motivation for projects such as these is self-expression. I'm not | |
| sure Infocom would've given these the go-ahead. Now, to an extent, | |
| this is wonderful. I mean, I'm certainly glad I didn't have to pass | |
| Photopia through a marketing department before I could release it. I | |
| cringe to think of Michael Gentry being told to tone down the | |
| misanthropy because it isn't testing well in key demographics. | |
| But the phenomenon of creative works being freed from commercial | |
| concerns is not unique to IF. The advent of the World Wide Web has | |
| meant that anyone can publish their fiction, just by putting up a web | |
| site. Even before the WWW, there were the dot-creative Usenet groups. | |
| Has there been a renaissance of freeware fiction? | |
| Well, no. Sure, there are fanfic authors who've gained popularity, | |
| but really, most anyone who puts up some stories and waits for the | |
| hits to come rolling in is due for a disappointment. In my years on | |
| the net, I've yet to encounter anyone who really follows web.fiction. | |
| Why? Because it's mostly dreck. If you go to your local bookstore | |
| and find the shelves where they keep the reputable fiction, you at | |
| least have the comfort of knowing that for each book before you, | |
| someone who makes a living making these kinds of determinations has | |
| declared it to be of publishable quality. | |
| Now, you may think you know where I'm going with this, but actually, | |
| I'm not really much concerned about an onslaught of games with | |
| appalling spelling and takeable feces. These games are already | |
| released at a fairly regular rate, and I don't expect that rate to | |
| change much in either direction. But I'm reminded of a quote I read a | |
| while back by someone in the publishing business that went something | |
| like this: "Prospective authors seem to think that the slush pile | |
| consists of 10% publishable manuscripts, 20% manuscripts that aren't | |
| quite at that level, and 70% abysmal dross. That's not the case. | |
| Less than half of what we get is abysmal dross. But maybe one in ten | |
| thousand manuscripts is something we'd consider publishing. The | |
| majority of the manuscripts we get are presentable, but still, clearly | |
| the work of amateurs." | |
| I don't much worry about people who release entertainment software | |
| that isn't well-received. Nor am I much concerned about the | |
| fourteen-year- olds and the AGT masterpieces they throw together in an | |
| afternoon. But there is one trend I foresee that does trouble me a | |
| bit. IF has a built-in audience of at least a couple hundred people | |
| who play most of the games that show up at GMD. That may not sound | |
| too impressive, but for someone whose collected works have garnered | |
| three hits in the last five years, that's a vast populace. And the | |
| word about IF is slowly trickling out. More and more people are | |
| coming into the fold. And when they decide to write games of their | |
| own, I'm finding that for the most part they're less interested in | |
| whipping up solid entertainments than in crafting magna opera to | |
| capture their innermost souls. | |
| Most of these aren't going to be very good. They won't be laughable, | |
| but they'll be mediocre. I'm thinking about the kind of prose I was | |
| cranking out in my late teens. I've still got a lot of it squirreled | |
| away in one directory or another: the beginnings of novels I didn't | |
| plan past chapter two, generous handfuls of short stories... the | |
| intentions were good, the grammar is impeccable, but the work | |
| nevertheless makes me wince. I was quite pleased with it at the time, | |
| though. And if I'd been writing IF in '92, you could wince along with | |
| me. | |
| But it's not even this that worries me. If there's a cascade of IF | |
| that looks like it escaped from the creative writing class at the | |
| nearest junior college, so be it. What worries me is what happens | |
| when the reception for these idiosyncratic works is less exuberant | |
| than that for some of the current big names in IF. What'll happen | |
| when people who've poured their heart and soul (and effort and time -- | |
| writing IF is hard work) into a piece of interactive fiction release | |
| it, and people don't like it much? When their babies go unnoticed at | |
| Xyzzy time? It'd be a shame if the IF community were poisoned by | |
| bitterness and resentment as new authors publish their cris de coeur, | |
| only to garner negative reviews, or to watch them get ignored in the | |
| wake of the latest Zarf release. But I'm not sure what the solution | |
| is. Certainly pretending that these games are better than they | |
| actually are is not the answer. And maybe they won't even materialize | |
| -- maybe these trends I think I've spotted are purely illusory. But | |
| nevertheless, I foresee thin skins and rancor, charges of elitism, and | |
| tears all around. | |
| SPAG: And, finally, what part do you plan on playing yourself in the | |
| future of IF? | |
| AC: Well, I have a bunch of future projects planned. It's just a | |
| matter of finding the time to do them. I'd like to release at least | |
| one major-ish project per year for the foreseeable future. I'm not | |
| sure if that's a realistic goal, but that's what I'm shooting for. | |
| Also, if my novel does okay in the marketplace, I'm hoping that it'll | |
| prompt people to come visit my web site, which has a section devoted | |
| to IF. So maybe some people who like the book and would otherwise | |
| have never even heard of IF will discover it that way. | |
| KEY TO SCORES AND REVIEWS---------------------------------------------------- | |
| Consider the following review header: | |
| NAME: Cutthroats | |
| AUTHOR: Infocom | |
| EMAIL: ??? | |
| DATE: September 1984 | |
| PARSER: Infocom Standard | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: LTOI 2 | |
| URL: Not available. | |
| When submitting reviews: Try to fill in as much of this info as you can. | |
| Also, scores are still desired along with the reviews, so send those along. | |
| The scores will be used in the ratings section. Authors may not rate or | |
| review their own games. | |
| More elaborate descriptions of the rating and scoring systems may be found | |
| in the FAQ and in issue #9 of SPAG, which should be available at: | |
| ftp://ftp.gmd.de:/if-archive/magazines/SPAG/ | |
| and at http://welcome.to/spag | |
| REVIEWS ---------------------------------------------------------------- | |
| From: "Paul O'Brian" <obrian SP@G ucsu.Colorado.EDU> | |
| NAME: Acid Whiplash | |
| AUTHOR: Rybread Celsius & Cody Sandifer | |
| EMAIL: rybread SP@G anok4u2.org (Celsius), sandifer SP@G crmse.sdsu.edu (Sandifer) | |
| DATE: September 1998 | |
| PARSER: Inform whacked | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition98/inform/acid | |
| VERSION: Release 1 | |
| ACID WHIPLASH by Anonymous (a.k.a. RYBREAD CELSIUS CAN'T FIND A DICTIONARY | |
| by Rybread Celsius and Cody Sandifer) | |
| "This is terribly, terribly unfair. I'm really sorry. But I just | |
| started laughing hysterically, and it's not what the author intended. | |
| In the middle of an intense ending sequence, I read the line: | |
| 'My blood pumper is wronged!' | |
| I just lost it. It's a very 'Eye of Argon' sort of line." | |
| -- Andrew Plotkin, reviewing "Symetry", 1/1/98 | |
| "It takes guts to do *anything* wearing a silver jumpsuit. | |
| My point: | |
| I bet Rybread wears *two* silver jumpsuits while he writes IF." | |
| -- Brad O'Donnell, 1/6/98 | |
| I hope my title line isn't too big a spoiler. I guess I can't feel too | |
| guilty about giving away something that's revealed in the first 3 | |
| seconds of the game. Anyway, it would be impossible to talk about this | |
| game without talking about Rybread Celsius. Yes, Rybread Celsius. The | |
| man, the myth, the legend. There are those who have called him "A BONA | |
| FIDE CERTIFIED GENIUS" [1]. There are those who have called him "the | |
| worst writer in interactive fiction today" [2]. There are even those | |
| who have called him "an adaptive-learning AI" [3]. Whatever the truth | |
| behind the smokescreen, opinion is clearly divided on the Celsius | |
| oeuvre. He appears to have an enthusiastic cult following who look at | |
| his works and see the stamp of genius, paralleled by another group who | |
| look at those selfsame works and see only barely coherent English and | |
| buggy code. I have always counted myself among the latter. Works like | |
| Symetry and Punkirita Quest set my English-major teeth on edge. I have | |
| never met a Rybread game that I've liked, or even halfway | |
| understood. But Acid Whiplash is different. | |
| First of all, I need to say that I'm going to call it Acid Whiplash, for | |
| several reasons: | |
| 1. I'm not sure what the game's real name is supposed to be. | |
| 2. The other name, while it may be (is!) perfectly true, is just too long | |
| to write out. | |
| 3. Acid Whiplash is just such a *perfect* name for this game. | |
| I've never dropped acid myself, but I'm guessing that this game is | |
| about the closest text game equivalent I will ever play, at least | |
| until my next Rybread game. The world spins crazily about, featuring | |
| (among other settings) a room shaped like a burning credit card (???), | |
| nightmarish recastings of Curses and Jigsaw, and your own | |
| transformation into a car dashboard. Scene changes happen with | |
| absolutely no warning, and any sense of emerging narrative is dashed | |
| and jolted about, hard enough and abruptly enough to, well, to give | |
| you a severe case of mental whiplash. Sounds like a typical Celsius | |
| game so far, right? But here's the best part: stumbling through these | |
| hallucinogenic sequences leads you through a multi-part interview | |
| between Cody Sandifer and Celsius himself, an interview which had me | |
| laughing out loud over and over. Sandifer is hilarious, striking the | |
| pose of the intensely sincere reviewer, taking each deranged Celsius | |
| word as gospel, and in the process manages actually to illuminate some | |
| of the interesting corners of his subject, and subject matter. And | |
| Rybread is... Rybread, no more or less than ever. Perhaps being | |
| changed into a dashboard while listening makes the whole thing funnier | |
| -- I'm not sure. | |
| As usual, my regular categories don't apply. Plot, puzzles, writing -- | |
| forget about it. Acid Whiplash has no real interaction or story in any | |
| meaningful sense. (There is, however, one very funny scene where we | |
| learn that Rybread is in fact the evil twin of a well-known IF | |
| author). If you're looking for a plot, or even something vaguely | |
| coherent, you ought to know that you're looking in the wrong | |
| place. But if you aren't familiar with the Way of the Rybread, or even | |
| if you are, I recommend giving Acid Whiplash a look. It might shed | |
| some light on what all these crazy people are talking about... but | |
| don't expect to understand the *next* Celsius game. | |
| [1] Brock Kevin Nambo | |
| [2] Me. (Nothing personal.) | |
| [3] Adam Thornton | |
| Rating: 5.2 (This is by *far* the highest rating I've ever given to | |
| Rybread. In fact, I think it beats his past 3 ratings from me put | |
| together!) | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Second April <dns361 SP@G merle.acns.nwu.edu> | |
| NAME: Arrival, or Attack of the B-Movie Cliches | |
| AUTHOR: Stephen Granade | |
| E-MAI: sgranade SP@G phy.duke.edu | |
| DATE: 1998 | |
| PARSER: TADS | |
| SUPPORTS: TADS 2.2.6 and later | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/tads/arrival.zip | |
| VERSION: Release 2 | |
| I may not be in the best position to review Arrival, the first game of | |
| consequence written in HTML-TADS, since I'm working with a Stone Age | |
| system that can't deal with HTML-TADS games, and hence all I saw was | |
| the text. But I can say this: even if your system has not been graced | |
| with a port of an HTML-TADS runtime, check out Arrival anyway. It's | |
| easily one of the best games of this year's competition, graphics or | |
| not. | |
| The story: your life as an eight-year-old is enlivened by, why not, | |
| aliens landing in your backyard, except that these aliens clearly have | |
| been reading Calvin and Hobbes, since they're invisible to your | |
| parents. They commission you to run some errands for them so that they | |
| can get on with enslaving the planet, so you carry out some tasks, of | |
| varying degrees of silliness, to Thwart the Evil Plan. | |
| The author titles Arrival an "attack of the B-movie cliches," but that | |
| isn't really fair: Arrival is far wittier than any B-movie, and it's | |
| far too self-aware to be cliched. (Your character's reaction upon | |
| seeing the spaceship: "Oh man oh man, it must be a spaceship! From | |
| outer space! Maybe from Gamma Proxima Epsilon Centauri Five B!") The | |
| aliens owe much more to parody than to cliche: they demand Ho-Hos and | |
| grumble about the obnoxious way Earth constantly sends banal radio | |
| broadcasts into space. On hand is a translator that mutates the | |
| aliens' speech into Bill and Ted-speak, with consistently amusing | |
| results (the answer to one question changes from "You are quite a nosy | |
| child" to "Why don't you, like, go play in traffic"). The fact of the | |
| alien-invasion plot should not obscure the amount of wit that went | |
| into the writing of Arrival: for instance, when the alien's translator | |
| fails, he scowls and yells "Universal translator, my anterior | |
| appendage!" Few games can claim the amount of originality that Arrival | |
| offers. | |
| The fun of the game is largely in the writing and the amusing asides, | |
| however, rather than the puzzles: some are clever, but a few are | |
| simply obscure or insufficiently clued. There's a hint file to help | |
| things along, and Arrival is the rare game where it's better to turn | |
| to hints than to insist on unraveling puzzles yourself. The fun of the | |
| game diminishes when the player is stuck, and the payoff associated | |
| with solving the puzzles isn't so great that resorting to hints takes | |
| away a sense of accomplishment. The charm of Arrival lies, in short, | |
| more in seeing the aliens' funny responses to different actions than | |
| in solving problems, and it is hence more rewarding to move the story | |
| along, in order to discover more parts of the game that produce funny | |
| responses, than to stand still until you solve a puzzle by your own | |
| wits. The puzzles aren't especially bad or unfair, to be sure, but by | |
| and large (with one exception, a puzzle that turns on a sly joke about | |
| child-proof lids), but they don't match the level of the writing | |
| either. | |
| If there is a flaw in Arrival, apart from the puzzles, it is that your | |
| identity, an eight-year-old, only surfaces intermittently. There's | |
| plenty of humor to be mined from the world as viewed by a | |
| child--Calvin and Hobbes, for one, produced about ten years' | |
| worth. Aside from the occasional response, though (TAKE STICK when no | |
| stick is present: "I don't see no--I mean any--stick here"), you can | |
| largely forget that you're eight years old--and there are several | |
| moments, such as the discovery of a velvet Elvis and a rain stick, | |
| that might be enlivened by commentary from an eight-year-old's | |
| viewpoint. (On the other hand, your eight-year-old self comes out more | |
| clearly in some of the AMUSING responses, suggesting that the author | |
| wanted to mine that vein of humor but didn't get around to | |
| incorporating it into the story much. Moreover, as I understand it, | |
| the graphics appear to have been drawn by an eight-year-old, so | |
| perhaps that changes the game experience for those who can actually | |
| see the graphics.) It's a minor flaw, though, and testifies to the | |
| general solidity of the game and its coding. | |
| Arrival is a well-crafted game--at least, the text portions are, and I | |
| trust the graphics and sound add to the experience. It's also littered | |
| with in-jokes and funny asides that more than make up for the | |
| derivative nature of the plot, and it plays up the alien invasion for | |
| satiric value, which excuses the cliches (for me at | |
| least). Reminiscent in some ways of Carl Klutzke's Poor Zefron's | |
| Almanac, but much more consistently funny and playable, Arrival is a | |
| worthy effort. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Paul O'Brian" <obrian SP@G ucsu.Colorado.EDU> | |
| The Arrival is the first HTML-TADS game I've ever played, certainly | |
| the first competition game ever to include pictures and sound. I was | |
| quite curious as to how these elements would be handled, and maybe | |
| even a little apprehensive. I wasn't sure that a lone hobbyist could | |
| create visual and musical elements that wouldn't detract from a game | |
| more than they added to it. But Arrival dispelled those fears, | |
| handling both pictures and sound brilliantly. The game's ingenious | |
| strategy is to cast an 8-year-old as its main character, which makes | |
| the fact that most of the graphics are really just crayon drawings not | |
| only acceptable, but completely appropriate. Just for good measure, | |
| the game chooses "Attack of the B-Movie Cliches" as its theme and | |
| subtitle, thereby making the cheese factor of the special effects | |
| (which is pretty high) actually enhance the game rather than embarrass | |
| it. The pictures are delightful -- the crayon drawings evoke a great | |
| sense of childhood and wonder while continuing the humorous feel of | |
| the whole game. The spaceship (two pie plates taped together) and the | |
| aliens (in the author's words "the finest crayons and modelling clay | |
| $2.83 could buy") are a scream -- I laughed out loud every time I saw | |
| them. The game also includes a couple of very well-done non-crayon | |
| graphics, one an excellent faux movie poster and the other a dead-on | |
| parody of a web page, both of which I found very funny. The sounds, | |
| though sparse, are equally good -- the sound of the alien spaceship | |
| crash-landing startled the heck out of me. I'm not used to my text | |
| adventures making noise! But a moment later I was laughing, because | |
| the noise was just so fittingly silly. | |
| However, all the funny pictures and sounds in the world couldn't make | |
| Arrival a good game if it wasn't, at its core, a well-written text | |
| adventure. Luckily for us, it is. The game is full of cleverly | |
| written, funny moments, and has layers of detail I didn't even | |
| recognize until I read the postscript of amusing things to do. The | |
| aliens, who bicker like a couple of married retirees touring the | |
| U.S. in their motor home, are great characters. Each is given a | |
| distinct personality, and in fact a distinct typeface, the green alien | |
| speaking in green text while the purple alien has text to match as | |
| well. If you hang around the aliens you will hear quite a bit of funny | |
| dialogue, and if you manage to switch their universal translator from | |
| archaic into modern mode, you can hear all the same dialogue, just as | |
| funny, rewritten into valley-speak. The game has lots of detail which | |
| doesn't figure in the main plot but creates a wonderfully silly | |
| atmosphere and provides lots of jokes. For example, on board the ship | |
| is an examination room, where by flipping switches, pulling levers, or | |
| turning knobs you can cause all sorts of machinery to pop from the | |
| walls and perform its function on the gleaming metal table, everything | |
| from laser beams to buzz saws to Saran Wrap. In addition, Arrival is | |
| one of the better games I've seen this year at unexpectedly | |
| understanding input and giving snarky responses to strange commands, | |
| which has been one of my favorite things about text adventures ever | |
| since I first played Zork. Even if you can't (or don't want to) run | |
| the HTML part of HTML TADS, it would still be well worth your time to | |
| seek out The Arrival. | |
| However, don't be afraid to rely on hints. I had played for an hour | |
| and hadn't scored a single point when I took my first look at | |
| them. Now, once I got some hints I determined that the puzzles did in | |
| fact make perfect sense -- they weren't of the "read the author's | |
| mind" variety and I would probably have come to solve them on my | |
| own. Perhaps the presence of pictures, sound, and hyperlinks threw me | |
| out of my IF mindset enough that I was struggling more than I should | |
| have with the puzzles. That's probably a part of it, but I think | |
| another factor was that all the details in the game ended up becoming | |
| a big pile of red herrings for me. There are quite a few items and | |
| places which have no real use beyond being jokes, and I found it quite | |
| easy to get sidetracked into trying to solve puzzles that didn't | |
| exist. It's not that I don't think those pieces should be in the game; | |
| I actually find it refreshing to play a game where not every item is | |
| part of a key or a lock, and even as it caused me to spin my wheels in | |
| terms of game progress, it helped me ferret out a lot of the little | |
| jokes hidden under the surface of various game items. However, if | |
| you're the kind of player who gets easily frustrated when your score | |
| doesn't steadily increase, don't be afraid to rely on a hint here and | |
| there. Just remember to replay the game after you're done so that you | |
| can see what you missed. Besides, that pie-plate spaceship is worth a | |
| second look. | |
| Rating: 9.6 | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Adam Cadre <adamc SP@G acpub.duke.edu> | |
| NAME: Cattus Atrox | |
| AUTHOR: David Cornelson | |
| DATE: 1998 | |
| PARSER: Inform | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition98/inform/atrox | |
| PACK UP THE CATS | |
| Cattus Atrox by David Cornelson | |
| Theodore Dreiser has been called the worst prose stylist ever to | |
| qualify as a great writer. Over the course of my college career I had | |
| to read his SISTER CARRIE no fewer than four different times, and sure | |
| enough, Dreiser's prose is often just laughably bad. Whether he's | |
| interrupting a paragraph to mention that "It was in August, 1889" | |
| (without specifying what "it" was), or beginning a chapter by | |
| introducing "the, to Carrie, very important theatrical performance", | |
| or lurching into ridiculous archaisms like "Carrie! Oh Carrie! Ever | |
| whole in that thou art hopeful!", Dreiser's control over the English | |
| language often reminds the reader of a four-year-old trying to steer a | |
| Saturn V rocket. | |
| Still, there's a reason I had to read SISTER CARRIE four times, and | |
| it's not because my professors were trying to get me to break out the | |
| aerospace refs. The prose, rough as it is, is often startlingly | |
| effective: the railway strike chapter, for instance, is rendered with | |
| a you-are-there intensity unmatched by many a more polished writer. | |
| Which is why Dreiser was very much on my mind as I played Cattus | |
| Atrox. Cornelson's prose isn't going to impress anybody: it's full of | |
| comma splices and other errors, not to mention such howlers as | |
| "lust-filled orgasms" and a character screaming "LIONS!" into a | |
| telephone and then hanging up. Nevertheless, Cattus Atrox provides | |
| the most intense visceral experience of any game in this comp. | |
| Now, I'm not one to lose myself in a game the way some people | |
| apparently are: at no point did I myself feel fear when the lions were | |
| smacking the PC around. But you couldn't tell from the way I was | |
| playing. During the chase scene, I was entering directions as fast as | |
| I could, running around in a panic, typing N then W then N then E then | |
| S then W then S again without even bothering to glance at the text | |
| flashing by. Not really the recommended method of playing IF, but, | |
| y'know, I had to get away from those lions. I mean, they were, like, | |
| eating me and stuff. | |
| And then when I found the crowbar, I mean, forget it. Here I'm the | |
| guy whose game specifically penalizes the player for being so cruel as | |
| to do violence to an animal, and the second I find the crowbar, I | |
| switch into full-on Neanderthal mode. I beat that lion cub to death | |
| with the club and then stood there beating its corpse over and over | |
| again even as on a conscious level I recognized that the game was | |
| spitting error messages at me for doing so. I took that crowbar and | |
| spent the next half hour whacking anything I registered as a noun. It | |
| got to the point that I half expected that if I threw the crowbar into | |
| the air it'd turn into a spacecraft. | |
| So while the prose is less than masterful, the syntax for some | |
| required commands is often weird, and the ending is silly and over the | |
| top, Cattus Atrox gets high marks for grabbing me by the collar and | |
| yanking me out of detached-observer mode. This game stuck with me. | |
| Several games later I had to restrain myself from rushing into the | |
| Muse telegraph office and tapping out "LIONS!" on the telegraph. | |
| My score: 7.3 (5th place) | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Second April <dns361 SP@G merle.acns.nwu.edu> | |
| NAME: The City | |
| AUTHOR: Sam Barlow | |
| E-MAIL: sb6729 SP@G bris.ac.uk | |
| DATE: 1998 | |
| PARSER: Inform | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition98/inform/city/city.z5 | |
| VERSION: Release 2 | |
| Part of the charm of the IF competition is that it brings out | |
| interesting ideas, ideas which might not be suitable for a full- | |
| length game but do something interesting that contributes to the IF | |
| oeuvre in one way or another. The converse, however, is that having a | |
| forum for short games may discourage authors from developing stories | |
| as completely as they might. Sam Barlow's The City is a case in | |
| point: it has an interesting idea, but in its present form, there | |
| isn't much more than an idea, and the result is rather unsatisfying to | |
| play. | |
| The premise, though suspiciously reminiscent of Delusions, is | |
| reasonably well done. You're trapped in a room with no way out and a | |
| video recorder and tape on hand; the tape shows a man taking a pill; | |
| you accept a pill from a handy assistant, take it, and black out; | |
| repeat. The man in the tape is, of course, you; your goal is to break | |
| out of the loop and see what you find. Unfortunately, you don't find | |
| much, and you certainly don't find much that's surprising, and it | |
| isn't clear that anything you do goes to accomplish anything. (Being | |
| trapped in a nightmare laboratoryish sequence is starting to feel a | |
| little familiar as an IF premise; the IF world may be getting | |
| overloaded with bizarre dystopias, though that certainly isn't | |
| Mr. Barlow's fault.) Now, if a sense of futility is the point here, IF | |
| is ideal for conveying that. Ain't nothin' more frustrating than IF | |
| that goes in circles. However, as noted, Delusions already did that | |
| pretty well, even if the resolution was different. More importantly, | |
| sheer futility generally does not a satisfying experience make, IF | |
| experience included. Likewise, there's a point toward the end where | |
| there's only one action available, and it's fairly obvious that you | |
| don't "really" want to take that action--but there's no way around | |
| it. (Piece of Mind, from the 1996 competition, did something | |
| similar--but, IMHO, much more satisfyingly.) The game keeps you from | |
| doing plenty of obvious things without explanation, which certainly | |
| hits the frustration angle--but it's frustration with the mechanics of | |
| the game, not with the situation depicted. (Okay, you can argue that | |
| it's all one. But merging the character's frustration with the | |
| player's does not produce a fun game.) | |
| The problem is that, really, The City doesn't do enough with its | |
| premise. The backstory never really shows up, and backstory is what | |
| might have distinguished this from its many predecessors; if there | |
| were some interesting story behind how things became how they are, the | |
| game might stay with the player for more than a few moments after | |
| playing. There's painfully little to do once you _do_ break out; the | |
| "outside" world isn't any more interesting than the "inside." The | |
| futility idea might be more interesting if there were a stronger | |
| illusion of control, but there isn't much; you can't get very far, and | |
| you can't get anywhere appealing. The City needs to be about twice as | |
| long as it is in order to involve the player in the story; as it is, | |
| it ends almost as soon as it starts. Moreover, whereas Delusions | |
| mixed its futility with a sense of urgency owing to frequent and short | |
| time limits, The City eschews all time requirements--in other words, | |
| you are never required to take a pill--which means frustration is | |
| mixed with, if anything, boredom. | |
| Technically, everything works well enough, apart from the failure to | |
| provide logical choices at certain points. The author disabled undo | |
| and save/restore to no particularly vital purpose, as far as I can | |
| tell; if the idea was to remind us that we're at the mercy of other | |
| folks and can't do much about our own fate, well, we weren't likely to | |
| forget, save/restore or not. Still, there are no technical problems to | |
| speak of, and in fact one rather complicated aspect of The City is | |
| handled well: the tape that records you actually does play back | |
| whatever you did last time around, and describes your actions | |
| reasonably well. (On the other hand, there's not a lot you can do | |
| anyway.) There are some other odd features--none of the rooms have | |
| names, for some reason, though they are distinctly different | |
| rooms. (Perhaps the idea was to suggest that you can't really get | |
| anywhere, but it's rather confusing at first.) There's no status line, | |
| no opening title, no compass directions, etc., and the minimalism | |
| doesn't distract much from the game; in that respect, The City works | |
| well enough. | |
| Still, there isn't much here that anything could distract anyone from, | |
| and besides a few gripping moments--on the roof, notably-- it's a | |
| rather frustrating experience. It's technically sound enough that I | |
| gave it a 7, but it doesn't make much of what might have been an | |
| intriguing game. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "david ledgard" <dledgard SP@G hotmail.com> | |
| I played this game once and didn't get very far. So later came back to | |
| it, armed with some hints. The game is quite small, but with a thought | |
| provoking plot, a bit George Orwell 1984ish. Some puzzles were fairly | |
| easy, others not so. It was difficult to work out what you were | |
| supposed to do next and whether the plot had actually advanced. I know | |
| for a fact that I would never have completed it without hints, not in | |
| a million million years. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Second April <dns361 SP@G merle.acns.nwu.edu> | |
| NAME: Downtown Tokyo, Present Day | |
| AUTHOR: John Kean, writing as Digby McWiggle | |
| E-MAIL: keanj SP@G agresearch.cri.nz | |
| DATE: 1998 | |
| PARSER: Inform, altered somewhat | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if- archive/competition98/inform/tokyo/tokyo.z5 | |
| VERSION: Release 1 | |
| Perhaps 1998 was the year that authors gave up on text alone and | |
| resorted to other means of keeping players involved--Arrival and The | |
| Plant used HTML-TADS graphics and sound effects, Photopia used a color | |
| scheme, some others (Enlightenment, Muse) used .gif files external to | |
| the game. And then there was Downtown Tokyo, Present Day, which | |
| featured some dramatic moments rendered in...ASCII art. On the other | |
| hand, the drawings fit the tone of the game nicely, which is a cross | |
| between spoof of and homage to old B movies, and the whole effect is | |
| rather enjoyable. | |
| There's one interesting experiment going on that doesn't, | |
| unfortunately, work as well as it might: the player inhabits both the | |
| protagonist and a movie-theater onlooker, and commands sometimes are | |
| directed to the viewer persona rather than the protagonist persona | |
| without warning. Part of the reason it doesn't entirely work is that | |
| the protagonist's actions are all in the third person--"our hero | |
| enjoys a long slurp of soup"--but some of the library responses | |
| trickle in now and again. To be sure, it's pretty hard to keep that | |
| from happening, but it also doesn't take much of it to break the | |
| spell. (On the other hand, it reminded me of the actual experience of | |
| being in movie theaters--being absorbed in what's happening on the | |
| screen and suddenly having the spell broken, either by a flaw in the | |
| film itself or by some distraction in the theater. If that was the | |
| intent, it's quite well done.) Then again, I'm not sure there's a | |
| better way to keep the viewer and the protagonist distinct, and if | |
| they're not distinct, this could turn into a "you're sucked into the | |
| movie" game, which wouldn't be a tenth as interesting. It's a flawed | |
| experiment, but it's not a bad idea. | |
| The plot is minimal, and it's to the game's credit that the whole | |
| thing is rather casual about the story--plenty of room for even | |
| time-sensitive actions, and the story essentially stops in the middle | |
| so that you can wander around and have fun. This is the sort of thing | |
| I'd disapprove in most IF but which works just fine here, since | |
| B-movies don't exactly set a high realism standard and it's so much | |
| fun to play with the toys you're given. Indeed, this middle section | |
| (if you can call it that in such a tiny game) is the best thing about | |
| Downtown Tokyo; the beginning and end come off more as quotations, | |
| homages, than as parodies, and the parody is much more fun. The author | |
| provides for plenty of silly actions, logical and not. Still, even if | |
| you're inclined to try those silly things, this won't detain you for | |
| more than 10 or 15 minutes, and there isn't much reason to come back | |
| to it. Adding to the fun is the satire: the author claims never to | |
| have seen a monster movie, but he has a good feel for Hollywood | |
| cliches anyway. At the end, for example, when the hero and heroine are | |
| together, we learn that "their clothes are alluringly torn," pointing | |
| to the way films like to fuse danger and sex. Likewise, when people | |
| fall, they fall in slow motion, so that you have plenty of time to | |
| react. | |
| The only real problem with Downtown Tokyo is that it doesn't work | |
| particularly well as a game. At the outset, for instance, you can do | |
| essentially nothing for about 20 turns; so determined is the author to | |
| make fun of the plot contrivances that he doesn't let you interfere | |
| with them, logic be damned. The controls in the helicopter you end up | |
| flying around are rather nonintuitive--at least, the initial hurdle to | |
| overcome is a little strange. It's also distinctly possible to get | |
| lost in the city--the unimportant locations don't loop back, so you | |
| can wander very far away from the relevant scene. It wouldn't have | |
| broken too much with logic to keep the player from wandering away | |
| ("You can't leave now. Your reputation as a hero as at stake."). As it | |
| is, the game provides some cute satirical moments but not much more. | |
| There isn't a lot to Downtown Tokyo, Present Day, but what's there is | |
| pretty funny; the author manages to spoof old monster movies in a | |
| variety of ways. This was intended for the chicken- comp, and it would | |
| have been among the better entries had it been entered. As it was, in | |
| the real competition, I gave it a 6. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Paul O'Brian" <obrian SP@G ucsu.Colorado.EDU> | |
| Another very short (TextFire-length) game, Tokyo was originally | |
| intended for submission to Adam Cadre's Chicken-Comp, but the author | |
| didn't finish it in time. All the better for us, because the game is | |
| funny and entertaining, and still finds a little time to be innovative | |
| as well. With a game this short, it's hard not to give away plot | |
| spoilers in any extended discussion, but I'll try to be as discreet as | |
| I can. I'll only say as much as this: Tokyo is a very funny spoof on a | |
| beloved Japanese film genre (and it's not martial arts movies), one | |
| which often features the city of Tokyo (or the rubble thereof) as a | |
| setting. Considering this was originally intended to be a Chicken-Comp | |
| game, you can probably imagine how it works. There are several | |
| reasons why Tokyo is fun, not the least of which is the | |
| writing. Random description "events", while having no effect on the | |
| main storyline, give the chaotic scenes an antic charm, and the | |
| depictions of movie cliches should bring a knowing smile to the face | |
| of any film buff. | |
| One interesting experiment in Tokyo is its use of a split PC. In other | |
| words, the player actually controls the actions of two characters, | |
| both a rather anonymous individual watching a movie and the hero of | |
| that movie. This is an imaginative idea, and it sometimes works very | |
| well. At its best, Tokyo evokes the kind of split consciousness that | |
| actually happens while watching a movie. We are present, in the | |
| theater, there with the plush seats, the popcorn, and the people | |
| around us. But once we become immersed in the movie, we are inside of | |
| it as well. We forget about the theater and become part of the story, | |
| at least until the baby behind us starts crying, or the teenagers in | |
| the front make a wisecrack. However, the game is not always at its | |
| best. The split focus creates some confusion as to how commands will | |
| be interpreted -- you can never be sure whether your command will be | |
| executed by the viewer or the hero. This generally doesn't cause a | |
| problem, but it might have worked better if the transitions were | |
| smooth and complete, and the only interruptions happened outside of | |
| the player's control. In addition, the standard library has been | |
| mostly unmodified, so that its messages remain mostly in the second | |
| person voice. When that's the voice of the entire game, this is not a | |
| problem, but Tokyo asks second person POV to take on the special duty | |
| of signaling that the viewer, rather than the hero, is | |
| reacting. Consequently, messages like "You can't see any such thing" | |
| (rather than "Our hero can't see any such thing") can create a little | |
| confusion. | |
| Finally, I can't review Tokyo without mentioning its graphics. No, | |
| it's not a z6 game, but Tokyo has some surprises up its | |
| sleeve. Finding them provides some of the funniest moments of the | |
| game. Tokyo does a great many things well, and is one of the better | |
| short-short games I've played. Again, it's a bit disappointing when a | |
| game this enjoyable ends so soon -- I think this concept had quite a | |
| bit more mileage in it than was used by the author. Still, I enjoyed | |
| it while it lasted -- it won't entertain you as long as the average | |
| summer blockbuster movie, but it will probably entertain you more. | |
| Rating: 7.9 | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Second April <dns361 SP@G merle.acns.nwu.edu> | |
| NAME: Enlightenment: A One-room Absurdity | |
| AUTHOR: Taro Ogawa | |
| E-MAIL: Taro.Ogawa SP@G navy.gov.au | |
| DATE: 1998 | |
| PARSER: Inform | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition98/inform/enlighte | |
| VERSION: Release 7 | |
| Enlightenment is proof positive that one-room games need not be | |
| one-joke or one-puzzle in style; in fact, they can be quite diverse | |
| and difficult. In a competition with several of them, Enlightenment | |
| stands out as the most accomplished: there is a certain unity to the | |
| puzzles that justifies the one-room framework, and they are difficult | |
| enoguh to tax the player's mental energy, even within the confines of | |
| the room. | |
| The game also features a take-off on the Infocom "feelies" of old, | |
| with an HTMLized excerpt from Popular Enchanting and several silly but | |
| amusing tidbits. The excerpt reproduces the goofball feel of the | |
| Infocom manuals, and fits with the game's persistent tweaking of | |
| Activision (the darkness is inhabited by g***s, notably, and being | |
| eaten by one is "both g***ling and g***some"). (The prologue also | |
| refers to Frobozz Magic Napalm and a Frobozz Magic Tinning Kit, so | |
| there's not much ambiguity about who we're imitating.) The game blends | |
| traditional fantasy elements with anachronistic bits like | |
| battery-operated appliances in a way that likewise recalls Infocom; | |
| one of the familiar objects is a aerosol can of g*** repellent. | |
| The puzzles, though the solutions are sometimes silly enough to recall | |
| Steve Meretzky, would qualify as among Infocom's more difficult: | |
| several turn on realizing the physical properties of some of the | |
| objects you're holding, properties not at all obvious to the | |
| unscientifically minded. Still, the puzzles are inventive and require | |
| some lateral thinking--and some combining of objects in several | |
| cases--to solve; the difficulty stems less from unfairness or obscure | |
| facts than from the one-object or one-property conventions of most IF | |
| puzzles. The real fly in the ointment is the hint system, which seems | |
| badly broken--one must go through the hints for the concept of the | |
| game as a whole in order to get to those for specific puzzles, whether | |
| or not one has already grasped the goal. There may be a reason for | |
| that--the headings for the individual puzzles might give the game away | |
| for the player who hasn't picked up the point yet--but surely there | |
| must be a way to avoid that problem without such a maladaptive | |
| system. At any rate, in a game this difficult, the hint system is | |
| essential--and beyond the initial glitch, the system works well. | |
| The plot--at least, what can be revealed here--is simple enough: at | |
| the end of a cave-crawl hack-and-slash fantasy quest, you have to | |
| cross a bridge guarded by a troll. Therein lies the excuse for giving | |
| you an inventory full of sundry objects, presumably, which makes | |
| possible difficult and complicated puzzles. But the way you go about | |
| getting rid of the troll is more inventive than the premise suggests, | |
| and suggests an ironic reversal of one of the adventurer's commonplace | |
| tasks. Likewise implied is a jab at the interchangeability of fantasy | |
| quests, since the quest as a whole is clearly generic; you never find | |
| out, after all, what you were after in the first place. The joke, of | |
| course, is that the game sprinkles offhand references to other things | |
| you've already encountered in your quest, as if the premise were | |
| actually worth developing, more than an excuse for the one-room | |
| problem. | |
| Enlightenment is a short but extremely solid game: the puzzles are | |
| challenging enough that solving them feels rewarding. If it feels less | |
| like a game than a small section of a larger game, that's presumably | |
| the intent, and while it might be more satisfying to play a full-blown | |
| game, this sort of entry is ideal for the competition. With enough | |
| Infocom references to make fans nostalgic, and some of the feel of | |
| early Infocom, Enlightenment is an unabashed puzzle-fest that boasts | |
| some of the competition's toughest problems. It does what it does well | |
| enough that I gave it a 9 in the competition. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Paul O'Brian" <obrian SP@G ucsu.Colorado.EDU> | |
| What is it with all the one-room games this year? There must be some | |
| kind of movement happening in the collective IF unconscious which says | |
| "Plot? Who needs it? Give me one room, and as long as it's got one or | |
| more puzzles in it, I'm happy." Well, sometimes I'm happy too. And, | |
| more or less, this is one of those times. Despite its title, | |
| Enlightenment has very little to do with gaining awareness or | |
| understanding Zen koans. To say what it *does* have to do with would | |
| probably be a bit too much of a spoiler, but it involves deliberately | |
| placing yourself in a situation that most text adventurers would avoid | |
| at all costs. Because of this, it took me a little while to actually | |
| catch on to how the game is supposed to work -- I just couldn't | |
| believe that deliberately placing myself in danger was the right | |
| path. It is, though, and getting there is all the fun. Like last | |
| year's Zero Sum Game, Enlightenment puts the PC at the *end* of an | |
| adventure of dizzying proportions. Unlike Zero Sum Game, Enlightenment | |
| isn't really an unwinding of the PC's accomplishments -- you get to | |
| keep your score, and even increase it. You've already overcome dozens | |
| of obstacles, collected lots of treasures, and scored 240 points out | |
| of 250; now there's just the little matter of getting past a canonical | |
| troll bridge and scurrying out of the caverns with your loot. But how? | |
| In the game's words: | |
| If only you hadn't used your Frobozz Magic Napalm on that ice wall... | |
| If only you hadn't used your TrolKil (*Tm) to map that maze... | |
| If only you hadn't sold your Frobozz Magic Tinning Kit. | |
| If only you hadn't cooked and eaten those three Billy Goats Gruff... | |
| ... or that bear ... | |
| If ONLY you'd checked the bloody bridge on your way in. | |
| This brief excerpt is representative of the writing in the game: it is | |
| both a very funny parody of the Zork tradition as well as an | |
| enthusiastic participation in that tradition. In fact, as you can see | |
| from the above quote, the game actually features some familiar parts | |
| of the Zork universe, such as Frobozz Magic products, rat-ants, and | |
| even certain slavering lurkers in dark corners. Activision apparently | |
| granted permission for this usage, as they did for David Ledgard in | |
| his adaptation of the Planetfall sample transcript for his game Space | |
| Station. Activision's willingness to grant permissions for such usage, | |
| as well as their donation of prizes to the competition and their | |
| sometime inclusion of hobbyist IF on commercial products, is great | |
| news for a fan community like ours -- their support of IF means that | |
| more people will devote their time to it, resulting (hopefully) in | |
| more and more good games. Enlightenment is one of the good ones, and | |
| one of its best features is its writing. Another way in which it is | |
| unlike Zero Sum Game is that it doesn't take an extreme or harsh tone. | |
| Instead, the writing is almost always quite funny in both its comments | |
| on text adventure cliches (the FULL score listing is a scream) and its | |
| usage of them. The game is littered with footnotes, which themselves | |
| are often littered with footnotes. Sly allusions and in-jokes abound, | |
| but they're never what the game depends on, so if you don't catch | |
| them, you're not missing anything important. Of all the one-room games | |
| I've seen this year, Enlightenment is definitely the best-written. | |
| It even includes some fun outside documentation in the form of the | |
| HTML edition of the latest issue of Spelunker Today: "The magazine for | |
| explorers and adventurers." This kind of mood-building file has been | |
| included with a few competition games this year, and Enlightenment's | |
| extras are definitely the best of the bunch. The writing in the faux | |
| magazine is just as good as the writing in the game, and the graphics | |
| look sharp and professional. I like these little extras -- they really | |
| do help set the mood of a game -- and they definitely add to the fun | |
| of Enlightenment. | |
| The one problem I had with this game was that, although the writing is | |
| funny and clever, it is sometimes not precise enough to convey the | |
| exact nature of a puzzle or its solution. In a heavily puzzle-oriented | |
| game like Enlightenment, this can be a major setback. For example, at | |
| one point in the game you're called upon to cut something, but it | |
| won't work to use your sword on it. You must find something else to | |
| cut with. Well, there is something else, but that object is never | |
| described as having a sharp edge. This is one of those puzzles that | |
| made me glad I looked at the hints -- the only way I would have ever | |
| gotten it is by brute force, and that's no fun anyway. In another | |
| instance, a part of the setting is described in such a confusing way | |
| that I still don't quite understand what it is supposed to look | |
| like. Part of the difficulty, I think, is that the game features a | |
| gate, with metal spikes at its bottom set into the stone floor. Now, | |
| this made me think of bars, like you might see on a portcullis. | |
| However, as far as I can determine the game actually means a solid | |
| wall, with spikes at the bottom, which I wouldn't describe as a | |
| gate. This kind of imprecision is a real problem when the objects so | |
| imprecisely described have to be acted upon in precise ways in order | |
| to solve puzzles. So I used the hints for a number of the puzzles, and | |
| I don't mind that I did, because I wouldn't have solved them on my own | |
| anyway. But imprecision aside, I'm still glad I used them, because it | |
| enabled me to play all the way through Enlightenment, and the trip out | |
| of that one room was well worth taking. | |
| Rating: 8.6 | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "david ledgard" <dledgard SP@G hotmail.com> | |
| This game is based in the Zork Universe. You have just completed your | |
| mission and escaped with a load of treasure, but a troll blocks the | |
| last bridge to freedom, you can't go back because you've booby-trapped | |
| the gate. This is a one room adventure which I find a bit | |
| constraining, with only one NPC, the troll. Your inventory includes a | |
| lot of treasures, and a few other adventurer type items. | |
| I'm afraid I couldn't work out what to do, and was running to the | |
| hints within 10 minutes. I thought all the illuminated objects were | |
| some kind of programming error, probably me being a bit dense. I'm | |
| afraid the level of puzzles in this game was to complex for me, I only | |
| managed to solve a handful by myself, and kept having to use hints. I | |
| could never have completed it on my own. | |
| The game also comes with a mildly interesting HTML web page | |
| set-up. The author would of been wise to include a few subtle hints | |
| here, so people wouldn't have to use the hint system straight away, | |
| and point out it exists in the run file. Once you start using hints it | |
| ruins the game, and just becomes a chore of reading hints, and typing | |
| in what they say. The game also has a footnotes system, but I never | |
| found footnotes much fun after the novelty value, and the old Footnote | |
| 10 - Read Footnote 11, Footnote 11 - Read Footnote 10; and Footnote 20 | |
| - we didn't mention that Footnote; jokes have worn off. It's just a | |
| thing to show off one's programming skill, and annoy the player. | |
| This game is well coded - I didn't find any errors - but too complex | |
| for my taste, and I suspect a lot of other people. The author has a | |
| Japanese sounding name, whether he is or not I don't know, but the | |
| game certainly seems Japanese: Ultra Efficient, and Ultra Boring. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "david ledgard" <dledgard SP@G hotmail.com> | |
| NAME: Fifteen | |
| AUTHOR: Ricardo Dague | |
| E-MAIL: trikiw SP@G hotmail.com | |
| DATE: 1998 | |
| PARSER: Inform | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition98/inform/fifteen | |
| VERSION: Release 7 | |
| I quite enjoyed this game although it was very simple. Clearly a first | |
| adventure. The main item in the game is the Fifteen Puzzle which is | |
| implemented like one of those simple text games, you used to see in | |
| computer pre-history a bit like Robots, by Torbj�rn Andersson, | |
| available from the IF archive. I remember playing Wrap and Zombies (a | |
| variant of Robots) on a Commodore Pet (yes, computers did once exist | |
| that used Tape Drives, and had memory measured in single 1K units), | |
| kind of nostalgic, showing my age. | |
| The rest of the game is very simple, locked doors, put the treasures | |
| on the table etc... I worked out the remote control program in about | |
| half a microsecond, but then I am a seasoned IF hand. I had a bit of | |
| trouble working out how to use the ladder, a guess the verb problem, | |
| which could be fixed. The game is short on narrative, with a lot of | |
| short room descriptions, which could be fleshed out a bit. Clearly | |
| this game was never going to have a good showing due to it's | |
| simplicity, but it was enjoyable none the less. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Paul O'Brian" <obrian SP@G ucsu.Colorado.EDU> | |
| NAME: Four in One | |
| AUTHOR: J. Robinson Wheeler | |
| E-MAIL: wheeler SP@G jump.net | |
| DATE: 1998 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition98/tads/fourin1/fourin1.gam | |
| VERSION: Release 1.0 | |
| Playing Four In One, I was in an unusual, unprecedented (for me) | |
| situation: I was playing a game of which I had already read a | |
| complete, winning transcript. Not a walkthrough, but a transcript of | |
| commands and game responses. It seems that the author submitted this | |
| transcript to Stephen Granade's IF Fan Fest, an informal | |
| quasi-competition held at Granade's Mining Company web page. If I had | |
| known this transcript was also going to be a competition game, I | |
| wouldn't have read it, because I hate spoilers. But I didn't know | |
| that, so I read it, and it made playing the game a very strange | |
| experience -- the whole thing gave me a very strong sense of deja | |
| vu. Now, granted, the transcript isn't an exact one. You can't follow | |
| that transcript and hope to win the game, because the commands are not | |
| all perfectly duplicated, and there are some other differences between | |
| the two as well. However, they have a *lot* in common. Now, the funny | |
| thing about this is that when I initially read the Four in One | |
| transcript, my thought was "It's a funny idea, but it would be far too | |
| difficult to actually turn into a game." Well, I have been proved | |
| wrong. | |
| The idea behind the game is that you're a film director in the heyday | |
| of the Marx brothers, and you're directing them in their first picture | |
| for MGM. Or at least, you're trying to direct them. Apparently, | |
| keeping all the Marxes in one room, getting along, and working | |
| productively is somewhat akin to herding cats. Consequently, you're | |
| forced into the position of chasing after them, collecting them one by | |
| one, and forcing them to follow you around to their (and your) | |
| considerable annoyance. Even once you've got them all on the set and | |
| rehearsed, there's no guarantee that one or more of them won't go | |
| bolting off to make a phone call, hang out at the catering table, or | |
| read a book. What's worse, you have only two hours to get a good take | |
| on a crucial scene, or you and the picture will both be canned. The | |
| transcript makes this into a hilarious situation, showing the Marx | |
| brothers at their zaniest even when the cameras aren't rolling. In | |
| fact, *all* the comedy takes place when the cameras aren't | |
| rolling. This is the kind of thing that I didn't think an IF game | |
| would be able to pull off, but Four in One is the living proof. It's | |
| not as funny as the transcript, but it works, especially in places | |
| like Chico's dressing room, where more and more people keep entering, | |
| pushing you inexorably to the back wall like the first entrant in a | |
| phone-booth-stuffing competition. Scenes like this can be irritating | |
| as well, and the game sometimes steps across the fine line between | |
| funny aggravation and just plain aggravating aggravation. However, | |
| with the exception of one internal TADS error that I found, the | |
| technical details of the writing and coding are executed superbly, and | |
| this goes a long way towards smoothing out any annoyances. | |
| The place where the game's technical proficiency shines the most is in | |
| its characters. Four In One is a the most character-intensive piece of | |
| IF I've ever played. Almost every location has one or more characters | |
| in it at all times, and these characters are as fully implemented as | |
| they need to be. The gaffer, for example, is not terribly talkative | |
| -- ask him about the movie and he'll say "A job's a job," but ask him | |
| about the lights and he has an opinion, as he should. Every character | |
| has responses about the things they should know about, though if you | |
| spend much time in conversations with them you will run afoul of the | |
| game's time limit. The Marx brothers can tell you about each other, | |
| the movie, MGM (Groucho says, "MGM stands for 'more godless | |
| movies.'"), and anything else they ought to know about. Four in One | |
| does an outstanding job juggling all these characters, giving them | |
| just the appropriate depth of implementation so that the game really | |
| rewards replay. After I had solved the game, I went back and just | |
| chatted with the various characters, and was delighted with the extent | |
| to which they are implemented. The author's research is quite apparent | |
| in these moments, and it makes a big difference. Four In One taught me | |
| things about the Marx Brothers that I had never known before, and made | |
| me want to go out and rent A Night at the Opera again. That's | |
| entertainment. | |
| Rating: 8.7 | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Second April <dns361 SP@G merle.acns.nwu.edu> | |
| If competition entries got individual awards, Four in One would have | |
| to be recognized as the Greatest Sheer Effort. The game is simply | |
| littered with NPCs--24 by my count, and considering the way the | |
| characters wander in and out, I'm sure I missed at least a few. Some | |
| of them essentially stand still (though all have some dialogue | |
| potential), others have painfully complicated movement daemons, and | |
| just thinking about what it took to code all of them made me want to | |
| cry. (The source code is now available, but I haven't looked at it | |
| yet. Perhaps some day when I'm feeling especially brave.) | |
| Unfortunately, all that elaborate coding doesn't necessarily add up to | |
| a rewarding game--though given how much time the author obviously put | |
| into this, I certainly wish I could say it did. | |
| The premise: you're "Sam Wood," trying to put the finishing touches on | |
| the latest Marx Brothers movie, and you're charged with the task of | |
| assembling everyone on the set so that the last scene can be | |
| filmed. Your clout as director only goes so far, however, and trying | |
| to keep the brothers on the set long enough to film is, even for you, | |
| is like building a house out of Jello. You have a trusty sidekick who, | |
| frankly, isn't much use, and the set is filled with extras and techies | |
| and other actors. Egos being what they are, however, you don't seem to | |
| be able to delegate the task of rounding up the brothers, and so you | |
| scurry around the studio as if you were a lowly assistant. | |
| Since the end of the competition, the cry regarding Four in One has | |
| been fairly uniform: cute but too frustrating. The cry isn't wrong, as | |
| such, but let's be clear about why it's frustrating: it's not because | |
| there are a lot of NPCs to understand and manipulate. It's that so | |
| much of the NPCs' behavior is random, as far as I can tell, that a | |
| given game can be impossible to win if certain random events go | |
| against you often enough. If two certain characters get in a fight, | |
| for instance, another would leave, slowing down the rounding-up | |
| process. Too many fights and you'd lose your power to gather people | |
| together, for various reasons. I don't know whether the fights | |
| happened at random or were related to some other factor, controllable | |
| or not; if there was another factor, it was obscure enough that I | |
| never caught on. Likewise, another character gets bored after a | |
| certain amount of moves and wanders away--and if you don't get him to | |
| do what he's supposed to do before that happens, you've wasted a | |
| chance, and you don't have a lot to spare. To be sure, part of what | |
| makes the game realistic is that the NPCs are not entirely malleable; | |
| to that end, Four in One gets lots of realism points. Getting the | |
| brothers to do what you want is, as someone said, like herding | |
| cats. But all the realism points seem to come out of the fun column. | |
| However, there's an upside to all this: there's lots of replayability | |
| in Four in One, partly to find Easter eggs and partly because there's | |
| lots of extraneous detail to sift through. Most of the characters | |
| respond to a variety of questions--about the movie, other characters, | |
| life, etc. Because a winning game can vary so much--two different | |
| games can present different challenges: solving the game once doesn't | |
| guarantee that you'll be able to solve it on the next try. (Then | |
| again, the random events might just not be on your side the next time, | |
| as noted.) The game is consistently funny--Groucho has lots of good | |
| one-liners, and Harpo has plenty of amusing antics, even if they | |
| usually impede your progress. The thoroughness of the coding is not | |
| limited to the NPC daemons--different characters have distinct | |
| reactions when they enter certain rooms, for instance, and putting | |
| certain characters in rooms together has unexpected results. In short, | |
| so much of Four in One works so well that it seems rude to point out | |
| that the game itself isn't always a lot of fun, at least if the player | |
| is interested in achieving the goal the game presents. Most of the fun | |
| to be had is extraneous to that goal. | |
| In summary, Four in One reminded me of Tempest from the previous | |
| year's competition--a brilliant idea, thoroughly and intelligently | |
| done, that I wanted to like more than I did. And just as Four in One | |
| arguably worked better as the transcript submitted to the IF Fan Fest, | |
| so Tempest works better as, well, the play, and the literacy of the | |
| attempt to translate it can't hide that. Four in One is quite a | |
| testament to the author's skills; as a game, however, it's flawed, and | |
| I gave it a 7. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "david ledgard" <dledgard SP@G hotmail.com> | |
| This is quite an interesting concept, putting a new spin on | |
| IF. Instead of the game being object-centric, it is NPC-centric, with | |
| NO objects of any use what so ever, and more NPC's per square pixel | |
| than any other game I have played, although most of them are thinly | |
| implemented. But basically what happened is NPC's become gloryfied | |
| objects. You are on a film set and only have four remaining takes to | |
| complete a picture (hence the name), or you're out on your ear. The | |
| film includes the four Marx Brothers, I've vaguely heard of Groucho | |
| that's about it, and I thought there were only two. The problem is to | |
| get all the stars and extras in the same place at the same this. To do | |
| this you can TAKE people, to get them to follow you. The trouble is | |
| they keep wandering off while you're finding the others ones, | |
| sometimes after only one turn. There are, however, two NPC's who can | |
| help you locate missing people. Most of the time actors tend to go to | |
| the same places, but some won't follow without overs. Read the special | |
| commands to see how to control them. I'm afraid I couldn't finish this | |
| game, and suspect very very few people actually did. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "david ledgard" <dledgard SP@G hotmail.com> | |
| NAME: Human Resources Stories | |
| AUTHOR: Harry M. Hardjono | |
| DATE: 1998 | |
| PARSER: Multiple-choice (mostly) | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition98/inform/hrs | |
| A lot of people pooh-poohed this game, just because it wasn't standard | |
| IF. I think the author was quite brave, trying a different format, and | |
| applying the genre in a different way. I don't think it deserved to | |
| come last. The suspension of the save facility was a bit annoying, but | |
| justified by the game context, I suppose. The game was a lot more | |
| complicated than most people appreciate, with it calculating a | |
| different job grade/wage depending on your answers. Also I think, but | |
| am not sure, the wrong answers changed depending on your previous | |
| answers. Vive la difference. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Jason F. Finx" <jff SP@G sozo.com> | |
| NAME: I Didn't Know You Could Yodel | |
| AUTHOR: Michael R. Eisenman and Andrew J. Indovina | |
| EMAIL: I don't know, and frankly I can't really say I care | |
| DATE: Some time in 1996, apparently (the copyright message at the top of the | |
| game says 1997, but the copyright message it gives when you get the | |
| "last lousy point" says 1996, so I'm assuming the earlier one is when | |
| the game was first created). | |
| PARSER: Better than Scott Adams, but not up to TADS/Inform standard. | |
| SUPPORTS: IBM PC only | |
| AVAILABILITY: Freeware, though the surviving author seems to be planning a | |
| commercial (or at least shareware) release. Currently | |
| available in the contests98 folder of the gmd.de IF-archive. | |
| URL: http://chorn.com/~scorpion/yodel.html | |
| ftp://if-archive/games/competition98/msdos/yodel | |
| "Oh, no. It can't be." | |
| That was my reaction when I looked at the results from the 1998 IF | |
| contest and saw, near the bottom of the list, the title "I Didn't Know | |
| I Could Yodel". | |
| Why this reaction, you might ask? Well, about six months ago I | |
| downloaded a game by that title from FreeGames Online | |
| (www.freegamesonline.com), and made the mistake of actually playing | |
| it. This was before I had heard of SPAG or the IF archive, and had I | |
| heard of those, and known how many other, much better text adventures | |
| were available, I would never have slogged my way through this one. | |
| As it was, I probably still wouldn't have were it not for a promise of | |
| some spectacular ending. I was, at least, gratified to see how close | |
| to the bottom of the list the game had placed (ranking even below a | |
| game coauthored by the infamous Rybread Celsius! ;) ), which meant | |
| that other people had shared my opinion of it. | |
| But no, I later reasoned; it couldn't possibly be the same game. | |
| After all, the 1998 competition rules explicitly state that no game | |
| could have been released prior to its entry to the contest. Either | |
| this was an illegal entry, or it was a different game by the same name | |
| - which was, I thought, entirely possible; after all, the title came | |
| from a rather old joke. | |
| Then I looked at the file "yodeltxt.txt", and saw the phrase "type 'vanna' | |
| to play hangman", and knew that my worst fears were realized. | |
| It was the same game. | |
| (Before I go on, a few notes about the fact that the game had been | |
| released well before the contest date. If I understand the rules | |
| correctly, and this does constitute a violation of them, then there | |
| are things which lead me to believe that the rule violation was not | |
| intentional. The statement in the file yodeltxt.txt that "[a]fter the | |
| contest, I would like to try to release it, if that's ok with you | |
| guys" suggests that the author assumed that "release" means "attempt | |
| to sell for money". If, as I suspect, the author did equate | |
| "releasing" the game with charging money for it, then his violation of | |
| the rules was not a knowing one.) | |
| [ Editor's note: According to the Contest organizer, David Dyte, the | |
| pre-competition release of the game was made unbeknown to the authors, | |
| and without their permission, and a decision was made to let it | |
| compete despite this. ] | |
| Now, why did I dislike this game so much? Well, the main problem with | |
| it I can sum up in two words: bathroom humor. (And I use the word | |
| "humor" loosely.) More bathroom humor than I've seen in all the other | |
| text adventure games I've ever played combined. At two different | |
| locations in the game, you find yourself in desperate need of - ah, | |
| emptying your large intestine - or dire consequences result (i.e. your | |
| character dies horribly). If that were the end of it, well, that | |
| would be that, but unfortunately it isn't; there's also a repulsive | |
| bit after the second time involving... well, we'll all be better off | |
| if I don't go into that. | |
| Actually, toilet humor wasn't even all of it. The game almost seemed | |
| to go out of its way to be offensive and disgusting at every | |
| opportunity. There are ethnic slurs, gay jokes, and jokes involving a | |
| certain other bodily secretion (I can't be more specific without | |
| giving away one of the puzzles), and at two different points you have | |
| to kill an innocent character (two different characters, of course). | |
| I think the single section of the game that stands out as the most | |
| repulsive was the Jed's House sequence, but the bulk of the game | |
| wallows in the same filth, if to a slightly lesser degree. | |
| Also, the insult-the-player-character device is getting really old, | |
| and this game takes it to rather extreme levels (which makes the | |
| endgame make even less sense than it otherwise would). And speaking | |
| of devices that are getting really old, and are taken to extreme | |
| levels in this game, some other games may include their authors as | |
| powerful NPCs, but... well, I can't say more without giving away part | |
| of the ending. Speaking of NPCs, though (while I'm segueing anyway), | |
| the NPCs of this game - and there are a lot of them - are fairly | |
| typical for old, second-class (i.e. not by Infocom or the other | |
| classic companies) text adventures. Most of them are only there as | |
| puzzles to be solved; you can't interact with them outside of a few | |
| very narrow possibilities (the NPC, DO SUCH-AND-SUCH command structure | |
| isn't even implemented), and they do nothing on their own; either they | |
| just stay in one place until you get rid of them, or they appear, do | |
| whatever they're supposed to do, and then vanish. The only possible | |
| exception is the comedian, and even he only really has a set joke he | |
| spouts on entering each new room, which isn't even related to the room | |
| itself. Actually, there was a lot of missed potential with the | |
| comedian - he could have made sarcastic comments on the player's | |
| actions, taunted the player when something didn't work, et cetera - | |
| but no; for the most part he just spouts irrelevant jokes. | |
| Now, to the technical issues. To be honest, I didn't remember much | |
| about these details, but I figured if I was going to write a review of | |
| this game I'd better play through it again (especially since the | |
| version submitted might have been a later release than the one I | |
| played originally), so I stiffened my lip and subjected myself once | |
| more to its inane repulsiveness. As it turns out, the grammar and | |
| spelling are far from perfect - there are some misplaced modifiers, | |
| missing ending quotation marks, and words that should be capitalized | |
| that aren't, among other things, and quite a few misspellings (the | |
| most annoying of which was the constant "your" for "you're", though I | |
| found it odd that the authors misspelled "monstrous" two different | |
| ways in the same paragraph!) - but it could have been a lot worse. | |
| The writing is awkward, though; sometimes a simple contraction or two | |
| would help its flow immensely, and in a few places there are obvious | |
| mistakes (usually in the form of omitted words) that the authors | |
| failed to catch, such as "A pudgy cop steps out the vehicle". The | |
| attempt at poetry in the dogs' challenges in the Lawn is particularly | |
| awful, but at least its awfulness is acknowledged within the game. | |
| (Perhaps it was meant to be _dog_gerel? Nah, I don't think the | |
| authors were that subtle.) | |
| Most of the scenery objects are examinable, though there are some | |
| glaring omissions. For example, one room contains dogs with sombreros | |
| and big mustaches, but the game doesn't recognize the words "sombrero" | |
| and "mustache", and despite the fact that the game tells you that you | |
| read the walls of a bathroom stall, and examining the walls tells you | |
| they're "written all over", typing "read walls" gives the message | |
| "There's nothing to read". Many room descriptions, unfortunately, | |
| neglect to mention the exits (and in at least one place the exits are | |
| listed incorrectly!). | |
| The parser - a homemade one written in Modula-2 - can handle | |
| multiple-word commands - adjectives and prepositions are allowed - but | |
| I got the idea that it didn't really so much parse them as just do a | |
| keyword search. If there's an NPC you're supposed to ASK about | |
| something, for example, if often doesn't make a difference what you're | |
| asking about, or even whether the NPC is the object or the object of | |
| the preposition! At the West End of Lawn, for example, "TALK TO | |
| WAITER", "ASK WAITER", "ASK WAITER ABOUT TOMATO", and even "ASK PRUNES | |
| ABOUT WAITER" all elicit exactly the same response from the waiter | |
| (which incidentally has nothing to do with tomatoes or prunes), while | |
| "TALK", "ASK", or even "ASK PRUNES ABOUT TOMATO" yield a different | |
| response from the waiter, even though you haven't said you're talking | |
| to him. Worse, if there's an NPC around but not one the game requires | |
| you to talk to, the ASK and TALK commands get the response "There is | |
| no one to talk to," regardless of the objects. Also, such | |
| now-standard commands as "undo" and "oops" are missing ("wait", rather | |
| inexplicably, yields the response "You must supply a noun"). | |
| Additionally, there are a few places that could use better support of | |
| synonyms or rewordings: you can MOVE or PUSH a certain body, but not | |
| TURN it OVER or ROLL it OVER (despite the fact that when you push it | |
| it rolls over anyway), and KNOCK ON DOOR works where KNOCK is answered | |
| by the response "It doesn't do any good." | |
| There are a number of relatively minor bugs, but I only found three | |
| that I would consider really disastrous. First, even after everything | |
| else is done, "ENTER BOAT" makes a voice say "YOU ARE NOT READY FOR | |
| THE BOAT YET!", but "WEST" gets you on the boat just fine, which is | |
| likely to lead players who only try the former command to think | |
| there's something left they have to do first. Second, when the game | |
| requests a one-letter response, it only accepts lower-case letters, | |
| and in fact entering a capital letter in the hangman game (don't ask; | |
| its connection to the rest of the game is tenuous) crashes the program | |
| with the error "function fell thru the end". Last, if you go to the | |
| Indian Battle Ground after getting the collar from the dogs, your | |
| collar disappears and you can't get another one, which makes the game | |
| unsolvable unless you've already finished everything in the dogs' | |
| area. | |
| As for the puzzles, well, to be honest, most of them weren't bad, and | |
| some of them were quite imaginative. There were few that seemed | |
| totally illogical; though I admit I was turned off enough by the | |
| bathroom humor that I cheated on a few puzzles by looking at the code | |
| to get it over with (there was no walkthrough available when I first | |
| played it in August), even for those few puzzles that I cheated on | |
| when I found the solutions I thought I could have gotten them if I | |
| just hadn't given up so soon. (Granted, though, a few of the puzzles | |
| that I did get without cheating involved little logic and a lot of | |
| guessing.) One of the two puzzles that involved killing an innocent | |
| person was especially clever and well-done, though I wish they had | |
| made it so the NPC was only incapacitated instead of killed in cold | |
| blood. Another puzzle (getting past the enraged Injun Simon) had me | |
| stuck for a long time when I first played it, but when I did finally | |
| figure out the solution it seemed blatantly obvious - which I think is | |
| one mark of a good puzzle. | |
| Most of the puzzles were, however, very disconnected, and there wasn't | |
| any plot to speak of (despite the explanation at the end); this again | |
| is fairly typical of many old second-class text adventures which were | |
| just hodgepodges of plotless puzzles. Also, I seldom like the idea of | |
| riddles in a text adventure, and this one had a lot of them. They | |
| were readily solvable (well, the last one had me stumped, and even | |
| after I cheated by looking at the code I didn't understand it for a | |
| long time, but after I finally "got" it I thought I should have gotten | |
| it sooner), and the end of the game at least gave some justification | |
| for them. | |
| In fact, for what it's worth, the ending didn't completely fail to | |
| deliver on its promise. It didn't completely succeed either: the fate | |
| of your character was positive, but far too much so, so much that it | |
| seemed unmotivated (especially given the previous constant emphasis on | |
| your character's stupidity and general worthlessness - what exactly | |
| did he do to earn such a great reward?), and frankly rather | |
| unspectacular by its very superlativeness. I did, however, like the | |
| idea of the brief descriptions of what later happened to all the | |
| game's NPCs. Unfortunately, the authors' descriptions of what | |
| happened to the characters were as juvenile and unfunny as the rest of | |
| the game, but the _idea_ of having such a "where-are-they-now" list | |
| was original (as far as I know) and entertaining, even if the | |
| implementation in this particular game left a lot to be desired. | |
| In fact, something similar could be said of much of the game. The | |
| authors were not at a loss for good ideas. Subpar parser, | |
| plotlessness, and static NPCs aside, the biggest problem this game had | |
| was simply its authors' fixation on bathroom humor - and that _was_ a | |
| big problem. There were quite a few positive aspects of the game, | |
| however. Quite a bit of imagination went into it; it's just too bad | |
| that so much of it was directed toward jokes involving bodily | |
| functions. There was at least one very nice red herring that I was | |
| convinced I must have to do something about (but, as it turned out, I | |
| didn't). The geography, if bizarre and illogical, was at least | |
| consistent (with the possible exception of wherever exactly that horde | |
| of desert natives was supposed to be). The "last lousy point" is | |
| actually given for something that makes sense for a change (within the | |
| context of the game). | |
| In short, these authors aren't completely without potential - well, | |
| "this author", I should say; according to the notes in the | |
| yodeltxt.txt file one (Michael Eisenman) is now deceased. The main | |
| thing he needs to do is get his mind out of the gutter. Sadly, in "I | |
| Didn't Know You Could Yodel", the authors' minds were so deeply and | |
| firmly wedged in said gutter that this completely overwhelmed any | |
| positive things about the game. If Mr. Indovina makes another game | |
| without all the toilet jokes and other objectionable attempts at | |
| humor, it may conceivably be worth looking at (though unless he takes | |
| great strides in a lot of other aspects too it still will be far from | |
| top-of-the-line). But unless you have the sense of humor of a | |
| particularly snickery preteen, "I Didn't Know You Could Yodel" is | |
| decidedly not worth the download. | |
| My score for "I Didn't Know You Could Yodel": | |
| Atmosphere 0 - None to speak of except repulsive "humor" | |
| Gameplay 0.9 - Not bad for a homemade parser, but far from state | |
| of the art. | |
| Writing 0.3 - The writing was pedestrian at best, and far from | |
| devoid of spelling and grammar errors, but at least | |
| it didn't have as many as some other games. | |
| Plot 0.2 - No real plot, but at least there's some attempt to | |
| explain things at the end. | |
| Discretion 0.3 - I didn't like toilet humor when I was 10, and I don't | |
| like it any better now. I didn't give a 0 for the | |
| discretionary points, though because I felt the authors | |
| deserved some credit for a few unique touches like the | |
| "where are they now" bit at the end. | |
| Characters 0.3 - Lots of NPCs, but they're all caricatures you can't | |
| interact with | |
| Puzzles 1 - By far the best aspect of the game, but still, few really | |
| interactive puzzles, and a few felt like guessing games. | |
| Plus, the riddles annoyed me. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Paul O'Brian" <obrian SP@G ucsu.Colorado.EDU> | |
| NAME: Informatory | |
| AUTHOR: William S. Shlaer | |
| EMAIL: shlaer SP@G aol.com | |
| DATE: September 1998 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition98/inform/informat | |
| VERSION: Release 1 | |
| Every year I've been writing reviews for the IF competition, I've seen | |
| several games which are their authors' first attempt at learning | |
| Inform. These usually aren't the better games -- I find that most of | |
| the really good Inform games in the competition are not the first | |
| pieces of code ever hacked together by their authors. Informatory, | |
| however, gives a twist to this tendency -- it is the author's first | |
| attempt to *teach* Inform. Rather than replicating its author's | |
| apartment or dorm room, Informatory instead replicates a number of | |
| familiar scenes and objects from various canonical IF games, and | |
| allows its player to peek at their source code in order to give some | |
| insight as to how Inform could be used to create them. It does this | |
| through a handy device known as the "Codex Helmet" -- whenever the | |
| player character wears this helmet, source code for all objects | |
| becomes visible. Of course, a couple of elementary puzzles must be | |
| overcome in order to gain access to this miracle of technology, but | |
| hints are provided for those puzzles. Once the Helmet is acquired, | |
| Informatory presents a new kind of puzzle: to progress in the game, | |
| you must decipher the Inform source code of its objects so that you | |
| may use their special properties to your advantage. | |
| For me, this kind of puzzle worked well, because it relied on | |
| information I had already acquired through working on my own Inform | |
| creations. However, for someone who did not know Inform and wasn't | |
| particularly interested in investing much time to learn it, I think | |
| those puzzles would be a major nuisance. In fact, if you're not | |
| interested in learning Inform, my advice would be to give this game a | |
| pass. Its interests are much more in helping novices to learn Inform | |
| in a fairly fun and ingenious way than to provide a fun gaming | |
| experience for everyone. This is a perfectly acceptable goal, but it | |
| makes Informatory more educational software than entertainment | |
| software. The game invokes the genie from Andrew Plotkin's Lists and | |
| Lists, and the reference is quite apt -- that game also didn't much | |
| care about entertaining, instead giving the focus to its own | |
| (remarkable) z-machine implementation of Scheme. Informatory didn't | |
| feel quite as oppressive as Lists to me, probably because I'm already | |
| familiar with Inform, an advantage I sadly lacked when it came to | |
| Scheme. However, the two share a common theme: they are not so much | |
| games as teaching tools, and if you're not interested in learning, the | |
| tool isn't for you. | |
| Having thus limited its audience, Informatory does its task rather | |
| well, I think. The author bills it a "not-very-interactive tutorial," | |
| and I think he's only half-right on both counts. Depending on how you | |
| define the term "interactive", I think Informatory is quite | |
| interactive indeed. It's probably the only game I've ever seen that | |
| actually assigns outside reading to its players so that they have a | |
| better chance at the puzzles. This obviously doesn't work in the | |
| competition context, but someone might find it a little useful when | |
| used as a tool in its own right, especially if that person is already | |
| in the process of learning Inform. Furthermore, Informatory's | |
| source-code-oriented puzzles are *much* more interactive than the | |
| typical tutorial style of "announce the concept, show the concept, now | |
| you try it." Now, this is a double-edged sword too: sometimes the lack | |
| of guidance can really be rather frustrating. I sometimes found myself | |
| wishing for the genie from Lists to keep hanging around, giving me | |
| clues when I needed them. Consequently, I didn't find Informatory to | |
| be "not-very-interactive", but I didn't really find it to be a | |
| "tutorial" either. Instead of teaching Inform piece-by-piece, it | |
| assigns reading in the Designer's Manual, and in fact those | |
| assignments are only reachable after solving a number of source code | |
| puzzles. Informatory therefore isn't much of a teacher, but it's a | |
| good quiz for those who are already learning. As a competition game, | |
| it's no great shakes: at its best, it's about as much fun as taking a | |
| really interesting test. However, I can see it becoming one useful | |
| tool for people who are beginning to get their feet wet in the sea of | |
| Inform. | |
| Rating: 6.8 | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "david ledgard" <dledgard SP@G hotmail.com> | |
| The first time I tried this game, I couldn't get in the White House so | |
| gave up. I had another look at it because I was suckered into doing | |
| these reviews, and am rather glad I did. The problem wasn't very | |
| difficult, just took a bit of time and intellectual albow | |
| grease. There are quite a number of humerous jokes in this game | |
| including the leaflet (having written a game myself I totally agree), | |
| and the sink and flame jokes. This game resonates with me, and I'll | |
| wager (a) the Author is British, and (b) has spent several years doing | |
| a computer course. A few minor gripes, toad should have said 'POOP! | |
| POOP!', and the letter Z is not recognised by "crudely" or "carved", | |
| ditto for the journal. I kind of figured I'd find a skeleton key in | |
| the skeleton, comment required for this action. I had thought of | |
| including inform snippets in my Spacestation game as well, but ran out | |
| of time. They'll probably be in the next version. The codex helmet did | |
| get very annoying very fast, though, it was just like looking up | |
| hints, only much more tedious. A FULL command, telling you where you | |
| scored your points, might have been good too. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Second April <dns361 SP@G merle.acns.nwu.edu> | |
| NAME: Little Blue Men | |
| AUTHOR: Michael Gentry | |
| E-MAIL: edromia SP@G concentric.net | |
| DATE: 1998 | |
| PARSER: Inform | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition98/inform/bluemen | |
| VERSION: Release 1 | |
| Little Blue Men is, at bottom, a highly bizarre game. It begins in a | |
| ho-hum office setting and abruptly shifts into...well, it's hard to | |
| say. Sci-fi/horror/dystopia/fantasy, maybe. The result, though uneven | |
| in spots, is certainly unique, and rather disturbing as well: familiar | |
| elements of the office environment are given a sinister cast, and the | |
| game is enlivened throughout by macabre humor. | |
| The game begins with you at your desk doing menial tasks, and it can | |
| end there very quickly as well unless you, the player, decide to put | |
| down your menial tasks at a certain point and go explore the rest of | |
| the office. In other words, the game gives you a quick "ending" after | |
| about five moves and doesn't emphasize that this ending is | |
| suboptimal. In an IF Competition rife with one-room or one-puzzle | |
| games, the size of the story file might be the only thing keeping the | |
| player from missing most of the game. This is an issue mainly because | |
| the game keeps you from wandering away at first, and provides minimal | |
| motivation for you to get up and wander around; it's not clear _why_ | |
| you do what you do. The problem of unclear motivations recurs later, | |
| as the game transforms into, well, whatever it is: some of your | |
| actions have no obvious reasons. The author, to be fair, was trying to | |
| explore the idea of a protagonist motivated by evil ends--or, at | |
| least, ends with which the player cannot easily sympathize. It's an | |
| underdeveloped area in IF, and this is an intriguing stab at it. But | |
| without some flashes of intuition in that regard, the player is likely | |
| to discover what the character's goals are through the hints, which | |
| doesn't exactly have the same effect. | |
| As the game progresses, though, and the genre/setting becomes more | |
| clear, the author delivers several excellent shock-twists in ways | |
| reminiscent of Delusions, and just as effective. Once the player | |
| accepts the premise (and figures out what it is), Little Blue Men is | |
| terrific sci-fi in a vaguely absurdist way. Some lengthy speeches by | |
| NPCs could have come straight out of schlocky movies or books, but | |
| that just adds to the overall effect here: the author's main satirical | |
| theme is the line between irritating office banality and sheer evil, | |
| and the game plays the dichotomy for all it's worth. The puzzles | |
| largely reinforce that: most involve putting conventional office | |
| objects to new, devious uses, or turning humdrum objects into weapons, | |
| or conquering perennial office irritations (like the blaring smoke | |
| detector or the fickle vending machine). The cross-genre nature of the | |
| game leaves a lot of unanswered questions, of course--more backstory | |
| would help--but the dystopia part is so thoroughly done that it works | |
| well nonetheless. | |
| One of the more interesting aspects of Little Blue Men is its | |
| separation between goal and motivation. The character's goals are not | |
| always clear; it is clear that the character does not anticipate the | |
| ending of the game before it happens. Instead, the goals are more | |
| personal, more centered on the self: your emotional balance is | |
| somewhere between "steamed" and "frosty," and your object at any given | |
| moment is to become more frosty and eliminate those things that make | |
| you steamed. Once the player accepts that premise--that your objective | |
| is to get rid of annoyances--it drives the game, yet the author never | |
| provides any goals larger than that. The result is, in a sense, a | |
| rather narcissistic game--the importance of everything around lies in | |
| how it makes you feel--which is, no doubt, just what the author | |
| intended. One of the questions that Little Blue Men poses is whether | |
| getting rid of those things that annoy you leads to anything better: | |
| the ambivalent nature of the ending suggests otherwise. | |
| In fact, one of the best, and most frustrating things, about the game | |
| is the ending: the effect is both surreal and disturbing. It is not | |
| clear that the player has "won" when he or she reaches the end of the | |
| game; there is good reason, in fact, for thinking that the end of the | |
| story is merely another ending, no better than the "deaths" you can | |
| die earlier on. This is a Zarfian ending taken a step further: | |
| whereas other games have given a clear resolution without allowing the | |
| player to "win," in the sense of resolving the problem or riding into | |
| the sunset with the treasure, Blue Men raises the distinct possibility | |
| that it might have been better not to reach that ending at all. It's a | |
| unique feeling that, unfortunately, doesn't necessarily make for a | |
| satisfying game experience, assuming the player realizes what's going | |
| on at all. | |
| Indeed, Little Blue Men works somewhat better on the theoretical level | |
| than as a game, though it's still a good game. The author seems to | |
| have set out to demolish certain IF tropes, and, give him credit, he | |
| does. Many of his points are sufficiently subtle that they're easily | |
| missed--after all, not many games attempt such things. The game | |
| itself, though funny in spots, doesn't work as well as the theory | |
| behind it: the unclear or questionable motivations are part of it, but | |
| it's also that the cross-genre feel keeps the player off balance, | |
| wondering where the story will go next, for most of the game. Those | |
| not interested in the theory of game design might well get to the end, | |
| say "what was THAT all about?", and quit. Still, perfect marriages | |
| between entertainment and subversion/experimentation in IF are | |
| rare--Spider and Web comes close; not many others do--and Little Blue | |
| Men does well to get the player through the game and raise some | |
| intriguing questions. | |
| This is, in short, an interesting effort, perhaps best suited for | |
| those experienced in IF and willing to question its | |
| conventions. There's lots of intriguing stuff going on in Little Blue | |
| Men, enough that I gave it a 9 in this year's competition. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Paul O'Brian" <obrian SP@G ucsu.Colorado.EDU> | |
| WARNING: Because Little Blue Men uses obscenities in its text, that | |
| language will also appear in this review. | |
| Well, the first thing I have to say is that starting Little Blue Men | |
| right after finishing Human Resources Stories was quite | |
| mind-bending. The game starts with a character who is sitting at his | |
| desk thinking of his job as "another day in the trenches," looking at | |
| his corner as his "own little slice of the shit pie those sons of | |
| bitches call an office." I had this sudden vision of IF authors as | |
| angry loners, driven by their misanthropy and lack of social skills | |
| into highly solitary hobbies like writing and programming, friendless | |
| misfits who hate their jobs, hate their lives, and generally hate | |
| people, and who write supposedly entertaining games that are really | |
| about how much the world sucks. Luckily, the vision passed as the game | |
| underwent a curious transformation. First of all, the game's | |
| disclaimer assured me that "at its most fundamental level, this game | |
| is about learning to love yourself." OK, maybe we're not loving | |
| anybody else yet, but loving yourself is at least a little | |
| positive. Next, I entered a few commands, the first ones that came to | |
| mind, really, and... won the game. Or did I? My final message said | |
| "*** You have learned to love yourself ***", which is what I was told | |
| the game was about. So I won, right? In 10 moves? I wondered how in | |
| the heck a game whose .z5 file was 171K could end up being so short. I | |
| wondered, in the game's words, "What the hell...?!" | |
| It turns out that although LBM may be about learning to love yourself, | |
| if you do the things that help you reach that goal too quickly you end | |
| up missing the entire story. That story consists of scheming ways to | |
| kill or otherwise waylay your co-workers, destroy the things that | |
| aggravate you, discover the secrets hidden behind the bland office | |
| walls, and figure out just who or *what* your boss, "that bastard | |
| Biedermeyer", really is. In short, it consists of getting an | |
| unpleasant character to do unsavory things, in service of a plot that | |
| grows more and more metaphorical and surreal as you progress through | |
| it. When I finally got to the end, I wasn't sure that I was any more | |
| satisfied with the "real" ending than the one I got to in 10 moves. In | |
| his postscript, the author tells us that he wants the story's | |
| structure to help us question to help us analyze some of our | |
| assumptions about IF. For one thing, we should think about what really | |
| is the most "optimal" ending of the game, and whether it's worth it to | |
| actually play through a game if it's possible to reach a positive | |
| ending at the beginning, and/or if the motivations of the character | |
| are twisted and repugnant? Now, these are not new ideas. Andrew | |
| Plotkin's A Change In The Weather offers a similar situation at its | |
| outset -- if you rejoin the picnic, you end up having fun after all, | |
| but you also miss the story. To go back earlier, Michael Berlyn used a | |
| related technique in Infidel by making the main character a shallow, | |
| exploitive greedhead who probably deserves a desert demise, then | |
| asking you to solve puzzles and find treasure on his behalf. Little | |
| Blue Men, though, makes these propositions starker than ever before by | |
| making its main character thoroughly repulsive and an optimal ending | |
| immediately reachable. | |
| Now, my answer to this question in its abstract form is that responses | |
| will vary depending on the player. Some people probably have no | |
| interest in playing a repulsive character, and so will just delete the | |
| game. Others might be driven by curiosity to complete the game even | |
| though they find the experience unpleasant. Still others will view it | |
| as a chance to get a glimpse into abnormal psychology, or to have some | |
| fun playing a villainous character. In this way, playing such a game | |
| is akin to watching a movie like Natural Born Killers, or reading a | |
| book like In Cold Blood -- it may be very well-done, but it's not | |
| everybody's cup of tea, and that's fine. Consequently, I guess I | |
| don't view the question as all that interesting, maybe because any | |
| assumption I might have had about IF characters having to be good was | |
| eliminated as soon as I finished Infidel (in 1986). But even though I | |
| feel this way, LBM still didn't work for me, not because of its main | |
| character but because of its choices of setting, imagery, and | |
| metaphor. The game invokes the movie Jacob's Ladder a couple of times, | |
| which is a movie I loved. That film was by turns profound, chilling, | |
| and inspiring. LBM only achieves glimpses of these things, and I think | |
| the reason is because I found its imagery muddled and incoherent. The | |
| game is obviously taking place on some metaphorical level, but it was | |
| never at all clear to me what the metaphors were supposed to be | |
| representing, and as they stack up it only becomes more confusing. In | |
| addition, there was basically no connection with reality, which left | |
| the game's symbols floating unanchored. Some flashback scenes, some | |
| glimpses of reality, *some* type of explanation for the heaven/hell | |
| dichotomy the game presents would have gone a long way toward | |
| connecting its symbolism with something more meaningful than just | |
| other symbols. There's a lot to like about this game. It is written | |
| well, and although it doesn't achieve an overall arc, it does contain | |
| moments which can be quite moving or frightening. Technically I could | |
| find very little for which to fault it, both in its writing and its | |
| coding. Its puzzles may have had some unpleasant content, but they | |
| were clever and engaging, and generally quite well integrated with the | |
| storyline. But for me, it did not succeed as a work of art. | |
| Nonetheless, I respect it for being an ambitious but flawed experiment | |
| -- I'll take that over competent repetition any day. | |
| Rating: 6.3 | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "david ledgard" <dledgard SP@G hotmail.com> | |
| I quite enjoyed this game, although it was a bit vulgar, but not too | |
| vulgar. Basically it's about a guy in an office, trying to get though | |
| the day, with out getting too stressed, by the job, and his | |
| colleagues, and failing miserably. I would probably have given this | |
| game first place. I got about half way through the game before I felt | |
| the need for hints, and then went into hint-o-matic mode and totally | |
| ruined the game, and gave up. I really don't think it's a very good | |
| idea including on line hints, they're too tempting. Maybe people just | |
| want to show off their programming skills. It's much better to have | |
| easier puzzles that you can solve yourself, then you get the | |
| satisfaction of completing the game, and if you do have complicated | |
| puzzles make it difficult for people to obtain hints, so they give | |
| them a go. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Second April <dns361 SP@G merle.acns.nwu.edu> | |
| NAME: Mother Loose | |
| AUTHOR: Irene Callaci | |
| E-MAIL: icallaci SP@G csupomona.edu | |
| DATE: 1998 | |
| PARSER: Inform | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition98/inform/loose/loose.z5 | |
| VERSION: Release 2 | |
| Though Mother Loose is enjoyable, its premise is slightly | |
| misleading. The game begins alongside Humpty Dumpty, who is perched on | |
| a wall and asking for help, and it might seem that your mission will | |
| be to intervene to save some nursery-rhyme characters or to set their | |
| affairs right. But nursery rhymes are largely tangential to the story, | |
| it turns out; the real goal is to rescue your mother, who is in charge | |
| of this nursery-rhyme-influenced land, so that things return to | |
| normal. In a way, this is better than the alternative; it certainly | |
| allows for more originality than a player restoring a set of scenes to | |
| the pattern set down in the rhyme. But it takes some time to figure | |
| out where the game wants to do, unfortunately, and some parts are | |
| rather misleading. You meet someone named Mary who is indeed contrary, | |
| but her garden is not relevant to anything in the game. (She also has | |
| a little lamb, but the lamb does nothing of importance, and it | |
| certainly doesn't follow her.) In short, the player may get confused | |
| if he or she takes the texts of the rhymes as controlling or even | |
| illuminating; it is better to view the rhymes as providing a setting | |
| and some characters, but, with one exception, no more than that. | |
| The author wrote this for her granddaughter Jennifer, and in some ways | |
| it's suitable for kids. Its messages are simple and direct, and the | |
| humor is accessible to most ages. Some of the puzzles are difficult | |
| enough that kids are unlikely to get them without help, though--they | |
| rely on connections that children might not make. (The last puzzle is | |
| particularly difficult.) However, most can be solved more than one | |
| way; in fact, there is much more to do in the game than is strictly | |
| necessary to solve it, giving it lots of exploration and replay | |
| value. Your mother also scolds you for doing things you shouldn't, | |
| meaning that you can go back and try to eliminate those things from | |
| your path. There's a freshness of spirit to Mother Loose that is | |
| unusual--getting points for things like returning objects to their | |
| owners, not because it serves ulterior ends in the game but merely | |
| because the author feels it's a good thing to do, reminds the player | |
| that children are part of the intended audience. Were some of the red | |
| herrings either more fleshed out or eliminated, lest kids get | |
| frustrated, this could be the first genuinely child- friendly work of | |
| IF since Infocom faded from the scene. | |
| Plenty of wit went into the writing of Mother Loose: one character | |
| disparages the wolf as a refugee from fairy tales, not suited to | |
| nursery rhymes at all. Not all the jokes are solely for kids--kicking | |
| a cat elicits "I suppose you pull the wings off butterflies too"--but | |
| the author has plenty of fun with your various naughty deeds. There | |
| are, however, some odd moments--the wolf that follows you around makes | |
| a variety of comments, such as "Hey, what are you doing?", apropos of | |
| nothing at all, for example--and many of the naughty actions have no | |
| effect beyond one turn. (You can, for example, pull a character's | |
| loose tooth and get an angry reaction, but that character will smile | |
| and wave goodbye when you walk away the next turn.) Though not | |
| seamless, the writing is entertaining enough to make Mother Loose fun | |
| even for those not stumped for long by the puzzles. | |
| Mother Loose is notable, in short, because it represents a rarity in | |
| current IF: a well-developed story environment, thoroughly coded with | |
| humor to boot, whose elements do not necessarily exist for the sake of | |
| puzzles. It's not quite accurate to call it an example of story-based, | |
| rather than puzzle-based, IF, because the story in Mother Loose does | |
| not exactly dominate: indeed, the player is most likely to discover | |
| the entire story at the end of the game. Rather, it's a game where the | |
| setting and atmosphere are its most memorable features, and the author | |
| clearly devoted significant time to fleshing out the setting and | |
| making it real. It's the sort of game that requires thorough and | |
| creative writing to make the environment feel real, and Mother Loose | |
| does have that. In short, this is a well-realized, entertaining entry | |
| that deserves a look from those who didn't judge the competition, and | |
| I gave it a 9. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Second April <dns361 SP@G merle.acns.nwu.edu> | |
| NAME: Muse: An Autumn Romance | |
| AUTHOR: Christopher Huang | |
| E-MAIL: xhuang SP@G po-box.mcgill.ca | |
| DATE: September 1998 | |
| PARSER: Inform | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition98/inform/muse/muse.z5 | |
| VERSION: Release 1 | |
| Christopher Huang's "Muse: An Autumn Romance" is unquestionably a | |
| unique IF experience, and it's an ambitious effort. It attempts a | |
| story-centered approach; it emphasizes the characters and the plot | |
| over the puzzles, and virtually everything in the game turns on NPC | |
| interaction. While the writing is good enough to make Muse an | |
| enjoyable story, as story-driven IF it doesn't fully work. | |
| The story is that you're an elderly Victorian clergyman on your way | |
| back to your home parish in England, about to board a boat in a French | |
| coastal village, when you spy a German girl, traveling with her | |
| father, and are smitten. A poor artist named John Austin is also | |
| staying in town, and his looks and artistic ability may figure into | |
| the story--but they may not. Muse has several different endings, all | |
| of them quite plausible, though some are harder to reach than | |
| others. In particular, one suboptimal ending--one that is | |
| categorically different from the others--is almost impossible to | |
| attain without knowledge obtained by previous playings, in that you | |
| must do certain actions in a rather nonintuitive order. That aside, | |
| though, the alternate endings fit the feel of the story well: the game | |
| portrays your situation as torn between diverging paths; the decisions | |
| you make, it is clear, have a more than incidental effect on the | |
| course of your life. It makes sense to structure the game in such a | |
| way that you try to figure out how to change your life for the better, | |
| not simply how to make it progress. Furthering that aim is the | |
| first-person-singular-past narrative, which reinforces that the story | |
| is happening to a real character, not the player in period costume, | |
| and also conveys the feeling that the story is a reminiscence, not a | |
| happening-right- now tale of adventure that the character has to make | |
| his way through. Setting the story in the past makes it more clearly a | |
| "musing." | |
| Unfortunately, though story-centered, Muse is not entirely | |
| puzzle-free, and some of the puzzles break the feel of the story. One | |
| in particular requires calculated manipulation of a character to | |
| achieve certain ends, different in process but not in nature from | |
| manipulating objects to pass obstacles, as might happen in your | |
| conventional puzzle-oriented game. It makes your character less human | |
| and sympathetic to have to figure out which of another character's | |
| buttons to push. This is not an atypical IF experience, particularly | |
| in NPC interaction, when many games require the character to fire off | |
| conversation topics until the right one unlocks the door, so to speak, | |
| of the NPC--but Muse stands or falls on its NPCs, and it's | |
| disappointing when they become doors to unlock. (Moreover, in some | |
| situations, the game closed off entirely without warning--the | |
| conversation could progress no further.) Exacerbating that feeling is | |
| the small array of topics available--again, typical, but still | |
| frustrating, particularly when it produces results like these: | |
| >ask konstanza about mother's death | |
| Chatting with Konstanza, even on frivolous subjects, was a pleasant | |
| experience, and it was a while before I realised how far we had | |
| digressed. | |
| Muse does endeavor to show the limitations on conversation imposed by | |
| Victorian customs, and the feeling of constraint produced thereby is | |
| well done: I was forced to get at what I wanted indirectly, much as | |
| someone of the period would have had to. But so arbitrary seemed the | |
| point that determined whether certain information was available that | |
| it broke mimesis; it made the requirement seem like a programming | |
| flag, not a real turning point in the conversation. | |
| It's a shame because, as observed, Muse has a lot of terrific ideas | |
| going for it. The interactions among different NPCs are complicated | |
| and well-rendered; they don't feel nearly as artificial as those | |
| between the player character and the NPCs because they're not so | |
| obviously controlled. Muse makes a valiant attempt at bringing out | |
| the psychologies of its characters and making them central to the | |
| game. The reasons for many NPC actions are quite subtle--they may be | |
| doors to unlock in some instances, but they certainly are interesting | |
| doors. (Though only three of the seven NPCs offer much in the way of | |
| psychology, unfortunately--the others are fairly flat.) The game also | |
| relies on your role as a clergyman--your actions make sense from that | |
| perspective, you are constrained by that role, and other characters | |
| see you through your collar--which helps amplify the story element of | |
| Muse. And the story itself is rather moving at many points, | |
| particularly in the various endings, and the various box quotes that | |
| the author uses--Lewis Carroll, T.S. Eliot, Francis of Assisi--are | |
| particularly effective. | |
| The author has seamlessly rewritten the Inform parser for the first | |
| person, past tense, and I could find no technical problems with | |
| Muse. In virtually all respects, it's a thorough, well-thought-out, | |
| effective story. The inherent limitations of IF puzzles put a crimp in | |
| the NPC interaction and make you less a character than a player | |
| pushing through to the end of the story, which is unfortunate because | |
| you really do inhabit much of the story as a character. I enjoyed | |
| Muse, but considered it an idea with unrealized potential, and I gave | |
| it an 8. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Adam Cadre <adamc SP@G acpub.duke.edu> | |
| THE CALLIOPE EFFECT | |
| Muse by Christopher Huang | |
| A few minutes into this game, I scribbled down the following in my | |
| notepad: "I grow old... I grow old... I shall wear the bottoms of my | |
| trousers rolled." Later on the game quoted those lines back at me. I | |
| wondered just how aware the author was of all the implications | |
| involved. | |
| You see, those lines were written by TS Eliot at the oh-so-elderly age | |
| of twenty-two -- the same age as the author of Muse. Prufrock | |
| himself, from whose "Love Song" these lines are drawn, is given no | |
| specified age in the poem, but I tend to side with Fred Crews in | |
| believing that he too is somewhere in his twenties, sure that his | |
| prematurely thinning hair indicates that his life is effectively over. | |
| In which case Eliot is mocking those twenty-two-year-olds who would | |
| write unironically from the perspective of a fifty-nine- year-old. | |
| (If not, of course, then Eliot is such a one himself. But there's too | |
| much implicit mockery in "Prufrock" for me to believe that if Eliot | |
| were to see those lines quoted at the end of Muse he would say | |
| anything other than "No, no -- if the mermaids aren't singing to you, | |
| it's probably because they're picking up that you're the type who | |
| identifies with someone three times your age. For pity's sake, | |
| Prufrock is not a role model!") | |
| I also couldn't help thinking about a comment I received on an early | |
| draft of my novel, which revolves around a bunch of high-school-aged | |
| kids: "Ninety-nine percent of the manuscripts I read are about | |
| middle-aged people giving up or old people wondering why they didn't | |
| give up sooner. I can't tell you how refreshing it is to read about | |
| some people who are actually *looking forward* to life!" This is of | |
| course not the state of affairs in IF: indeed, Muse deserves credit | |
| for introducing a well-realized PC unlike any IF PC I can think of. | |
| But still, considering that a good deal of the fun of IF is to step | |
| into a space where you can do anything -- go ahead, hitchhike naked! | |
| kick that head! scrape that parrot! -- it's rather draining to play a | |
| character who can barely make it up the stairs. | |
| But let me, like J. Alfred Prufrock, reverse myself yet again. The | |
| fact that the good reverend's collar felt confining is a testament to | |
| the author's success in creating a world with an atmosphere so | |
| seamless that I did very much feel like I was there. And since that | |
| may well be what I like best about playing IF -- the ability to walk | |
| around a world born from someone else's mind, and knock over vases | |
| while I'm there -- Muse guaranteed itself a top score from me right | |
| from the get-go. Not only was the world well-constructed, with nary a | |
| line to break the illusion of being somewhere else, it was exactly the | |
| right size for the story being told: any larger and it would have been | |
| daunting; any smaller and I would have been overcome by | |
| claustrophobia. This is just one small example of the craftsmanship | |
| involved in this game, which is simply superb throughout. | |
| The idea behind the game gives one pause, though. Here we have a game | |
| that advertises itself as having been built around interacting with | |
| NPCs -- the hardest thing to do well in IF, especially with an | |
| ASK/TELL interface. And Huang doesn't quite carry it off. The | |
| characters are all quite thin: partly because they each only have | |
| maybe a dozen things to say, and partly because what they do have to | |
| say isn't really all that interesting. It was hard for me to work up | |
| any kind of feeling for my ostensible love interest when she couldn't | |
| have been less exciting had you shot her up with a tanker truck full | |
| of Haldol. But, of course, that made sense in a way: she *is* | |
| Victorian. | |
| I'm used to getting frustrated struggling with the parser; in Muse, I | |
| found myself in a similar struggle, not with the parser, but with | |
| Victorian protocol. That seemed to me to be an evocative association: | |
| I wondered how not being able to act naturally even to the extent we | |
| can today, having to fit everything you did or said into the strict | |
| bounds of a rigid code of propriety, resembled struggling with a sort | |
| of "parser" every waking moment of your life. And then I started | |
| musing (appropriately enough) about Konstanza's character, or lack | |
| thereof. So she's completely colorless as a character. This may be | |
| boring -- but is it unrealistic? This was, after all, a culture where | |
| women were trained from day one to be purely decorative creatures with | |
| nothing to say, no wills of their own... a culture that squeezed the | |
| life out of half the population until they stopped being human and | |
| became -- wait for it -- NPCs. | |
| At this point, Muse's author may be happily nodding, pleased that I | |
| picked up on the fact that his game is in fact a sly critique of the | |
| Victorian era, and hoping that I now realize that his "Prufrock" | |
| reference is another clue that we're supposed to recoil from the world | |
| he presents; on the other hand, he may be horrified at just how | |
| violently I'm reading against the grain here. If it's the latter, I | |
| can only imagine how he'll take to the idea of me reconstructing the | |
| source code to his game and recompiling it with one little difference: | |
| this time around, the lass with whom the good reverend will find | |
| himself so taken is Tracy Valencia. (Turn #3: >SUFFER STROKE.) | |
| My score: 8.6 (2nd place) | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Brian Blackwell <blackers SP@G netscape.net> | |
| Christopher Huang's 'Muse - An Autumn Romance' is, as far as I know, | |
| the first ever attempt at a Bronte-esque period piece of interactive | |
| fiction. It's an ambitious undertaking, but thanks to Huang's superb | |
| writing and characterisation, it is, for the most part, a success. | |
| The protagonist is the Reverend Stephen Dawson, a single, middle-aged, | |
| emotionally repressed English clergyman, who, at the suggestion of his | |
| sister Emma, takes a holiday in a secluded French village. In a series | |
| of exquisitely written paragraphs, the Reverend immediately falls for | |
| the beautiful Fraulein Konstanza von Goethe, who happens to be staying | |
| to be staying in the same inn with her father Herr Viktor. A | |
| conversation with Viktor and Konstanza reveals the reason for their | |
| journey to France, and also a certain coolness between father and | |
| daughter. Also staying in the village is an English painter with low | |
| self-esteem who eventually becomes involved in the plot. | |
| The game is written in the first-person past tense - a risky decision, | |
| but in this case it is extremely effective. The emotions 'felt' by the | |
| central character would simply not work in the traditional | |
| second-person perspective. It also makes the considerable restrictions | |
| placed on your actions seem natural and convincing. | |
| The quality of writing is excellent, and is consistent with | |
| 19th-century style without ever descending into cliches. For example, | |
| take the Reverend's first glimpse of Konstanza: | |
| From the corner of my eye, I saw her. Like an angel descended | |
| from heaven, she stood on the cobbles at the other end of the | |
| pier. Her head was partially turned away from me; I caught a flash | |
| of a delicate throat and lustrous chestnut-brown hair.... | |
| Time stood still, arrested by her presence. I had no desire to | |
| move, lest I lose sight of her. For an aching second, her parasol | |
| shielded her face from my sight. | |
| The characters are well fleshed out with varied and believeable | |
| responses to the player's questions. The exchanges with Konstanza in | |
| particular are affectionately handled, and the final scene in the | |
| 'winning' outcome is a real tear-jerker. I have rarely been so | |
| affected by a scene in a work of IF. | |
| For me, this was the most satisfying game of the competition. It's | |
| great to see 'puzzleless', literary IF becoming more and more popular | |
| with authors. Criticisms? A few of the actions necessary for the | |
| optimum outcome are rather obscure (fortunately the hints section is | |
| fairly comprehensive). This certainly does not detract from the scale | |
| of Huang's achievement. A highly enjoyable work. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Paul O'Brian" <obrian SP@G ucsu.Colorado.EDU> | |
| I've been sitting here for 10 minutes trying to find the right words | |
| to begin a review of Muse, but I can't seem to come up with anything | |
| that speaks as eloquently as the game's own prose. Muse is the most | |
| gorgeously written piece of IF in the competition -- I've still got | |
| several games left to play, but I would be very surprised if any of | |
| them even equaled Muse's marvelous skill with words, let alone | |
| surpassed it. The game is like the IF version of a Merchant-Ivory | |
| movie: quiet setting, stellar production values, highly | |
| character-oriented, and deeply, deeply felt. It's been a long time | |
| since I've been as moved by a piece of IF as I was by the "optimal" | |
| ending of Muse -- even some of the less satisfying endings are crafted | |
| so well that in themselves they can be quite emotional. The game takes | |
| place in a French village in 1886, as viewed through the eyes of Rev. | |
| Stephen Dawson, a 59-year-old clergyman from Barchester, England. It | |
| is not a typical IF setting, and Dawson is hardly the typical IF hero, | |
| but Muse is far from a typical game. It is a story, one of the most | |
| successful pieces of interactive fiction I've seen for pulling off the | |
| *fiction* as much as the interactivity. Its characters feel real, | |
| including its main character; it is the story of Rev. Dawson's own | |
| struggle for acceptance of himself and his role in life, of his | |
| journey past regret and into contentment. Through its masterful | |
| writing, excellent coding, and some clever techniques, Muse creates a | |
| story of someone else's emotional transformation, made all the more | |
| affecting by our direction of that character's actions. | |
| One way in which the game accomplishes its goal is to eschew the | |
| traditional second person, present tense IF voice, settling instead on | |
| a first person past tense narration. A typical exchange looks somewhat | |
| like this: | |
| >I | |
| I had on my person the following items: | |
| my pocket New Testament | |
| >READ BIBLE | |
| I practically knew its contents by heart. | |
| >GET TRUNK | |
| Oh, but the trunk was heavy! I managed to lift it just high enough | |
| for the purpose of moving it around, but I was getting far too old | |
| for this sort of thing. | |
| At first, I was surprised how little a difference this made to me. The | |
| game still felt quite natural, which I think is another testament to | |
| its writing. On reflection, however, I think that the changes did make | |
| a difference. By choosing a first person voice, Muse sidesteps all of | |
| the controversy surrounding assigning emotion to the player | |
| character. In fact, the game is *constantly* ascribing emotions to the | |
| PC, but it never grates because the first person POV assumes this role | |
| quite naturally. Having a game say things like "you practically know | |
| its contents by heart" or "you are getting far too old for this sort | |
| of thing" would cause much more dissonance for me, especially as the | |
| game moved into its deeper emotional registers. The past tense | |
| achieves a similar sort of distancing from the player, as well as | |
| heightening the "period" effect, not that the game needs it. Muse | |
| evokes the Victorian feel extremely well, and the spell is never | |
| broken by any piece of writing, any detail of setting, or any | |
| development of character. | |
| There's only one problem. One part of Muse's realistic, natural | |
| approach is that events go on without you if you aren't in the right | |
| place at the right time. On my first run through the game, I was off | |
| doing text-adventurely things like examining all the objects, trying | |
| to talk to various characters about dozens of different subjects (an | |
| effect which the game also pulls off remarkably well -- its coding is | |
| quite deep in some areas) and exploring the landscape. Even though the | |
| game was giving me gentle nudges to check into the inn, I didn't do | |
| so, because for one thing I couldn't find it right away, and for | |
| another thing I was having too much fun exploring the very rich world | |
| of the game. As a result, one of the major plot points happened | |
| without me, putting me into a situation where, as far as I can | |
| determine, the optimal ending was unreachable. What's worse, I didn't | |
| *know* I couldn't reach the best ending; because it was my first time | |
| through, I didn't realize I had missed anything I could have | |
| participated in anyway. I ended up wandering around, quite frustrated | |
| with my inability to cause the story to progress. When I finally | |
| looked at the hints, it became clear to me that I had failed to | |
| perform an important task, and that as a result the happiest ending | |
| had been closed to me. Now, this is of course very realistic -- we | |
| miss things all the time that could change our lives significantly, | |
| and we never know that we've missed them -- but I don't think it's the | |
| best design for a game, even a game so story-oriented as Muse. The | |
| loss was affecting in its own way, especially when I replayed it after | |
| completing the game with the happiest ending, but I didn't like it | |
| that I had "lost" without having any way of knowing I had done so. I | |
| don't think it had to be that way -- I can certainly envision how the | |
| game might have at least pushed (or strongly nudged) me into a less | |
| optimal ending, so that I might realize more quickly that I had missed | |
| something, or perhaps the game could even have left the optimal path | |
| open even when the plot point had been missed. I would have loved the | |
| chance to complete such an incredible story my first time through, | |
| without having to resort to hints. | |
| Rating: 9.3 | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Second April <dns361 SP@G merle.acns.nwu.edu> | |
| NAME: Persistence of Memory | |
| AUTHOR: Jason Dyer | |
| E-MAIL: jdyer SP@G u.arizona.edu | |
| DATE: 1998 | |
| PARSER: Hugo | |
| SUPPORTS: Hugo interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition98/hugo/memory | |
| VERSION: Release 1.0 | |
| I can count the amount of works of IF set in wartime--that I know of, | |
| at least--on one hand, and I wouldn't even need all of that | |
| hand. There have been spy-thrillers that drew on Cold War assumptions, | |
| but Once and Future is the only work to be set even partly on a | |
| battlefield, other than Persistence of Memory. It's not obvious why; | |
| after all, latter-day IF authors appear to be fond of grim, bizarre, | |
| chaotic situations, and not many things fit that description better | |
| than war. Persistence of Memory is an interesting spin on war IF, | |
| though an extremely brief one, as well as yet another in a large | |
| collection of one-location games in the 1998 competition. | |
| The premise: you're a soldier in a nameless war against a nameless | |
| enemy, stuck in a field with one leg on a land mine, with a | |
| malfunctioning radio. Unlike some other one-location games, the | |
| puzzles are not available at the outset for you to find; rather, they | |
| come to you, one by one, and you have a limited time to deal with each | |
| one. The experience is consequently rather limiting; the game attempts | |
| to make you feel powerless, and it does that quite well, with the | |
| exception of one puzzle solution that breaks the "powerless" feel | |
| somewhat (though there's a good reason for it). Among the obvious | |
| ironies of the game is that the protagonist is forced to depend on the | |
| inhabitants of the country he has been happily destroying, but the | |
| game doesn't do as much as it might have with that idea. | |
| Indeed, it's hard to say what Persistence of Memory is about, other | |
| than the superficial plot. If your encounters with the natives are | |
| supposed to be cathartic, or cause you to Rethink This Whole War | |
| Thing, the text provides only oblique hints to that effect. One | |
| message is that failure to communicate causes waste and destruction, a | |
| point well made, but is that the point of the story? It's hard to | |
| tell. Perhaps it's merely that certain experiences humanize an | |
| otherwise faceless enemy--not all that groundbreaking an idea, but | |
| then again just about any thoughts on war in the IF medium are new, as | |
| noted. Whatever the underlying message, the story works well; the game | |
| changes your motivations and thoughts effectively over its course, | |
| from "getting off this land mine" to more complex goals not | |
| necessarily centered on survival. Or, alternately, one could view your | |
| motivations as still focused on personal survival even as you realize | |
| the consequences of war upon the villagers, and your internal | |
| conflicts are a product of your guilt. Persistence of Memory is | |
| susceptible to a wide variety of interpretations; it is to the | |
| author's credit that he doesn't fill in many of the blanks. The scene | |
| is vividly described: one particularly well-done aspect involves the | |
| various physical discomforts you encounter over the course of the day, | |
| stuck in your awkward position, developing cramps and soreness and | |
| becoming more and more thirsty. (On the other hand, the game doesn't | |
| make as much as it might of your psychological discomfort.) | |
| The puzzles themselves aren't particularly hard; most of the solutions | |
| are fairly obvious. There are no multiple solutions. Indeed, it is | |
| almost impossible to deviate at all from the main narrative path and | |
| still complete the game, meaning that there is no replayability | |
| here. That's not a major drawback, given the nature of the story--the | |
| goal is less to challenge the player than to present some ideas--but | |
| the small size of the game makes it likely that, just when the player | |
| is settling into the character and the setting, the game ends, and | |
| there really isn't much incentive to go back and try again. (The | |
| message of this game and of Photopia, for me at least: if you want us | |
| to care about characters, make us spend significant amounts of time | |
| with them.) To the extent this game works, then, it does as thought | |
| experiment or as a statement about the nature of war; no one should | |
| play it for the puzzles. That's not, of course, a bad thing. But, as | |
| with Photopia, it isn't entirely clear that this story _needed_ to be | |
| set in the IF medium to be effective; this one has somewhat more claim | |
| to interactivity than does Photopia, since there _are_ problems to | |
| solve, but it does lay a rather linear path. The one-room aspect | |
| reinforces that; more so than in the other '98 one-room entries, the | |
| premise is a limitation, a confinement, and you the player do actually | |
| feel confined. That sense of limitation pervades the game and | |
| constrains the available experience considerably. | |
| The Hugo game engine is up to the task, though the task, technically, | |
| isn't all that much. The game does handle one action not easily | |
| translated into IF-speak quite well, though, accepting a wide variety | |
| of syntaxes and synonyms. Moreover, the WAIT command is altered for | |
| the occasion: time passes until something of note happens, rather than | |
| 1 or 3 or 10 turns. This proves very handy, though the player might | |
| find the game unspeakably boring if he or she does not realize that | |
| the action comes to the character, rather than the character producing | |
| the action. This and other functions are handled quite well; the hint | |
| system is minimally necessary but thorough nonetheless. | |
| Persistence of Memory does, I think, what it was trying to do: it's a | |
| short piece of IF set in wartime that raises complex questions of a | |
| soldier's personal responsibility and the needless loss wrought by | |
| war. It does all that reasonably well, enough so to merit a 7; it | |
| doesn't, unfortunately, work quite as well as a game. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Paul O'Brian" <obrian SP@G ucsu.Colorado.EDU> | |
| NOTE: Because of the nature of Persistence of Memory, it's difficult | |
| to talk about it without revealing a key secret. Therefore, be warned | |
| that any and all of the following review could be considered a | |
| spoiler. | |
| Memory is a new twist on the one-room game. The setting is war; could | |
| be Korea, could be Vietnam, but it's never really specified, and it | |
| doesn't really matter. It's a war in a foreign land, with villages, | |
| dense foliage, helicopters, rifles, and land mines. Especially land | |
| mines. In the first move of the game, you step on one, and realize | |
| that if you remove your weight from it, it will explode. Thus the | |
| potential paths which the game appears to have at its outset are | |
| reduced to one: wait. This restriction of freedom is a recurring theme | |
| in Memory. In incident after incident, the scope of action contracts | |
| until it becomes clear that there is only one action which will lead | |
| to your survival. Sometimes these actions are rather horrifying, but | |
| the game demands them if you wish to finish. I have mixed feelings | |
| about this kind of forcible plotting. On the one hand, it makes for an | |
| extremely linear game, and it curtails interactivity quite | |
| dramatically. This obstruction seems to fly in the face of the | |
| conventional wisdom about IF -- it violates one of the Players' Rights | |
| in Graham Nelson's Craft of Adventure: "To have reasonable freedom of | |
| action." In Nelson's words, "After a while the player begins to feel | |
| that the designer has tied him to a chair in order to shout the plot | |
| at him." On the other hand, I also think that interactive fiction can | |
| be a very good medium for conveying a sense of futility or | |
| entrapment. Because IF by its nature seems to require at least to a | |
| certain degree freedom of movement and action, and because it also | |
| creates a sense of immersion in the story's world, when a piece of IF | |
| chooses to violate that perceived requirement the player's sense of | |
| identification with the trapped character can be very strong | |
| indeed. Something about the frustration of having so few actions | |
| available to me which would not result in death made the equation of | |
| my situation with the character's feel more intense than it would have | |
| were I just reading a story about this character. | |
| Because of the game's premise, you don't seek out the puzzles; the | |
| puzzles come to you. And each puzzle must be solved if the character | |
| is to survive. Luckily, all of the puzzles make sense and have | |
| intuitive solutions, though in some of them it's not clear what the | |
| deadly moment is until it arrives, and sometimes I found myself | |
| resorting to a save-and-restore strategy in order to defeat a puzzle's | |
| time limit. I don't think I could have solved the game straight | |
| through, because some puzzles had rather unexpected and uncomfortable | |
| solutions. This is where I found myself ill at ease with the game's | |
| lack of interactivity -- there's a fine line between identifying with | |
| a trapped character versus simply feeling trapped into an action | |
| because the designer allows you no other choice, even though more | |
| options might have been available in reality. It's hard to explain | |
| without revealing more spoilers than I already have, but some pieces | |
| of the plot felt rather forced, as though only one solution was | |
| provided because only that solution would create the game scenario | |
| desired by the designer. However, the choices worked in the end, and | |
| I found I only needed to look at the hints once, and in retrospect I | |
| think I probably could have avoided that had I spent more time on the | |
| puzzle that was stumping me. | |
| The writing could get a little histrionic at times. Some descriptions | |
| tiptoed along the line between what works and what doesn't. For | |
| example, the mud around your feet is described as "torpid", a word | |
| which usually refers to a sluggish mental state. I suppose the mud's | |
| thickness and viscosity could be compared to slow mental processes, | |
| but it's a stretch. There weren't too many moments like this -- for | |
| the most part the prose did a fine job of conveying the situation, and | |
| in fact sometimes was quite good indeed. The description of the hairs | |
| rising on the back of your neck as you try to conceal yourself from | |
| enemy soldiers was chilling and engrossing. I found no technical | |
| errors in the writing, nor in the code. Overall, Memory does a very | |
| good job with an unusual choice of subject matter, and when it was | |
| over I felt not triumph, but relief. I suspect this is what the game | |
| intended. | |
| Rating: 8.3 | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Paul O'Brian" <obrian SP@G ucsu.Colorado.EDU> | |
| NAME: Photopia | |
| AUTHOR: Adam Cadre | |
| E-MAIL: adamc SP@G duke.edu, grignr SP@G retina.net | |
| DATE: 1998 | |
| PARSER: Inform | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/photopia.z5 | |
| VERSION: Version B | |
| If there was a prize for "competition game most mentioned on the | |
| newsgroups before the deadline had passed," Photopia would win hands | |
| down. Everyone was quite courteous about it, spoiler warnings and | |
| rot13 and all that, but there was a marked impatience to talk about | |
| this game, recommend it to other people, make it the test case in any | |
| number of arguments. There is a reason behind this impatience: | |
| Photopia is an amazing piece of work. It's also very hard to talk | |
| about without giving spoilers away, so please forgive me if I'm a | |
| little vague in my language. One of the most brilliant aspects of the | |
| game is its plotting. It has what Adam Cadre, in an unrelated | |
| discussion, called a Priest plot, named for writer Christopher | |
| Priest. I don't know if this is a term that Adam just made up, but | |
| it's a useful term nonetheless. It refers to a plot which just gives | |
| you fragments, seemingly unrelated to each other, which coalesce at | |
| (or towards) the end of the story. When the fragments come together, | |
| and you figure out how they relate to one another, the result can | |
| often be surprising or revelatory. When they came together in | |
| Photopia, I found the revelation quite devastating. I won't say too | |
| much more about this, except to say that it wasn't until the end of | |
| Photopia that I realized what a truly incredible, powerful story it | |
| is. It's the kind of thing where when you've played it all the way | |
| through once, you can then replay it and all the pieces fall into | |
| place, everything interlocking from the beginning in a way you can't | |
| understand until the end. I think that this is the game that opens new | |
| frontiers of replayability in interactive fiction -- I needed to play | |
| through Photopia twice in order to see all the text again, knowing | |
| what I knew after the end of the game. | |
| Actually, I hesitate to call Photopia a game, but not because it | |
| failed to live up to a standard of interactivity. It's just so | |
| patently clear that Photopia is not interested in puzzles, or score, | |
| or some battle of wits between author and player. Photopia is | |
| interested in telling a story, and it succeeds magnificently on this | |
| count. Unfortunately this deprives me of the use of the word "game" in | |
| describing it -- perhaps I'll just call it a work. In any case, it's a | |
| work that anyone who is interested in puzzleless IF should try. At no | |
| point was I even close to getting stuck in Photopia, because the | |
| obvious action is almost always the right one -- or else there is no | |
| right action and fated events occur with heavy inevitability. Oddly | |
| enough, this creates a strange contradiction. I was on ifMUD looking | |
| for a word to describe the plot of this work (I couldn't think of the | |
| phrase "Priest plot") and someone said, jokingly, "linear." But | |
| actually, that's true. Despite the fact that it's completely | |
| fragmented, and despite the fact that it jumps around in time, space, | |
| and perspective, Photopia is a linear composition. There's only one | |
| way to go through it, and the player has little or no power to make it | |
| deviate from its predestined course. I think the reason that this | |
| didn't bother me, that in fact I *liked* it, is precisely because | |
| Photopia isn't a game. Because it is a story, the emphasis is taken | |
| away from a teleological model, where the player tries to steer for | |
| the best outcome. Instead, you're really just along for the ride, and | |
| the ride is one not to be missed. | |
| Now, this is not to say that Photopia may as well have been a short | |
| story rather than interactive fiction. In fact, it takes advantage of | |
| the capabilities of the medium in some very inventive and almost | |
| unprecedented ways. One of the foremost of these is its use of color | |
| -- each section of the game (oops, there's that word again. Make that | |
| "the work") is presented in a preset color, and these colors also play | |
| a part in the Priest plot. I understood their function by the end of | |
| the piece, and once I understood, I knew exactly why they were there | |
| and how much they enhanced the storytelling. Unfortunately I found the | |
| colored text a little hard to read at times, especially the darker | |
| colors on a black background, but I wouldn't go back and play it in | |
| blue and white. The colors, like everything else in Photopia, worked | |
| beautifully, adding artfully to the overall impact of the story. The | |
| work is interactive in other important ways as well. In fact, in many | |
| aspects Photopia is a metanarrative about the medium of interactive | |
| fiction itself. Again, it wasn't until the end of the story that I | |
| understood why it *had* to be told as interactive fiction. And again, | |
| to explain the reason would be too much of a spoiler. I have so much | |
| more I want to talk about with Photopia, but I can't talk about it | |
| until you've played it. Go and play it, and then we'll talk. I | |
| promise, you'll understand why everyone has been so impatient. You'll | |
| understand why I loved it, and why I think it's one of the best pieces | |
| of interactive fiction ever to be submitted to the competition. | |
| Rating: 9.9 | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Second April <dns361 SP@G merle.acns.nwu.edu> | |
| [Disclaimer: what follows is my own opinion, as always, but it is also | |
| distinctly a minority view. For other views on Photopia, the reader is | |
| advised to consult Deja News, or alternatively to read Paul O'Brian's | |
| review in this issue.] | |
| There is no denying that Adam Cadre's Photopia is a well-written, | |
| engaging work of fiction. (Well, okay, somebody probably will deny | |
| it. But it won't be me.) It tells a powerful story in well-crafted | |
| prose heavily seasoned with implicit allusions to other works, notably | |
| Russell Banks's "The Sweet Hereafter" (and Atom Egoyan's film | |
| thereof), and Carl Sagan's "Contact." (The power of the story, | |
| incidentally, derives in part from figuring out its nature and | |
| structure, and hence I won't go too much into detail here.) It | |
| skillfully uses multiple narrators to tell its tale, and carries | |
| themes and images throughout that help give the story life. In short, | |
| it's an excellent work of fiction. | |
| SPAG reviews works of _interactive_ fiction, however, and the | |
| interactivity quotient in Photopia is slight enough that it would | |
| arguably work just as well as a short story. Graham Nelson wrote | |
| several years ago of linearity in game design, noting that the player | |
| comes to feel that "the author has tied him to a chair in order to | |
| shout the plot at him," and Photopia suffers in that regard. No one | |
| would complain of having the plot shouted at him in a short story; the | |
| nature of story-based non-interactive fiction is that the author | |
| dictates and the reader absorbs. But the genius of good IF is that the | |
| player shapes the development of the story, even if the author has a | |
| certain end in mind; choices that the player makes affect the text | |
| recited at him in a material way. Admittedly, many games throw in the | |
| towel with rudimentary or nonsensical plots that serve as excuses to | |
| cobble together puzzles--the victory of the crossword over the | |
| narrative, in Graham's terms. Photopia represents the opposite, and | |
| less explored, extreme, with no puzzles to speak of--and though there | |
| is more to chew on here than past "puzzleless IF" efforts such as "In | |
| the End," the result, for me, was just as unsatisfying. | |
| It should be noted that the game does not simply ignore idiosyncrasies | |
| in the way you play the game; many choices are accounted for. Notably, | |
| one choice regarding whether you bring along a certain object or leave | |
| it behind is particularly clever and well-written. But the result is | |
| that the game achieves precisely the same result-- your "choice" | |
| affects the beginning of one paragraph. (The minimal changes in the | |
| text highlight the noninteractivity; it's almost as if the author were | |
| seeking out ways to keep the player from changing the course of the | |
| story. There is an obvious purpose to that in this particular work, | |
| but it puts a major crimp in the interactive aspect.) The difference | |
| may seem to boil down to quantity rather than quality--the amount of | |
| text that the player's decisions affect--but quantity matters: it can | |
| mean the difference between the player feeling like he has actually | |
| experienced the events described and feeling like he has watched a lot | |
| of text scroll by. Adding to this effect is the sheer amount of stuff | |
| that often happens between inputs--or, in other words, the amount and | |
| type of unforeseeable events that your actions produce; again, it's as | |
| if an existing work of fiction were translated to the IF | |
| medium. Photopia's invention of plastic geography--the player in some | |
| instances may travel in any direction, but the direction chosen will | |
| always lead to a certain location--makes the world seem larger than it | |
| is, and while it does that very effectively, it once again lessens the | |
| player's impact on the story. | |
| Another experiment that the author attempts ends up cutting off the | |
| player from the story even more, namely the conversation trees: rather | |
| than ASK/TELL, the player types TALK TO [character] and is given a | |
| short list of topics (1. TELL PRESIDENT CLINTON ABOUT IRAQ, 2. ASK | |
| PRESIDENT CLINTON ABOUT IMPEACHMENT, or 0 to say nothing). This is, of | |
| course, a matter of taste, but I found the conversation trees the | |
| least successful part of Photopia, because they completely destroy | |
| what illusion remains of interactivity. In one sequence, your | |
| character explains the basics of solar radiation, planetary accretion, | |
| gallium production, and other astrophysical phenomena; it is _very_ | |
| hard, unless the player has ample background in astronomy, to avoid | |
| the feeling that you are watching a conversation unfold, not | |
| participating in it. I don't think it's impossible to give the | |
| character more knowledge than the player is likely to have, and then | |
| have the player act on that knowledge. But that requires more | |
| development of the character than Photopia affords: the player's | |
| involvement with the character is so brief that there is no time to | |
| warm to the part before the character starts rambling about the | |
| inverse square law. It is undeniable that the scene plays an important | |
| part in the story; it is also arguable that identifying the explainer | |
| of astrophysics as "you" heightens the emotional impact. But that | |
| scene and others like it give Photopia the sense that the | |
| "interactive" element is only a thin veneer over the "fiction" part. | |
| It is possible that more extensive conversation trees, encompassing a | |
| broader variety of topics relevant to the conversation might help; | |
| perhaps future games will answer the question. Having severely limited | |
| conversation topics is not essentially different from ASK/TELL with | |
| only a few subjects available, admittedly. But most games that | |
| implement ASK/TELL do not put words in the player-character's mouth to | |
| the extent that Photopia does, and leaving to the player's imagination | |
| how he or she would have phrased a question keeps the admittedly | |
| clunky interface from breaking mimesis excessively. In other words, | |
| the presumed advantage of conversation trees, that they give the | |
| character more natural speech (one question in Photopia spawned by | |
| TALK TO is ASK ALLEY ABOUT HOW I SOUND LIKE HER DAD, which no parser | |
| could handle, rather than something like ASK ALLEY ABOUT DAD), assumes | |
| that the player actually imagines the character grunting out curt | |
| questions. But it ain't necessarily so; it certainly ain't for me. | |
| Finally, though Photopia in many ways does what it does brilliantly, | |
| it doesn't do it for very long; one has to be a very, very slow reader | |
| to play a game this short from beginning to end longer than 20 or 25 | |
| minutes. Of course, the player can replay, but he or she will shortly | |
| discover that, as noted, the course of the story alters hardly a whit, | |
| no matter what the player does. This is, of course, a personal | |
| reaction: I can hardly say categorically that the brevity of Photopia | |
| waters down the emotional force when the game clearly had considerable | |
| emotional impact on many. (On the other hand, the two other people I | |
| have prompted to play it were likewise underwhelmed--and I did not | |
| tell them my own thoughts on the game until afterwards.) It is | |
| possible that the story's major twist would be more effective if there | |
| were more preceding it, more time for the player to get to know the | |
| characters. (I also thought the game overplayed its emotional hand a | |
| bit--exaggerated a certain character's traits--but that can be, and | |
| has been, argued.) | |
| Technically, Photopia is outstanding--the abovementioned textual | |
| changes, even if brief, are woven in seamlessly to preserve the | |
| story. A variety of changes in text color didn't work for me when I | |
| tried the colored version on WinFrotz, but clearly the colors worked | |
| fine for others. The conversation trees, whatever their merits, work | |
| just as they are supposed to; the experiment with plastic geography | |
| works brilliantly from a technical standpoint. Many other small things | |
| indicate that the game was exhaustively coded, never a bad thing--for | |
| example, examining a certain NPC while playing different roles yields | |
| a variety of perspectives. There are many other little things that are | |
| done well--transitions between scenes are particularly well done; the | |
| first sentence of each section of the story recalls the last sentence | |
| of the previous one, often in illuminating ways. But Photopia stands | |
| or falls on the player's reaction to the story, and my reaction, for | |
| whatever reason, was tepid enough that I gave it a 7 in the | |
| competition. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Brian Blackwell <blackers SP@G netscape.net> | |
| Few works of IF have caused as much of a stir as Adam Cadre's | |
| 'Photopia', the winning entry in the 1998 Interactive Fiction | |
| Competition. It is certainly vastly different from Cadre's last | |
| creation, the raunchy comedy I-0. It is a short, puzzleless, literary | |
| work which packs a powerful emotional punch, despite some | |
| shortcomings. | |
| The primary interest in Photopia is its structure - it makes the | |
| fairly simplistic plot seem much more complex than it actually is. The | |
| game jumps back and forth through the chronology of the storyline, | |
| leaving the player to mentally piece together these 'vignettes'. The | |
| different scenes are linked by different colours - red, green, blue, | |
| and so on. These transitional passages provide some truly magical | |
| moments. | |
| The very first scene in the game involves a pair of drunken 'fratboys' | |
| (an Americanism, I assume) and a car. Following this scene, we are | |
| immediately thrust onto Mars, taking control of 'Wendy Mackaye, first | |
| girl on the red planet'. This dramatic juxtaposition is confusing at | |
| first, but ultimately makes sense in the scheme of things (I won't | |
| spoil it for those who haven't played it yet). | |
| The story revolves around Alley, a butter-wouldn't-melt-in-her-mouth | |
| sweetie with an extremely precocious grasp of astro-physics. The | |
| player, throughout the game, plays the roles of various characters in | |
| the story - including her mother, father, a young girl whom she is | |
| babysitting, and a smitten teenage boy - but never Alley herself. The | |
| wide variety of angles from which we see Alley partially makes up for | |
| the fact that she is a relatively one-dimensional | |
| character. Beguiling, yes, but perhaps not as believeable as she could | |
| be. And the astro-physics? In an conversation with her father, the | |
| young Alley - a toddler at this stage - is given an impromptu (and | |
| very lengthy) lecture in 'inverse square law' and 'gallium | |
| production'. All very impressive, but a little over-the-top. | |
| These points, however, still don't dull the sheer emotional impact | |
| when you realise how the story ends. And because of the work's | |
| ingenious structure, this realisation actually comes around the middle | |
| of the game - and of course this will vary from player to player. The | |
| clever part about this design is that the game still continues even | |
| when it's obvious what the eventual outcome is. | |
| Ironically, structure is also the game's main downfall. The player has | |
| no real control over the story at all. This is not a problem in | |
| itself; in fact, all interactive fiction relies on the 'pick a card' | |
| principle - that inevitably the player will choose the author's path, | |
| with the number of choices available giving the illusion of | |
| 'interactivity'. It's hard to explain why this didn't completely work | |
| for me in Photopia, but I could never escape the feeling that I was | |
| merely a passenger on the ride. It is not really interactive fiction | |
| in the traditional sense, but I must say that this does not alter the | |
| effectiveness of Photopia as a *work*. | |
| It may seem like I've been terribly harsh on this one, but when a work | |
| of IF has been hailed as 'literature' by the rec.arts.int-fiction | |
| crowd, it's only fair that it's judged on a similar level. And, at the | |
| end of the day, I enjoyed this immensely. It's certainly one of the | |
| most groundbreaking works to have appeared in ages, and will generate | |
| vigorous debate for some time to come. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "david ledgard" <dledgard SP@G hotmail.com> | |
| I personally wouldn't have given this game first place. This isn't | |
| sour grapes, having entered a game of my own, but due to the fact that | |
| the game never really grabbed me. The first scene doesn't have any | |
| puzzles at all, although the multi choice conversation thing was | |
| clever, the usual way you never know what NPC's are going to | |
| understand. The second scene has a simple puzzle of find an item, and | |
| bring it back to a location. Although it had a clever thing where by | |
| which ever direction you went, the next location was created there, | |
| I'm not sure how this was programmed, but I imagine it could be quite | |
| complicated. A lot of people probably missed this entirely. The third | |
| scene, had restrictions on movement that really got my goat, saying | |
| you don't have a compass, so can't use the compass directions. This is | |
| where my patience ended, and I gave up, the game being too fiddly to | |
| play. The rest might have been really good, but I will never know. The | |
| narrative to puzzles ratio seemed very large, i.e. too much text, and | |
| too few puzzles. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Second April <dns361 SP@G merle.acns.nwu.edu> | |
| NAME: The Plant | |
| AUTHOR: Michael J. Roberts | |
| E-MAIL: mjr SP@G hotmail.com | |
| DATE: 1998 | |
| PARSER: TADS | |
| SUPPORTS: HTML-TADS interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition98/tads/plant/plant.gam | |
| VERSION: Competition Edition | |
| You're a witness to a hijacking. You're seeking a McGuffin in the form | |
| of a strange silver crate. You're investigating cover-ups in your | |
| company. You're breaking into a strange plant. You're just generally | |
| trying to create mayhem. You're unveiling a government cover-up. All | |
| these things go on in Mike Roberts's The Plant, an entertaining caper | |
| better enjoyed for its sheer daffiness than as a coherent story. | |
| The initial premise is that your boss's car breaks down and you want | |
| to get help, but it's a thin veil, since you promptly witness soldiers | |
| hijacking a convoy of trucks and evidently forget all about trying to | |
| get your car started again, since you decide you want a piece of | |
| whatever action the soldiers are after. Weird coincidences drive much | |
| of the plot from there on: you defeat a security device to get into | |
| this supposedly ultra-secret plant by using stuff lying around, which | |
| seemed a tad absurd. The puzzle you solve to get into the underground | |
| laboratory area is clever but relies on everyone in the complex being | |
| either blind or thoroughly stupid; other puzzles function on similar | |
| assumptions. As such, the tone varies somewhat; what might have been a | |
| sinister feel, created by the opening section, is subverted by the | |
| story's failure to develop any real sense of menace. The Plant works | |
| better viewed as a series of obstacles to overcome than as a real | |
| story, since the story is not always engaging. The author consciously | |
| decided to make it impossible to lose or otherwise make the game | |
| unwinnable, a design choice that works well in some contexts but not | |
| in this one. The story, after all, to the extent I could make sense of | |
| it, involves some danger; breaking into heavily guarded top-secret | |
| complexes usually entails negative consequences if caught. But there | |
| are several points where harm should be imminent, logically, and | |
| knowing that the danger will just keep getting closer but never | |
| arrive, Zeno's-paradox style, destroys the illusion of the story and | |
| takes away the tension. This is particularly true at one point late in | |
| the game, when guards see you through a window, carrying out nefarious | |
| acts, and pound on the window. There is, of course, a door right next | |
| to the window, but you can examine everything in the room, take a nap, | |
| make faces at the guards, etc., and they will never, as far as I know, | |
| walk through the door. What might be an exciting moment is fairly | |
| ho-hum. Now, admittedly, with an IF engine that supports UNDO as well | |
| as SAVE/RESTORE, any "death" is but a passing setback--but avoiding | |
| death does affect a player's emotional experience, and knowing that | |
| there was no death to avoid reduces whatever emotional effect there | |
| is. What might be a good choice in another sort of game does not, in | |
| short, serve this one well. | |
| Nevertheless, there is much to enjoy here. The puzzles rival those of | |
| Enlightenment as the best in this year's competition: they are | |
| challenging but fair, with the exception of the one where an object is | |
| discoverable only with the command READ AUTHOR'S MIND. There are also | |
| enough of them for the player to feel like he or she has accomplished | |
| something, but few enough that the game is finishable within two | |
| hours. Several of them involve more than one object, or require | |
| manipulating the environment in creative ways, though a few rely on a | |
| few rely on random scenery-searching. The ones that involve opening | |
| passages or passing obstacles provide short cuts once the initial | |
| puzzle is solved, a great time-saver. The author also fairly | |
| consistently rewards the player for solving a puzzle by supplying more | |
| story, usually via cut-scenes of sorts--the player witnesses something | |
| going on. Some of the cut-scenes actually are cut-scenes--the text all | |
| goes by at once--and some aren't, and the logic of the distinction was | |
| not obvious to me. (The ones that force the player to keep typing Z | |
| don't actually give any potential for difference in how the player | |
| experiences the scene--at least, not obviously so.) The nature of the | |
| puzzles solved does make the player feel like he or she is coming | |
| closer to the goal, and getting glimpses of the McGuffin when | |
| obstacles are cleared reinforces that feeling to great effect. Your | |
| boss, along for the ride, is directly relevant only occasionally, | |
| though it seems like he might provide information about a few things | |
| if asked; still, he's a vaguely comic figure that helps lighten the | |
| feel of the story (another reason why the tone is a bit inconsistent). | |
| The Plant feels well-crafted as a whole; bugs are few, the writing is | |
| outstanding, and objects, even complex ones, largely do what they're | |
| supposed to do. That feeling of polish helps overcome the flaws in the | |
| story--or, more accurately, the flaws in the story don't detract much | |
| from its enjoyment because the game is so playable as a whole. The | |
| best puzzle in the game leads directly to its most ridiculous moment, | |
| but as long as the player can suspend disbelief, it doesn't really | |
| matter--because there's no question whether the moment works as the | |
| author intends it to. The Plant illustrates how a skillful IF author | |
| can spin an entertaining yarn even with a contrived or silly plot, as | |
| long as he or she attends to the details that matter to the player; | |
| this one works well enough that I gave it an 8. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Paul O'Brian" <obrian SP@G ucsu.Colorado.EDU> | |
| You know, by the time I get finished writing these reviews, I'm pretty | |
| tired. It takes a lot of energy to put out twenty or thirty thousand | |
| words about competition entries, and even though my reviews are | |
| shorter than last year's, and there are fewer games involved, they | |
| were also written in a much more compressed judging period, so my | |
| exhaustion level is about the same. However, every year I've been | |
| reviewing the competition games I've gotten a little reward in the | |
| final game of the batch. In 1996, I was playing the games in order of | |
| filename, so the last game I played was Tapestry, an excellent piece | |
| of work by Dan Ravipinto which ended up taking second in the | |
| competition as a whole. Last year I let Lucian Smith's Comp97 order my | |
| choices randomly, and ironically the last game on the list ended up | |
| being Smith's own The Edifice. And true to form, that was another | |
| excellent game to finish on, and it ended up winning all the marbles | |
| in the 1997 comp. So it was with both trepidation and eagerness that I | |
| broached the final game of this year's batch, The Plant. When I saw it | |
| was by Michael J. Roberts, the legendary implementor of both TADS and | |
| HTML-TADS, my anticipation was increased even further. I've never | |
| played one of Roberts' games, having been an Inform initiate when I | |
| started programming, and having entered the IF scene just shortly | |
| before Roberts' departure. And after this buildup, I'm pleased to say | |
| that the Plant completely lives up to my mini-tradition of grand | |
| finales. It was a great game to end the competition with -- the reward | |
| I was hoping for, so that this review wouldn't be too hard to write. | |
| Probably the thing I liked the most about The Plant was its puzzles. I | |
| know there were several other games this year that were focused on | |
| puzzles, and some of the puzzles in those games were | |
| excellent. However, I liked The Plant's puzzles better precisely | |
| *because* the game wasn't focused on puzzles. Instead, its puzzles | |
| were very well integrated into its story, so solving the puzzles | |
| really propelled the narrative. It's much more interesting to solve a | |
| puzzle when it opens the door to the next piece of the story, rather | |
| than being just one of a roomful of puzzles that you have to solve to | |
| escape that room. The Plant was probably the only game in this year's | |
| competition to give me a feeling similar to what I have when I play | |
| Infocom games. I love that feeling of uncovering an exciting story by | |
| cleverly putting pieces together, using items in unexpected ways, or | |
| doing the right thing at just the right time. And the game's story is | |
| definitely an exciting one. It begins as you are stranded on an | |
| abandoned side-road with your boss, marooned by his unreliable | |
| car. It's up to you to find a phone or a service station and get | |
| moving again, but when you go looking you may find more than you | |
| bargained for. I won't give too much away about the secrets that are | |
| eventually revealed, but the game definitely packs plenty of | |
| surprises. The pacing is excellent -- I only felt completely stuck | |
| once. I turned to the walkthrough to solve the problem, just because I | |
| wanted to finish as much of the game as I could in the two-hour time | |
| limit, but if you're playing The Plant for the first time, let me urge | |
| you *not* to check the walkthrough unless you're completely stuck. All | |
| the puzzles are completely logical, none of them require reading the | |
| designer's mind, and many of them are quite satisfying to solve, | |
| requiring several steps or clever combinations of objects, or both. | |
| Now, the story itself does have some flaws. There are some parts that | |
| felt quite implausible to me, and from time to time the fact that your | |
| boss follows you around in your travels doing the same two or three | |
| things all the time starts to feel a little artificial. In addition, | |
| there are one or two minor spelling errors in the game. Outside of | |
| this, the plotting and writing are quite good. The Plant's prose often | |
| conveyed a very vivid sense of the visual. I drive by a plant like | |
| this about twice a month, and the game's descriptions of it, how its | |
| completely industrial and utilitarian networks of pipes and lights can | |
| seem almost like an abstract fairyland when glimpsed from afar, are | |
| right on the mark. I could really visualize most of the places in the | |
| game, and the mental pictures the game's text creates are quite | |
| dramatic and compelling. In addition, the game uses a few small | |
| touches here and there which utilize the power of HTML TADS. No | |
| pictures or sound, but a few well-placed hyperlinks in the help text | |
| and one or two spots with specially formatted text really make the | |
| game look sharp, and add to the very visual quality of the prose. If | |
| you sometimes start to feel a little impatient with all the growing | |
| that the medium of interactive fiction is doing, and long for a good | |
| old-fashioned Infocom-style thrill ride, check out The Plant. I think | |
| it may be just what you're looking for. | |
| Rating: 9.0 | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Second April <dns361 SP@G merle.acns.nwu.edu> | |
| NAME: Purple | |
| AUTHOR: Stefan Blixt | |
| E-MAIL: flash SP@G df.lth.se | |
| DATE: 1998 | |
| PARSER: Inform | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition98/inform/purple | |
| VERSION: Release 1 | |
| Not many works of IF are spellbinding or even compelling from | |
| beginning to end; a game with a few memorable moments or some good | |
| puzzles may be remembered fondly and replayed often, even if the rest | |
| of the game is undistinguished. A notable example, to my mind, is | |
| Sorcerer, the bulk of which is rather ho-hum but which features two | |
| brilliant puzzles that most consider among Infocom's best ever. This | |
| is not to suggest that Purple, Stefan Blixt's entry in the 1998 | |
| competition, is in Sorcerer's league; it's not. But as with that game | |
| and others, an otherwise undistinguished entry is redeemed by a few | |
| compelling moments and some intriguing ideas. | |
| Nuclear holocaust is imminent, but your brother Karl is planning to | |
| evade the blast and start over in the postapocalyptic world. To reveal | |
| precisely what you do would, I think, spoil the best moments of | |
| Purple: at its best, it has some of the austerity of well-imagined | |
| post-holocaust science fiction, such as Walter Miller's Canticle for | |
| Leibowitz; the way that remnants from the "before" turn up in the | |
| "after" is sometimes rather chilling. Purple is, to be sure, not even | |
| as well written as most average sci-fi, and certain moments go | |
| underdescribed--but the spareness of the prose serves the author well | |
| in spots. Descriptions are concise enough that they convey what | |
| happens and let the player mentally fill in the details. There is one | |
| moment at a turning point in the story that gave me a real chill--the | |
| author handles a certain transition particularly well--and I was | |
| disposed to like the game from that point on, I think. There are | |
| other things that are done well: a certain hidden object is nicely | |
| clued, and the behavior of a certain NPC is well described. | |
| Disturbing details are scattered here and there, rather than filling | |
| every room description, suggesting a measure of restraint. | |
| As indicated, however, the general quality of Purple is uneven at | |
| best. The writing hits several potholes, particularly in certain | |
| events toward the end of the game, where it becomes difficult to tell | |
| exactly what's going on. There are plenty of typos and spelling | |
| problems, and a few places where the brevity of the descriptions | |
| becomes confusing. Technical problems abound as well: there are a few | |
| crashes, a major disambiguation problem, and one character who | |
| consistently asks you for something no matter how often you give it to | |
| him. More generally, several plot angles go unresolved--it would be | |
| nice to see Purple extended or followed up to make some more sense of | |
| the story. As it is, it's a little like a trailer: lots of intriguing | |
| things happen, but it would be worth knowing more about them. | |
| There are other problems. After a certain point, Purple's pacing | |
| suffers: there aren't any time limits or even anything encouraging | |
| haste for most of the game, which is a shame because a sense of | |
| urgency might have made the plot more compelling. There are some | |
| points where wander-around-and-explore is a good mood to set, but | |
| after a while the exploratory feel needs to stop. Karl simply doesn't | |
| have enough to say--he has a few interesting responses, but too many | |
| things elicit no response, and his stable of comments is annoyingly | |
| small. (His one major task receives so little description that the | |
| effect is almost comic.) More generally, it's hard to escape the | |
| feeling that the author needed another month to fill in the details of | |
| Purple and clean up the bugs: if you deviate too much from the | |
| author's storyline, the seams start to show. (Particularly toward the | |
| end, if you do things out of sequence.) Given that the game provides | |
| minimal direction about what to do when, the effect can be a bit | |
| confusing. The author provides plenty of interesting details in his | |
| world, but never manages to make it seem coherent. | |
| But Purple, I think, is greater than the sum of its parts, and the few | |
| compelling moments made up for the many bugs and slip-ups. If lack of | |
| polish bothers you, avoid this one; if you're so used to rough edges | |
| that you've learned to look past them, and you haven't tried Purple, | |
| you might appreciate the pieces of an interesting story that | |
| occasionally appear amid the bugs. Though far from a resounding | |
| success, Purple is a nice effort with some effective moments (and a | |
| huge improvement over the author's Pintown from the previous year), | |
| and I gave it a 7 in the competition. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Paul O'Brian" <obrian SP@G ucsu.Colorado.EDU> | |
| NAME: Research Dig | |
| AUTHOR: Chris Armitage | |
| E-MAIL: TheFarseer SP@G MailExcite.com | |
| DATE: September 1998 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition98/inform/research | |
| VERSION: Release 1 | |
| Research Dig has pieces of a good story, inexpertly handled so that | |
| they don't reach their full potential. In fact, the experience of the | |
| game was a bit like a real research dig -- you have to mine through | |
| some errors, cliches, and unclear writing, but you can come away with | |
| some pretty good pieces. So let me first focus on the positive. The | |
| game has an intriguing premise -- you are a beginning archaeology | |
| student, sent on a minor dig on behalf of your research center to an | |
| old abbey where the groundskeeper has uncovered "something old." When | |
| you arrive, you meet the groundskeeper's daughter, who whispers to you | |
| that the old piece belongs "to the Little People," who live | |
| underground. (Exactly how little these Little People are remains in | |
| question, but I'll get to that in a bit.) From this interesting start | |
| the game lays out a sensible map which delivers mystery and magic in | |
| reasonable proportions, never so much that it seems like a simple | |
| dungeon crawl or D&D knockoff. The writing can be rather atmospheric | |
| in several sections and some of the design contributes to this | |
| feeling, such as some important red herrings which lead nowhere but | |
| help to flesh out the game world. Overall, Research Dig feels like it | |
| was written by a beginner, but a beginner with good ideas and a | |
| passion for interactive fiction. | |
| That being said, it's also important to note that the game has a | |
| number of problems as well. Though the map was logical, it also felt | |
| quite a bit cliched, with underground tunnels, spooky crypts, | |
| mysterious rune-encarved stones, etc. There wasn't anything that felt | |
| very unique once the game got to this point, and it felt like a game | |
| with a lot of potential had devolved into another ho-hum underground | |
| excursion. In addition, the writing suffered at several points from | |
| basic proofreading errors. Spelling and grammar mistakes were not | |
| legion, but there were enough of them to be seriously distracting, | |
| especially since they sometimes turned up in places that would be read | |
| over and over again. For example, from the beginning of the game you | |
| find that you have a "referance book" in your inventory. After 10 | |
| times reading the misspelled word, my patience started to wear thin. | |
| It's the kind of error that could have been avoided so easily, I have | |
| a hard time understanding why it's there. The same is true for some | |
| key coding errors, like the key whose short name is "a key labelled | |
| 'Shed'." The problem with a short name like this is that Inform | |
| already provides articles for objects, so in the inventory the key is | |
| listed as "an a key labelled 'Shed'." Compounding the problem, there | |
| are two keys with this same error. The glitch is all the more | |
| aggravating because it comes up almost every time the game tries to | |
| refer to the keys. My favorite example: "Which do you mean, the a key | |
| labelled 'Shed" or the a key labelled 'Conservatory'?" | |
| These mistakes were small, but sometimes small mistakes can make a big | |
| difference, and this game had the perfect example. However, before you | |
| read it, I should warn you that in order to explain my example, I have | |
| to spoil part of the endgame. Read on if you so choose. OK, so at one | |
| point you find an urn in the groundskeeper's house with a piece | |
| missing. Then later on you find a rune-encarved "slab of stone, about | |
| 2' square." That's two feet square. That's way too big to be a piece | |
| of an urn. However, at the end of the game, you find out that it *is* | |
| in fact the missing piece of the urn. Meanwhile, you see the | |
| groundskeeper defeated by "a small person, you guess at about 3" | |
| high." That's three inches high. That's mighty small! However, by this | |
| time you begin to suspect that the game confused its notations, and is | |
| using ' for inches and " for feet. This may seem like a minor error, | |
| but it changes the meaning of the things it affects so completely that | |
| it ruins any possibility of building the mystery. There's something to | |
| be learned here: in some ways writing (I mean creative writing) and | |
| programming aren't so far apart. Just as a missing semicolon can cause | |
| you no end of misery during compilation, so can a very small change | |
| completely deflate your story. Also, in both disciplines the semantic | |
| and syntactic errors are easiest to find, and your work is | |
| unacceptable until it is free of these. Logic errors are more | |
| difficult to detect, and take much more sweat to ferret | |
| out. Unfortunately for would-be writers, there is no automatic | |
| proofreading service for fiction that provides the error-checking of a | |
| good compiler. You have to do it yourself. | |
| Rating: 6.2 | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Paul O'Brian" <obrian SP@G ucsu.Colorado.EDU> | |
| NAME: The Ritual of Purification | |
| AUTHOR: Jarek Sobolewski | |
| E-MAIL: sable SP@G polbox.com | |
| DATE: September 1998 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition98/inform/ritual | |
| VERSION: Release 1 | |
| The feeling I got while playing Ritual reminded me of nothing so much | |
| as those old Dr. Strange comics from the 60's, back when the master of | |
| mysticism was drawn by Steve Ditko, himself a master of the | |
| bizarre. The game is full of strange, hallucinatory images: a road | |
| that melts into nothing, an arch with marble carvings on one side and | |
| black decay on the other side, exploding and melting universes. The | |
| whole thing made me feel like I was immersed in a Ditko landscape, and | |
| the fact that the main character is a spellcaster on an astral voyage | |
| didn't hurt either. Of course, some of the scenes in Ritual could | |
| never have taken place in a 60's comic -- at least, not one that | |
| adhered to the Comics Code Authority. There's nothing really | |
| outrageous, but there are scenes of sexuality, drug use, and gore that | |
| you'd never see Dr. Strange experiencing. I'm not suggesting that the | |
| game is some sort of Dr. Strange rip-off, or that Ditko was an | |
| inspiration for Ritual -- that's just what it reminded me of. | |
| However, one source of inspiration for the game was clearly some of | |
| the more obscure poetry of Edgar Allan Poe. At the completion of | |
| almost every puzzle, the game throws a box quote from Poe, usually one | |
| which has some relation to the obstacle just overcome. These quotes | |
| are well-chosen, digging deep into the Poe archives and highlighting | |
| how much he inherited from William Blake, as well as how much he | |
| prefigured H.P. Lovecraft. At its best, most deranged or sublime | |
| moments, the game evokes the weird, dark mysticism shared by all these | |
| creators. On the whole, the effect is very trippy, and a fair amount | |
| of fun. | |
| Unfortunately, there are some false notes as well. From time to time a | |
| character will say or do something fairly anachronistic, which tends | |
| to break the spell pretty thoroughly. In fact, at one point you can | |
| get a character to whip out a bong and start taking hits from it, | |
| which brings the whole elevated plane of symbolism and wonder | |
| dive-bombing back to earth. The effect is not so much of Alice in | |
| Wonderland's "hookah-smoking caterpillar", but more of Jeff Spicoli in | |
| Fast Times at Ridgemont High. It just doesn't fit. There are also a | |
| few times when the game seems to slip into cliches or "AD&Disms" -- | |
| one beast is described as "biting easily through a set of plate mail", | |
| and some of the spells feel suspiciously close to ones I remember from | |
| 7th grade basement role-playing sessions. In addition, the game has a | |
| number of grammar and spelling errors, usually minor problems like | |
| missing punctuation or vowel mistakes, but again they break the | |
| spell. Finally, and worst of all, there's a bug in the game which | |
| causes it to not respond at all if a certain action is taken sooner | |
| than the game expects it. There's nothing that ruins immersion quite | |
| so much as when a game just doesn't respond to a command in any | |
| way. Well, maybe not *nothing* -- crashing the interpreter would | |
| probably ruin immersion more, but because of the lack of response | |
| problem I ended up turning to the hints, only to find that I had in | |
| fact given the right command to solve the puzzle -- I just gave it a | |
| little too soon. | |
| The game suffers a bit from the "unconnected symbols" syndrome -- | |
| sometimes it feels like all of these dreamlike images are just images, | |
| with no meaning or substance attached to them. However, the game | |
| manages to pull them together somewhat through its title, intro, and | |
| ending -- the bizarre symbols with which the game is littered are all | |
| loosely connected through a theme of purification, of facing inner | |
| demons and the pain & joy of life in order to become a better | |
| person. It didn't entirely work for me -- some of the symbolism seemed | |
| arbitrary or cliched to my mind -- but I think it was a good | |
| beginning. I would really like to play a game with this kind of tone | |
| which had freed itself from shopworn images and RPG | |
| leftovers. Something with imagery like the more arresting parts of | |
| Ritual, but which really cohered to make a powerful statement on some | |
| aspect of the human condition, could really take advantage of IF's | |
| immersive capability to create a remarkable work of art. Ritual isn't | |
| it, but I hope it becomes the jumping-off point for someone (the | |
| author perhaps?) to create something like it but better: no writing | |
| errors, no cliches, no anachronisms, no bugs -- just the Ditko | |
| universes exploding and melting all around us, with meaning. | |
| Rating: 6.9 | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Second April <dns361 SP@G merle.acns.nwu.edu> | |
| NAME: Trapped in a One Room Dilly | |
| AUTHOR: Laura Knauth | |
| E-MAIL: Laura.Knauth SP@G asu.edu | |
| DATE: 1998 | |
| PARSER: Inform | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition98/inform/dilly/dilly.z5 | |
| VERSION: Release 1 | |
| Laura Knauth's Trapped in a One Room Dilly is virtually the antithesis | |
| of her Travels in the Land of Erden from the 1997 competition--where | |
| that game was sprawling and filled with plot, Dilly is tight, focused, | |
| and almost devoid of plot. But while this is probably a better game | |
| than that one was, it has some deficiencies even as one- room games | |
| go. | |
| From the outset, Dilly more or less declares that it is forgoing plot: | |
| the initial room description states that "ou have no idea how you came | |
| to be in this room or what you were doing just before." You therefore | |
| commence solving puzzles that eventually allow you to get out of the | |
| room--the title adjective "trapped" rightly suggests that being in | |
| this room is a problem. What is missing, however, is a sense of | |
| direction--you fiddle with the objects at hand, which eventually lead | |
| you to a way out, but not in a way that could remotely have been | |
| foreseen when you started fiddling. (Whereas at the beginning of | |
| Enlightenment, say, the entire concept is apparent from the beginning, | |
| and the challenge is using the materials at hand to solve the | |
| problem.) Dilly is therefore a fundamentally different sort of | |
| one-room game than Enlightenment, or In the Spotlight, or Persistence | |
| of Memory--and while that's not a bad thing, it's a little less | |
| plausible than more unified one-location games. As in, someone had to | |
| put together this bizarre room full of objects that, suitably | |
| manipulated, allow you to get out; why did they do that? To give Dilly | |
| credit, one of the wittiest parts of the game is a bookshelf full of | |
| made-up plots that could answer that question--alien abduction, | |
| government experiments, etc.--but making a joke of it only underlines | |
| the point: stories that could make sense of such a premise require a | |
| strange, contrived plot, with the situation engineered by some malign | |
| intelligent entity. Dilly works better, in short, when considered as a | |
| set of puzzles thrown into one room, rather than as a piece of a story | |
| that happens to fall within one location. | |
| The mechanics of Dilly are not quite as elegant as they might be. The | |
| room is evidently _crammed_ with stuff to play with--and though that | |
| isn't bad, as such, the relative sparseness of Enlightenment suggests | |
| that it needn't be that way. Very few objects in Dilly have multiple | |
| uses, or uses beyond the obvious; there just happen to be a lot of | |
| objects thrown into one room. Dilly could work as a two- or three-room | |
| game without losing its flavor, so to speak; other games, where the | |
| story or the atmosphere are tied into the one-room conceit, would | |
| not. (Such as, say, Enlightenment or Persistence of Memory.) Dilly | |
| might also be a little less confusing if it were more spread out; | |
| there are so many knobs to turn and buttons to push in that one room | |
| description that it is easy to lose something in the shuffle. | |
| Still, let me be clear: Dilly is a well-done example of a one-room | |
| game. There are some inventive puzzles, particularly involving the | |
| physical properties of common objects you run across and components | |
| you can take out of larger objects. One change-the-environment puzzle | |
| could be clued a little better, but it's a good puzzle | |
| nonetheless. There are several points where you destroy or damage | |
| objects rather than simply working with them, which I found somehow | |
| refreshing: it meant thinking outside the lines, never a bad | |
| thing. (Of course, it can break mimesis to require destructive actions | |
| in some contexts--homes, public places, etc.--but this is not a | |
| setting where such actions would be a problem.) Even the more | |
| artificial puzzles--a dartboard that requires a certain number of | |
| points scored, a "myriad" puzzle--are reasonably well-crafted; the | |
| latter has some unusual patterns, the former adeptly uses the | |
| "practice" dynamic also seen in Edifice. And there are nice | |
| extras--there is a slot machine, and you can play it using coins you | |
| find, though as far as I can tell it is impossible to win | |
| anything. There are plenty of nice touches that help to alleviate the | |
| sense that the author has grafted together a set of puzzles that | |
| didn't fit in other games. | |
| It's not clear what Dilly contributes to the genre of one-room | |
| games. The author ruminated about the possibility of a full-length | |
| one-room game, which may yet be possible--but, I would venture to say, | |
| not the way Dilly does it, not with a room full of stuff and no | |
| guidance given the player. Much of the relevant material should be | |
| hidden at first to avoid discouraging the player; more importantly, | |
| objects should be involved in more than one puzzle each. Moreover, | |
| goals and motivations should change during the game, to break up the | |
| monotony of staying in one room the entire time. Nevertheless, this is | |
| an intriguing effort, and I gave it an 8 in this year's competition. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Paul O'Brian" <obrian SP@G ucsu.Colorado.EDU> | |
| OK, probably the first thing I should confess is that I'm not hip | |
| enough to know what a "dilly" is. My handy dictionary suggests that it | |
| means "something remarkable of its kind" -- their example is "a dilly | |
| of a movie." Somehow I don't think that's what's meant here. So, | |
| judging from context, I'm going to assume that "dilly" means | |
| "relatively enjoyable puzzle game with good coding and writing, but a | |
| few guess-the-verb problems and sometimes not enough synonyms | |
| implemented." If this is what dilly really means, then Trapped In A | |
| One-Room Dilly has the most accurate title of any game in the 1998 | |
| competition. Like many others in this year's competition, Dilly is | |
| very puzzle-oriented. Perhaps what we're seeing this year is a bit of | |
| a backlash against the periodically swelling outcries for "puzzleless | |
| IF." If backlash it is, I don't think that's entirely a bad | |
| thing. Sometimes because literature has so much more cultural capital | |
| than puzzles, we can get into a mindset which tries to shun puzzles in | |
| favor of an elusive brand of literary merit. Don't get me wrong -- I | |
| myself am much more interested in IF for its literary qualities than | |
| its puzzles, but I also think it's important to remember that (for | |
| some of us, anyway) there is also a pleasure in puzzle-solving, the | |
| "crossword" part of IF as opposed to the "narrative" part. I believe | |
| that interactive fiction can cover a very wide spectrum indeed, but | |
| that there will always be a place for puzzle-oriented IF on that | |
| spectrum, and I'll probably always enjoy a really well-done puzzle | |
| game. | |
| Dilly is the closest I've seen yet in this competition to that lofty | |
| standard, but before I talk about the things it does right, I have to | |
| take one step back and talk about a game from last year. The author of | |
| Dilly entered a game in last year's competition called Travels in the | |
| Land of Erden. Ironically, these two games could not be more | |
| different. Erden was a sprawling, gigantic game with an enormous map, | |
| any number of subplots, and a generally broad scope. When reviewing | |
| that game, I wrote about the benefits of focus, and suggested that "if | |
| the author had concentrated her energies on a game perhaps a quarter | |
| of the size of this one, she would have had time for much more | |
| extensive proofing and beta-testing, and the result might have been a | |
| tight, polished gem rather than the rough and gangly work she | |
| submitted." Well, when I'm right, I'm right. Dilly benefits enormously | |
| from having a much tighter focus than Erden. The game narrows its | |
| scope to (as you might have guessed from the title) one room, and the | |
| room is a really *interesting* room, full of enough gadgets and | |
| gewgaws to keep me busy for two hours. At no time in Dilly did I lack | |
| for something to figure out, look at, or do. The game crams about 10 | |
| puzzles into this one room, but it didn't feel particularly strained | |
| to me. In fact, Dilly makes a sly gibe about its lack of plot by | |
| including a bookshelf full of books whose plots are plausible | |
| explanations for your situation (Intelligence testing, alien | |
| abduction, the bomb shelter of a wealthy wacko, etc.). The puzzles are | |
| generally creative and fun, and all of the coding and writing is | |
| technically proficient. | |
| Well, almost all. The only times I ran into trouble with Dilly were | |
| when I was close enough to the solution of a puzzle that I should have | |
| received some slight confirmation, but the game didn't provide it. For | |
| example, at one point in the game something is ticking and | |
| vibrating. If you listen closely to this object, you can hear it | |
| ticking. However, if you touch it "you feel nothing unusual." This is | |
| one of those instances where after I found out what was happening, I | |
| felt cheated. If I'm that close, I want at least a little nudge. In | |
| another instance, I had more of a guess-the-verb problem -- the game | |
| wants you to tie two things together with a rope, as in "TIE FROG TO | |
| LOG." (That's not really what you're tying, but I'm trying to avoid | |
| the spoiler here.) However, if you first "TIE ROPE TO LOG" you get a | |
| message along the lines of "That's useless." If I had tried "TIE ROPE | |
| TO FROG" first, the game would have picked up on what I meant to do, | |
| but I didn't make that lucky guess. I don't like to be put in the | |
| position of making lucky guesses. Nonetheless, these are relatively | |
| minor problems, easy to fix. They didn't stop me from enjoying my time | |
| in the one-room... whatever it was. | |
| Rating: 8.5 | |
| READER'S SCOREBOARD --------------------------------------------------------- | |
| Notes: | |
| A - Runs on Amigas. | |
| AP - Runs on Apple IIs. | |
| GS - Runs on Apple IIGS. | |
| AR - Runs on Acorn Archimedes. | |
| C - Commercial, no fixed price. | |
| C30 - Commercial, with a fixed price of $30. | |
| F - Freeware. | |
| GMD - Available on ftp.gmd.de | |
| I - Runs on IBM compatibles. | |
| M - Runs on Macs. | |
| S20 - Shareware, registration costs $20. | |
| 64 - Runs on Commodore 64s. | |
| ST - Runs on Atari STs. | |
| TAD - Written with TADS. This means it can run on: | |
| AmigaDOS, NeXT and PC, Atari ST/TT/Falcon, DECstation | |
| (MIPS) Unix Patchlevel 1 and 2, IBM, IBM RT, Linux, Apple | |
| Macintosh, SGI Iris/Indigo running Irix, Sun 4 (Sparc) | |
| running SunOS or Solaris 2, Sun 3, OS/2, and even a 386+ | |
| protected mode version. | |
| AGT - Available for IBM, Mac, Amiga, and Atari ST. This does not | |
| include games made with the Master's edition. | |
| ADVSYS - Available for PC and Macintosh only, or so my sources tell | |
| me. (Source code available as well. So it can be ported | |
| to other computers.) | |
| HUG - Written with Hugo. Runs on MS-DOS, Linux, and Amigas. | |
| INF - Infocom or Inform game. These games will run on: | |
| Atari ST, Amiga, Apple Macintosh, IBM, Unix, VMS, Apple II, | |
| Apple IIGS, C64, TSR-80, and Acorn Archimedes. There may be | |
| other computers on which it runs as well. | |
| Name Avg Sc Chr Puz # Sc Issue Notes: | |
| ==== ====== === === ==== ===== ========= | |
| Aayela 8.6 1.6 1.7 1 F_TAD_GMD | |
| Adventure (all variants) 6.6 0.7 1.0 7 8 F_INF_TAD_ETC_GMD | |
| Adventureland 4.0 0.5 1.5 1 F_GMD | |
| Adv. of Elizabeth Highe 3.1 0.5 0.3 2 5 F_AGT | |
| Afternoon Visit 4.1 1.0 0.8 1 | |
| Alien Abduction? 7.9 1.7 1.7 1 | |
| All Quiet...Library... 4.7 0.8 0.7 4 7 F_INF_GMD | |
| Amnesia 7.8 1.5 1.7 2 9 C_AP_I_64 | |
| Another...No Beer 2.4 0.2 0.8 2 4 S10_IBM_GMD | |
| Arthur: Excalibur 8.0 1.3 1.6 4 4, 14 C_INF | |
| Awakened 7.7 1.7 1.6 1 | |
| Awakening 5.4 1.0 1.0 1 | |
| Awe-Chasm 2.4 0.3 0.6 1 8 S?_IBM_ST | |
| Babel 8.2 1.7 1.3 2 13 F_INF_GMD | |
| Balances 6.6 0.7 1.1 5 6 F_INF_GMD | |
| Ballyhoo 7.7 1.8 1.5 4 4 C_INF | |
| Bear's Night Out 7.7 1.2 1.5 1 13 F_INF_GMD | |
| Beyond the Tesseract 3.7 0.1 0.6 1 6 F_I_GMD | |
| Beyond Zork 8.1 1.6 1.9 4 5 C_INF | |
| BJ Drifter 7.3 1.5 1.5 1 | |
| Border Zone 7.3 1.4 1.4 6 4 C_INF | |
| Broken String 4.2 0.5 0.6 2 F_TADS_GMD | |
| BSE 6.6 1.0 1.0 1 | |
| Bunny 6.6 1.0 1.4 1 | |
| Bureaucracy 7.5 1.6 1.3 6 5 C_INF | |
| Busted 5.2 1.0 1.1 1 F_INF_GMD | |
| Castaway 1.1 0.0 0.4 1 5 F_IBM_GMD | |
| Castle Elsinore 5.3 1.0 1.2 1 | |
| Change in the Weather 7.4 0.8 1.5 7 7, 14 F_INF_GMD | |
| Chicken under Window 6.9 0.0 0.0 1 | |
| Christminster 8.6 1.8 1.6 6 F_INF_GMD | |
| Corruption 7.8 1.6 1.1 3 x C_I | |
| Cosmoserve 8.7 1.3 1.4 2 5 F_AGT_GMD | |
| Crypt v2.0 5.0 1.0 1.5 1 3 S12_IBM_GMD | |
| Curses 8.4 1.3 1.7 9 2 F_INF_GMD | |
| Cutthroats 6.2 1.4 1.2 6 1 C_INF | |
| Dampcamp 6.0 1.0 1.4 1 | |
| Deadline 6.9 1.2 1.3 6 x C_INF | |
| Delusions 8.4 1.8 1.6 1 | |
| Deep Space Drifter 5.5 1.4 1 3 S15_TAD_GMD | |
| Delusions 7.4 1.3 1.5 2 14F_INF_GMD | |
| Demon's Tomb 7.4 1.2 1.1 2 9 C_I | |
| Detective 1.0 0.0 0.0 5 4, 5 F_AGT_GMD | |
| Detective-MST3K 6.1 0.8 0.1 4 7, 8 F_INF_GMD | |
| Ditch Day Drifter 7.1 1.2 1.6 1 2 F_TAD_GMD | |
| Dungeon 7.4 1.5 1.6 1 F_GMD | |
| Dungeon Adventure 6.8 1.3 1.6 1 4 F_SEE REVIEW | |
| Dungeon of Dunjin 5.8 0.7 1.4 3 3, 14 S20_IBM_MAC_GMD | |
| Edifice 7.5 1.5 1.7 3 13 F_INF_GMD | |
| Electrabot 0.7 0.0 0.0 1 5 F_AGT_GMD | |
| Emy Discovers Life 4.1 1.0 1.0 1 | |
| Enchanter 7.1 0.9 1.4 6 2 C_INF | |
| Enhanced 5.0 1.3 1.3 1 2 S10_TAD_GMD | |
| Eric the Unready 6.9 1.5 1.5 2 x C_I | |
| Everybody Loves a Parade 7.3 1.2 1.3 1 | |
| Fable 2.0 0.2 0.1 1 6 F_AGT_GMD | |
| Fear 7.6 1.5 1.6 1 F_GMD | |
| Firebird 8.1 1.7 1.6 1 | |
| Fish 7.6 1.2 1.7 3 x C_I | |
| Foggywood Hijinx 7.6 1.7 1.7 1 | |
| Forbidden Castle 4.8 0.6 0.5 1 x C_AP | |
| Frenetic Five 5.1 1.2 0.2 1 | |
| Friday Afternoon 6.3 1.4 1.2 1 13 F_INF_GMD | |
| Frobozz Magic Support 8.0 1.6 1.7 1 | |
| Gateway 7.5 1.6 1.5 1 x C_I | |
| Glowgrass 7.4 1.6 1.5 2 13 F_INF_GMD | |
| Great Archaelog. Race 6.5 1.0 1.5 1 3 S20_TAD_GMD | |
| Guardians of Infinity 8.5 1.3 1 9 C_I | |
| Guild of Thieves 7.3 1.2 1.6 3 x C_I | |
| Gumshoe 6.3 1.3 1.1 2 9 F_INF_GMD | |
| Hitchhiker's Guide 7.6 1.4 1.5 8 5 C_INF | |
| Hollywood Hijinx 6.4 0.9 1.6 7 x C_INF | |
| Horror30.zip 3.7 0.3 0.7 2 3 S20_IBM_GMD | |
| Horror of Rylvania 7.5 1.5 1.3 2 1 F_TAD_GMD | |
| Humbug 7.0 1.7 1.5 2 x F_GMD | |
| Ice Princess 6.2 1.1 1.6 1 | |
| I didn't know...yodel 1.7 0.3 1.0 1 17 F_IBM_GMD | |
| Infidel 6.9 0.0 1.4 9 1, 2 C_INF | |
| Inhumane 3.6 0.2 0.7 1 9 F_INF_GMD | |
| I-0: Jailbait on Inte 8.0 1.7 1.3 4 F_INF_GMD | |
| Jacaranda Jim 7.9 0.9 1.0 2 x F_GMD | |
| Jeweled Arena 8.0 1.5 1.5 1 x ? | |
| Jigsaw 7.7 1.4 1.5 7 8, 9 F_INF_GMD | |
| Jinxter 6.4 1.1 1.3 2 x C_I | |
| John's Fire Witch 7.1 1.1 1.6 6 4 S6_TADS_GMD | |
| Journey 7.8 1.6 1.3 3 5 C_INF | |
| Jouney Into Xanth 5.0 1.3 1.2 1 8 F_AGT_GMD | |
| Kissing the Buddha's 8.1 2.0 1.2 1 | |
| Klaustrophobia 6.7 1.2 1.3 5 1 S15_AGT_GMD | |
| Leather Goddesses 7.1 1.3 1.5 8 4 C_INF | |
| Legend Lives! 8.9 0.9 1.6 2 5 F_TADS_GMD | |
| Lessen of the Tortois 8.1 1.6 1.6 1 F_TADS_GMD | |
| Lethe Flow Phoenix 6.8 1.4 1.5 3 9 F_TADS_GMD | |
| Light: Shelby's Adden 8.3 1.8 0.9 2 9 S?_TADS_GMD | |
| Lists and Lists 7.5 1.5 1.8 1 | |
| Losing Your Grip 8.2 1.3 1.4 2 14S_TADS_GMD | |
| Lost New York 8.2 1.6 1.6 1 | |
| Lost Spellmaker 5.4 1.2 0.8 1 13 F_INF_GMD | |
| Lurking Horror 7.2 1.3 1.3 11 1, 3 C_INF | |
| MacWesleyan / PC Univ 5.6 0.7 1.0 1 x F_TADS_GMD | |
| Magic.zip 4.5 0.5 0.5 1 3 S20_IBM_GMD | |
| Magic Toyshop 4.3 0.7 1.1 2 F_INF_GMD | |
| Matter of Time 1.4 0.3 1.4 1 14F_ALAN_GMD | |
| Mercy 9.2 2.0 0.7 1 | |
| Meteor...Sherbet 8.5 1.6 1.9 1 F_INF_GMD | |
| Mind Electric 5.1 0.6 0.8 3 7, 8 F_INF_GMD | |
| Mind Forever Voyaging 8.4 1.3 0.8 7 5 C_INF | |
| Moist 8.4 1.7 1.6 1 | |
| Moonmist 5.7 1.2 1.0 11 1 C_INF | |
| Mop & Murder 5.0 0.9 1.0 2 4, 5 F_AGT_GMD | |
| Multidimen. Thief 5.6 0.4 1.0 3 2, 9 S15_AGT_GMD | |
| Mystery House 4.1 0.3 0.7 1 x F_AP_GMD | |
| New Day 5.5 1.3 0.9 1 13 F_INF_GMD | |
| Night at Museum Forev 4.2 0.3 1.0 4 7, 8 F_TAD_GMD | |
| Nord and Bert 6.1 0.8 1.3 4 4 C_INF | |
| Odieus...Flingshot 3.3 0.4 0.7 2 5 F_INF_GMD | |
| One Hand Clapping 6.9 1.2 1.4 3 5 F_ADVSYS_GMD | |
| One That Got Away 6.7 1.3 1.2 3 7, 8 F_TAD_GMD | |
| Oo-Topos 5.7 0.2 1.0 1 x C_AP_I_64 | |
| Path to Fortune 6.8 1.4 0.8 1 9 S_INF_GMD | |
| Pawn 6.5 1.0 1.2 1 x C_I_AP_64 | |
| PC University: See MacWesleyan | |
| Perseus & Andromeda 3.4 0.3 1.0 1 x ? | |
| Phred Phontious...Pizza 5.2 0.8 1.3 1 19 F_INF_GMD | |
| Planetfall 7.4 1.6 1.5 9 4 C_INF | |
| Plundered Hearts 7.2 1.3 1.1 5 4 C_INF | |
| Pyramids of Mars 6.0 1.2 1.2 1 | |
| Quarterstaff 6.1 1.3 0.6 1 9 C_M | |
| Ralph 7.3 1.7 1.5 1 | |
| Reruns 5.2 1.2 1.2 1 | |
| Ritual of Purification 5.8 2.0 1.0 1 17 F_GMD | |
| Sanity Claus 9.0 1 1 S10_AGT_GMD | |
| Save Princeton 5.8 1.2 1.3 2 8 S10_TAD_GMD | |
| Seastalker 5.5 1.2 0.9 6 4 C_INF | |
| Shades of Grey 8.0 1.3 1.4 4 1, 2 F_AGT_GMD | |
| Sherlock 7.3 1.4 1.4 3 4 C_INF | |
| She's Got...Spring 7.8 1.8 1.8 2 13 F_INF | |
| Shogun 7.1 1.5 0.5 1 4 C_INF | |
| Sins against Mimesis 7.7 1.7 1.6 1 | |
| Sir Ramic Hobbs 5.0 1.0 1.5 1 6 F_AGT_GMD | |
| Small World 5.9 1.4 0.9 1 | |
| So Far 8.7 1.4 1.8 4 F_INF_GMD | |
| Sorcerer 7.3 0.6 1.6 5 2 C_INF | |
| South American Trek 0.9 0.2 0.5 1 5 ?_IBM_GMD | |
| Space Aliens...Cardigan 1.6 0.4 0.3 5 3 S60_AGT_GMD | |
| Space under Window 7.3 0.0 0.0 1 | |
| Spellbreaker 8.3 1.2 1.8 5 2 C_INF | |
| Spellcasting 101 7.0 1.0 1.2 1 x C_I | |
| Spellcasting 201 7.8 1.5 1.6 1 x C_I | |
| Spellcasting 301 7.5 1.4 1.5 1 x C_I | |
| Spider and Web 8.5 1.7 1.7 3 14F_INF_GMD | |
| SpiritWrak 6.7 1.3 1.1 2 9 F_INF_GMD | |
| Spur 7.2 1.4 1.2 1 9 F_HUG_GMD | |
| Starcross 7.0 1.1 1.3 5 1 C_INF | |
| Stationfall 7.6 1.6 1.6 5 5 C_INF | |
| Stiffy - MiSTing 4.2 0.1 0.1 1 | |
| Sunset Over Savannah 8.3 1.3 1.5 1 13 F_INF_GMD | |
| Suspect 5.8 1.2 1.0 3 4 C_INF | |
| Suspended 7.2 1.3 1.3 5 8 C_INF | |
| Tapestry 6.9 1.2 0.7 2 14F_INF_GMD | |
| Tempest 5.6 1.0 0.6 1 13 F_INF_GMD | |
| Theatre 7.0 1.1 1.3 5 6 F_INF_GMD | |
| TimeQuest 8.6 1.5 1.8 1 x C_I | |
| TimeSquared 4.3 1.1 1.1 1 x F_AGT_GMD | |
| Toonesia 6.4 1.2 1.3 4 7 F_TAD_GMD | |
| Tossed into Space 3.9 0.2 0.6 1 4 F_AGT_GMD | |
| Travels in Land of Erden 6.2 1.5 1.5 1 | |
| Treasure.Zip 3 S20_IBM_GMD | |
| Trinity 8.6 1.3 1.7 11 1, 2 C_INF | |
| Tryst of Fate 7.1 1.4 1.3 1 | |
| Tube Trouble 3.3 0.5 0.4 1 F_INF_GMD | |
| Uncle Zebulon's Will 7.1 0.9 1.4 8 7 F_TAD_GMD | |
| Undertow 5.2 1.0 0.8 1 F_TAD_GMD | |
| Undo 1.9 0.1 0.4 2 7 F_TAD_GMD | |
| Unnkulian One-Half 7.0 1.2 1.6 7 1 F_TAD_GMD | |
| Unnkulian Unventure 1 7.1 1.2 1.6 6 1, 2 F_TAD_GMD | |
| Unnkulian Unventure 2 7.2 1.4 1.5 4 1 F_TAD_GMD | |
| Unnkulian Zero 9.0 1 1 F_TAD_GMD | |
| Veritas 7.9 1.6 1.7 1 | |
| Waystation 5.7 0.7 0.9 2 9 F_TAD_GMD | |
| Wearing the Claw 6.8 1.1 1.1 2 F_INF_GMD | |
| Wedding 8.0 1.7 1.6 1 | |
| Wishbringer 7.4 1.4 1.3 7 5, 6 C_INF | |
| Witness 6.9 1.6 1.2 7 1,3,9 C_INF | |
| Wonderland 7.5 1.3 1.4 1 x C_I | |
| World 6.5 0.6 1.3 2 4 F_SEE REVIEW | |
| Zanfar 2.6 0.2 0.4 1 8 F_AGT_GMD | |
| Zero Sum Game 7.5 1.7 1.2 1 13 F_INF_GMD | |
| Zork 0 6.3 1.1 1.4 5 14C_INF | |
| Zork 1 6.3 0.8 1.5 12 1, 2 C_INF | |
| Zork 2 6.5 0.8 1.5 8 1, 2 C_INF | |
| Zork 3 6.1 0.7 1.4 6 1, 2 C_INF | |
| Zork Undisc. Undergr. 6.5 1.0 1.2 1 14 F_INF | |
| If you've voted, but haven't seen any change in the scores above, | |
| please note that I've received a few votes which haven't yet been | |
| entered into the score list. They will appear in time for the next | |
| issue. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| The Top Five: | |
| A game is not eligible for the Top Five unless it has received at | |
| least three ratings from different readers. This is to ensure a more | |
| democratic and accurate depiction of the best games. | |
| There are no changes in the top five list since the last issue: | |
| 1. So Far 8.7 4 votes | |
| 2. Trinity 8.6 11 votes | |
| 3. Christminster 8.6 6 votes | |
| 4. Spider and Web 8.5 3 votes | |
| 5. Curses 8.4 9 votes | |
| CLOSING REMARKS ------------------------------------------------------------- | |
| I really hope that you won't have to wait as long for the next issue | |
| as for this one. There are lots of interesting games out there to | |
| review, so keep the reviews coming! We also hope to cover the first IF | |
| Art Show in the next issue. | |
| Until the next issue: Happy Adventuring! | |
| ----------------------------------------------------------------------------- | |
| Thank you for helping to keep text adventures alive! | |
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