| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE # 19 -- 1999 IF Competition Special | |
| Edited by Paul O'Brian (obrian SP@G colorado.edu) | |
| January 14, 2000 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #19 is copyright (c) 2000 by Paul O'Brian. | |
| 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 ----------------------------------------------------- | |
| Beat The Devil | |
| Chicks Dig Jerks | |
| A Day for Soft Food | |
| Erehwon | |
| Exhibition | |
| For a Change | |
| Halothane | |
| Hunter, In Darkness | |
| Jacks or Better to Murder, Aces to Win | |
| King Arthur's Night Out | |
| Lomalow | |
| A Moment of Hope | |
| On the Farm | |
| Pass The Banana | |
| Six Stories | |
| Stone Cell | |
| Winter Wonderland | |
| + interviews with Laura A. Knauth and Dan Schmidt | |
| EDITORIAL------------------------------------------------------------------ | |
| Man, I love the annual IF competition. Every year at the beginning of | |
| October, it's like Christmas is coming early. I get so excited when I | |
| download that big file, unzip all those games into their directories, | |
| and fire up the magic randomizer that tells me what present I get to | |
| open first. As it turns out, the Christmas metaphor is a very apt one | |
| for this year's competition, since the winning game was Laura A. | |
| Knauth's holiday-themed "Winter Wonderland." It was followed closely by | |
| Dan Schmidt's surreal "For A Change" and Neil K. Guy's multimedia | |
| showcase, "Six Stories." | |
| The top several games may have had very little in common with each | |
| other, but I still think that there was a trend to this year's | |
| competition. Those of you who've read my Comp99 reviews probably know | |
| what I'm talking about. (By the way, speaking of those reviews, you | |
| won't find any of them in this issue. When SPAG was under the editorship | |
| of Magnus Olsson, he was kind enough to publish some of my competition | |
| reviews, but now that I'm the editor, I'm choosing not to publish any of | |
| my own reviews in SPAG. Readers of the zine will get more than enough of | |
| me in the Editorial and News sections, and I don't wish to turn the | |
| Reviews section into my own little vanity press.) | |
| Getting back to the topic from which I seem to have strayed, I did feel | |
| that there was a noticeable trend among many of the 1999 competition | |
| games: lack of interactivity. Some games restricted player choices | |
| drastically, some presented highly linear plots and offered few | |
| opportunities to step outside the walkthrough, some were so buggy that | |
| players had no choice but to stick to the walkthrough, and one even | |
| flat-out ignored player input for a number of turns. I'm not trying to | |
| claim that every Comp99 game had a low level of interactivity, but | |
| enough did that I feel the topic deserves some examination. | |
| It's obvious enough that the main difference between interactive fiction | |
| and conventional fiction (like, you know, books) is interactivity. What | |
| isn't so obvious is what form that interactivity can or should take, and | |
| what values to attach to the kinds and degrees of interactivity. After | |
| all, even a book is somewhat interactive; you can't just stare at a book | |
| and expect to be told a story -- you must pick it up, turn the pages, | |
| read the words, and put it down when you're finished. One of this year's | |
| entries, Life on Beal Street, offered a similar level of interactivity: | |
| it would output a paragraph, then ask the player whether to output | |
| another paragraph, or quit. The thing that distinguished the game from a | |
| simple chapbook of paragraphs was that the chunks of writing were | |
| selected randomly by the computer, creating an effect similar to drawing | |
| paragraphs out of a hat (or a series of hats, to be more precise). | |
| Perhaps what we need is a new term: Computer Assisted Fiction, or | |
| Computer Enhanced Fiction, or some such. Life on Beal Street couldn't | |
| really be called interactive in any meaningful sense of the word, but | |
| it was also a kind of fiction which the computer made far more | |
| manageable than physical pieces of paper would have been. Even the most | |
| drastically non-interactive games from this year's competition would | |
| have been quite difficult to deliver in book form. What many of them | |
| (the non-buggy ones) did, in fact, was in the best tradition of | |
| experimentation: they took the traditional text adventure and tweaked it | |
| to their own purposes, emphasizing some aspects and downplaying (or | |
| removing) others. | |
| The big question, of course, is: is it good? Can interactive fiction | |
| still be a fun or artistically affecting experience with the | |
| interactivity drastically reduced? The answer, as in so many fields of | |
| artistic endeavor, is: sometimes yes, sometimes no. Recent works like | |
| Sam Barlow's Aisle (reviewed last issue) and those in the IF Art Shows | |
| have demonstrated that IF need not follow the typical Infocom format in | |
| order to be worth a reader's time. In fact, one could argue that the | |
| boulder that started this landslide was Adam Cadre's Photopia, a game | |
| which reduced interactivity significantly but which was, by consensus | |
| opinion, highly successful. The important thing, it would seem, is to be | |
| as conscious as possible of the choices you're making in crafting your | |
| piece of IF, to set up our expectations so that we won't be disappointed | |
| by your deviation from the norm, and, of course, to write and design | |
| well. Seen in this light, IF doesn't look very different from most other | |
| forms of literature. | |
| NEWS ---------------------------------------------------------------------- | |
| COMPETITION RESULTS | |
| The 1999 IF competition was a great ride, as usual. Thanks and hosannas | |
| are due to Stephen Granade, who did a marvelous job of organizing the | |
| competition this year, and even put together t-shirts to commemorate the | |
| occasion. Several outstanding games were produced, and lots of very | |
| interesting and innovative work was done. SPAG's reviewers will be | |
| taking a closer look at many of the competition games a little later on | |
| this issue, but before we do that, here's the full listing of all | |
| entrants to the 99 comp and where they placed: | |
| 1. Winter Wonderland Laura A. Knauth | |
| 2. For A Change Dan Schmidt | |
| 3. Six Stories Neil K. Guy | |
| 4. A Day for Soft Food Tod Levi | |
| 5. Exhibition Ian Finley | |
| 6. Halothane Quentin.D.Thompson | |
| 7. On the Farm Lenny Pitts | |
| 8. Hunter, In Darkness Andrew Plotkin | |
| 9. Beat the Devil Robert M. Camisa | |
| 10. Jacks or Better to Murder, Aces to Win J. D. Berry | |
| 11. Erehwon Richard Litherland | |
| 12. Lunatix: The Insanity Circle Mike Snyder | |
| 13. Bliss Cameron Wilkin | |
| 14. Stone Cell Stephen Kodat | |
| 15. Four Seconds Jason Reigstad | |
| 16. The HeBGB Horror! Eric Mayer | |
| 17. Only After Dark Gunther Schmidl | |
| 18. A Moment of Hope Simmon Keith | |
| 19. Chaos Shay Caron | |
| 20. Strangers in the Night Rich Pizor | |
| 21. Lomalow Brendan Barnwell | |
| 22. King Arthur's Night Out Mikko Vuorinen | |
| 23. Calliope Jason McIntosh | |
| 24. Music Education Bill Linney | |
| 25. Spodgeville Murphy and The Jewelled | |
| Eye of Wossname David Fillmore | |
| 26. Life on Beal Street Ian Finley | |
| 27. Remembrance Casey Tait | |
| 28. Thorfinn's Realm Roy Main & Robert Hall | |
| 29. Death to my Enemies Jon Blask | |
| Water Bird, The Athan Skelley | |
| 31. Chicks Dig Jerks Robb Sherwin | |
| 32. SNOSAE R. Dale McDaniel | |
| 33. Pass the Banana Admiral Jota | |
| 34. Outsided Chad Elliot | |
| 35. L.U.D.I.T.E. Rybread Celsius | |
| 36. Guard Duty Jason F. Finx | |
| 37. Skyranch Jack Driscoll | |
| THEY DIDN'T WORK THEN, BUT THEY WORK NOW | |
| A couple of the games that placed towards the bottom, Guard Duty and The | |
| Water Bird, weren't there because they were poorly written or badly | |
| designed, but because their competition versions had bugs which rendered | |
| them unplayable. Happily, both games have been updated and their game- | |
| killing bugs eliminated. They're both worth a look -- but remember to | |
| look for the updated version! | |
| BUT WAIT, THERE'S MORE! | |
| Not only did the competition treat us to an avalanche of new games, but | |
| a number of excellent new works of IF have made their debut independent | |
| of the comp. Since the last issue of SPAG, a wealth of new games have | |
| been published, including the following titles, listed roughly in order | |
| of release: | |
| * Break-in & The Mulldoon Legacy by Jon Ingold | |
| * Winchester's Nightmare by Nick Montfort | |
| * Not Just an Ordinary Ballerina by Jim Aikin | |
| * Inheritance by Eric J. Toth | |
| * Deephome by Joshua Wise | |
| * Worlds Apart by Suzanne Britton | |
| * The Frenetic Five vs. Mr. Redundancy Man by Neil DeMause | |
| * Inform School by Bill Shlaer | |
| * Common Ground by Stephen Granade | |
| * A Simple Theft, by Mark Musante | |
| * 9:05 by Adam Cadre | |
| This particular issue of SPAG is dedicated to the competition, but I | |
| strongly encourage all our readers to check out non-competition games as | |
| well. Many of these games are larger, more intricate, and more polished | |
| than the average competition game, and they deserve as much attention as | |
| the comp games get as a matter of course. | |
| HEY! LOOK OVER HERE! NON-COMPETITION GAMES! | |
| In fact, there has been a great deal of discussion on the IF newsgroups | |
| lately of how to ensure that non-competition games get the attention | |
| they deserve, and a few ambitious members of the IF community have | |
| decided to do something about it. Lucian Smith has just announced the IF | |
| Book Club (http://textfire.com/bookclub/), whose agenda will be to | |
| select roughly one game per month and encourage people to play that | |
| game, discuss it on rec.games.int-fiction, and generally give it the | |
| attention it deserves. The Club will focus on games that have gotten | |
| short shrift for attention in the past, starting with January's entry, | |
| Stephen Granade's surreal odyssey "Losing Your Grip." Incidentally, I | |
| encourage anyone who writes a review of an IF book club game to submit | |
| that review to SPAG, preferably without posting it on rgif as well (I've | |
| gotta have *some* original content!) Speaking of reviews, the second | |
| branch of non-comp attention has been undertaken by the IF Review | |
| Conspiracy (http://www.textfire.com/ifreview.html), which is being run | |
| by Marnie Parker, Stephen Granade, and SPAG stalwart Duncan Stevens. The | |
| Conspiracy's aim will be to match new games with reviewers -- authors | |
| submit their newly released game and the Conspirators will make sure | |
| that it gets reviewed and the review posted to rgif. And as long as I'm | |
| exhorting people to write reviews, let me suggest that if you're a | |
| reviewer with the Conspiracy and you have something to say about a game | |
| that *wasn't* assigned to you for review, why not write your own review | |
| and submit it to SPAG? Hint, hint. | |
| ACHETON? GESUNDHEIT! | |
| If you're an American, the word "Topologika" probably holds little | |
| meaning for you, but if you're from the UK, you may well recognize it as the | |
| name of a company that produced such grand text adventures as Acheton | |
| and Philosopher's Quest. Now, thanks to the hard work of Gunther | |
| Schmidl, Brian Kerslake, and the original game authors, DOS versions of | |
| all the Topologika games have been released as freeware. They reside in | |
| the IF archive at ftp://ftp.gmd.de/if-archive/phoenix/games/pc -- I | |
| encourage you to check them out, and hey, why not review one for SPAG? | |
| >OOPS GAMES | |
| Several people have pointed out a typo in the last issue of SPAG -- in | |
| the URL provided for Varicella, the word "ganes" is incorrectly | |
| substituted for the word "games". I sincerely hope that this little typo | |
| didn't cause problems for anybody who wanted to download Varicella, | |
| because the gane is definitely worth your tine. | |
| REVIEW, REVIEW, WE WANT YOU! | |
| By this time, you've probably recognized that a recurring theme to this | |
| news section is my insatiable desire for new reviews, so it's only | |
| fitting that we end with the SPAG 10 Most Wanted list. This time around, | |
| the list is dominated by newly released games. It's been a very happy | |
| holiday season for Interactive Fiction fans, and you can make the first | |
| part of 2000 even happier (for me, anyway) by submitting a review to | |
| SPAG. Of course I'm interested in reviews of any and all IF, but the | |
| following 10 games are high on my wish list: | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. Christminster | |
| 2. Common Ground | |
| 3. Deephome | |
| 4. Enemies | |
| 5. The Frenetic Five vs. Mr. Redundancy Man | |
| 6. Inheritance | |
| 7. The Mulldoon Legacy | |
| 8. Not Just an Ordinary Ballerina | |
| 9. Winchester's Nightmare | |
| 10. Worlds Apart | |
| INTERVIEWS----------------------------------------------------------------- | |
| For as long as the competition has existed, SPAG has been devoting a | |
| special annual issue to it. The competition issue of SPAG not only | |
| dedicates itself to featuring reviews of competition games from that | |
| year, but also has traditionally contained one or more interviews with | |
| authors whose games placed highly. I'm proud to continue that tradition | |
| this year with the following interviews. | |
| -=-=-=-=-Laura A. Knauth, author of "Winter Wonderland"-=-=-=-=-=-- | |
| SPAG: For starters, could you tell us a little about yourself? Who are | |
| you, what do you do for a living, and so forth? | |
| LK: Right now, I'm a graduate student in electrical engineering at | |
| Stanford University, but hopefully, I'll have my master's degree at the | |
| end of this quarter. I really enjoy a lot of variety in my life, but | |
| it's been sorely missed this past year because of how time consuming | |
| grad school has been. I'm looking forward to starting work at Intel in | |
| February as a circuit design engineer. | |
| SPAG: How did you first become introduced to IF? | |
| LK: I remember playing Zork briefly when I was very young and thought it | |
| was fantastic. When the Lost Treasures of Infocom came out, I saw it | |
| contained the Zork series, so I bought the collection and was hooked! | |
| SPAG: What sources, literary or otherwise, did you draw on to create the | |
| setting and creatures in "Winter Wonderland"? | |
| LK: When I saw the Annalee snow sprite doll (or 'frosty' elf doll as | |
| I've learned it's officially called) in a Christmas display two years | |
| ago, I immediately had an image of the snowy hills in Winter Wonderland | |
| with this little guy running around causing mischief. I knew then that I | |
| really wanted to create a piece of interactive fiction that included | |
| this character in that setting. I did my research on the Internet | |
| periodically for about a year, collecting information about the history | |
| of Christmas and reading lots of Christmas stories. The information I | |
| found motivated some of the puzzles and added more relevant details. It | |
| took me a much longer time than usual to hash out all of the characters, | |
| settings, and puzzles until I worked out the final version. But when I | |
| finally had some time to code the game last summer, I don't think I | |
| changed a thing from that plan. | |
| SPAG: I see from your web page (http://www.stanford.edu/~lknauth/) that | |
| chief among your many interests is photography. How did your sense of | |
| visual composition inform the creation of this game? | |
| LK: I think my interest in photography actually runs in parallel with my | |
| interest in writing IF. I think both are an attempt to make tangible the | |
| images I see in my mind. | |
| SPAG: You've been one of the most consistent contributors to the IF | |
| competition. What is it about the competition that catches your | |
| interest? | |
| LK: Well, nothing motivates like a deadline. ;) Actually, entering Erden | |
| into the competition was more of a coincidence in timing. And after | |
| seeing the comments posted to the newsgroup, I had no intention of ever | |
| entering the competition again. I thought my interests in IF were just | |
| too different from the emphasis of the competition (I like huge games | |
| with big maps). After I gave it some time though, I realized that I did | |
| have a couple of ideas that would fit into the realm of competition | |
| games, and so I pursued them. | |
| SPAG: Having received feedback, is there anything you would change about | |
| your game? | |
| LK: I wouldn't change anything significantly. I'm actually very | |
| satisfied with how it turned out! I do plan to release a second version | |
| fixing up some of the little bugs that have been found, and I will | |
| remove the line of code that turns on all direction indicators of the | |
| compass rose in the ice floes, but that's about all. | |
| SPAG: You mentioned in a newsgroup post that "Winter Wonderland" was a | |
| fusion of the best elements from your previous two efforts, "Travels in | |
| the Land of Erden" and "Trapped in a One-Room Dilly," and I think many | |
| reviewers felt the same way. Having successfully achieved this synthesis | |
| and reached the pinnacle of the competition, what's next? Do you plan to | |
| write any more IF? | |
| LK: I think I know now what elements are needed to create a piece of | |
| interactive fiction that the majority of people will like. However, I | |
| love playing games like Beyond Zork and Zork Zero, and those just don't | |
| mesh with the competition. I've been wanting to write a sequel to Erden | |
| for a while now, so if I did have the time to write another piece of IF, | |
| it would probably be a longer one that I'd just announce to the | |
| newsgroup whenever I finished. | |
| SPAG: Some people have found it noteworthy that only one woman entered | |
| the competition, and that the gender balance in the IF community on the | |
| whole seems be heavily skewed towards males. What are your thoughts on | |
| this? | |
| LK: I would suspect this dynamic stems more from society than the | |
| particulars of the IF community. Up until about a month before I started | |
| my undergraduate studies, I didn't know engineering was a viable option | |
| for me, and up until about four years ago, I didn't realize that I could | |
| author my own IF game, or I would have attempted it much sooner. You | |
| have to know something's possible before you can plan to do it, and I | |
| think many women don't even know what options they actually have. | |
| SPAG: What did you think about this year's competition? Any favorite | |
| games? | |
| LK: Well, I liked how it turned out. ;) Unfortunately, this quarter of | |
| graduate school has been a particularly vicious time drain. It's been | |
| difficult even keeping up basic essentials. I've seen a lot of great | |
| reviews for many of the games and hope to enjoy many of them over the | |
| holidays. | |
| SPAG: Any advice you'd care to offer for prospective competition | |
| entrants? | |
| LK: As far as writing games is concerned, I've made it my policy to | |
| write games that I would like to play myself. So however the game is | |
| reviewed, I feel like I've created something worthwhile. As far as | |
| dealing with feedback, I'd recommend trying to glean whatever useful | |
| information you can out of the review even though it may not be the same | |
| information the reviewer intended. Use what works for you! The two | |
| adjustments I've made over the years of entering competition games are | |
| to structure the game so the impatient are more likely to keep playing, | |
| and to pay equal attention to puzzles and plot. Most importantly though | |
| is motivation. Commit to finishing the game, work out a feasible time | |
| table, and start writing! | |
| -=-=-=-=-=-=-Dan Schmidt, author of "For A Change"-=-=-=-=-=-=-=- | |
| SPAG: For starters, could you tell us a little about yourself? Who are | |
| you, what do you do for a living, and so forth? | |
| DS: I'm 30 years old and live in Cambridge, Massachusetts; I have | |
| degrees in computer science and music composition. For my first six | |
| years after college I worked at Looking Glass Technologies (now Studios) | |
| writing and designing computer games, and since then I've been at | |
| another startup, Harmonix Music Systems, writing music software for | |
| non-musicians. | |
| Other interests include singing, playing guitar, and writing songs for a | |
| rock band, Honest Bob and the Factory-to-Dealer Incentives; playing in a | |
| Balinese gamelan; playing Go and chess; and reading a lot. | |
| SPAG: How did you first become introduced to IF? | |
| DS: I think I played the mainframe Zork a little when I was ten or so | |
| while visiting my mother, who was teaching college. I also remember | |
| reading an article in Creative Computing about the Zork parser and | |
| thinking it was the coolest thing ever. I played around a dozen Infocom | |
| games in high school (and actually bought around half of them!) -- my | |
| favorites were Deadline and Planetfall. | |
| In 1993 or so, a coworker brought his copy of TADS into work; I browsed | |
| through the manual and was very impressed. I've been hanging around the | |
| newsgroups and fooling around with IF off and on since then, but For A | |
| Change is the first game I've actually finished. | |
| SPAG: You've worked professionally on some commercial graphical games, | |
| such as Ultima Underworld. How does the creation process for games like | |
| that compare to writing IF? | |
| DS: Well, the main difference is that there are a lot of people working | |
| on them at once. In Underworld, we had a core programming/designing team | |
| of three people, and we had a remarkable synergy, considering. In later | |
| games we had bigger teams, which made the ad hoc sort of design we used | |
| to do more difficult. | |
| The creation process for our games was actually rather anarchic, | |
| considering that we were doing it for a living. We'd have a basic idea | |
| of what kind of game we were making, implement a bit of it, and then see | |
| what additional ideas that gave us. It didn't make for a very | |
| predictable release schedule, which was a problem on the business side, | |
| but we were able to do a lot of creative things. | |
| When you write a game by yourself, you're responsible for every last | |
| thing, and that can be a bit wearying. But it is very nice to release | |
| something and say that you did it all yourself, one hundred percent. | |
| SPAG: On a similar line, I know you're in a band called Honest Bob and | |
| the Factory-to-Dealer Incentives. How does the creative process of | |
| musicianship compare to writing IF? How about songwriting? | |
| DS: It's nothing like it at all. I mean, I guess there are some general | |
| similarities, like trying something out and then playing around with it | |
| until it works, but that's so vague as to be useless. | |
| I write songs by letting melodies and chord changes infiltrate my head | |
| while I'm walking to work; eventually I bite the bullet and finish up | |
| the lyrics. I rarely really have to work at it. Writing IF is a much | |
| more deliberate process for me. It's a computer program, so you have to | |
| get every last thing right. Also, it's much harder to see a project | |
| through to the end when it's a text adventure with lots of | |
| interactivity, rather than a three minute song! | |
| SPAG: You mention a couple of books in the author's notes to "For A | |
| Change": Ben Marcus' THE AGE OF WIRE AND STRING and Gene Wolfe's BOOK OF | |
| THE NEW SUN. How did these literary sources influence you, and did you | |
| draw on any other sources of inspiration to create the game? | |
| DS: I had been wanting to write a game with weird language for a long | |
| time. Partly this is because I don't trust myself to write memorably | |
| enough in a normal vein; writing in a strange style evades that issue | |
| entirely. | |
| When I encountered THE AGE OF WIRE AND STRING, I knew it was pointing in | |
| the right direction. It uses regular words but in an entirely oblique | |
| way. The difficult thing was trying to translate that sort of experience | |
| into an adventure game, where it's generally very important to | |
| communicate precise information to the player. I'll talk a bit more | |
| about that in answer to the next question. | |
| THE BOOK OF THE NEW SUN was mostly useful as validation, as I read it | |
| very late in the process of creating For A Change. It uses many odd | |
| (generally archaic English) words and expects you to figure out along | |
| the way what they refer to. It's a bit different from my technique, | |
| since in many cases I tried to do away entirely with referring to a | |
| specific concrete thing. Again, more about that in a bit. | |
| One standard creative inspiration is the CODEX SERAPHINIANUS, which is | |
| effectively an illustrated alien encyclopedia, written in alien. I could | |
| easily imagine the handlefish and the songlantern existing in there | |
| somewhere. | |
| SPAG: Did you use any special technique to come up with the off-kilter | |
| language in "For A Change"? I would think it must have been very hard to | |
| maintain that slightly alien mindset. | |
| DS: Suzanne Skinner, in her review, said, "They're the sort of notions | |
| that normally strike one early in the morning, just after awakening from | |
| a dream, and then evaporate before they can be written down," and she | |
| pretty much got it exactly right. I basically tried to catch groups of | |
| words that went through my head when it was most empty. Then I'd say, | |
| "Okay, 'songlantern', what can I do with that?" | |
| So that's how a lot of the nouns worked. For descriptive language, where | |
| I couldn't be completely mysterious because it would leave the player | |
| without a clue, I mostly tried to keep one step of metaphorical distance | |
| from whatever I was describing. So if something was rising, I'd instead | |
| say it was getting larger, or gaining, or something. | |
| Then there's language which isn't just skewed but has passed the point | |
| of being referential in any meaningful way: | |
| The toolman is bright and misty. Thoughts and | |
| uses hang from his shoulders like birds. | |
| The point is not for the player to try to break the code of the text so | |
| he can understand what's actually being referred to; it's to make the | |
| text BE the world, in some way. You can meaningfully interact with that | |
| description without being forced to reduce it to some particular weird | |
| object that's being described in a particular weird way, just by taking | |
| in all the words themselves and savoring their connotations. Okay, | |
| that's unbearably pretentious, but that's the idea. | |
| The problem with that is that it fights pretty hard against a lot of | |
| adventure game axioms; how is the player supposed to be able to figure | |
| out how to do anything when she has no idea what the world is really | |
| like? What I tried to do was describe important things more clearly, or | |
| at least the important aspects of the important things. So when you look | |
| at the model landscape, for example, you understand what's actually | |
| going on there; you don't have to do much decoding. But I don't know how | |
| many people got hung up trying to do something with the toolman's | |
| thoughts and uses. One of the things I am proud of is that it turned out | |
| to be a playable adventure game, in the end; and a nice synergy between | |
| the language and the game emerged, in a way I hadn't totally expected. | |
| The guidebook also helped a lot. Ben Marcus' book has a glossary, but it | |
| serves more to further confuse than to explicate. The guidebook was a | |
| way to get across specific information about the world without being | |
| heavy-handed about it. It's a standard IF technique, of course, and I | |
| think it generally works very well. | |
| Some of the text was directly written as you see it; a few times I | |
| roughed out areas with normal English and then weirdified it later. I | |
| think the former technique worked much better. | |
| I had to cut back a bit on the weird language in some places. For | |
| example, darkness was originally described without any reference to the | |
| lack of light; it was described as the lack of thought, thought and | |
| light being somewhat synonymous in the game's world. But that just | |
| confused the hell out of people, so I had to take it out. | |
| One other thing: I tried to avoid forcing the player to be surprised at | |
| anything. One way to approach describing this sort of world is to say, | |
| "Hey, it's a lantern, and it's SINGING! Holy crap! What a weird thing! | |
| Let's call it a songlantern!" Instead, everything was described in an | |
| even tone, as if the player character was not surprised to see it, even | |
| if the player was. In fact, the player character already knows it's | |
| called a songlantern, arguably; it's the player who has to figure out | |
| what that really means. I think that helped to maintain the dreamlike | |
| quality of the game. | |
| SPAG: I know that some people find text games rough going, and I'd | |
| imagine that they'd find a game like "For A Change" even tougher, since | |
| a translation process needs to occur to understand the language itself, | |
| let alone the interface. Did you try to account for this by adjusting | |
| the interface, or did you aim the game specifically at IF veterans? | |
| DS: I'm not sure what you mean by the interface. | |
| The game does assume you're familiar with IF, just as a postmodern novel | |
| assumes you're familiar with the things it's referencing. I didn't | |
| include a 'How to play interactive fiction' section in the help menu, | |
| for example. I pretty quickly decided that it wasn't going to work well | |
| as someone's first introduction to IF, so I didn't bother trying. There | |
| are other plenty of other games which are good for that. | |
| I was expecting that a lot of people would just not enjoy it at all; | |
| that to them, the language would just be a bother. I was pleasantly | |
| surprised to find that a lot of reviews said things like, "After five | |
| minutes, I thought I was going to hate it, but it turned out to be | |
| pretty cool." So in that respect I guess it wasn't as difficult as I | |
| might have feared. | |
| SPAG: Do you plan to write more IF in the future? | |
| DS: I'd like to, but I have difficulty coming up with plots or puzzles. | |
| I have this phobia of using 'standard' puzzles, which means that it | |
| takes forever for me to come up with puzzles that are original. I have | |
| to learn that not all the puzzles in a game have to be incredibly new. | |
| I tend to be rather constipated in everything I produce, not daring to | |
| release anything unless it's perfect, and the SpeedIF sessions on the | |
| ifMUD have helped me with that. It's liberating to be given a time limit | |
| of 90 minutes to write a whole game; it obviates the need to get | |
| everything exactly right. | |
| I did write a game for the 1997 competition that I discarded during beta | |
| because it was kind of stupid. Then I accidentally wiped the source off | |
| my hard drive last year, so it's not coming back. The endgame puzzle | |
| involved being chased by an old man with an axe while having no items in | |
| your inventory except a roll of Mentos... it was that sort of game. | |
| I have a few ideas, so I imagine one of them will turn into something. I | |
| have difficulty believing that I have the willpower to produce anything | |
| bigger than comp-sized, though. | |
| SPAG: What did you think about this year's competition? Any favorite | |
| games? | |
| DS: Well, my reviews and scores are on record. [On Dan's web page at | |
| http://http://www.dfan.org/IF/comp99.html --PO] I thought that Hunter, | |
| In Darkness was clearly the best game of the competition. It just oozed | |
| class. And blood. Having just spent a few months trying to get every | |
| last detail of my own game exactly right, I was able to appreciate a lot | |
| of subtle things in it: the way it responded to almost everything you | |
| typed at it, the gentle subliminal pushes towards the puzzles' | |
| solutions. | |
| It seems to be the general consensus that this was a down year for the | |
| competition, but this was the first year that I've played all the games, | |
| so I can't really make a comparison. | |
| SPAG: Any advice you'd care to offer for prospective competition entrants? | |
| DS: All I could do is tell them things they know already. Start early. | |
| If your spelling isn't so great, use a spell-checker. If your grammar | |
| isn't so great, get a proofreader. Do a lot of testing. Keep a record of | |
| what you do. Use source control. | |
| That's about it. It's not like I'm some IF expert; I've only written one | |
| game. | |
| 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. | |
| If you choose, you may also provide scores for the games you review, as | |
| explained in the SPAG FAQ. 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://www.sparkynet.com/spag | |
| REVIEWS ------------------------------------------------------------------- | |
| From: Francesco Bova <fbova SP@G pangea.ca> | |
| NAME: Beat the Devil | |
| AUTHOR: Robert M. Camisa | |
| EMAIL: bredon SP@G hotmail.com | |
| DATE: September 1999 | |
| PARSER: Inform | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition99/inform/btd2 | |
| Recipe for a slice of tried and true IF: | |
| 5 parts Perdition's Flames | |
| 4 parts John's Fire Witch (or substitute with Sins Against Mimesis) | |
| 1 part Leather Goddesses of Phobos | |
| Mix well with some solid writing and logical, if not difficult, puzzles | |
| and you'll wind up with the '99 IFCOMP entry Beat The Devil (BTD). | |
| BTD was one of the better games written for this year's comp. The | |
| premise: The PC, after a long night of drinking, finds he's signed an | |
| agreement with the Devil in exchange for the affections of a certain | |
| girl. The wager has also landed him in Hell and in order to return back | |
| home, he must defeat Lucifer's lieutenants (the 7 deadly sins). Also, | |
| Hell turns out to be a shopping mall (as opposed to an unforgiving | |
| purgatory) with demon clerks, ATMs, change rooms, and fitness centers. | |
| The game flows quite logically and solving one puzzle will often give | |
| you an object or some information that you need to solve another. The | |
| geography is, well... I guess very mall-like, which is entirely | |
| appropriate for the game, and most of the generic shopping center | |
| conventions are accounted for (movie theatre, food court, gym, etc.). | |
| The author makes good use of the geography (although once you've solved | |
| a puzzle in an area, you'll probably never have to visit it again), and | |
| the 7 deadly sins are all appropriately placed near areas that are | |
| related to their particular vices. | |
| The puzzles are of medium difficulty and you'll find yourself stumped | |
| quite infrequently. The writing is good and comical with few spelling | |
| mistakes, and there's only a few irrelevant bugs (most are cosmetic). | |
| There's really not too much to complain about here. The whole thing | |
| holds together very nicely. | |
| That's why it felt so odd feeling completely unsatisfied once I'd | |
| finished it. | |
| I was puzzled at first without realizing why, until I played BTD a | |
| second time for this review. The reason for my dissatisfaction was that | |
| I'd seen almost every element in the game somewhere before. Almost | |
| everything from the setting, to the PC's goals, to a few of the game's | |
| items had been lifted (granted this may have been done inadvertently or | |
| unknowingly) from one piece of IF or another. | |
| Let's start with having a modern day Hell as the setting for a game. I'm | |
| sure many players thought this was a novel idea when they first played | |
| BTD, but the truth is, it's not. This game concept had actually been | |
| used before (and with much brighter strokes) in Michael Roberts' game | |
| Perdition's Flames. To be fair, Perdition's Flames was a much bigger | |
| game (not comp-sized for sure) and I think commercially released at one | |
| point. Still, there was a shopping element to Perdition's that was done | |
| rather well and BTD didn't really offer anything over the top or | |
| incredibly novel in its layout. | |
| Similarly, the goal of the game (defeat the 7 deadly sins), has not only | |
| been used before (John's Fire Witch), but has also been copied by a | |
| previous Comp game (Sins against Mimesis)! It's true that BTD requires | |
| the player to defeat the sins as opposed to collect or perform them (the | |
| goals of both Fire Witch and Sins), but some scenes in BTD seem just a | |
| little too similar to the aforementioned games (compare the scenes | |
| involving 'Envy' in both Fire Witch and BTD). What's more (irrespective | |
| of whose game came first), John's Fire Witch felt just a bit tighter in | |
| terms of game design and it left me wanting a bit while playing BTD. | |
| The game's objects and puzzles were by and large original and I think | |
| probably the best part of the game. There was still one object that sort | |
| of irked me, however. BTD's 'un-un' machine had a lot of potential, but | |
| alas, it remained unrealized. The machine removes the letters 'un' when | |
| they are present in any object and is comparable to the Leather Goddess | |
| of Phobos' 'T-remover' machine which worked similarly on objects that | |
| possessed the letter T. Again, it was a good attempt at something novel | |
| but unfortunately it didn't stand up to the original. The problem was | |
| that the 'un-un' machine could only be used on less than a handful of | |
| objects. To make matters less interesting, the few items that the | |
| machine would accept were each puzzle-related. In contrast, The | |
| T-machine in Phobos (which I think was programmed a bit better because | |
| it actually took the letter 'T' out of an existing piece of text; even | |
| if the resulting word made no sense), had tons of hilarious applications | |
| (coon balls anyone?) and only one that affected any of the game's | |
| puzzles. I realize that Phobos was a considerably larger game, but even | |
| in BTD, there was at least one other object (that I found anyway) | |
| outside of the puzzle-related ones that contained 'un'. When I tried to | |
| use the machine with this object, it indicated that the machine only | |
| worked on objects that began with 'un'; not ones that merely contained | |
| it. By defining the parameters for the machine so narrowly, it pretty | |
| much railroaded the player into inserting only the puzzle-related | |
| objects. The machine served its purpose for sure, but it really wasn't | |
| as much fun as it could have been. It's not a big deal (certainly not | |
| worth a paragraph's attention), but it's those small touches that make | |
| the difference between good games and great games. | |
| I don't know, maybe I'm being overly harsh here because the games I'm | |
| comparing BTD to were much bigger and their authors didn't have to worry | |
| about the two-hour time limit that the IF Comp imposes. They could | |
| therefore expand a bit more on their themes, plot, puzzles, etc.. Still, | |
| I think if you're going to copy someone else's material (which I have no | |
| problem with whatsoever), the goal should be to try and improve | |
| significantly on the previous work or spoof the heck out of it. I'm not | |
| sure if BTD does either. | |
| If you've never played any of the games listed in the recipe at the | |
| beginning of this review, then I would definitely recommend Beat The | |
| Devil. If you have played those games, then I guess I would probably | |
| still recommend it, with some reservations. Like I mentioned in the | |
| opening, the puzzles are logical, and the writing and storyline have | |
| good flow. As a stand-alone piece of IF it's very solid. Unfortunately, | |
| as soon as you take the games that preceded it into consideration, it | |
| pales a bit in comparison. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Adam Cadre <ac SP@G adamcadre.ac> | |
| NAME: Chicks Dig Jerks | |
| AUTHOR: Robb Sherwin | |
| EMAIL: robb_sherwin SP@G juno.com | |
| DATE: September 1999 | |
| PARSER: Inform | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition99/inform/chix | |
| Um. | |
| So, does anyone disagree that this game contains the best writing of any | |
| game in the comp? Oh, you do? Hrm. Well, I think you're wrong. See, I'm | |
| not talking about the oh-so-very-hip ranting patter, or the universe of | |
| next year's slang, but rather about the frequent turns of phrase that | |
| make you say, "Yes! See, this is why language was invented." I'm talking | |
| about strings of words that are: (a) new, never before seen by either | |
| myself or Ezra Pound; (b) interesting, containing words one wouldn't | |
| expect to see together, yet which somehow match; and (c) evocative, | |
| creating a very precise mental image. Phrases like: | |
| * "bathed in a honeycomb" Bathing in honey is vaguely interesting as an | |
| image, but it brings to mind a marquise in the court of Louis XVI | |
| reading "Tales of Ribaldry"; bathing in a huge-ass honeycomb, on the | |
| other hand, is both fresher and more specific, beautiful in its own way | |
| yet bizarre enough to avoid becoming saccharine. | |
| * "chunks of desperate bride" "Bride" is a fairly charged word, and | |
| "desperate" is on the powerful side in its own right -- putting the two | |
| together is a nice afternoon's work, but sticking "chunks of" in front | |
| makes for an impressive coup de grace. And it even teaches some | |
| valuable life lessons: nothing jams up blender blades like pieces of | |
| Lisa. | |
| * "enough bad habits to poorly clothe every single nun on the continent" | |
| Without "poorly", this is lame. With it, it's freakin' hilarious. | |
| And yeah, as that last entry indicates, this is clearly someone who has | |
| the goods. Discipline can be learned; much harder to learn is precisely | |
| why "yellowjackets" is the only word that will work in a certain spot | |
| and "bees" or "hornets" just will not do. | |
| Sherwin also has his comedic chops down pat. The early line about the | |
| sneezing, the late line about getting out of bed in the morning... these | |
| are just a couple lines I'm finding randomly flipping through the TXD | |
| dump. There's one on every screen. Did I laugh, as with King Arthur? | |
| Nah. It's a different kind of comedy. The King Arthur brand I laugh at, | |
| then forget; this is the sort that makes me sort of pause and nod and | |
| think, "Hmm -- that's *really* funny. Have to remember that one." | |
| Moving outward, what about the game beyond sentence level? Here things | |
| aren't quite as strong. The instincts are good: combining disparate | |
| elements is usually a reasonably reliable formula for success. | |
| Graverobbers have been done; singles bars have been done; but | |
| graverobbers at singles bars? That's a new one (and a fricking *great* | |
| one.) I didn't even mind the left turn between the bar scene and the | |
| cemetery scene. But things do fall apart a bit after the bar scene draws | |
| to a close; the cutscene is just ridiculously overlong, and the sequence | |
| that follows is sort of a train wreck -- but hey, at least that implies | |
| the existence of a speeding train, rather than a Ford Aspire sputtering | |
| up a hill. And it is nice that so much of the game is character-based | |
| rather than centered around fixing air conditioners and such. The fact | |
| that the characters come off as characters rather than switch statements | |
| is an especially nice bonus. | |
| That said -- you can have all the talent in the world, and you're still | |
| not going to turn out anything more than promising slush unless you | |
| buckle down and acquire the discipline referred to earlier. I would have | |
| loved to give this game a ten, but the sad fact is that it's buggier | |
| than a corpse left out in a swamp for three days. I understand the time | |
| constraints of the comp, but still, weird time-loop bugs and | |
| unfinishable climaxes are just not the sort of things that even a | |
| forgiving reviewer can completely overlook. In the end, the author ends | |
| up looking like a playground hoops legend: you can dazzle with your | |
| talent and jazzy crossover and whatnot, but you've got to put in a whole | |
| different kind of work to make the pros. | |
| A footnote: this is one of *two* Comp99 games set in Fort Collins, | |
| Colorado. New York or Los Angeles or London I could understand as the | |
| settings for multiple games -- hell, even Seattle I could see -- but | |
| *Fort Collins*?? | |
| Score: EIGHT. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dns361 SP@G merle.acns.nwu.edu> | |
| TITLE: A Day for Soft Food | |
| AUTHOR: Tod Levi | |
| E-MAIL: jessica1 SP@G ix.netcom.com | |
| DATE: 1999 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition99/inform/softfood/softfood.z5 | |
| VERSION: Release 1 | |
| The IF competition, if nothing else, seems to foster amusing experiments | |
| in point of view: 1996 and 1997 gave us Ralph and A Bear's Night Out, | |
| viewed from the perspective of a dog and a teddy bear, respectively, and | |
| 1999's A Day for Soft Food continues the trend by giving the player the | |
| persona of a cat, a common housecat. As with the other two, there's lots | |
| of fun to be had in inhabiting the role, and the author has done much to | |
| exploit the humor of the situation, and while A Day for Soft Food | |
| doesn't have as strong a sense of the limitations of the character, it | |
| works well nonetheless. | |
| As with the other two, the game begins with a task at hand that's | |
| typical of the character's goals; the dog PC was intent on finding a | |
| bone, the teddy bear PC wanted to assemble the materials for a picnic, | |
| and the cat PC, well, just wants to eat, preferably the canned soft food | |
| of the title. Unlike the other two, though, your goals change along the | |
| way, on a few levels: you start solving problems as they present | |
| themselves, whether or not the problems have a clear connection to the | |
| ultimate goal--and you continue solving puzzles even after the original | |
| goal has been attained. While the shift makes sense on some level--the | |
| goal becomes obvious reasonably quickly--it also makes this a rather | |
| different PC from that of, say, Ralph. Part of the humor in Ralph arose | |
| from the PC's total fixation on finding the lost bone, to the exclusion | |
| of everything else; Day for Soft Food picks up on that in some measure | |
| (your Provider becomes steadily more annoyed with your antics over the | |
| course of the game), but moves away from it toward the end, and the | |
| result is a rather anthropomorphic cat. That's not bad, as such, but it | |
| does take some adjustment. | |
| Part of the reason for this is that the puzzles are a bit of a mixed | |
| bag; some of them suggest rather catlike reasoning (particularly in the | |
| way you pester your Provider into waking up and feeding you), and some | |
| really don't--you're not finding a solution to an immediate problem so | |
| much as you're solving task A to get object B to solve puzzle C with. | |
| That aside--again, your cat nature only drives the action to a certain | |
| extent--the puzzles also have some fairness problems; a few are | |
| misleading, or unhelpful at best, in conveying the scale of some | |
| relevant objects (i.e., in relation to you), another is | |
| guess-the-syntax, and another requires that the player know something | |
| that the PC clearly doesn't. The result is that the PC is considerably | |
| less catlike than the PCs in Ralph and Bear's Night Out are doglike and | |
| bearlike--the character isn't as fully realized, and the player can too | |
| easily forget that the PC has limitations that don't afflict human PCs. | |
| (The basic problem, however--that your Provider isn't as good a Provider | |
| as he was previously because of an illness, forcing you to take matters | |
| into your own paws--fits with the cat personality; events are | |
| significant only insofar as they affect your supply of food.) | |
| Despite these problems, though, there's lots of fun to be had here, and | |
| even though the puzzles shortchange the catty aspect of the game | |
| somewhat, the incidental details and fun stuff make up for it. There are | |
| various creative deaths to die, for one thing, and the variety and | |
| number of untimely ends you can suffer (the game occasionally warns you | |
| when an action would end the game prematurely, but usually doesn't | |
| prevent you from doing anything dumb) suggests the perverse curiosity of | |
| a real cat. (Particularly notable in this respect are the deaths when | |
| you jump onto the stump where your Provider is chopping wood, and when | |
| you set a trap then trigger it yourself.) Other amusing bits include | |
| this description of a chair: "The lumpy mountain is home to some of your | |
| finest claw and scratch marks, though your Provider has never shared | |
| much enthusiasm for the art." At its best moments, the game allows the | |
| player to recognize the significance of, say, the Provider's illness, | |
| even while the PC remains oblivious; the serene cluelessness of a cat is | |
| the main source of humor here. Even the writing is subtly catlike, as in | |
| the following description: | |
| Snowy Maw | |
| To the east, icicles hang like fangs within a giant maw of snow. A | |
| large pair of matching tracks lead out of shadows of the snowy mouth | |
| and to the west. A path loops north and south. | |
| A cat describes with terms that a cat knows, and therefore icicles are | |
| "fangs," the opening is a "maw," and a car's path down the driveway is a | |
| "pair of matching tracks." Subtle touches like this help the overall | |
| feel of the game considerably. | |
| A Day for Soft Food, like Ralph and, to a lesser extent, A Bear's Night | |
| Out, is worth playing simply to see the fun things that the author does | |
| with the premise. The puzzles have problems, but the overall charm of | |
| the game more than makes up for those deficiencies, enough that I gave | |
| it an 8 in this year's competition. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Mike Roberts <mjr_ SP@G hotmail.com> | |
| TITLE: Erehwon | |
| AUTHOR: Richard Litherland, writing as Josiah Pinkfoot | |
| E-MAIL: lither SP@G marais.math.lsu.edu | |
| DATE: 1999 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition99/tads/erehwon/erehwon.gam | |
| VERSION: Release 1.0 | |
| "Surreal" games are, at worst, collections of random locations and | |
| characters, each included only for its puzzle value, held together by a | |
| tenuous framework. Sometimes these games are classified as surreal only | |
| because they're so random, and sometimes the author uses the surrealism | |
| as an excuse to avoid having to make things make any sense. Some of the | |
| very earliest text adventures fell into this category: locations with no | |
| conceivable connection were often juxtaposed, and pointless anachronisms | |
| abounded. And after the success of Myst, graphical adventure designers | |
| cranked out lots of bad surreal games; it's even arguable that Myst is | |
| one of them, although it at least made an effort to justify its | |
| contrived settings. | |
| At their best, surreal games are just as self-consistent as realistic | |
| games, but take place in fantastic settings with their own rules: | |
| different laws of physics, perhaps, or different rules of social | |
| interaction. Brian Moriarty's Trinity was probably the first adventure | |
| to meet this standard, and to many people is still the best surreal | |
| adventure game ever written. | |
| Erehwon is probably not going to unseat Trinity as the benchmark surreal | |
| adventure, but it's another fine example. The game takes place in a kind | |
| of meta-universe where different parallel universes can be connected | |
| according to complicated rules. The plot is minimal - you have to | |
| collect a number of objects so that you can take part in a role-playing | |
| game (which is, it turns out, a role-playing version of the text | |
| adventure). The setting, though, is varied and detailed, and richly | |
| imagined. | |
| Erehwon is an unabashedly puzzle-oriented game. Most of its puzzles are | |
| reasonable and fair, although a good many are pretty tough. And there | |
| are lots of them; the game has five major puzzles, which involve | |
| collecting five objects, but each of these has a number of sub-puzzles | |
| that must be solved first. The number and difficulty of the puzzles | |
| makes the game daunting as a competition entry; within the time limit, I | |
| only managed to make it about two-thirds of the way through the game, | |
| even after making extensive use of hints. | |
| Fortunately, the game has an excellent hint system. Hints are delivered | |
| incrementally, so it's possible to get a little bit of help and still | |
| feel like you did most of the work. The hint system is | |
| context-sensitive, and offers hints only on puzzles that are currently | |
| accessible, which avoids giving away upcoming events by showing topics | |
| too early. | |
| This game is large, with lots of things to see and lots to do. It's also | |
| very ambitious in its mechanics; for example, it has a movement system | |
| that lets the player mix compass directions with relative movement. All | |
| of this works; the game is technically dazzling. | |
| If it hadn't been for the hint system, I probably wouldn't have made | |
| much progress in the game, and I would have thought it was far too | |
| difficult. With the hint system, though, I thoroughly enjoyed the game's | |
| clever construction and detailed, imaginative world. | |
| Score: 8 (clever and amusing, well-implemented) | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dns361 SP@G merle.acns.nwu.edu> | |
| TITLE: Exhibition | |
| AUTHOR: Ian Finley | |
| E-MAIL: domokov SP@G aol.com | |
| DATE: 1999 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition99/tads/exhibit/exhibit.gam | |
| VERSION: Release 1 | |
| (NB: the following comments are based on the game as played with a | |
| straight-text interpreter, but it does have HTML-TADS features.) | |
| How important is it that interactive fiction be, well, interactive? Can | |
| the medium--i.e., story advanced by reader/player's prompts--accommodate | |
| stories that don't rely on anything the player does, that don't even | |
| give the player an objective to drive the plot? These are some of the | |
| questions posed by Ian Finley's Exhibition, a remarkably well-written | |
| and thoughtful piece that gives the player so little to do that the | |
| piece could have worked perfectly well as straight fiction. Moreover, | |
| given most players' expectations, the playing experience in the | |
| interactive medium is rather distancing--and yet the story itself is | |
| genuinely intriguing, so much so that the player can almost forget that | |
| he has no part in it. | |
| It's a simple concept: you're in an art gallery viewing an exhibition by | |
| an artist who recently killed himself, and you're viewing it through the | |
| eyes of four different people--two of which knew the artist personally, | |
| two of which didn't but assessed the exhibition as art critics. That's | |
| the story: you look at the exhibition, switching back and forth between | |
| the various characters as you please to view all the paintings, and you | |
| also get various stray details about the crowd and the design of the | |
| museum. In a sense, you discover that the real action of the story has | |
| already happened, and you reconstruct it by examining the paintings, by | |
| scrutinizing the various characters' reactions to the paintings, and by | |
| choosing to credit this assertion about the artist and discredit that. | |
| This is similar in a way to Infocom's mysteries, since the point of | |
| those games was to reconstruct past events, though the problems there | |
| were much more concrete--finding clues that lead to conclusions about a | |
| murder, generally. The focus here, by contrast, is on the relationships | |
| between the characters, between the artist and his church, between the | |
| artist and his country-- well, obviously, plenty is going on here, and | |
| much of it is really very interesting. Moreover, the author doesn't take | |
| sides on the proper interpretation of the paintings--unlike conventional | |
| mysteries, there is no right version to glean, though chances are that | |
| the player will feel strongly by the end that a particular view is by | |
| and large plausible. | |
| There's an inherent difficulty here, though, in that it's relatively | |
| easy to involve the player in tangible tasks like figuring out who | |
| committed a murder; it's much harder to make him or her care deeply | |
| about an artist's relationship with his church. The distinction is | |
| simply the difference between having an objective and having a story to | |
| read. To be sure, poorly done IF with a concrete objective can be highly | |
| uninvolving, and the author here brings considerable skill in writing | |
| and character development to bear on the noninteractive story--but, | |
| honestly, making a player genuinely care about the characters and | |
| relationships over the course of a fairly short work of IF is a | |
| difficult feat. It's true that the player may respond intellectually | |
| where he or she does not respond emotionally, i.e., warm to the task of | |
| getting to the heart of the character simply because it's fun to sift | |
| the material for the truth. It's a rather esoteric premise for a game, | |
| though, and it's hard to see this as an IF genre with a lot of potential | |
| adherents. This may be because the exercise doesn't really have much | |
| bearing on anything outside the game--the speculation and debate | |
| engendered by the game, if any, focuses on what this fictional artist | |
| was like and what his various fictional paintings meant, not on anything | |
| broader regarding art or psychology (or religion or sexuality, for that | |
| matter)--which makes the intellectual exercise feel more like a logic | |
| puzzle than a serious inquiry. | |
| Is that asking too much? Perhaps. But let's be realistic here: IF is | |
| hardly an art form so divorced from an entertainment aspect that it can | |
| avoid the requirement of a hook, something to draw the player in, | |
| entirely. (Are there any such media? Maybe not, but the instinct, in | |
| dealing with visual art or with music, is that those works need not have | |
| a hook to succeed--whereas a medium like cinema, even when it aspires to | |
| art, faces somewhat different expectations.) And what Exhibition really | |
| lacks is a hook, or anything else giving the story a shape; broader | |
| ramifications, perhaps in the form of an argument by the author about | |
| something with life outside the game, might have done just that. As it | |
| is, Exhibition is easy to appreciate as a well-written and well-crafted | |
| piece, but it is difficult to imagine that people will be swept away by | |
| its story. This may sound like pandering; I see it as realism, an | |
| important aspect of storytelling. (For what it's worth, Babel, by the | |
| same author, was absolutely terrific in this respect.) | |
| None of this makes Exhibition a bad game, of course; I'd say it does | |
| what it does remarkably well. The paintings are richly described, and | |
| the character of the speaker comes across vividly in each description | |
| (almost too vividly, in the case of one character who insists on | |
| filtering everything through her own rather constricted experience, and | |
| who becomes rather irritating--but, it seems clear, intentionally so). | |
| The characters are designed so that certain people have more or less | |
| insight into certain aspects of the artist, but none of them really | |
| understand all of him--and the character perhaps in the best position to | |
| understand him was in denial about a key part of his life. It all makes | |
| for intriguing speculation, and it's possible to develop a measure of | |
| sympathy for the artist along the way, though exactly how much will vary | |
| with the player and with the way the player approaches the game (for | |
| example, getting all the comments of one character at once, or viewing | |
| each painting through four different lenses before moving on). Moreover, | |
| the depth of characterization is highly unusual for IF, and it struck me | |
| along the way that I would find it genuinely entrancing if I sensed that | |
| understanding the character would somehow lead me to understand | |
| something, accomplish something--even within the game. Exhibition, in | |
| other words, may be significant more for what it could lead | |
| to--development of a particular character in order to move a story--than | |
| for the story it actually tells, where the trials and tribulations of | |
| the artist are the plot. | |
| There is an obvious comparison here. Adam Cadre's Photopia elicited | |
| similar complaints of noninteractivity, from me and from others, after | |
| the 1998 competition (though many others felt the interactivity quotient | |
| was just right, of course). The difference between Photopia and | |
| Exhibition, though, is that the former provided the illusion of | |
| interactivity; the player's actions at least seemed to move the story | |
| along, even if much of the story progressed without the player's help or | |
| input. Here...well, there's no story to move along as such, so it's hard | |
| to say there's an illusion of anything, really. More importantly, the | |
| story Photopia told was well calculated to leave an emotional mark on | |
| the player--too well calculated, some might say, but to deny its | |
| effectiveness is to concede that the game did land its punch, so to | |
| speak. It is a matter of opinion whether the emotional tug overcame the | |
| limited interactivity there, but here the game is over before it | |
| starts--the effect of the gallery as a whole is diffused over the course | |
| of the explorations, and there is no particular moment that any player | |
| is likely to remember. Moreover, part of the reason Photopia's illusion | |
| of interactivity worked was that the game put the player in a variety of | |
| settings and required him or her to perform a variety of | |
| actions--whereas, here, EXAMINE, LISTEN and SMELL will yield just about | |
| everything Exhibition has to offer. As those are arguably the most | |
| passive verbs that conventional IF has to offer, other than WAIT, the | |
| player has almost no power to affect the environment (and doing anything | |
| out of line yields a message along the lines of "I don't do that sort of | |
| thing," customized for each character). That passivity highlights, in | |
| turn, how little the player can do in the story, and how similar the | |
| experience is to reading a long series of descriptions of paintings. | |
| This sounds more negative than it should be, because I did, in fact, | |
| find Exhibition fascinating at many points along the way-- the author | |
| plays the various interpretations off against each other very well, | |
| particularly when a character makes a confident assertion about the | |
| artist that, the player can feel reasonably sure, is entirely wrong. The | |
| imagery is rich, and often disturbing; the critic's analyses show that | |
| the author has a good sense of how to look at a painting. The stray | |
| details, particularly when certain characters comment on people in the | |
| crowd, are illuminating, and suggest that the characters viewing the | |
| gallery are as much under examination as the artist. In the end, though, | |
| I felt like Exhibition would work best as an extended, well-developed | |
| aspect of a much larger game, rather than a game in itself, and I gave | |
| it a 7 in this year's competition. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dns361 SP@G merle.acns.nwu.edu> | |
| TITLE: For a Change | |
| AUTHOR: Dan Schmidt | |
| E-MAIL: dfan SP@G alum.mit.edu | |
| DATE: 1999 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition99/inform/change/change.z5 | |
| VERSION: Release 1.02 | |
| For a Change is indeed a change, and in a way it's a good example of | |
| what text IF can be--it manages to leave most of the visual details | |
| entirely to the player's imagination by refusing to pin down exactly | |
| what the PC is seeing or experiencing, except in the most general terms. | |
| The result is either maddening or evocative, depending on the player; if | |
| the player isn't willing to do the work of visualizing the scene as it | |
| unfolds (and supplying the images where the author declines to), the | |
| game more than likely remains elusive, amorphous. Either way, it takes | |
| some mental adjustment to appreciate what For a Change is trying to do. | |
| The other innovative aspect of For a Change is the syntax, which is | |
| fractured, confusing, and fascinating; the author has chosen a mode of | |
| expression that makes sense on its own terms, but is quite definitely | |
| nonstandard English. Everything can be deciphered with a little thought, | |
| of course, and usually the key is realizing that a word, in the game's | |
| world, can act as a different part of speech than expected. The effect | |
| is very much like reading e.e. cummings (I was reminded in particular of | |
| the poem "anyone lived in a pretty how town"); once the reader | |
| recognizes how certain words are being used (in that particular poem, | |
| for instance, "anyone" should be parsed as a name), the whole thing | |
| falls into place. The syntactical shifts in For a Change usually arise | |
| from the way the author personifies and animates generally inanimate | |
| objects by giving them verbs suggesting conscious action. It's a credit | |
| to the author that his work recalls cummings, and that getting used to | |
| the unusual syntax is rewarding rather than irritating. | |
| Due to the above elements, For a Change is both a challenge and a | |
| pleasure to read. The following is typical of both aspects: | |
| Lantern Room | |
| This subsection of the inset brightens and flickers. The shadows | |
| belong to the air more than you do, it seems. They walk the cordstone | |
| walls; they move and excite. The shadows look to a wall, to bars in | |
| the wall, and the songlantern behind them. Further in is east, | |
| further out is west, and a slope obtains up to the south. | |
| >examine songlantern | |
| The songlantern hums and burbles, circled by brightening words, | |
| evading the bars and piercing the silence and darkness. | |
| "The shadows look to a wall..." suggests that the shadows converge on | |
| the bars, but the reader must first recognize that "look" is the game's | |
| way of personifying and giving life to the shadows, rather than binding | |
| them to the literal and inanimate reality. As for the songlantern, the | |
| reader has no way of visualizing what it is, and the description doesn't | |
| help; it merely gives the reader some elements to draw on in coming up | |
| with his or her own image. The word itself is evocative, rather than | |
| merely cryptic (at least, I found it so)--and the description conjures | |
| up a variety of images and sounds in a way that few straight-syntax | |
| descriptions could do. Similar is the following: "Then there is a moment | |
| of loudness and shock." An explosion? A clap of thunder? A scream? It | |
| could be any one, or all three, or none; the language is calculated to | |
| allow the player to choose. | |
| The fiction aspect of For a Change succeeds brilliantly, then (in my | |
| book, at least), but does it work as a game? The bag is a little more | |
| mixed on this count. Most of the puzzles require intuitive leaps of one | |
| kind or another, some greater than others; there is logic to all of them | |
| (logic on the game's terms, at least), but some of them make more sense | |
| after the fact. The problem in one particular puzzle is that the game | |
| requires a syntactical leap of faith, in a sense--not so much in what | |
| you type as in the way you parse a certain object's name, and the | |
| properties you ascribe to the object as a result of the parsing. The | |
| correct solution is quite consistent with the feel of the game, but | |
| getting used to the game's approach to grammar and actually predicting | |
| how the game will approach a given word (sufficiently so to make the | |
| prediction the basis for a puzzle solution) are two different things. | |
| The other problem with the game element of For a Change is that it's a | |
| little directionless; the initial directive is this: "The sun is gone. | |
| It must be brought. You have a rock," which doesn't exactly give the | |
| player much of a nudge in discerning the proper path. Adding to the | |
| aimlessness aspect is that the first puzzle isn't solvable until a | |
| certain event happens, and it's possible for the player to fail to | |
| trigger the event early on and wander around getting frustrated. True, | |
| the game is relatively small, and there aren't so many puzzles that the | |
| player is likely to remain clueless for long--and the hint system does | |
| help. Still, the initial playing experience can be a little | |
| daunting--the player's initial reaction might well be "not only don't I | |
| understand what anything is, I don't even know what I'm supposed to be | |
| doing or how to go about it." | |
| Even if it's less than perfect as a game, though, the interactive aspect | |
| of For a Change is one of its greatest strengths--because it is through | |
| the player's interactions with the environment that he or she generates | |
| images, forms an impression of what this elusive world is like. Giving | |
| the player a variety of ways to interact with the characters and objects | |
| ensures that different players will come away with different | |
| impressions, for example in the following: | |
| >examine toolman | |
| The toolman is bright and misty. Thoughts and uses hang from his | |
| shoulders like birds. | |
| Or: | |
| >give bar to toolman | |
| The toolman gently misunderstands. | |
| The toolman smiles softly. | |
| A player can easily generate an image of the toolman as animate or | |
| inanimate, depending on how he or she chooses to approach him (or it), | |
| and neither one is clearly wrong or right. This indeterminacy can be | |
| achieved in static fiction, to be sure, but interactive fiction can do | |
| it much better--an author can deliberately accommodate multiple ways of | |
| visualizing the same object or character--and For a Change takes | |
| advantage of its medium in some novel ways. Similarly intriguing about | |
| For a Change is the way it deals with scale; all measurements are | |
| relative ("To your north is a massive transparent cube, perhaps five of | |
| your heights on each side"), leaving the distinct possibility that the | |
| events are taking place on a microscopic level, or a cosmic level, or | |
| somewhere in between. | |
| Though, again, it's not for everyone, For a Change is the sort of | |
| experimental work that the competition was meant to foster; it's not the | |
| most successful entry as a game, but it's certainly well done fiction, | |
| and I gave it an 8 in the competition. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dns361 SP@G merle.acns.nwu.edu> | |
| NAME: Halothane | |
| AUTHOR: Ravi Philip Rajkumar, a.k.a. Quentin.D.Thompson | |
| E-MAIL: stupid_q SP@G my-deja.com | |
| DATE: 1999 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition99/inform/halo/halo.z5 | |
| VERSION: Release 1 | |
| Story-oriented IF, games that emphasize story over problem-solving as | |
| such, is on the rise; after years of the narrative taking a back seat to | |
| the crossword, in Graham Nelson's terms, the tables are finally getting | |
| turned. Problem is, not everyone has a handle on how to involve the | |
| player in the story when the hook is the story itself rather than the | |
| puzzles required to move the story along, and if Halothane is any | |
| indication, the result can be wildly uneven; it's entertaining and | |
| intriguing in parts, but the twists in the storyline don't really affect | |
| the play of the game, and the effect is rather distancing. | |
| Figuring out what's going on in Halothane is quite a task. At the | |
| outset, you're an author who, it seems, decides to dispose of a | |
| half-completed novel; from there, the game forces you to interact with | |
| the characters and events depicted in your own novel and draws you into | |
| a "parallel dimension" (in a way that reminded me of Neverending Story), | |
| where you confront the consequences of your actions. That's a bare-bones | |
| analysis, mind you, and it disregards quite a few scenes that don't fit | |
| into the scheme in any obvious way. There are also some optional scenes | |
| with some optional puzzles, and it's quite likely you'll finish the game | |
| with fewer than the possible number of points, and without figuring out | |
| who all the characters are and how or whether their various stories are | |
| resolved. In short, it's a bit of a mess. | |
| There's nothing wrong with complicated games; games that require the | |
| player to think in order to pull the pieces together after the fact are | |
| welcome, and somewhat unusual for IF. But the structure of | |
| Halothane--the player marches through the various linear segments, and | |
| more than likely has no idea what is going on initially--means that most | |
| of the piecing together is done by memory, since the fragments whose | |
| true significance might be apparent later on are no longer available | |
| when the game makes them understandable. (I.e., the player has to replay | |
| to fully understand most of the first half of the game, which doesn't | |
| win Halothane any points from me.) There is a character who appears | |
| early on and attempts to explain the various connections, but she only | |
| recognizes a few conversation topics, sadly. The game also tends to do | |
| information dumps--the player doesn't make discoveries so much as do | |
| elementary things that lead, in unforeseeable ways, to long, complicated | |
| revelations, and the effect is akin to wandering around and picking up | |
| pages of a story. (It's appropriate that the game at one point has you | |
| tied up in the back of a car listening to people in the front seat talk, | |
| since it's not a bad description of the course of the game as a | |
| whole--the story goes on, at a rapid pace, and the player mostly goes | |
| along for the ride.) | |
| To be fair, the story is a pretty good one, and the writing is terrific, | |
| good enough that the player can easily forgive the linear structure; the | |
| plot may be getting shouted at him, but at least it's a fun plot, and | |
| well told. There are numerous IF references scattered around, many of | |
| them very funny (including a hilarious dig at Muse), and even those | |
| parts of the story that are insufficiently developed are intriguing | |
| enough that the player (at least, this player) wishes that the author | |
| had given them more space. Perhaps the best example of this comes late | |
| in the game, in a peculiar scene involving a mayor who has apparently | |
| seized power through unscrupulous means. You set things right, but in a | |
| way that leaves so many questions unanswered that the player is unlikely | |
| to understand how he or she solved the relevant puzzle. It's a shame, | |
| because the setting is disturbing and evocative, enough that a | |
| good-sized game could easily have been built on that premise alone--but | |
| here's it's just one out of eleven or more chapters, and the player | |
| blows through it too quickly to really catch on. | |
| Halothane, as noted, is more story IF than puzzle IF, which makes the | |
| incursions of puzzle-oriented moments rather jarring; it takes the | |
| player a while to figure out that puzzle mode rather than story mode is | |
| on, and it doesn't help that some of the puzzles are a bit obscure and | |
| require some major intuitive leaps. More importantly, they're about as | |
| artificial as puzzles can be-- they feel like they're there to slow down | |
| the pace of the game a bit--which is unfortunate, because Halothane | |
| tells its story reasonably well, and the pace doesn't particularly need | |
| a chance. Even if the story flows by so quickly that it's not all that | |
| personally involving, in the way that good IF can be, it's a good | |
| mind-bender--and the puzzles don't do anything to draw the player into | |
| the story; they simply break up the flow. In short, Halothane would have | |
| been better served to diminish its few puzzle elements and play up the | |
| story more--for one thing, by giving the player more time in the various | |
| scenes to poke around and explore, rather than getting whisked to | |
| somewhere else as soon as the obvious task is done. | |
| Hmmm--this review seems to have become rather negative. Halothane does, | |
| in the end, work passably well, due mostly to the quality of the | |
| writing--and while the plot is rather underdeveloped, and throws in | |
| references to things that have supposedly happened in the past in lieu | |
| of actually developing the story (there I go again), the plot devices | |
| are quite effective in science-fictiony kinds of ways. The author has an | |
| eye for arresting images--a corpse in a wardrobe, a lake of blood--which | |
| makes the settings vivid even when the plot is fuzzy. And it's always | |
| nice to find a game that's technically well enough put together that | |
| bugs aren't a distraction, not at all a given in Comp '99--and Halothane | |
| succeeds admirably in that respect. (It even implements most of its | |
| scenery.) | |
| The lesson here, then, is that it's possible to have a player enjoy a | |
| story even when he or she doesn't identify in any meaningful way with | |
| the PC; a work of IF can still be enjoyable even when the interactivity | |
| aspect is minimal. Such a story needs to have a plot that is interesting | |
| enough that the player wants to see more of it, and is willing to put up | |
| with the lack of interactivity because guiding the story to its | |
| conclusion is enough. Plots that call for emotional identification with | |
| the PC or another character are not good candidates, in other words, | |
| because empathy isn't fostered when the player can't interact much with | |
| the story; stories that turn on ingenious authorial inventions or | |
| breaking down the wall between author and creation--like Halothane--have | |
| a better chance of involving the player even without benefit of | |
| interactivity. There are some works, of course, where different people | |
| perceive the level of interactivity differently; witness Photopia. But | |
| if the player is unlikely to get drawn into interacting with the | |
| environment (and instead is more likely just to look at it), the story | |
| produced needs to be a certain kind of story. | |
| Halothane is an imperfect effort, in short, but it's thoroughly done | |
| with plenty of wit sprinkled in. I wouldn't call it the most memorable | |
| game of the competition, but I did give it an 8. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dns361 SP@G merle.acns.nwu.edu> | |
| TITLE: Hunter, in Darkness | |
| AUTHOR: Andrew Plotkin | |
| E-MAIL: erkyrath SP@G netcom.com | |
| DATE: 1999 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/zcode/huntdark.z5 | |
| VERSION: Release 4 | |
| More than one work of IF has revolved around an in-joke of sorts, a | |
| premise with significance to IF veterans or historians but inscrutable | |
| to anyone else, and Andrew Plotkin's Hunter, in Darkness is one of them, | |
| on one level. It sends up the early-'70s BASIC computer game Hunt the | |
| Wumpus, a pre-Colossal Cave relic that offers the player, with almost no | |
| description, the following possibilities: killing a Wumpus, getting | |
| eaten by the Wumpus, getting attacked by bats, or falling into a pit. A | |
| player familiar with the original can therefore begin Hunter... and note | |
| in short order that there is a Wumpus, a pit, and some bats involved, | |
| and consign the thing to the in-joke category. | |
| Hunter... isn't just an in-joke, though; the real joke that it plays on | |
| the source material is that it turns one of the most tersely described | |
| caves possible ("You are in Room 1. Passages lead to Room 2 and Room 3") | |
| into one of the best-described settings imaginable. Not only is the cave | |
| vividly rendered, but the PC's experience of it is thoroughly, and | |
| harrowingly, done; no "cave crawl" in IF has ever taken such a toll on | |
| the PC over the course of the game. As in the source material, you're | |
| hunting a Wumpus, but here the player suffers at least as much as the | |
| Wumpus over the course of the game, and the cave is just as much an | |
| enemy as the Wumpus itself; finding a safe way down a pit and surviving | |
| a tight crawl are some of the problems at hand. It's worth noting that | |
| the caves of the classic cave crawls were largely innocuous; the danger | |
| in Colossal Cave, Zork, and others came largely from sentient enemies | |
| scattered around the landscape, not from the geography itself. Here, | |
| surviving the cave is most of the challenge. | |
| As with Plotkin's previous works, the writing is skillful; most of the | |
| five senses are at work throughout the game, and the descriptions often | |
| reflect a multisensory experience. The beginning of the game sets the | |
| tone: | |
| Nearly -- nearly. The animal stink is rank and close. You raise your | |
| crossbow, try to peer beyond dark, wet stone. | |
| >smell | |
| The stink of your prey is all around. | |
| Something shifts in the darkness ahead, a great silent bulk. Your | |
| prey. | |
| As the cave is very nearly a character in its own right, it is | |
| appropriate that the level of geological detail is high. ("Needles of | |
| yellow calcite spray from the rocks nearby.") Moreover, the layout of | |
| the cave as a whole makes sense in ways that most IF caves do not; you | |
| find standing water when you descend, for instance, and there is running | |
| water at the base of a canyon. Small details like this help make | |
| Hunter... such a well-realized setting that it puts most other cave | |
| crawls to shame; few cave games since Colossal Cave have given geology | |
| even token acknowledgment, after all. | |
| As a game, Hunter works quite well. The plot branches and rejoins at | |
| certain key points, so there is some replay potential, though the paths | |
| don't, fundamentally, differ all that much (at least, not the ones I | |
| discovered; I may be wrong). One element of the final confrontation | |
| feels somewhat contrived, but not inappropriately so, and the solution | |
| to it is nicely subversive--you pit the elements of the cave against one | |
| another, in a sense, rather than conquering them yourself. Moreover, the | |
| course of the story calls into question the hunt itself, since you find | |
| along the way that you are chasing something with considerable | |
| intelligence, making the showdown more a battle of wits than an act of | |
| violence. The puzzles are well-designed and not too hard; they draw on | |
| understanding and being aware of the cave environment, moreover, rather | |
| than applying items to problems, which helps them feel part of the story | |
| rather than artificial barriers. | |
| The technical aspect of the game is admirable, as one might expect from | |
| Zarf; particularly good is a maze with randomly generated descriptions | |
| that can be infinitely large. Some will object to the inclusion of the | |
| maze at all, of course, but this is one of the more creative mazes in | |
| IFdom and as such gets a pass from me--no mapping is required, for one | |
| thing, and the random generation brings to mind real caves, which aren't | |
| limited to a defined number of rooms. Likewise, the disabling of compass | |
| directions strikes a blow for verisimilitude, since cave navigation is | |
| typically too complicated for anyone to preserve a clear sense of | |
| direction; instead, the game provides "forward," "left," "right," and | |
| such, and I found I didn't miss my compass at all. | |
| But the best thing about Hunter... is the setting. It is worth | |
| remembering exactly how many IF games have been set in caves or some | |
| equivalent--the answer is "many"--in order to appreciate the way this | |
| game brings the cave- crawl genre alive. The nature of a complex | |
| underground cave poses many obstacles, only some of which Hunter | |
| explores--darkness, water filling a passage, steep climbs--along with | |
| predators, of course. A little imagination helps the setting come to | |
| life in a way that makes puzzles for their own sake unnecessary, and | |
| Hunter... illustrates how much a little creativity can do. By making the | |
| cave itself the subject of the game rather than the excuse for a grab | |
| bag of artificial puzzles, Zarf reminds the player that a cave is more | |
| than an excuse for lazy fantasy storytelling; here, after all, the cave | |
| not only is the enemy, it wins most of the battles. | |
| Hunter... is therefore less an update on Hunt the Wumpus than an rebuke | |
| to the IF that has followed Wumpus but failed in certain significant | |
| respects to improve on it by giving the setting its due. It's one of the | |
| most vividly written pieces of IF in recent memory, and I gave it a 9, | |
| the highest score I gave any entry in this year's competition. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Joe Mason <jcmason SP@G uwaterloo.ca> | |
| TITLE: Jacks or Better to Murder, Aces To Win | |
| AUTHOR: J.D. Berry | |
| E-MAIL: berryx SP@G earthlink.net | |
| DATE: September 1999 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition99/inform/jacks | |
| VERSION: Release 1 | |
| One of the things I've always liked most about adventure games is | |
| plunging into another world - learning its rules and background. That's | |
| why Jacks was a delight. You play the head of a church with a large | |
| bureaucracy whose officers are named A's, B's, and C's. (The lowest rank | |
| we see is an E.) Districts are also given letters, leading to characters | |
| with names like the B of H. Each B heads a district: you are apparently | |
| the one and only A. "Jack" is slang for a hired killer. The goal of the | |
| game is to survive and assassination attempt. | |
| I've heard the rule "show, don't tell", and frankly I have no truck with | |
| it. Neither does the author of Jacks. During the opening text, you are | |
| introduced briefly to your character, the world, and the fact that you | |
| suspect a plot. Throughout the game, you are handed every deduction | |
| which your character makes. I don't see this as a flaw: it kept the | |
| story moving, and was a good way to mix the presentation of world | |
| background with the narrative. The player is supposed to be someone very | |
| experienced in the local politics, and having the game present you with | |
| appropriate memories and conclusions as they come into play was a good | |
| way to keep this believable. | |
| The technique does break down, though. First, the writing is pretty | |
| ham-handed at times. Although there are a few great descriptions and | |
| some good moments, most of the writing is only serviceable. When | |
| descriptions were presented badly, it wasn't too bad, but it was really | |
| jarring when the player's thoughts were handled clumsily. This happened | |
| more towards the end. There was also a tendency to infodumps. In the | |
| opening text, this was excusable (although, "You, the venerable A, | |
| are..." is not a very catchy opening), but when a character was | |
| introduced later with a long political discussion, it really broke the | |
| pace. | |
| A second problem is that the ending really isn't up to the rest of the | |
| game. It seems to be cut off quite abruptly, and the writing is very | |
| clumsy. Right before the finale, a subplot is introduced and resolved in | |
| exactly one move (three or four if you stop to examine things). The | |
| subplot is bracketed by more infodumps explaining the political | |
| importance of what just happened: they gave a good feel for the | |
| background, but really shouldn't have intruded in the middle of the | |
| game. Cutting the subplot and devoting the extra space to the main plot | |
| would have made the ending much better: the subplot could have been | |
| expanded on in a sequel. | |
| In fact, the game cries out for a sequel. Using this short scenario as a | |
| way of imparting background information is a great way to introduce a | |
| world and a character which could be developed further. I'd like to see | |
| a game with a similar tone which isn't so linear, and with a greater | |
| scope for politicking. The church isn't actually fleshed out that well - | |
| it feels more like a surface sketch - but its hard to tell whether thats | |
| because of the game's length (or lack thereof) or because the author was | |
| actually writing it off the top of his head. The pseudo-science aspects | |
| of the randomly generated church dogma lead me to feel its the latter, | |
| but the world, sketchy though it is, is engaging enough that I'm sure | |
| the author could do a game with much more depth there if he wished. | |
| The randomly generated church dogma is hilarious, by the way. "Which | |
| gets back to what I was saying earlier, if you are serious about our | |
| religion, you will account for a positive outlook." "You don't need to | |
| be the A to know frequent efforts can put our words into practice | |
| regarding life in general." "Clearly, among all things, it's not | |
| throwing the baby out with the bathwater to go beyond inertia." | |
| Rating: | |
| Base: 8 (Really good game, but a few flaws) | |
| +1 (A complex setting to dive into) | |
| -1 (Prone to infodumps) | |
| -1 (The ending loses it) | |
| Final: 7 (Should be great, but has many flaws) | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Adam Cadre <ac SP@G adamcadre.ac> | |
| NAME: King Arthur's Night Out | |
| AUTHOR: Mikko Vuorinen | |
| EMAIL: mvuorine SP@G cc.helsinki.fi | |
| DATE: September 1999 | |
| PARSER: ALAN | |
| SUPPORTS: ALAN interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition99/alan/arthur | |
| This may seem like an odd choice for such a high ranking, but it | |
| succeeded in doing something no other game this year did: it made me | |
| laugh out loud. Five times, in fact. | |
| Much of the humor derives from the fact that the author has taken a game | |
| that could've been set just about anywhere -- more than anything, it | |
| reminded me of a Lockhorns strip -- and cast King Arthur in the central | |
| role. This leads to the expectation that all sort of elements of the | |
| Arthurian cycle are going to pop up... and they never do. Excalibur | |
| becomes nothing more than a yardstick to poke around under the bed with. | |
| That's *hilarious*. It's exactly the sort of comedy underlying the #2 | |
| entry in the Top Ten Things Abraham Lincoln Would Say If He Were Alive | |
| Today: "Eeeagh! Iron bird!" Because, you see, he wouldn't recognize an | |
| airplane, being from the 19th century and all... "But why Abraham | |
| Lincoln?" you cry. "Of all the things we know about Lincoln, you make a | |
| joke about his unfamiliarity with the airplane? You could've picked | |
| anyone! Why Lincoln? Why??" Man, I'm laughing again just typing this. | |
| Then we come to the language used in the game. This could very easily | |
| have been written as an overly-clever Douglas Adams pastiche, but that | |
| would've spelled instant doom for this project. Instead, the author | |
| chooses a tone not at all unlike the comedy of Norm Macdonald, and it's | |
| a perfect fit. (Macdonald, for those unfamiliar with his work, | |
| specializes in punch lines that are boorishly blunt enough to stun one | |
| into laughter, yet somehow delivered in such a way so that, unlike with | |
| Don Rickles, you don't want to punch him in the face. "Magic Johnson has | |
| received a $900,000 retainer to write a book on how not to get AIDS. | |
| Chapter 1: Don't Have Sex With Me.") | |
| But there's such a fine line between stupid and clever -- what makes | |
| Rickles's brand of humor the former and Macdonald's (and, here, | |
| Vuorinen's) the latter? This is an especially tricky issue where gender | |
| politics are concerned: the response to >X QUEEN ("Guinevere is the most | |
| beautiful woman in the land. You are lucky to have her as your wife. But | |
| she can be a real bitch sometimes.") is a potentially dangerous one. I | |
| think that in the end it comes down to the with/at distinction. Comedy | |
| in the Rickles mode encourages the audience to laugh at the person being | |
| mocked. But here's a sample of a Norm Macdonald joke I find screamingly | |
| funny: | |
| "In Milwaukee, Wisconsin, a man allowed his eight-year-old | |
| daughter to take the wheel of his car, and an accident ensued | |
| that damaged seven other cars and injured six people. Which | |
| once again proves my theory: women can't drive." | |
| "Women can't drive" is, of course, a staple of The Lockhorns and its | |
| ilk, and is pretty offensive. But is that the point of the joke? Of | |
| course not. The reason for the crash is that the driver was eight years | |
| old, not that she was female. The "theory" is, therefore, obviously | |
| wrong, and therefore funny. We're not laughing with the misogynist and | |
| at the girl; we're laughing *at* the misogynist. In the same way, | |
| Vuorinen makes it clear that his King Arthur is meant to be a lout, | |
| without overplaying his hand by making him a belching idiot: it's the | |
| little touches, like Arthur looking forward to a pleasant spell of | |
| urination after a night at the bar, that make the game work. | |
| And the game does work: I didn't notice any obvious bugs, and thought | |
| the size and level of difficulty were just about perfect. Were this an | |
| entry in last year's comp, I would've ranked it a touch below the | |
| similarly slight and funny but superior DOWNTOWN TOKYO; given how buggy | |
| most Comp99 entries were, though, and how this was the only game all | |
| year that made me laugh, I found myself feeling very charitable when it | |
| came time to slap a number on it. | |
| Score: a low NINE. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Suzanne Britton <tril SP@G host.ott.igs.net> | |
| TITLE: Lomalow | |
| AUTHOR: Brendan Barnwell | |
| E-MAIL: BrenBarn SP@G aol.com | |
| DATE: September 1999 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition99/inform/lomalow/lomalow.z5 | |
| VERSION: Release 0 | |
| Errrrgh. | |
| I really, really wanted to like this game more than I did. It has a | |
| fascinating storyline, evocative writing, and an uplifting theme. If the | |
| author had turned the concept into a short story instead of an IF work, | |
| it probably would have done very well. But despite all this, the best I | |
| could give it was a 5: 10 for imagination, 0 for implementation. And | |
| that was generous of me--I loved Lomalow's imagery so much that I | |
| intentionally placed it a step above the other games that were crippled | |
| by bad programming. | |
| Technically, Lomalow is poorly done--it abounds with sparsely | |
| implemented objects (to the author's credit, there are few "you can't | |
| see any such thing"'s), overuse of aliasing (where a bunch of related | |
| objects point to the same game-object), one-syntax-only situations (one | |
| of many examples: you can go "in" when you're by the cabin, but you | |
| can't "enter cabin", "enter door", or "open door"), lack of synonyms, | |
| and a few glaring bugs (particularly in the hint system--there's a | |
| problem with object names showing up as numbers, making certain hints | |
| distinctly unhelpful). Mimesis is shallow at best. Despite the many | |
| conversational topics on the two NPC's, they ultimately feel like | |
| cardboard, and this is a much more serious matter than it would be for a | |
| puzzle-based game. Why don't they make any reaction when I just waltz | |
| into their house ("hello"? "who are you"? "you look like you just fell | |
| down a cliff"? :-])? Why are they missing some of the most obvious | |
| conversation topics? (most grievously, "lomalow", "phoenix", "man", and | |
| "woman") Why don't they respond when I give or show various important | |
| objects to them (the book, the board, etc.), even though they respond | |
| when I ask about the objects? And so forth. | |
| The gameworld overall feels sparse and thinly implemented--it takes more | |
| than long, detailed room descriptions to bring an environment to life. I | |
| can't interact with much of anything. I especially wanted to interact | |
| with the strange forces/feelings in the pit, but couldn't find any way | |
| to do so (I know it's not standard practice to implement "intangibles", | |
| but I feel it's an extremely good idea in a game of this sort). Many of | |
| the Inform default responses could use overriding (e.g., "So-and-so is | |
| unimpressed" is almost never a good response to "show" in a story-based | |
| game). | |
| The end result of all these little oversights, and the resulting | |
| cardboardlike feeling of the npc's and the landscape, is that when I | |
| reached the end of the game, my response was a resounding "huh?". Until | |
| then, the characters had behaved almost robotically--reacting to nothing | |
| but the magic word ASK, and occasionally moving around after I asked a | |
| particular (predetermined) question. Then they suddenly came to life and | |
| everything happened at once. The man accused me of thinking him crazy, | |
| but I never did--there was never anything, other than a single | |
| conversation response, to indicate that he was any more or less normal | |
| than the woman. Except for the fact that the man moved around more and | |
| the woman said "honey" a lot, they didn't seem all that different. Both | |
| spoke in fragments, spoke only when prompted, and didn't do much of | |
| anything else. Neither of them seemed very responsive or human until the | |
| end. | |
| I know IF npc's are robots at base, but it's possible to create a very | |
| convincing illusion that they are more. I've done it and I've seen it | |
| done! It just takes a lot of work. Gamefile size is one reliable | |
| indicator--if it's 80k, you've almost definitely not put in enough code | |
| to create humanlike npc's. These are things that are only learned with | |
| time and experience, and I understand that a lot of the competition | |
| authors are novices (and should be encouraged!)--but it's hard for me | |
| not to be demanding when a game aims this high and has such a neat | |
| premise. | |
| The whole concept of using ASK--almost exclusively--to advance the | |
| story, is questionable. The game doesn't need to have more puzzles, but | |
| it needs more things to do. Photopia is an excellent example of how to | |
| immerse the player in a story without a single puzzle. And it needs a | |
| better reason for why everything comes together when it does--one more | |
| meaningful than "because you finished asking repeatedly about every | |
| topic the author thought to implement". Ideally, it should be the player | |
| who initiates those final scenes--as it is, it feels quite jarring and | |
| unfair to be shouted at for something the game forced me to do! | |
| One final beef: When I read the introductory text from the author | |
| (claiming that the only puzzle in the game was to "read all the text | |
| that you possibly can"), and saw that the game had no scoring system, I | |
| wondered whether it had a formal end. As it turns out, it did (an ending | |
| well-worth reaching, despite the above criticism), but I got stymied for | |
| a while when I reached a hint that said "if you can see this message, | |
| you have already won". It gave no indication that I needed to go back to | |
| the cabin, and since I had asked about all the topics I could possibly | |
| think of, there was no impetus to do so. I didn't realize something huge | |
| was going to happen as soon as I walked in the door! So I presumed that | |
| was indeed the end, and I quit. Nagging uncertainty led me to dump all | |
| the gametext via Ztools, at which point I discovered that I was wrong. I | |
| would strongly recommend: 1. revising the introductory text to make | |
| clear that the game has a goal and an end, and 2. adding a final hint, | |
| unless you choose to follow the advice above and make the ending more | |
| logical. | |
| I wouldn't be writing this long a review for "Lomalow" if I didn't have | |
| such high hopes for it and its author, so I hope the criticism isn't too | |
| disheartening. I would love to see a more fleshed-out version of this | |
| game after the comp ends. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Joe Mason <jcmason SP@G uwaterloo.ca> | |
| TITLE: A Moment of Hope | |
| AUTHOR: Simmon Keith | |
| E-MAIL: traevoli SP@G usa.net | |
| DATE: September 1999 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition99/tads/amoment/amoment.gam | |
| VERSION: 0.258 | |
| My definition of successful atmosphere in a piece of IF is one that | |
| makes me feel I can type things far outside the scope of the default | |
| library. A Moment of Hope has exactly this type of atmosphere. Even | |
| though the game hadn't shown any particular flexibility of parser, at | |
| one point I felt certain that it would understand "grin at girl" and | |
| take appropriate action. Of course, the action wasn't understood, but | |
| it's a testament to the quality of the writing that I felt it might be: | |
| it seemed like the thing to do in that situation, and I really felt like | |
| I was there. | |
| Unfortunately, this illusion of freedom doesn't translate into real | |
| freedom. A Moment of Hope doesn't really have much interaction: its | |
| mostly limited to reading messages and moving around. In fact, there's | |
| one scene where you are writing a message, and going through several | |
| drafts. There's not even an option to send the "wrong" draft: both | |
| "write message" and "send message" will erase the current version and | |
| give the next, until your character hits on the right phrasing. The | |
| effect is more like a static story dribbled out between prompts than a | |
| true interactive story. | |
| However, the story is good enough that I didn't really mind that much. | |
| One of the best things about the story is its sense of timing. It's told | |
| in a series of short scenes, and although it could easily have unfolded | |
| in one location, each scene is set in a different place. The locations | |
| are very well described and serve to give a different mood to each | |
| scene, which otherwise would leave the story hitting the same tone over | |
| and over. A lot of the action is internal. There are usually two | |
| parallel streams of description - one describing what is happening, and | |
| one describing the protagonists thoughts, which are often elsewhere. | |
| This occasionally seems a little mechanical, but mostly is effective at | |
| portraying someone who is distracted by their own emotions. Some may | |
| find that they are told how they feel too much, though. Some may also | |
| find the main character a little bit over acted as well. In my case, he | |
| reminded me too much of myself in high school to be able to level this | |
| criticism fairly. | |
| Quickly cutting from scene to scene also allows the story to avoid | |
| having two dimensional NPC's: the game will fade out just before a | |
| conversation, and the next scene will summarize through the player's | |
| musing on the outcome. Other interaction occurs by email. The technique | |
| works very well, but I'm not sure how well it could be sustained in a | |
| longer game. | |
| On the whole, A Moment of Hope succeeds much more than it fails, thanks | |
| to good writing and a plot that is about relationships rather than | |
| quests and monsters. It's a nice change from the bulk of IF. | |
| Base: 8 (Really good game, but a few flaws) | |
| -1 (Not very interactive) | |
| +1 (Tells a good story) | |
| Final: 8 (Really good game, but a few flaws) | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dns361 SP@G merle.acns.nwu.edu> | |
| TITLE: On the Farm | |
| AUTHOR: Lenny Pitts | |
| E-MAIL: ten365bye SP@G yahoo.com | |
| DATE: 1999 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition99/tads/otf/otf.gam | |
| VERSION: Release 1 (I think) | |
| Lenny Pitts's On the Farm isn't the most memorable or innovative entry | |
| in the '99 competition, but it's worth checking out anyway: it features | |
| two of the best-developed NPCs in recent memory, and the premise, | |
| helping those NPCs to get along, is based on a relationship rather than | |
| a more tangible objective, a highly unusual notion for IF. While the | |
| rest of the game is too uneven to live up to the premise, it's still a | |
| likable little game. | |
| The aforementioned NPCs are your grandparents, and you (you're a small | |
| child) have been sent off to stay with them for a few days, and you find | |
| them in the middle of an argument--and your objective becomes smoothing | |
| things over. Now, admittedly, the way you end up going about this is a | |
| little clumsy; what might have been a complex psychological puzzle ends | |
| up more like a locked door that's opened with a certain key. In other | |
| words, what appears to be a rather subtle objective eventually becomes | |
| less subtle when the game turns out to be a series of object-based | |
| puzzles that lead to one final object, not unlike IF that takes no | |
| notice of relationships at all. Still, On the Farm deserves some credit | |
| for the attempt, even if the result is only moderately successful. | |
| It should also be stressed that there's more to the game than the | |
| obvious goal--there are some incidental facts that flesh out the story | |
| but don't help you get to the end. This approach--separating the | |
| backstory from the puzzles that lead to the end of the game--worked well | |
| for me (much better than making the puzzles turn on some fact you | |
| discover somewhere, which often feels rather artificial), but it also | |
| raised a problem, namely that gathering the facts was much more | |
| interesting than solving the puzzles. That is, the various details you | |
| pick up, and ask your grandparents about, bring the story to life, | |
| whereas the other puzzles you solve just feel like puzzles. Of course, | |
| if On the Farm had consisted only of information-gathering, it probably | |
| would have felt distancing, uninvolving; the player needs some sort of | |
| objective. But here the objective was so disconnected from the | |
| information-gathering that the two parts to the game felt rather | |
| unrelated, and the one was markedly more interesting than the other. | |
| Part of the reason the backstory and its development is interesting is | |
| that the facts you learn help flesh out the NPCs, your grandparents. | |
| These are not at all sentimentalized figures--they both come across as | |
| stubborn, cantankerous, and thoroughly set in their ways--but they also | |
| feel like real grandparents; they're presented warts and all. Your | |
| grandfather spits tobacco juice and leaves his dentures lying around, | |
| and your grandmother snipes at him behind his back. They both respond to | |
| a variety of ASK/TELL prompts, they react to several other cues, and | |
| they have responses for most things they should respond to--which is all | |
| that can be expected of good NPCs, really. The realism is not | |
| complete--they don't comment on your picking up everything that isn't | |
| nailed down, for instance--but it's still a good effort. | |
| The implementation of On the Farm is a bit clumsy in a few respects, | |
| however. For one thing, it is not initially apparent that the backstory | |
| is not useful for the main objective of the game, meaning that there are | |
| a few puzzles that ultimately end up being red herrings, somewhat | |
| confusingly so. One part of a puzzle involving a rope is just flat-out | |
| silly, and another relies on your grandparents being rather stupid. The | |
| game also can't seem to decide whether it's keeping score--"score" | |
| elicits "There is no score in this game," but you'll be told your score | |
| anyway (it'll always be 0, as far as I can tell) if you die along the | |
| way. There's a cumbersome hint system (each "topic" has only one hint) | |
| that provides only the vaguest of nudges for one rather nonintuitive | |
| puzzle (though there's also a walkthrough provided), and one key feature | |
| of the landscape is rather misleadingly described, so that it's possible | |
| to get the wrong idea about what to do with it. (I.e., it initially | |
| seems that you need to repair it, but 'tain't so.) More generally, the | |
| whole thing initially feels a little directionless, and it takes a good | |
| deal of wandering around before you have any idea about what to do. | |
| The setting is likewise a mixed bag. The farm is supposed to be | |
| abandoned, nonworking, and there are plenty of nicely done stray details | |
| that convey decay and neglect, such as a barn door hanging by a hinge, a | |
| rusted-out tractor with a dead battery, a groundhog-eaten garden, and a | |
| mildewed haystack. In that respect, it's a vivid setting--it's a | |
| specific rather than a generic farm. There are also lots of unexplained | |
| details, however (notably a huge ball of twine and a metal hook whose | |
| presence and function remain mysterious), and the writing is uneven at | |
| best--punctuation errors and unfortunate phrasings. For example, a sign | |
| says "Ventilation fan must be running to safely enter pit," making the | |
| alert reader wonder what will happen to the fan if it enters the pit | |
| while not running. More generally, some pieces of the backstory come | |
| across well, but some do not--how have your grandparents been supporting | |
| themselves on this nonworking farm?--and it feels like there could have | |
| been much more to the story than there is had the game suggested that | |
| your objectives include helping the farm start working again. The | |
| introduction, moreover, suggests that the game will be telling you what | |
| you think or feel--it registers that you find the prospect of hanging | |
| around the farm terribly boring--but nothing else in the game mentions | |
| what you think about anything. | |
| Nevertheless, there's a lot of charm in On the Farm--it's not the | |
| character study it initially appears to be, but it's an interesting | |
| effort nonetheless, particularly for the vividness of the NPCs and the | |
| farm setting. It's not the best game of this year's competition, but I | |
| did give it a 6. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Mike Roberts <mjr_ SP@G hotmail.com> | |
| TITLE: Pass The Banana | |
| AUTHOR: Admiral Jota | |
| E-MAIL: jota SP@G tiac.net | |
| DATE: 1999 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition99/inform/banana/banana.z5 | |
| VERSION: Release 1 | |
| This disturbing study of a descent into madness is at once shocking and | |
| sublime. Yes, the symbolism is all here: candles in a dark-paneled room; | |
| a stage representing the subconscious mind with its flickering and | |
| fragile consciousness surrounded by the dark sea of the subconscious; | |
| the empty trophy case juxtaposed with the full junk closet, a | |
| devastating portrait of lost hope and failed dreams; a flaming skull | |
| alluding to nothing so much as Death caught in an inferno of alienation | |
| pervading modern civilization and ultimately consuming it; a monkey, a | |
| non-human animal so human in form as to mock our very identity as human, | |
| symbolic of our animal needs and the animal lurking, always lurking just | |
| beneath the surface of our rational facades; a robot, a machine in human | |
| form, the ultimate symbol of our dehumanization at the hands of our own | |
| cleverness; the plentiful seating, symbolizing man's inhumanity to his | |
| fellow man; and, of course, the banana, so strident in its symbolism | |
| that it paradoxically becomes subtle, like an angry couple at the | |
| supermarket whose loud, pointless bickering we try to pretend not to | |
| see. | |
| But even such powerful symbolism would be empty without narrative, of | |
| which we find more than we can handle. We pass a banana, tentatively at | |
| first, experimenting: to the monkey, perhaps, or to the robot? And what | |
| about the flaming head? Soon we build confidence, just as the hero in | |
| the prototypical mythological framework gains confidence from early | |
| tests, and start passing bananas more aggressively. Before we know it we | |
| are in a banana-passing frenzy - bananas everywhere, coming, going, | |
| faster than we can keep track of, just as we lose track of things in our | |
| daily lives: this banana an overdue bill, this one a friend we've lost | |
| touch with, this one the wreckage of a marriage. And then it stops, | |
| suddenly, and we find to our shock that we have no more bananas - but, | |
| in a bitter indictment of western society's glorification of hoarded | |
| wealth, this is how we win: just as the Japanese gardener considers her | |
| garden complete only when she has removed everything that she can | |
| remove, this game is not complete until we have no more bananas. | |
| Other games in this year's competition might have more plot, more | |
| puzzles, or more elaborate settings, but none have more bananas. | |
| Score: 2 (there's nothing to it, but what's there works) | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Suzanne Britton <tril SP@G host.ott.igs.net> | |
| TITLE: Six Stories | |
| AUTHOR: Neil K. Guy | |
| E-MAIL: tela SP@G tela.bc.ca | |
| DATE: 1999 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition99/tads/six/six.gam | |
| VERSION: 1.0 | |
| "Six Stories" is the first full-blown use of HTML TADS I've seen, | |
| complete with high-quality graphics (well, "illustrations" feels like a | |
| better term), sound effects, and speech. However, these multimedia | |
| aspects are used differently than they are in most commercial games. A | |
| combination of effects, including subtle background textures that look | |
| like aged paper, are used to give you the impression of being inside a | |
| storybook. There is your own story, which you are playing out, and five | |
| others nestled inside that, each recounted with pictures and a quiet | |
| voice like a parent reading at a child's bedside. All come together to | |
| contribute to the one puzzle of note (which, though it is arguably an | |
| "old chestnut", I quite enjoyed solving). | |
| I found the experience, though all too brief, to be thoroughly charming. | |
| Puzzlewise, the pieces all fit together with a satisfying little snap. | |
| Storywise, there are many insinuations and ambiguities and loose | |
| ends--enough that I plan on a second play-through to get a clearer | |
| picture of the whole. The author doesn't go out of his way to explain | |
| what any of this means and why it's happening. This is obscurity done | |
| right--unlike some other entries this year which shall remain nameless. | |
| While "Six Stories" has a number of cosmetic bugs, as well as a | |
| gameworld which is arguably over-detailed for a game of this size | |
| (leading to some unwieldly disambiguations), I found no serious | |
| problems. It is one of several games this year that disables compass | |
| directions, which normally irritates me, but in this case, there was | |
| good reason for doing so. | |
| The main reason I'm only giving "Six Stories" an 8 is because it ended | |
| just as I was getting warmed up! | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dns361 SP@G merle.acns.nwu.edu> | |
| TITLE: Stone Cell | |
| AUTHOR: Stephen Kodat | |
| E-MAIL: skodat SP@G blazenet.net | |
| DATE: 1999 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition99/tads/cell/cell.gam | |
| VERSION: Release 1 | |
| Stone Cell is one of the most uneven works of IF imaginable. The game's | |
| world is complete and thoroughly rendered--yet many of the most | |
| important details either are inaccessible or require | |
| information-gathering techniques that I never ran across. Some of the | |
| puzzles are clever, but most are also so poorly clued that there is no | |
| way to solve them other than looking at the walkthrough. And bits of the | |
| writing are colorful and vivid, but long stretches are ludicrously | |
| turgid and overwritten. The overall impression is a game with potential | |
| for a terrific story, let down by poor game design. | |
| It appears you're a young girl, in a medieval village, who has appeared | |
| at church improperly attired and is facing imprisonment as a | |
| consequence--excessive, it seems, though the game never puts the excess | |
| in any sort of context. Beyond that, you understand very little at the | |
| outset: the game elects not to explain anything about the setting. This | |
| is actually an interesting way to immerse the player in the story, in | |
| that the action starts right away without explaining who or where you | |
| are, and leaves you to piece together the salient details. Realism | |
| suffers somewhat (i.e., when your character asks other people about her | |
| own basic biographical information), but not excessively so. And there | |
| are lots and lots of things to figure out--the game name-drops left and | |
| right, and you accumulate unexplained references much faster than you | |
| can ask people about them. The game fairly drips with information: | |
| virtually no scenery is left unimplemented, for one thing, and there are | |
| lots of doors that you simply cannot get through. The effect is that the | |
| game's world seems much larger than it is--you have the sense that you | |
| have seen only a small portion of it by the end of the game--which is | |
| certainly a nice touch. Unfortunately, the masses of detail available | |
| mean that it's easy to fail to discover something important, or to lose | |
| an important name in the shuffle--and even at the end of the game, I | |
| could not discern how I should have learned a few key bits of | |
| information. The author has taken care to make the world of the game | |
| complete, but it ends up being almost too detailed, with too many names | |
| to keep straight. Still, an excess of detail is arguably more | |
| interesting than an underdescribed game, and Stone Cell certainly does | |
| put together an interesting setting. | |
| Sadly, the puzzle-solving spoils the fun of the setting, by and large, | |
| by requiring mental telepathy on a grand scale. Particularly egregious | |
| in that regard is the dungeon cell of the title, which the author splits | |
| into nine parts, each with a one-line description--and a certain key | |
| object is hidden entirely, without even an oblique reference in the | |
| description that might lead to it. This is the most peculiar design | |
| choice in a game filled with such peculiar choices--the author's powers | |
| of description appear to be up to the task of rendering each portion of | |
| the cell vividly enough that the scene wouldn't be boring or | |
| repetitious. Indeed, it becomes apparent that there are quite a few | |
| things worth noticing scattered around the cell, and why the author | |
| chose to shortchange the descriptions is unclear. That poses one | |
| artificial barrier to solving puzzles, but there are others--you are | |
| supposed to sense, somehow, that you can signal a certain person a | |
| certain way from a certain spot in the cell, and how you know this | |
| remains a mystery to me. There is a measure of logic to most of the | |
| puzzles, but usually it's the sort of logic that is apparent only in | |
| retrospect--a player is unlikely to hit on most of the solutions other | |
| than by blind guess. (Particularly so in the case of the guardians that | |
| are distracted by a certain object; it is not apparent why those | |
| guardians react the way they do--or in the case of the solution that | |
| requires an adversary to be almost unfathomably stupid.) The unfairness | |
| of the puzzles detracts considerably from the effectiveness of the | |
| story, since most players will wind up relying heavily on the | |
| walkthrough. (A few of the puzzles, particularly the one where you open | |
| the door of your cell, are rather ingenious, though.) | |
| The writing occasionally works and more often is ridiculously overdone, | |
| as in the following passage when you emerge from your cell: | |
| During your time underground, time has passed as if you were here to | |
| witness it; the world has fallen into the drowse of deep night, | |
| without the least concern for your whereabouts. At this moment, a | |
| realization holds you captive: all shall continue as it always has, | |
| long after you have expired and returned to the loam. | |
| Or this, from the initial description of your cell: | |
| This is a sepulcher for the living. You are ensconced in the tomb | |
| where you shall surely perish, with no one to anoint your body, no | |
| one to assuage your throes, no one to hear your final lament. | |
| The grammar here is fine, and there aren't really all that many unneeded | |
| adjectives and adverbs, but the cliche and melodrama levels are | |
| painfully high--it really isn't necessary to hand-wring about the | |
| awfulness of your prison cell, or exclaim over your sudden discovery | |
| that the world goes on without you. The author here can put sentences | |
| together, clearly, but knowing when to stop is a problem. Some of the | |
| descriptions that aren't supposed to be fraught with melodrama are | |
| acceptable: | |
| >examine beams | |
| Hewn from trees felled on the surrounding hillsides. You used to run | |
| wild through those trees, on those rare days you'd complete your | |
| chores before nightfall. | |
| Nothing special, but it sets a scene and doesn't call attention to the | |
| writer unnecessarily. Stone Cell is a little too quick to ascribe | |
| emotions to the PC, and to maunder on about those emotions; the more | |
| restrained scene that leave the player to make inferences about the PC's | |
| feelings work much better. The other problem with the writing is that, | |
| in many cases, there's simply too much of it--some descriptions go on | |
| for more than 200 words, much more than necessary. Conciseness is a | |
| virtue in IF writing, and there's not a lot of it here. | |
| The story itself is uneven, in the end--the story ends up being about | |
| the feudal lord's family as much as yours, though the introduction made | |
| it seem like the focus would be injustice, as visited upon those in | |
| small communities who transgress in minor but symbolic ways. It isn't | |
| apparent at the outset that you should care about the details of the | |
| lord's family, in other words, and the game never really signals that | |
| the PC does care about said family. The author seems to have been so | |
| eager to develop the various narrative threads that he never got around | |
| to making any of them work as a story--why do you care about the | |
| internal politics of the castle (as you seem to), when you're a twelve- | |
| year-old? Depending on how you approach it, the failure here is either | |
| an incoherently written PC (who's a lot more worldly than she appears), | |
| or a backstory that didn't fill out the necessary details as it should | |
| have. | |
| Stone Cell is an interesting mess, in short--there's a whole lot of | |
| story running around with very little to tie it together, and the shape | |
| of the game is unfortunately provided by several badly done puzzles. | |
| There are clearly good intentions at work, though, and the setting was | |
| intriguing enough that I ended up giving the game a 7 in this year's | |
| competition. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dns361 SP@G merle.acns.nwu.edu> | |
| TITLE: Winter Wonderland | |
| AUTHOR: Laura A. Knauth | |
| E-MAIL: Laura.Knauth SP@G Stanford.edu | |
| DATE: 1999 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.gmd.de/if-archive/games/competition99/inform/winter/winter.z5 | |
| VERSION: Release 1 | |
| Laura Knauth's Winter Wonderland is unfortunately named--it brings to | |
| mind a horrible, insipid song, for one thing--but also accurately named; | |
| the genre is fairy-tale, and "wonderland" is the best way to describe | |
| the game's gentle, nonthreatening world. Players who don't mind things | |
| like dryads and fairies will find much to enjoy in Winter Wonderland; | |
| players who do, however, are advised to steer clear. | |
| The premise should tell the potential player all he or she needs to know | |
| about Winter Wonderland: you're a little girl sent into town to buy a | |
| single candle so that your family will have something to put on its | |
| tree. You'd really like to buy some shoes for your sickly younger | |
| brother Sander, but your family's too poor to afford shoes for both of | |
| you. Along the way, you stumble into a magical realm replete with the | |
| aforementioned dryads and fairies and other things of that ilk. While | |
| everything is quite well done, about as well done as it can be, the | |
| nature of the game--where is HTML-TADS when it's needed? we need wailing | |
| strings and chiming bells here--is such that it's the ultimate in Not | |
| Everyone's Cup of Tea. | |
| The puzzles (for there are quite a few of them in the magical realm) | |
| aren't anything special, on the whole; they are more akin to artificial | |
| roadblocks (bad) than problems seamlessly integrated into the story | |
| (good). Most of them boil down to doors to unlock in order to obtain | |
| objects that will unlock other doors; the saving grace is that the | |
| writing is plentiful and quite good. Some of the doors, to be sure, are | |
| unlocked in creative ways, but by and large the puzzles are just | |
| puzzles, and there's nothing unifying the puzzle-solving in any | |
| meaningful way. It's a shame, and it's a little strange, since the game | |
| takes care to develop the framing story--but then dumps you in the magic | |
| forest, and you're to assume that if you wander around and solve a bunch | |
| of puzzles, things will be all right in the end. Winter Wonderland has a | |
| lot of company there, of course, in Infocom's games among others--but IF | |
| has been moving away from that model in recent years. It is also worth | |
| noting that one puzzle toward the latter stages of the game is simply | |
| poorly implemented (and the hints, helpful elsewhere, are no help here), | |
| and my enjoyment of the game as a whole waned as I struggled with the | |
| poor implementation, I fear. Other than that, however, the game is very | |
| solidly implemented; there are no alternate solutions, as far as I know, | |
| but the given solutions are reasonably well clued and logical (though a | |
| few rely on effects that could not have been anticipated), and there are | |
| no major bugs. | |
| As noted, the writing is plentiful and generally good enough to overcome | |
| the flaws in the puzzles, though there is rather a lot of it; the | |
| tendency here is toward more details rather than less. That's not so | |
| inconsistent with the overall feel of fantasy, though, where big splashy | |
| descriptions are more or less acceptable (whereas real-world-type | |
| settings are better served by just a few sentences to bring out the | |
| salient details). The main problem with the writing is that there are a | |
| few too many adjectives and adverbs, even given the setting, and some of | |
| the descriptions are a bit overwritten; the initial paragraph setting | |
| the scene (think movie voice-over) is an example: | |
| In a far off land, there lies a little village nestled in a snowy | |
| mountainscape. As the townsfolk joyously prepare for the coming | |
| winter solstice, a young girl living with her family in a humble hut | |
| at the outskirts of town gains no comfort in the festivities. Her | |
| closest companion, her younger brother Sander Bales, has fallen | |
| seriously ill with a fever and can barely lift his head from the bed | |
| upon which he lies. Young Gretchen could hardly have suspected that | |
| such circumstances would cause the fanciful events that were to occur | |
| upon this solstice eve. | |
| "Nestled," "joyously," "humble," "seriously," "young" twice, "fanciful", | |
| etc. There are also some grammar problems (though the sheer amount of | |
| text tends to obscure them), but on the whole the writing is reasonably | |
| good. It's just--well, depending on your mood, it might come across as | |
| saccharine. Or it might come across as charming. Similar is the dryad | |
| who speaks in verse; it's reasonably competent verse, but it verges on | |
| being a little much. | |
| Perhaps the best way to describe Winter Wonderland is that it fits very | |
| snugly within its genre, namely earnest and occasionally heart-tugging | |
| fairy tale, and does very little to push that genre's boundaries. | |
| There's nothing inherently wrong with that, especially since that in | |
| particular is ground less trodden than some areas of IF (et tu, | |
| trapped-in-the-research-lab?), but it does require that the reader | |
| accept the conventions of the genre and put aside even the remotest | |
| vestige of cynicism. Any work of fiction that deals with the | |
| holiday-time struggles of a poor family whose youngest child is sick is | |
| already toeing the self-parody line; Winter Wonderland does about as | |
| well as any game could to avoid crossing the line. Winter Wonderland is | |
| also one of the few genuinely child-friendly games since Infocom left | |
| the scene, and it's far more bearable for adults than, say, | |
| Seastalker--but very few games are universally accessible to and | |
| enjoyable by both children and adults, and this is not one of them. | |
| I, personally, enjoyed Winter Wonderland quite a bit; perhaps I was in | |
| the right mood. But while it's well-crafted IF in most respects, it's | |
| not the sort of thing that will necessarily appeal even to all fans of | |
| well-crafted IF. For my part, I gave it an 8 in this year's competition. | |
| READERS' SCOREBOARD ------------------------------------------------------- | |
| The Readers' Scoreboard is an ongoing feature of SPAG which charts the | |
| scores that SPAG readers and reviewers have given to various IF games | |
| since SPAG started up. The codes in the Notes column give information as | |
| to a game's availability and the platforms on which it runs. For a | |
| translation of these codes and for more detailed information on the | |
| scoreboard's format, see the SPAG FAQ. This FAQ is available at the | |
| ftp.gmd.de IF-archive or on the SPAG web page at | |
| http://www.sparkynet.com/spag. | |
| Name Avg Sc Chr Puz # Sc Issue Notes: | |
| ==== ====== === === ==== ===== ====== | |
| Aayela 7.8 1.2 1.5 4 10 F_TAD_GMD | |
| Acid Whiplash 2.7 0.6 0.1 1 17 F_INF_GMD | |
| Acorn Court 6.1 0.5 1.5 2 12 F_INF_GMD | |
| Adv. of Elizabeth Hig 3.1 0.5 0.3 2 5 F_AGT_GMD | |
| Adventure (all varian 6.5 0.6 1.0 8 8 F_INF_TAD_ETC_GMD | |
| Adventureland 3.9 0.5 1.4 3 F_INF_GMD | |
| Afternoon Visit 4.1 1.0 0.8 1 F_AGT | |
| Aisle 6.5 1.4 0.2 6 18 F_INF_GMD | |
| Alien Abduction? 7.7 1.4 1.4 4 10 F_TAD_GMD | |
| All Quiet...Library 5.0 0.9 0.9 6 7 F_INF_GMD | |
| Amnesia 7.8 1.5 1.7 2 9 C_AP_I_64 | |
| Anchorhead 8.5 1.7 1.5 13 18 F_INF_GMD | |
| Another...No Beer 2.4 0.2 0.8 2 4 S10_I_GMD | |
| Arrival 8.1 1.3 1.5 4 17 F_TAD_GMD | |
| Arthur: Excalibur 8.0 1.3 1.6 4 4, 14 C_INF | |
| Aunt Nancy's House 1.5 0.0 0.0 1 F_INF_GMD | |
| Awakened 7.7 1.7 1.6 1 | |
| Awakening 5.6 0.9 1.1 2 15, 18 F_INF_GMD | |
| Awe-Chasm 2.4 0.3 0.6 1 8 S_I_ST_GMD | |
| Babel 8.5 1.7 1.4 4 13 F_INF_GMD | |
| Balances 6.6 0.7 1.2 7 6 F_INF_GMD | |
| Ballyhoo 7.6 1.7 1.5 5 4 C_INF | |
| Bear's Night Out 8.2 1.5 1.5 2 13 F_INF_GMD | |
| Beat The Devil 6.3 1.4 1.2 2 F_INF_GMD | |
| Beyond the Tesseract 3.7 0.1 0.6 1 6 F_I_GMD | |
| Beyond Zork 8.1 1.5 1.9 6 5, 14 C_INF | |
| BJ Drifter 7.5 1.3 1.3 2 15 F_INF_GMD | |
| Bliss 6.5 1.2 0.9 2 F_TAD_GMD | |
| Bloodline 7.2 1.7 1.2 1 15 F_INF_GMD | |
| Border Zone 7.3 1.4 1.4 6 4 C_INF | |
| Break-In 6.9 0.9 1.6 1 F_INF_GMD | |
| Broken String 3.6 0.5 0.4 3 F_TAD_GMD | |
| BSE 5.7 0.9 1.0 3 F_INF_GMD | |
| Bureaucracy 7.0 1.5 1.3 8 5 C_INF | |
| Busted 5.2 1.0 1.1 1 F_INF_GMD | |
| Calliope 4.7 0.9 1.0 2 F_INF_GMD | |
| Cask 1.8 0.0 0.7 1 F_INF_GMD | |
| Castaway 1.1 0.0 0.4 1 5 F_I_GMD | |
| Castle Elsinore 4.3 0.7 1.0 2 I_GMD | |
| CC 4.2 0.4 1.0 1 F_ALAN_GMD | |
| Change in the Weather 7.7 1.0 1.5 107, 8, 14F_INF_GMD | |
| Chaos 4.5 0.9 1.0 1 F_TAD_GMD | |
| Chicken under Window 7.7 0.8 0.0 2 F_INF_GMD | |
| Chicks Dig Jerks 5.5 1.3 0.5 3 F_INF_GMD | |
| Christminster 8.3 1.7 1.5 11 F_INF_GMD | |
| City 6.0 0.5 1.2 1 17 F_INF_GMD | |
| Coke Is It! 6.3 1.0 1.0 1 F_INF_GMD | |
| Coming Home 0.6 0.1 0.1 1 F_INF_GMD | |
| Commute 1.3 0.2 0.1 1 F_I_GMD | |
| Congratulations! 2.6 0.7 0.3 1 F_INF_GMD | |
| Corruption 7.8 1.6 1.1 3 14 C_MAG | |
| Cosmoserve 8.0 1.3 1.5 4 5 F_AGT_GMD | |
| Crypt v2.0 5.0 1.0 1.5 1 3 S12_I_GMD | |
| Curses 8.3 1.2 1.7 13 2 F_INF_GMD | |
| Cutthroats 5.8 1.3 1.1 8 1 C_INF | |
| Dampcamp 5.5 1.0 1.2 2 F_TAD_GMD | |
| Day For Soft Food 7.5 1.2 1.5 2 F_INF_GMD | |
| Deadline 6.9 1.3 1.3 7 C_INF | |
| Death To My Enemies 4.9 1.1 0.9 2 F_INF_GMD | |
| Deep Space Drifter 5.6 0.4 1.1 3 3 S15_TAD_GMD | |
| Delusions 7.9 1.5 1.6 4 14F_INF_GMD | |
| Demon's Tomb 7.4 1.2 1.1 2 9 C_I | |
| Detective 1.1 0.0 0.0 74, 5, 18F_AGT_INF_GMD | |
| Detective-MST3K 6.1 1.0 0.1 77, 8, 18F_INF_GMD | |
| Ditch Day Drifter 6.7 0.9 1.7 4 2 F_TAD_GMD | |
| Down 6.0 1.0 1.2 1 14 F_HUG_GMD | |
| Downtown Tokyo 6.7 0.9 1.1 3 17 F_INF_GMD | |
| Dungeon 7.4 1.5 1.6 1 F_GMD | |
| Dungeon Adventure 6.8 1.3 1.6 1 4 F_ETC | |
| Dungeon of Dunjin 6.2 0.8 1.4 4 3, 14 S20_IBM_MAC_GMD | |
| Edifice 8.0 1.6 1.8 4 13 F_INF_GMD | |
| Electrabot 0.7 0.0 0.0 1 5 F_AGT_GMD | |
| E-Mailbox 3.9 0.0 0.0 1 F_AGT_GMD | |
| Emy Discovers Life 4.1 1.0 1.0 1 F_AGT | |
| Enchanter 7.2 0.9 1.4 7 2,15 C_INF | |
| Enhanced 5.0 1.0 1.3 2 2 S10_TAD_GMD | |
| Enlightenment 7.4 1.2 1.6 1 17 F_INF_GMD | |
| Erehwon 6.7 1.3 1.6 2 F_TAD_GMD | |
| Eric the Unready 7.7 1.5 1.6 3 C_I | |
| Everybody Loves a Par 7.3 1.2 1.3 1 12 F_TAD_GMD | |
| Exhibition 6.3 1.3 0.7 2 F_TAD_GMD | |
| Fable 2.1 0.2 0.2 2 6 F_AGT_GMD | |
| Fable-MST3K 5.0 0.1 0.1 1 F_AGT_INF_GMD | |
| Fear 6.3 1.2 1.3 3 10 F_INF_GMD | |
| Fifteen 1.5 0.5 0.4 1 17 F_INF_GMD | |
| Firebird 7.8 1.6 1.5 2 15 F_TAD_GMD | |
| Fish 7.6 1.2 1.7 3 12, 14 C_MAG | |
| Foggywood Hijinx 6.6 1.3 1.5 2 F_TAD_GMD | |
| Foom 6.6 1.0 1.0 1 F_TAD_GMD | |
| For A Change 7.6 0.9 1.4 3 F_INF_GMD | |
| Forbidden Castle 4.8 0.6 0.5 1 C_AP | |
| Four In One 6.3 1.7 0.8 1 F_TAD_GMD | |
| Four Seconds 5.2 1.1 1.1 1 F_TAD_GMD | |
| Frenetic Five 5.8 1.3 0.6 2 13 F_TAD_GMD | |
| Friday Afternoon 6.3 1.4 1.2 1 13 F_INF_GMD | |
| Frobozz Magic Support 7.4 1.1 1.5 2 F_TAD_GMD | |
| Frozen 5.5 0.7 1.3 1 F_INF_GMD | |
| Frustration 5.7 1.1 0.9 1 F_TAD_GMD | |
| Gateway 8.4 1.3 1.8 4 11 C_I | |
| Gateway 2: Homeworld 9.4 1.7 2.0 1 C_I | |
| Glowgrass 7.1 1.4 1.3 3 13 F_INF_GMD | |
| Golden Fleece 6.0 1.0 1.1 1 F_TAD_GMD | |
| Golden Wombat of Dest 6.3 0.7 1.1 1 18 F_I_GMD | |
| Good Breakfast 5.8 1.1 1.3 1 14 F_INF_GMD | |
| Great Archeolog. 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 14 C_MAG | |
| Guilty Bastards 7.3 1.4 1.4 4 F_HUG_GMD | |
| Gumshoe 6.0 1.0 1.1 5 9 F_INF_GMD | |
| Halothane 7.1 1.3 1.4 2 F_INF_GMD | |
| HeBGB Horror 6.0 0.8 1.0 1 F_ALAN_GMD | |
| Heist 5.9 1.3 1.2 1 F_INF_GMD | |
| Hero, Inc. 7.1 1.1 1.5 1 F_TAD_GMD | |
| Hitchhiker's Guide 7.2 1.4 1.4 11 5 C_INF | |
| Hollywood Hijinx 6.7 0.9 1.6 10 C_INF | |
| Holy Grail 6.2 0.9 1.2 1 F_TAD_GMD | |
| Horror of Rylvania 7.2 1.4 1.4 4 1 F_TAD_GMD | |
| Horror30.zip 3.7 0.3 0.7 2 3 S20_I_GMD | |
| Human Resources Stori 1.3 0.0 0.2 1 17 F_INF_GMD | |
| Humbug 7.0 1.7 1.5 2 11 F_I_GMD | |
| Hunter, In Darkness 8.7 1.2 1.5 3 F_INF_GMD | |
| I didn't know...yodel 3.5 0.6 1.0 4 17 F_I_GMD | |
| I-0: Jailbait on Inte 7.5 1.5 1.3 10 F_INF_GMD | |
| Ice Princess 7.5 1.4 1.6 2 A_INF_GMD | |
| In The End 5.8 1.0 0.0 1 10 F_INF_GMD | |
| In The Spotlight 3.7 0.4 1.2 1 17 F_INF_GMD | |
| Infidel 7.2 0.3 1.4 11 1 C_INF | |
| Informatory 5.5 0.5 1.3 1 17 F_INF_GMD | |
| Inhumane 4.4 0.4 1.0 3 9 F_INF_GMD | |
| Intruder 5.6 1.0 1.3 1 F_INF_GMD | |
| Jacaranda Jim 7.9 0.9 1.0 2 F_GMD | |
| Jacks...Aces To Win 7.5 1.5 1.5 1 F_INF_GMD | |
| Jewel of Knowledge 6.4 1.2 1.2 2 18 F_INF_GMD | |
| Jeweled Arena 8.0 1.5 1.5 1 AGT_GMD | |
| Jigsaw 7.9 1.4 1.5 9 8,9 F_INF_GMD | |
| Jinxter 6.4 1.1 1.3 2 C_MAG | |
| John's Fire Witch 7.0 1.1 1.6 7 4, 12 S6_TADS_GMD | |
| Jouney Into Xanth 5.0 1.3 1.2 1 8 F_AGT_GMD | |
| Journey 7.3 1.5 1.2 4 5 C_INF | |
| King Arthur's Night O 5.3 0.9 1.2 2 F_ALAN_GMD | |
| Kissing the Buddha's 8.1 1.9 1.5 4 10 F_TAD_GMD | |
| Klaustrophobia 6.7 1.2 1.3 5 1 S15_AGT_GMD | |
| Knight Orc 7.3 2.0 0.5 1 15 C_I | |
| L.U.D.I.T.E. 2.1 0.3 0.0 2 F_INF_GMD | |
| Land Beyond Picket Fe 4.8 1.2 1.2 1 10 F_I_GMD | |
| Leather Goddesses 7.0 1.3 1.5 9 4 C_INF | |
| Leaves 3.4 0.2 0.8 1 14 F_ALAN_GMD | |
| Legend Lives! 8.6 1.1 1.5 3 5 F_TAD_GMD | |
| Lesson of the Tortois 7.2 1.3 1.4 3 14 F_TAD_GMD | |
| Lethe Flow Phoenix 6.8 1.4 1.5 4 9 F_TAD_GMD | |
| Life on Beal Street 4.4 1.2 0.0 1 F_TAD_GMD | |
| Light: Shelby's Adden 7.6 1.5 1.3 5 9 S_TAD_GMD | |
| Lightiania 1.9 0.2 0.4 1 F_INF_GMD | |
| Lists and Lists 7.5 1.8 1.7 2 10 F_INF_GMD | |
| Little Blue Men 8.4 1.4 1.5 6 17 F_INF_GMD | |
| Lomalow 4.6 1.3 0.6 1 F_INF_GMD | |
| Losing Your Grip 8.5 1.4 1.4 5 14S20_TAD_GMD | |
| Lost New York 9.1 1.8 1.7 2 S12_TAD_GMD | |
| Lost Spellmaker 7.0 1.6 1.3 2 13 F_INF_GMD | |
| Lunatix: Insanity Cir 5.5 1.1 1.1 2 F_I_GMD | |
| Lurking Horror 7.2 1.3 1.3 14 1,3 C_INF | |
| MacWesleyan / PC Univ 4.9 0.6 1.2 2 F_TAD_GMD | |
| Madame L'Estrange... 5.1 1.2 0.7 1 13 F_INF_GMD | |
| Magic Toyshop 5.7 1.1 1.3 4 7 F_INF_GMD | |
| Magic.zip 4.5 0.5 0.5 1 3 S20_IBM_GMD | |
| Maiden of the Moonlig 7.0 1.3 1.6 1 10 F_TAD_GMD | |
| Matter of Time 1.4 0.3 1.4 1 14F_ALAN_GMD | |
| Mercy 7.3 1.4 1.2 5 12 F_INF_GMD | |
| Meteor...Sherbet 8.1 1.5 1.7 4 10, 12 F_INF_GMD | |
| Mind Electric 5.2 0.6 0.9 4 7,8 F_INF_GMD | |
| Mind Forever Voyaging 8.3 1.3 0.9 10 5,15 C_INF | |
| Mission 6.0 1.2 1.4 1 F_TAD_GMD | |
| Moist 9.1 1.9 1.8 2 F_TAD_GMD | |
| Moment of Hope 4.7 1.3 0.4 2 F_TAD_GMD | |
| Moonmist 5.7 1.2 1.0 13 1 C_INF | |
| Mop & Murder 5.0 0.9 1.0 2 5 F_AGT_GMD | |
| Mother Loose 6.7 1.5 1.2 1 17 F_INF_GMD | |
| Multidimen. Thief 5.6 0.5 1.2 5 2,9 S15_AGT_GMD | |
| Muse 7.7 1.4 1.0 1 17 F_INF_GMD | |
| Music Education 3.6 1.0 0.8 2 F_INF_GMD | |
| Myopia 4.7 0.8 0.7 1 F_AGT_GMD | |
| Mystery House 4.1 0.3 0.7 1 F_AP_GMD | |
| New Day 6.5 1.4 1.2 3 13 F_INF_GMD | |
| Night At Computer Cen 5.0 1.0 1.2 1 F_INF_GMD | |
| Night at Museum Forev 4.2 0.3 1.0 4 7,8 F_TAD_GMD | |
| Night of... Bunnies 6.6 1.0 1.4 1 I_INF_GMD | |
| Nord and Bert 6.1 0.7 1.2 6 4 C_INF | |
| Obscene...Aardvarkbar 3.2 0.6 0.6 1 F_TAD_GMD | |
| Odieus...Flingshot 3.3 0.4 0.7 2 5 F_INF_GMD | |
| Of Forms Unknown 4.5 0.7 0.5 1 10 F_INF_GMD | |
| On The Farm 6.5 1.5 1.3 1 F_TAD_GMD | |
| Once and Future 6.9 1.6 1.5 2 16 C30_TAD_CMP | |
| One That Got Away 6.4 1.4 1.0 5 7,8 F_TAD_GMD | |
| Only After Dark 5.2 1.0 0.9 2 F_INF_GMD | |
| Oo-Topos 5.7 0.2 1.0 1 9 C_AP_I_64 | |
| Outsided 1.2 0.1 0.2 1 F_INF_GMD | |
| Pass the Banana 3.3 0.9 0.8 2 F_INF_GMD | |
| Path to Fortune 6.7 1.5 1.0 2 9 S_INF_GMD | |
| Pawn 6.5 1.0 1.2 1 12 C_MAG | |
| Perilous Magic 4.9 0.9 1.1 1 F_INF_GMD | |
| Perseus & Andromeda 3.4 0.3 1.0 1 64_INF_GMD | |
| Persistence of Memory 6.2 1.2 1.1 1 17 F_HUG_GMD | |
| Phlegm 5.4 1.1 1.1 1 10 F_INF_GMD | |
| Photopia 7.4 1.4 0.7 10 17 F_INF_GMD | |
| Phred Phontious...Piz 5.2 0.9 1.3 2 13 F_INF_GMD | |
| Piece of Mind 6.3 1.3 1.4 1 10 F_INF_GMD | |
| Pintown 1.3 0.3 0.2 1 F_INF_GMD | |
| Planetfall 7.2 1.6 1.5 10 4 C_INF | |
| Plant 7.3 1.2 1.5 4 17 F_TAD_GMD | |
| Plundered Hearts 7.3 1.4 1.2 6 4 C_INF | |
| Poor Zefron's Almanac 6.4 1.0 1.4 1 13 F_TAD_GMD | |
| Portal 7.0 1.8 0.0 1 C_I_A_AP_64 | |
| Purple 5.6 0.9 1.0 1 17 F_INF_GMD | |
| Pyramids of Mars 6.0 1.2 1.2 1 AGT_GMD | |
| Quarterstaff 6.1 1.3 0.6 1 9 C_M | |
| Ralph 7.1 1.5 1.3 2 10 F_INF_GMD | |
| Remembrance 2.4 0.9 0.2 1 F_GMD | |
| Reruns 5.2 1.2 1.2 1 AGT_GMD | |
| Research Dig 4.7 1.1 0.7 1 17 F_INF_GMD | |
| Reverberations 5.6 1.3 1.1 1 10 F_INF_GMD | |
| Ritual of Purificatio 6.7 1.6 1.1 3 17 F_GMD | |
| Sanity Claus 9.0 1 1 S10_AGT_GMD | |
| Save Princeton 5.6 1.0 1.3 3 8 S10_TAD_GMD | |
| Sea Of Night 6.4 1.3 1.2 1 F_TAD_GMD | |
| Seastalker 4.9 1.1 0.8 9 4 C_INF | |
| Shades of Grey 8.0 1.3 1.4 4 2, 8 F_AGT_GMD | |
| Sherlock 7.1 1.4 1.4 4 4 C_INF | |
| She's Got a Thing...S 7.8 1.8 1.8 2 13 F_INF_GMD | |
| Shogun 7.1 1.5 0.5 1 4 C_INF | |
| Sins against Mimesis 7.0 1.3 1.3 2 13 F_INF_GMD | |
| Sir Ramic... Gorilla 5.0 1.0 1.5 1 6 F_AGT_GMD | |
| Six Stories 6.7 1.0 1.0 1 F_TAD_GMD | |
| Small World 6.7 1.4 1.2 2 10 F_TAD_GMD | |
| So Far 7.7 1.1 1.5 8 12 F_INF_GMD | |
| Sorcerer 7.2 0.6 1.6 6 2,15 C_INF | |
| Sound of... Clapping 7.2 1.2 1.3 5 5 F_ADVSYS_GMD | |
| South American Trek 0.9 0.2 0.5 1 5 F_IBM_GMD | |
| Space Aliens...Cardig 1.6 0.4 0.3 5 3, 4 S60_AGT_GMD | |
| Space under Window 7.5 0.9 0.5 4 12 F_INF_GMD | |
| Spacestation 5.6 0.7 1.1 1 F_INF_GMD | |
| Spellbreaker 8.4 1.2 1.8 7 2,15 C_INF | |
| Spellcasting 101 7.0 1.0 1.2 1 C_I | |
| Spellcasting 201 7.8 1.5 1.6 1 C_I | |
| Spellcasting 301 7.5 1.4 1.5 1 C_I | |
| Spider and Web 8.7 1.7 1.8 8 14F_INF_GMD | |
| SpiritWrak 6.9 1.2 1.3 4 F_INF_GMD | |
| Spodgeville...Wossnam 5.8 1.1 1.2 1 F_INF_GMD | |
| Spur 7.1 1.3 1.1 2 9 F_HUG_GMD | |
| Starcross 6.9 1.1 1.3 6 1 C_INF | |
| Stargazer 5.4 1.1 1.1 1 F_INF_GMD | |
| Stationfall 7.6 1.6 1.6 5 5 C_INF | |
| Stiffy - MiSTing 3.9 0.6 0.1 2 F_INF_GMD | |
| Stone Cell 6.1 1.2 1.2 1 F_TAD_GMD | |
| Strangers In The Nigh 4.3 1.0 0.6 1 F_TAD_GMD | |
| Sunset Over Savannah 8.7 1.7 1.4 5 13 F_TAD_GMD | |
| Suspect 6.0 1.2 1.0 6 4 C_INF | |
| Suspended 7.3 1.4 1.3 6 8 C_INF | |
| Sylenius Mysterium 4.7 1.2 1.1 1 13 F_INF_GMD | |
| Symetry 0.9 0.0 0.1 1 F_INF_GMD | |
| Tapestry 7.0 1.4 0.8 4 10, 14 F_INF_GMD | |
| Tempest 5.6 1.0 0.6 1 13 F_INF_GMD | |
| Temple of the Orc Mag 4.9 0.0 0.6 1 F_TAD_GMD | |
| Theatre 6.8 1.1 1.3 8 6 F_INF_GMD | |
| Thorfinn's Realm 3.9 0.8 0.7 1 F_INF_GMD | |
| Time: All Things... 5.2 1.1 1.0 1 11, 12 F_INF_GMD | |
| TimeQuest 8.4 1.2 1.7 2 C_I | |
| TimeSquared 4.3 1.1 1.1 1 F_AGT_GMD | |
| Toonesia 6.3 1.2 1.2 5 7 F_TAD_GMD | |
| Tossed into Space 3.9 0.2 0.6 1 4 F_AGT_GMD | |
| Town Dragon 3.7 0.6 0.4 1 14 F_INF_GMD | |
| Trapped...Dilly 7.0 0.0 1.5 1 17 F_INF_GMD | |
| Travels in Land of Er 6.1 1.2 1.5 2 14 F_INF_GMD | |
| Trinity 8.7 1.4 1.7 14 1,2 C_INF | |
| Tryst of Fate 7.1 1.4 1.3 1 11 F_INF_GMD | |
| Tube Trouble 4.2 0.8 0.7 2 8 F_INF_GMD | |
| Tyler's Great Cube Ga 5.8 0.0 1.7 1 S_TAD_GMD | |
| Uncle Zebulon's Will 7.3 1.0 1.4 11 8 F_TAD_GMD | |
| Underoos That Ate NY 6.2 1.0 1.2 1 F_TAD_INF_GMD | |
| Undertow 5.2 1.2 1.0 2 8 F_TAD_GMD | |
| Undo 3.2 0.4 0.6 3 7 F_TAD_GMD | |
| Unholy Grail 6.0 1.2 1.2 1 13 F_I_GMD | |
| Unnkulian One-Half 6.9 1.2 1.6 8 1 F_TAD_GMD | |
| Unnkulian Unventure 1 7.0 1.2 1.6 7 1,2 F_TAD_GMD | |
| Unnkulian Unventure 2 7.2 1.4 1.5 4 1 F_TAD_GMD | |
| Unnkulian Zero 9.0 11, 12, 1F_TAD_GMD | |
| Varicella 8.8 1.6 1.7 6 18 F_INF_GMD | |
| Veritas 6.9 1.7 1.4 2 S10_TAD_GMD | |
| Vindaloo 2.9 0.0 0.4 1 F_INF_GMD | |
| VirtuaTech 6.1 0.0 1.2 1 F_INF_GMD | |
| Waystation 5.7 0.7 0.9 2 9 F_TAD_GMD | |
| Wearing the Claw 7.2 1.3 1.3 4 10, 18 F_INF_GMD | |
| Wedding 7.3 1.6 1.4 2 12 F_INF_GMD | |
| Where Evil Dwells 5.1 0.8 1.1 1 F_INF_GMD | |
| Winter Wonderland 8.0 1.3 1.2 4 F_INF_GMD | |
| Wishbringer 7.5 1.3 1.3 11 5,6 C_INF | |
| Witness 6.5 1.5 1.1 8 1,3,9 C_INF | |
| Wonderland 7.5 1.3 1.4 1 C_MAG | |
| World 6.5 0.6 1.3 2 4 F_I_ETC_GMD | |
| Worlds Apart 8.9 1.8 1.5 2 F_TAD_GMD | |
| Zanfar 2.6 0.2 0.4 1 8 F_AGT_GMD | |
| Zero Sum Game 7.8 1.6 1.6 2 13 F_INF_GMD | |
| Zombie! 6.0 1.1 1.1 1 13 F_TAD_GMD | |
| Zork 0 6.2 1.0 1.4 8 14C_INF | |
| Zork 1 6.1 0.9 1.4 17 1, 12 C_INF | |
| Zork 2 6.7 1.0 1.5 10 1, 12 C_INF | |
| Zork 3 6.5 0.8 1.4 7 1, 12 C_INF | |
| Zork Undisc. Undergr. 6.5 1.0 1.2 1 14F_INF_GMD | |
| Zork: A Troll's Eye V 4.7 0.5 0.1 1 14 F_INF_GMD | |
| Zuni Doll 5.3 1.1 0.9 1 14 F_INF_GMD | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| The Top Ten: | |
| A game is not eligible for the Top Ten 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. | |
| I'm pleased to announce that I've received over 350 ratings since the | |
| last issue of SPAG. Keep up the good work, people! Unsurprisingly, the | |
| top ten has changed significantly since last issue due to all the new | |
| scores. Varicella retains the top spot, but with a significantly lower | |
| overall score than last issue. Only 1 Infocom game, Trinity, remains in | |
| the top ten, which is otherwise filled out by worthy entries from | |
| Plotkin, Gentry, Granade, Baggett, and, surprisingly enough, a couple of | |
| favorites from the 1997 IF competition. | |
| 1. Varicella 8.8 6 votes | |
| 2. Hunter, In Darkness 8.7 3 votes | |
| 3. Spider and Web 8.7 8 votes | |
| 4. Sunset Over Savannah 8.7 5 votes | |
| 5. Trinity 8.7 14 votes | |
| 6. The Legend Lives! 8.6 3 votes | |
| 7. Losing Your Grip 8.5 5 votes | |
| 8. Anchorhead 8.5 13 votes | |
| 9. Babel 8.5 4 votes | |
| 10. Little Blue Men 8.4 6 votes | |
| As always, please remember that the scoreboard is only as good as the | |
| contributions it receives. To make your mark on this vast morass of | |
| statistics, rate some games on our website | |
| (http://www.sparkynet.com/spag). You can also, if you like, send ratings | |
| directly to me at obrian SP@G colorado.edu. Instructions for how the rating | |
| system works are in the SPAG FAQ, available from GMD and our website. | |
| We've had a bit of trouble with score inflation recently, as well as | |
| some people inexplicably giving scads of games a 0.0 for their wildcard | |
| score. Please read the FAQ before submitting scores, so that you know | |
| how the scoring system works. After that, submit away! | |
| 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. | |
| ----------------------------------------------------------------------------- | |
| Thank you for helping to keep text adventures alive! | |
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