| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE #39 -- 2004 IF Competition Special | |
| Edited by Paul O'Brian (obrian SP@G colorado.edu) | |
| January 7, 2005 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #39 is copyright (c) 2005 by Paul O'Brian. | |
| Authors of reviews and articles retain the rights to their contributions. | |
| All email addresses are spamblocked -- replace the name of our magazine | |
| with the traditional 'at' sign. | |
| ARTICLES IN THIS ISSUE ---------------------------------------------------- | |
| SPAG interviews the top finishers in the IF Comp who aren't its editor: | |
| * Chris Klimas | |
| * half sick of shadows | |
| * Jason Devlin | |
| REVIEWS IN THIS ISSUE ----------------------------------------------------- | |
| All Things Devours | |
| Bellclap | |
| The Big Scoop | |
| Blink | |
| Blue Chairs | |
| Die Vollkommene Masse | |
| Goose, Egg, Badger | |
| The Great Xavio | |
| I Must Play | |
| Identity | |
| Luminous Horizon | |
| Mingsheng | |
| Ninja v1.30 | |
| Order | |
| The Orion Agenda | |
| The Realm | |
| Splashdown | |
| Square Circle | |
| Sting Of The Wasp | |
| Trading Punches | |
| Who Created That Monster? | |
| Zero One | |
| EDITORIAL------------------------------------------------------------------ | |
| Some while ago now, I was trying to figure out what I wanted to do next | |
| in IF. I had just finished LASH, which was very satisfying to write but | |
| also an incredible downer, what with all the research into the horrors | |
| of American slavery. I knew I wanted to write something light and fun, | |
| and for me, the natural choice was something to do with superheroes. I'd | |
| had an on-again, off-again love affair with the genre all my life, | |
| particularly with the kooky mutants and malcontents of the Marvel | |
| Universe. As I was contemplating this decision, good writers and | |
| editorial shakeups were breathing new life into that universe, so the | |
| affair was definitely on again. | |
| I hatched a plan. I would create a series of superhero games. They would | |
| be short and episodic, just like the comics, and each game would itself | |
| be broken into very small chapters, in imitation of the style used by | |
| Stan Lee and Jack Kirby in the earliest issues of the Fantastic Four and | |
| others. The other great bonus of having the games be episodic was that | |
| they'd be the perfect size for competition entries. I decided I would | |
| enter each episode into that year's comp, which would both provide a | |
| very solid deadline and help me promote the series. I also thought for a | |
| while on the ways in which the flow of interactive fiction, interrupted | |
| rhythmically by the appearance of the prompt, is similar to the flow of | |
| comics, panels strung together by their intervening gutters and page | |
| breaks. The analogy was far from perfect, but I thought that if I kept | |
| it in mind, it could help me capture the exhilarating feel of my | |
| favorite superhero comics. | |
| In some ways, this was a ridiculous thing to be attempting. For one | |
| thing, a huge part of superheroes' appeal is visual, and I wanted to put | |
| them into a pure-text environment. I made this choice not because of | |
| some desire to keep text games unsullied by pictures, but because I | |
| possess a breathtaking lack of artistic skill. I would certainly have | |
| illustrated the games if I could think of any way those illustrations | |
| would enhance rather than detract from the experience. I couldn't. | |
| Secondly, one of the linchpins of superhero narrative is fighting, and | |
| fighting is something that IF isn't very good at rendering. Text is | |
| terribly unsuited to depicting the various subtle adjustments of | |
| position and approach that constitute much of combat tactics, and | |
| besides that, IF's turn-based nature and the long pauses available while | |
| deciding what to type at the prompt work against the sense of urgency | |
| that an action scene needs. I knew that I didn't want to write a | |
| full-fledged CRPG, especially since the superpowers were going to be | |
| trouble enough, packing my game environment with combinatorial TNT -- | |
| not only would I have to account for all the normal actions an IF PC | |
| might take, I also had to make sure that the superpowers didn't break | |
| down at any point. I took heart from the fact that similar things had | |
| been done well; for instance, the Enchanter series is essentially about | |
| a superpowered character, and that character even gains greater powers | |
| as the games progress, a problem I wouldn't have to worry about. | |
| When it came to designing the story and characters, I drew inspiration | |
| from two sources: Stan Lee and Emily Dickinson. As I mentioned in SPAG | |
| #31, the game design phase took place at a time when my nightly reading | |
| was alternating comic books with Dickinson poems. Thus, Emily and Austin | |
| are named after Dickinson and her brother, and their superhero names and | |
| powers derive directly from the poet's focus on the grandeur of the | |
| natural world. From Lee and 1960s Marvel comics in general came much of | |
| the story's structure, and some part of its mood. I didn't want to be | |
| all heavy and cosmic, like some 1970s comics, nor grim and gritty like | |
| the 80s, and 90s deconstructionism was right out. Those comics trends | |
| were reacting to what came before, and superhero IF didn't have the same | |
| history, so I wanted my story to retain some feeling of innocence and | |
| wonder. However, unlike Freedom Force (which I love), I didn't want my | |
| characters talking in gee-willickers Cleaverspeak, nor making loud, | |
| unironic declamations. Instead, I tried to apply the old Marvel | |
| philosophy of having characters behave more realistically, like a real | |
| person would if granted fantastic powers. I don't claim that Emily and | |
| Austin are some perfect psychological picture of "superpowers in the | |
| real world", but I hope that on the superhero spectrum, their words and | |
| actions are closer to the realistic end. | |
| The first game was a major challenge, since I was creating the | |
| superpower code from scratch. I'm also apparently quite a bit slower at | |
| writing IF than most other people -- I'm always astonished when authors | |
| say that such-and-such amazing game was something they banged out in two | |
| months. Earth And Sky took me about a year, working approximately a | |
| half-hour per day, which made it a bit disheartening that the main | |
| response to the game was that it was too short. However, I paid close | |
| attention to all the game's reviews, and tried to address many of the | |
| concerns expressed therein while I was designing the second game, which | |
| I decided to call "Another Earth, Another Sky," with inspiration from | |
| Dickinson and from Lee's bombastic issue titles. It was also important | |
| to me that I found some independent and creative ways to improve upon | |
| the experience of the first game. (Actually, I want *each* of my games | |
| to contain innovations that the last one didn't -- I think a big part of | |
| Infocom's success was that they were always trying to outdo themselves, | |
| and I strive to emulate that ethic in my own work.) So at the time I was | |
| designing episode 2, Glulx had gained a foothold as an excellent | |
| platform that could be programmed in Inform but that could accommodate | |
| graphics. Meanwhile, I'd just bought Photoshop, and was excited about | |
| the kinds of art I could create without having to draw at all. The | |
| notion of bright, graphical sound effects appealed to me hugely, | |
| especially since I'd struggled to find ways to make the first game fun | |
| and colorful. | |
| Another Earth, Another Sky was successful beyond what I'd dared to hope. | |
| Winning the competition floored me -- it was a dream come true, and at | |
| the same time, it threw me into a bit of a tailspin. I feared I'd peaked | |
| too early. What would I do for an encore, and whatever I did, should I | |
| still enter the comp with it? In the end, I decided to go ahead and | |
| enter the comp with episode 3, since that had been the plan from the | |
| beginning with these games. Whatever happened with the third game, I'd | |
| subsequently stay away from the competition for a good long while, maybe | |
| permanently. Creating the game, however, was a bigger stumbling block. I | |
| knew that the innovations I wanted it to have were the ability to switch | |
| between characters, and an in-game hint system built into NPC | |
| conversation. People had been clamoring for more teamwork in these | |
| games, and rightly so: the first and second episodes are from one | |
| sibling's point-of-view, and each quickly finds a reason to get rid of | |
| the other person before the superheroics start in earnest. I figured | |
| that perspective-switching and sibling hinting would provide a team feel | |
| that the other games had lacked. What I didn't figure on was how much | |
| freaking work it would take to build a game that could gracefully switch | |
| between two PCs, along with a hint system that took its cues from PC | |
| behavior and expressed itself naturally in conversational form. Even | |
| though my design for Luminous Horizon was considerably more railroaded | |
| than the previous game, the POV-switching still amounted to a huge pile | |
| of work. Besides these challenges (and perhaps partly because of them), | |
| I found myself suffering from a lack of motivation, as I talked about in | |
| the editorial for SPAG #32. After a while, it became apparent that I | |
| wouldn't have Luminous Horizon ready for the 2003 IF comp, which was a | |
| big disappointment to me. | |
| After many self-pep-talks, and many many coding sessions to the | |
| motivational soundtrack of Pretenders II (thanks Chrissie!), I finished | |
| Episode 3. And... wow. I am absolutely gobsmacked to have won the | |
| competition *again*. It's an incredible honor to be voted into that top | |
| spot, especially against such sterling competition. In fact, I'm | |
| actually a little embarrassed about it. Comparing Luminous Horizon and, | |
| say, Blue Chairs is like putting X-Men 2 up against Requiem For A Dream. | |
| They don't even belong in the same sentence, despite what I just wrote. | |
| For that reason, I've decided not to arrange another "self-interview" | |
| for this issue of SPAG. Duncan Stevens interviewed me for the 2002 comp | |
| issue, which was great and a lot of fun, but I don't want or need SPAG | |
| to become the Society for the Promotion of Paul O'Brian. (Plus, SPPO? | |
| That's even worse than SPAG!) So in this issue, we talk with the 2nd | |
| through 4th place finishers in the 2004 IF Competition. I want to extend | |
| my sincere gratitude to the voters of the IF Comp and to everybody who | |
| helped me with Luminous Horizon. It's been great. On to the post-comp | |
| polishing! | |
| LETTERS TO THE EDITOR------------------------------------------------------ | |
| From: Dave Leigh <dave.leigh SP@G gmail.com> | |
| In response to David Cornelson's editorial dated in Issue #38... | |
| I think David has thought out his target market well, but I'd like to | |
| make one important point: when you redefine your market, you should also | |
| redefine your terms. By all means, these works should be sold in | |
| bookstores, but they should never be called "programs" or "games". They | |
| are BOOKS. Next-generation books, to be sure, but books nonetheless. | |
| A famous marketing example comes to mind. The ubiquitous ThighMaster | |
| wasn't developed for thighs at all, but was a general-purpose exerciser. | |
| It didn't sell at all. It wasn't until a brilliant marketer decided to | |
| target the use of the product that it sold, and when it did, it sold | |
| big. The endorsement of Suzanne Somers didn't hurt, either. | |
| Which brings me to the second point. In his article I think David has | |
| underestated the value of the high-quality author. "Star power", in the | |
| form of an endorsement through participation, is needed here, just as it | |
| was needed for the Thighmaster. Infocom's Hitchhiker's Guide To The | |
| Galaxy game was a major success (in my mind) because of the involvement | |
| of Douglas Adams, who was already well-regarded outside of the field of | |
| IF before the game was conceived. | |
| To bring such star power into play, what's needed is a good sales job | |
| and collaboration. I think there are many fine authors who would | |
| participate in such a medium were it not for the intimidation of | |
| learning the mechanics of the gaming system. Most works of IF are | |
| written and produced by a single person. I think that, if you're truly | |
| thinking in commercial terms, this is a really Bad Idea (tm). While you | |
| have the rare person who is both technically and artistically inclined, | |
| you'll find that most people are one or the other. So pair a good | |
| technician with a good author. It's what we do all the time in software | |
| development with designers and programmers, and the results are almost | |
| invariably better than what can be done by either alone. | |
| This may hold further attractions for authors in that, in writing their | |
| fiction, they can now stretch themselves to think in non-linear terms. | |
| What is their character doing "in the meantime?" It allows them to think | |
| more in terms of characterization instead of the plain narrative, and | |
| the improved characterization can make for a better story. I think that | |
| many authors (and only one is needed at first) would jump at the chance | |
| to participate in such a project if only they knew how to do it (and | |
| collaboration lowers that hurdle); and that they would be rewarded for | |
| it (hence the business plan). | |
| Finally, in the same collaborative vein, there is one thing that I would | |
| most certainly recommend from a technical point of view. In playing | |
| successful modern games that are the closest to text IF (I'm thinking of | |
| the Myst series here), I find that the one element that does more than | |
| any other to establish a mood is sound. A little well chosen music and | |
| some ambient sound effects go a long way toward commercially polishing | |
| the product without in any way detracting from the playability of the | |
| otherwise text-only product. | |
| NEWS ---------------------------------------------------------------------- | |
| COMPETITION RESULTS | |
| The IF competition reached its 10th anniversary this year, and maybe I'm | |
| a little biased, but I think this was a very good comp. As usual, heaps | |
| and heaps of credit go to illustrious organizer and all-around Comp | |
| Cheez Stephen Granade. Many, many thanks to him and all who aid him! | |
| Here are the full results of the 2004 Interactive Fiction Competition: | |
| 1. Luminous Horizon, by Paul O'Brian | |
| 2. Blue Chairs, by Chris Klimas | |
| 3. All Things Devours, by half sick of shadows | |
| 4. Sting of the Wasp, by Jason Devlin | |
| 5. Square Circle, by Eric Eve | |
| 6. The Orion Agenda, by Ryan Weisenberger | |
| 7. Mingsheng, by Deane Saunders (writing as Rexx Magnus) | |
| 8. Splashdown, by Paul J. Furio | |
| 9. Gamlet, by Tomasz Pudlo | |
| 10. Trading Punches, by Mike Snyder (writing as Sidney Merk) | |
| 11. The Great Xavio, by Reese Warner | |
| 12. Goose, Egg, Badger, by Brian Rapp | |
| 13. The Big Scoop, by Johan Berntsson | |
| 14. I Must Play, by Geoff Fortytwo (writing as Fortytwo) | |
| 15. Identity, by Dave Bernazzani | |
| 16. Murder at the Aero Club, by Penny Wyatt (writing as Penny) | |
| 17. Bellclap, by Tommy Herbert | |
| 18. Magocracy, by Anton Joseph Rheaume (writing as Scarybug) | |
| 19. Typo, by Peter Seebach & Kevin Lynn | |
| 20. Kurusu City, by Kevin Venzke | |
| 21. Blink, by Ian Waddell | |
| 22. Chronicle Play Torn, by Penczer Attila (writing as Algol) | |
| 23. A Day In The Life Of A Super Hero, by David Whyld (writing as | |
| davidw) | |
| 24. Order, by John Evans | |
| 25. Who Created That Monster?, by N. B. Horvath | |
| 26. Blue Sky, by Hans Fugal | |
| 27. The Realm, by Michael Sheldon | |
| 28. Redeye, by John Pitchers | |
| 29. Stack Overflow, by Timofei Shatrov | |
| 30. Zero, by William A. Tilli | |
| 31. Zero One, by Edward Plant (writing as shed) | |
| 32. A Light's Tale, by Zach Flynn (writing as vbnz) | |
| 33. Getting Back To Sleep, by Patrick Evans (writing as IceDragon) | |
| 34. Ruined Robots, by Nicholas, Natasha, and Gregory Dudek (writing as | |
| nanag_d) | |
| 35. PTBAD 3, by Jonathan Berman (writing as Xorax) | |
| 36. Ninja v1.30, by Paul Panks (writing as Dunric) | |
| NEW GAMES | |
| Normally, comp season is a pretty sleepy time for new games, but this | |
| time around there's a healthy number, fed partly by a flow of teeny-tiny | |
| games in reduced versions of Inform and TADS (see LET'S GET SMALL, | |
| below.) There's also a goofy satire of Dungeons and Dragons, a promising | |
| debut from a new author, and big announcements by major IF authors: Kent | |
| Tessman's commercial release is ready at last, and Andrew Plotkin has | |
| unveiled a new work aimed at newbies and experts alike. | |
| * Eric The Power-Mad Dungeon-Master by Mark Arenz | |
| * Moonglow by Dave Bernazzani | |
| * Roadside Adventure by Kevin Venzke | |
| * Catseye by Dave Bernazzani | |
| * Future Boy! by Kent Tessman | |
| * The Dreamhold by Andrew Plotkin | |
| * Isle Of The Cult by Rune Berg | |
| IF COMES ALIVE! | |
| On October 27th, an auspicious gathering occurred. Star C. Foster, Nick | |
| Montfort, Daniel Ravipinto, and Emily Short converged on the Kelly | |
| Writers House in Philadelphia to read from their IF works, with Scott | |
| Rettberg serving as interactor and host. The event was another step in | |
| IF's gradual filtration through the groves of academe, and a description | |
| of it is available at http://nickm.com/if/walkthroughs.html. In | |
| addition, Rettberg has written a brief summary of how the event fared at | |
| http://grandtextauto.gatech.edu/2004/10/29/if-walkthroughs/. That | |
| summary promises, among other things, that an audio recording of the | |
| show will be available soon! Watch Nick's web page and | |
| http://grandtextauto.gatech.edu for more info. | |
| A MAP FOR AUTHORS | |
| Dan Shiovitz has been a presence on the IF scene for over ten years now, | |
| and in that time he's written games, tools, reviews and more -- in fact, | |
| his review of John Evans' "Order" appears in this issue of SPAG. His | |
| latest contribution to the community is an essay entitled "How To Write | |
| A Great Game." This essay collects a number of Shiovitz's observations, | |
| with the goal of helping authors "increase the quality of the games | |
| they're writing." It's available at: | |
| http://www.drizzle.com/~dans/if/great-games.html | |
| LET'S GET SMALL | |
| The Commodore 32 is a machine that never was: a hardware Z-machine with | |
| an onboard slot for receiving cartridges full of executable Z-code. The | |
| only catch is that these "Z-carts" can only contain 32K of compiled | |
| code. Dave Bernazzani dreamed up this scenario and created a mini-comp | |
| that invited authors to submit games for this imaginary machine. Of | |
| course, having created mInform, an Inform replacement library that fits | |
| the whole parser and world model into 19K, he knows a little something | |
| about fitting good things into small packages. Six authors took up the | |
| challenge, and Samuel T. Denton's winning entry, "Endgame", weighs in at | |
| an amazing 30K. Details on the contest and the winners are on the C32 | |
| home page at http://www.gis.net/~daveber/minform/c32.htm. | |
| IT'S NOT WHETHER YOU WIN OR LOSE, IT'S SUBMITTING A REVIEW AFTERWARDS | |
| I was very gratified to receive so many original competition reviews for | |
| this issue -- I think this competition edition of SPAG has a higher | |
| percentage of original content than any competition issue since I began | |
| as editor six years ago. Now I want to carry that momentum into the New | |
| Year (I'm greedy that way), so please send me your reviews of IF games | |
| for inclusion in SPAG #40! If you seek inspiration for what to review, | |
| find it below: | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. The Act Of Misdirection | |
| 2. Dead Reckoning (Nick Montfort's translation of Olvido Mortal) | |
| 3. The Dreamhold | |
| 4. 1893: A World's Fair Mystery | |
| 5. The Enterprise Incidents | |
| 6. Eric The Power-Mad Dungeon Master | |
| 7. Future Boy! | |
| 8. Isle Of The Cult | |
| 9. Narcolepsy | |
| 10. Return To Ditch Day | |
| THE SPAG INTERVIEW--------------------------------------------------------- | |
| Every year since the competition began, SPAG has featured interviews | |
| with the authors whose games emerged at the top of the heap. As I said | |
| in my editorial, I'm altering the format a bit this year, since that | |
| editorial probably already provided more than you'd ever want to know | |
| about the Earth And Sky series. I'm proud to present Chris Klimas, half | |
| sick of shadows, and Jason Devlin, and I thank all three of them for | |
| taking the time to be interviewed. | |
| =-=-=-=-=-=-=-=- | |
| Chris Klimas, author of "Blue Chairs" | |
| -=-=-=-=-=-=-=-= | |
| SPAG: For starters, could you tell us a little about yourself? Who | |
| are you, what do you do for a living, and so forth? | |
| CK: I'm just an average Web monkey who was a hair too young to have | |
| experienced the .com bubble. I live outside Baltimore, Maryland and work | |
| for a state agency. In my other life, I co-edit Crunchable, an online | |
| zine (http://www.crunchable.net/) that's a mixture of a lot of things: | |
| personal essays, reviews, and political ranting. | |
| SPAG: How did you first become introduced to IF? | |
| CK: I got my dad a copy of "Hitchhiker's Guide to Galaxy" for his | |
| birthday, back when I was a kid and we had an Apple IIgs in the house. | |
| (My mom provided me with the financial backing for this escapade.) | |
| I didn't know a thing about interactive fiction or even Douglas Adams -- | |
| it was just something he had put on his birthday list, and I loved | |
| computer games even then. So the night before my dad's birthday, I | |
| decided to check it out before I wrapped up his present. This was the | |
| Solid Gold edition, and somehow the packaging was set up so that you | |
| could browse through the manual without breaking any seals. (Or at least | |
| that's how I remember it.) I read the manual cover-to-cover about seven | |
| times that night -- the sample walkthrough fascinated me. I couldn't | |
| believe that a game like it could exist. It seemed like you could do | |
| anything at all. | |
| SPAG: After your debut with Mercy in 1997 and your contribution to | |
| the Textfire hoax, you disappeared from the IF scene for quite a | |
| while. How did you spend the intervening years, and what brought you | |
| back to IF? | |
| CK: I did a lot of growing up, and a lot of writing. (I wrote Mercy in | |
| high school, and I still feel kind of awkward about it.) I got | |
| dissatisfied with IF at a certain point: I felt like I couldn't create | |
| the kinds of stories I wanted to with it, or at least that the detail | |
| work that IF requires -- letting the player open everything that can be | |
| opened, writing (hopefully engaging) descriptions for the small, | |
| unimportant things you just threw into a room to make it stand out in | |
| players' minds -- got in the way of the story I was trying to tell. | |
| So for a long time, I just wrote regular old stories. I still played | |
| games -- usually I'd wait for the yearly comp to wrap up, and I'd play | |
| the top five or so. | |
| The fascinating thing was that even though I had more or less left the | |
| community, it hadn't left me. I got emails about Mercy years and years | |
| after its release -- I mean, I even got one message about it early this | |
| year. | |
| It took three games to bring me back to writing IF. Shade is the most | |
| beautiful work of interactive fiction I've ever played. And I knew that | |
| if I were reading a linear version of it, I would finished it, thought, | |
| "Hunh," and moved on. Taking the role of the protagonist made the story | |
| a hundred times more vivid and haunting. It was an effect you could only | |
| get through IF, and it was something I wanted to try myself. | |
| The second game was Slouching Towards Bedlam. I liked it a lot, but as I | |
| played I could feel myself critiquing it -- thinking about where I | |
| would've done things differently, starting to think like an | |
| author/designer again. | |
| And the final was Time Bastard, which was not really a game, but an | |
| entry in the walkthrough comp. It had the same effect on me as reading | |
| Kurt Vonnegut did -- it made me realize I should loosen up and write the | |
| way I really wanted to. You know, have fun with it instead of worrying | |
| about my prose style. | |
| (I'm sure that last sentence will cause people who didn't dig Blue | |
| Chairs to chortle. But it's the truth -- like true love, you'll never | |
| find your voice by looking hard for it.) | |
| SPAG: What was your creative process for constructing Blue Chairs? | |
| CK: I started on February 29 of this year -- I always write the date I | |
| start on in my source code. I didn't make a detailed plan of how I | |
| wanted the game to go. I had an rough sketch of the story in mind, but I | |
| worked out each section individually. | |
| This lead to a lot of nifty connections. Many of the things at the party | |
| that have resonance later in the game started off as things I threw in | |
| to give things more flavor. I mean, I pretty much knew what purpose the | |
| painting of the desert would serve, but the connection with the sleeping | |
| guy on the porch came in much later. | |
| Towards late spring, I started to lose interest -- but then I realized | |
| that I had already put in enough effort that I owed it to the story to | |
| finish it. I think IF is really killer in this regard. It takes a lot of | |
| effort to reach that point of critical mass. | |
| I had decided I had to give myself a month at minimum to beta-test, so | |
| this fit neatly with the deadline for intent to enter the competition. I | |
| just barely made it. | |
| SPAG: What's your reaction to the way the game has been received by | |
| the IF community? Are there any ideas expressed in the reviews that | |
| you'd like to reply to? | |
| CK: I love the fact that my game got the second-highest standard | |
| deviation in the comp. I don't mind the negative reviews -- I think a | |
| lot of it comes down to personal taste, and what you expect out of IF. I | |
| especially would like to thank everyone who wrote a review on the | |
| newsgroups, good or bad, or wrote me an email about the game. When | |
| you're doing things for love (not money), you live and die on feedback. | |
| The most interesting lesson I've learned from the reviews is that Blue | |
| Chairs probably would have been stronger had I backed off the puzzles a | |
| little bit. When you're playing a game like Blue Chairs, you're in it | |
| for the experience, and not so much the puzzling. | |
| When I was first designing, I was terrified that people would breeze | |
| through the game in half an hour and leave unimpressed. In retrospect, | |
| that was pretty silly. When you're writing a story, you don't think, | |
| "Gee, I'm not sure this is long enough. I'd better make up some new | |
| characters." | |
| SPAG: You recently wrote an essay for Crunchable about Grand Theft | |
| Auto: San Andreas, and the way that game allows a huge range of | |
| behavior from its PC. IF works with a single author tend to be more | |
| restricted, arguably of necessity, so how did you decide where to | |
| allow player freedom and where to restrict it in Blue Chairs? | |
| CK: There are two kinds of freedom, I think, in interactive fiction. (Or | |
| games that tell stories.) There's freedom in the model world, which is | |
| where GTA excels. Almost any car you see on the street can be driven, | |
| and almost anywhere you can see, you can go to. | |
| But there's also the freedom to affect the plot, and GTA offers almost | |
| none whatsoever. Your only choice is whether to continue the story or to | |
| go be a cab driver for a while instead. | |
| I tried hard to let the player shape the story of Blue Chairs. You get | |
| to decide some of the details of Dante and Beatrice's past relationship, | |
| but more than that, the ending really asks: what do you think of what | |
| you've just experienced? What would you like it to mean? Would you like | |
| a happy ending? What would a happy ending to a story like this be like? | |
| Is one even possible? | |
| SPAG: Do you anticipate being able to write more IF in the future, | |
| and if so what are your plans? | |
| CK: Working secretly is really the way to go when it comes to projects | |
| like this. There's nothing like the security blanket of knowing, "Well, | |
| if this doesn't work, I can just junk it and nobody will know any | |
| better." | |
| So... uh... I'm working secretly right now. | |
| SPAG: Apart from your own plans, what sort of IF would you like to | |
| see more of? | |
| CK: I would like to see stuff that relies less on genre conventions or | |
| gimmicks and more on telling a plain old interesting story. But that's | |
| just my personal preference. | |
| SPAG: What did you think about this year's competition? Any favorite | |
| games? | |
| CK: I'm a sucker for the fun but flawed games -- games like | |
| Reverberations or Chicks Dig Jerks. This year, it was Kurusu City. It | |
| had a wonderful sense of style to it, and I loved every word that came | |
| out of the protagonist's mouth. But it was so easy to get stuck! | |
| SPAG: Any advice you'd care to offer for prospective competition | |
| entrants? | |
| CK: Find a friend you can talk to about what you're working on. It's so | |
| helpful to be able to think out loud, and you'll need the encouragement | |
| when you get bogged down. | |
| =-=-=-=-=-=-=-=- | |
| half sick of shadows, author of "All Things Devours" | |
| -=-=-=-=-=-=-=-= | |
| SPAG: Your nom de IF is "half sick of shadows." I know it's a | |
| reference to Tennyson's "Lady Of Shallot," but what does it mean to | |
| you? | |
| TO: I have always liked the idea of having two names. Clearly one must | |
| be chosen at birth by your parents, but it is hard to make it | |
| particularly fit you, since they cannot know what you will become. With | |
| the widespread use of pseudonyms on the net, I thought it was a good | |
| chance to try to craft a new name. I experimented with various | |
| possibilities, rereading many pieces of poetry that are dear to me and | |
| settled upon 'half sick of shadows', which I now use a little on the | |
| net. It feels right to me, but as with poetry in general, it is | |
| difficult to say exactly why. It is a description -- rather like old | |
| names with meanings such as 'Strong' or 'Beloved of God' -- but it is | |
| more finely wrought and more appropriate. It speaks of restlessness, | |
| dissatisfaction with lies or imitations, yearning for truth and reality. | |
| Even the natural abbreviation 'half' tells something of longing and | |
| absence. As with all poetry, it loses something in the analysis, but I | |
| am happy with it. | |
| SPAG: How did you first become introduced to IF? | |
| TO: Playing Hitchhiker's Guide to the Galaxy on a Mac Plus as a child. I | |
| (shame) had not yet been introduced to the books and thus needed a lot | |
| of help to get as far as I did, but it was clearly a most ingenious | |
| game. I really loved the level of involvement and the baroque gameplay. | |
| SPAG: In your "All Things Devours Wrap-Up" essay (posted on | |
| rec.games.int-fiction), you say you've only completed six IF games: | |
| Shade, Galatea, I- 0, 9:05, Common Ground, and The Frenetic Five vs. | |
| Mr Redundancy Man. What drew you to those games to start with? | |
| TO: Well, yes, when I look at them now, they do seem a rather strange | |
| collection. I think a slashdot story reintroduced me to IF and through | |
| that I found Shade and Galatea. They were something of an epiphany, | |
| being much more like small works of art than like games. I had often | |
| reflected sadly on the fact that interactive media was so heavily based | |
| around 'beating' puzzles or tests of reflexes. I recalled that it had | |
| taken film a while to become a medium for art and hoped that we would | |
| see high quality interactive art too. By 'art' I don't mean anything | |
| particularly avant garde, just something that communicates or inspires | |
| genuine emotion. Once I had refamiliarised myself with the parser and IF | |
| conventions (an atmosphere-breaking task if ever there was one) Shade | |
| and Galatea delivered in spades. | |
| I then found the others via positive reviews (Emily Short's site and | |
| Baf's guide?) and because they were quite short. I thought I-O, 9:05 and | |
| The Frenetic Five were very fun and I half connected emotionally with | |
| Common Ground. I think there was insufficient connection with the | |
| characters for the final dilemma to have much punch, but there were many | |
| moments that were very nice. While I never experimented much with it at | |
| the time, the partial recording and replaying of the player's actions | |
| gave me the germ of the idea for All Things Devours. | |
| SPAG: I'm impressed at the game's intricate design, and even more | |
| impressed that you were able to complete it in only two and a half | |
| months. What procedure did you follow for putting the code together? | |
| TO: Once I had the idea of a time travel game I came up with a time | |
| travel dynamic that would make sense and a few appropriate puzzles. I | |
| then planned an environment and map to base them in and got coding. I | |
| guess the fact that I had done a lot of programming in the past helped a | |
| lot with this part and, once I had implemented a version of those | |
| self-opening doors from the lovely DM4, I considered myself proficient | |
| in Inform and started the long process of getting the time travel to | |
| work. Actually, the recording and replaying of movement is quite easy, | |
| but the keeping track of all the objects and actions and bizarre | |
| paradoxes took a while to get right. I had to keep testing it myself and | |
| trying to break it. I also discovered a raft of interesting things along | |
| the way, such as the fact that after time travelling n times, you can | |
| have 2 to the power of n copies of a given item. | |
| Eventually, with the deadline drawing very near I filled out the | |
| descriptions and ending text until I was satisfied and submitted it. I | |
| enjoyed the writing and would have liked to spend longer on it, but | |
| without a deadline I guess it never would have been finished. I do mean | |
| this, for I would not have written it without the focus of a | |
| conveniently timed competition. | |
| SPAG: Okay, this is a very geeky question about ATD (and maybe | |
| slightly spoilery too): was the alarm button just a red herring? I | |
| thought for sure it would turn off the alarm while it was ringing, | |
| but all it would ever do for me is to turn the alarm on, which of | |
| course I didn't want. Was there something clever I could use it for | |
| that I just didn't come up with? | |
| TO: Ah, yes. The alarm button. It was originally added because it is the | |
| type of thing one finds on a security desk, but it soon found a use. | |
| There is a puzzle that can be solved using the alarm button, but it can | |
| also be solved without it. When I release a post competition version | |
| (early this year sometime) it will have a 'difficult' mode in which it | |
| will necessarily play a part, since the other solution will be blocked. | |
| I liked the non-linearity of the puzzles in ATD, and want to make the | |
| more difficult mode partly to bring the more obscure solutions to the | |
| fore. To partly answer your question, the only thing pressing it does is | |
| to set off the alarm (it does absolutely nothing if the alarm is already | |
| going). There is a reason you might want to do this, but I'm afraid I | |
| shouldn't spoil it yet. | |
| SPAG: I see from your web page [at http://www.amirrorclear.net] that | |
| you're a graduate student in philosophy at Oxford. Could you talk a | |
| little about the intersections you see between your academic | |
| interests and the subject matter of All Things Devours? | |
| TO: I have actually just been writing an essay connected to the | |
| philosophy of time and did read an article or two on time travel during | |
| my research. While I haven't really looked into the issue in any detail | |
| academically, it is quite a luxury to be studying a discipline where | |
| such topics regularly appear. One of the nice things about studying at | |
| Oxford is the wealth of guest lectures. The great philosophy of physics | |
| group here attract equally prestigious visiting philosophers and we end | |
| up with great seminars involving the foundations of quantum mechanics, | |
| space-time, chance and so on. Very fun. | |
| There are many other areas that I have looked at quite closely, | |
| including personal identity over time, non-standard models of | |
| computation and, more and more, moral philosophy. I had never really | |
| thought of getting direct inspiration from any of these areas that I | |
| study, but now that I think about it, there are quite a few | |
| possibilities (especially with the moral philosophy). I suppose All | |
| Things Devours came more from my desire to get to the bottom of an | |
| issue, asking a lot of questions and trying to work out the answers: a | |
| desire that is probably shared by a lot of philosophers and quite a few | |
| IF authors too. I know that ATD is exactly the type of game I would have | |
| loved to play, and it was great to hear the reactions from a few of the | |
| other students at College and from all the reviewers out there in the | |
| ether. | |
| SPAG: In your wrap-up essay, you mention that you don't know whether | |
| you'll write any more IF. If you don't, where do you see yourself | |
| focusing your creative energies? | |
| TO: Well, philosophy (and academia in general) offer a lot of | |
| interesting puzzles of their own and I always have a few things ticking | |
| over at any particular time. It also tends to follow you everywhere -- | |
| you can be listening to a gig somewhere and mull over some thought | |
| experiment or find a hidden contradiction somewhere. I actually get most | |
| of my original work done out of hours: then there is just the matter of | |
| writing and research... | |
| Oh, and I do quite a bit of photography too. It is something I have | |
| dabbled in for the past few years and lets me try my hand at capturing a | |
| little of the beauty around me. You can see some of it here if you like. | |
| [http://www.amirrorclear.net/flowers/visual-art/my-photography/index.html] | |
| As to whether or not I'll write any more IF -- well, I'd like to, but | |
| I'm just so busy. We'll see. | |
| SPAG: What did you think about this year's competition? Any favorite | |
| games? | |
| TO: Unfortunately, I have reached the most intensely busy period of my | |
| course and have had almost no time to try them. I did play Mingsheng | |
| though, and thought it was wonderfully atmospheric and marred only by a | |
| little episode of: | |
| >N | |
| The door is in the way. | |
| >OPEN DOOR | |
| With what? | |
| >KEY | |
| You unlock the door. | |
| >N | |
| The door is in the way. | |
| >OPEN DOOR | |
| You open the door. | |
| >N | |
| The Inform library really needs to update the default door behaviour... | |
| SPAG: Any advice you'd care to offer for prospective competition | |
| entrants? | |
| TO: Well, implementing doors nicely will help... If in Inform, just copy | |
| the appropriate bits from the DM4. Reading the reviews from the last | |
| year will also help, as you could then be aware of the clich�s and the | |
| classic bugs and player frustrations. Every entry really must pay | |
| attention to these things and have some adequate writing which has been | |
| well proofread. This really is the baseline requirement, but should | |
| guarantee you don't come in the bottom five or so. | |
| Obviously, however, you need some actual positives too: there must be a | |
| reason you are writing it. At this point it gets very difficult to | |
| advise since there are so many avenues to take, but surely going out and | |
| playing/experiencing more works of IF would help. I look forward to | |
| doing so myself when my workload eases off. | |
| =-=-=-=-=-=-=-=- | |
| Jason Devlin, author of "Sting Of The Wasp" | |
| -=-=-=-=-=-=-=-= | |
| SPAG: For starters, could you tell us a little about yourself? Who | |
| are you, what do you do for a living, and so forth? | |
| JD: Well, there really isn't much to say. I'm twenty; I live in Nanaimo, | |
| British Columbia. Currently, I'm half-way done my second year of my | |
| bachelor's of science, major in biology, minor in chemistry. But all | |
| this was in the about text of my game, so it really shouldn't be that | |
| interesting. To support myself I have some money from scholarships, and | |
| I work in the lab for a couple of hours a week. Despite the glamorous | |
| title of assistant chemistry technician, all I do is wash dishes (or | |
| "maintain glassware") and add powders to water (or, let's say, "prepare | |
| reagent solutions in known stoichiometric amounts"). | |
| And as for my personal life. Well, I really don't have time for one: my | |
| courses have a brutal workload. I am kind of seeing someone, but it's | |
| very casual so if you're reading this Ian Finley... | |
| SPAG: Have you done other kinds of writing besides IF? | |
| JD: Besides from a couple thousand words of lab reports each week, no. I | |
| don't know, I have a funny relationship with writing and English. When I | |
| was in school I really liked it, but then I left for a few years, and | |
| when I came back I couldn't stand it. Well, couldn't stand it to be | |
| graded on at least. But writing SotW kind of rejuvenated me. At least | |
| now I know I can write something that people will enjoy reading and not | |
| just read because they have to mark it. | |
| SPAG: How did you first become introduced to IF? | |
| JD: Being born in '84, I was already kind of past Infocom's heyday, and | |
| I never even heard of them until maybe a year or two ago. But my brother | |
| and I did have a pirated copy of Magnetic Scrolls' "Guild of Thieves" | |
| when I was five or six. I remember I didn't quite understand it. For | |
| one, I think Magnetic Scrolls' is British and so some of the words were | |
| really weird. When you start a game on a jetty, and have no idea what a | |
| jetty is, it makes for a confusing experience. Also, I wasn't up to | |
| speed on the whole anachronism-is-cool-thing and so I was bewildered | |
| after travelling for a while through a number of "copses" (I had been | |
| convinced they were misspelling corpses) to end up at a very modern | |
| bank. Still, I loved the game and I tried my best to pass it. Of course, | |
| being a pirated copy, it had a password after 100 turns, and so I would | |
| play through, find the minimum number of steps, and try to do it that | |
| way. It didn't work. So then, I tried to put all my commands on one line | |
| like "west then north then take sack." But that still counted as a turn | |
| per command so I gave up and moved back to Dungeon Master or whatever | |
| other game I had at the time. | |
| I didn't get reintroduced to IF until a few years ago when I was | |
| browsing through the Underdogs (from piracy to piracy, the circle is | |
| complete). I had finished playing through all the "good games" (i.e. the | |
| ones with graphics) and thought what the hell. I went for the least | |
| objectionable of the IF (meaning the one with the most multimedia I | |
| could find) and wound up picking Photopia. I was blown away. I cried | |
| (only Tapestry has made me do that since). Of course, I really didn't | |
| understand it either (ooh, another circle): I thought the Photopia | |
| machine was showing Alley her future or something but I was amazed | |
| nonetheless. From there I went on to find out about r*if, the comp, and | |
| all the other good stuff in modern IF. | |
| SPAG: What inspired you to write about the dark side of the | |
| country-club world? | |
| JD: Well, I wanted to write a funny game (it's a lot less disappointing | |
| if you fail in humor than if you pour your heart into a gut-wrenching | |
| drama and fail, or worse, end up with a game people think is humorous). | |
| And then I realized I'm only really funny when I'm talking about sex, | |
| clothes, or drug use. From there, the choice seemed clear. Nowhere is | |
| that stuff more integral than in the upper-echelons of society (besides | |
| high-school, of course). The darkness came into play when I realized | |
| that this was still going to be a game, and the player still needed | |
| problems to face and villains to thwart. Walking around and overhearing | |
| bitchy comments might lose its appeal if there was no driving force | |
| behind it. There was no real social commentary here, as some reviewers | |
| pointed out, but that wasn't really the point. I just wanted to make a | |
| game that other people, and I, would enjoy playing. | |
| SPAG: Julia, the PC from Sting Of The Wasp, reminded me a lot of | |
| Primo Varicella in her snooty elitism and her willingness to dispose | |
| of rivals by any means necessary. Was Varicella among your | |
| influences? What other games influenced you? | |
| JD: I've heard that a lot, but sadly I never actually played Varicella | |
| through (the puzzles were too hard for my feeble brain and I didn't want | |
| to cheat through it: I said "if I want to play this game, I want to do | |
| it right"). But even reading the intro to Varicella, I can definitely | |
| see the connection. However, when you think about it, a Varicella or | |
| Julia-type character is probably the best way to implement an evilish | |
| PC. The snootiness gives them reasons not to feel bad, the vanity | |
| prevents them from doing anything too physical, and their concern with | |
| social status prevents them from behaving too inappropriately. The | |
| problem with evil PCs is trying to balance their ability to do anything | |
| without moral consideration with your desire to keep the game | |
| challenging. With a good PC, the parser can spit out a "That would make | |
| you feel bad" type answer, whereas with an evil PC that isn't really an | |
| option. You have to find other ways to constrain their behaviour. | |
| Well, that was quite a tangent. Anyway, back to the original question. I | |
| can't say that any games influenced me (consciously, at least). I got | |
| most of my ideas from twenty years of bad television. When I started | |
| writing SotW, Roseanne was just getting to the part of the series where | |
| they win the lottery and start hanging with the upper crust. Sure, that | |
| was the worst season, but it had the attitude I was going for (although | |
| maybe not the class). Also, Kitty Montgomery from Dharma and Greg was a | |
| big help. Whenever I think of any of the characters I picture them | |
| dressed like her. And finally, that episode of the Simpsons where they | |
| join the country club. The bridge players were originally going to be | |
| Rauberta and the gang before I got scared off from copyright threads. | |
| SPAG: You dedicate the game to Dara Barker, saying that her "sass, | |
| class, and ass" inspired its PC. Who exactly is Ms. Barker? | |
| JD: No need to make it sound so risqu�! Dara's just a good friend of | |
| mine who is a lot like Julia. I can't count the times we've been outside | |
| between classes when she's pointed, cigarette held near the side of her | |
| face, to some tragically-dressed person and made a cruelly hilarious | |
| remark (as a whisper). Also, it was her birthday at about the time I | |
| finished and by dedicating the game to her I saved on a present. | |
| SPAG: If you were the casting director for a Sting Of The Wasp movie, | |
| who would you hire to play the various parts? | |
| JD: Hah! Now that's a great question! Well, for Julia, there's only one | |
| person it could be: Kim Catrall. She outstrips even Dara in the sass, | |
| class, and ass departments. For Keith I think I would go with Evan | |
| Marriott, from Joe Millionaire. For Cissy it's got to be Jennifer | |
| Coolidge (the step mom from that Cinderella/Lizzie McGuire movie). | |
| Melissa would probably Andie MacDowell. And Beverly would be a younger | |
| woman-that-plays-Will's-mom from Will and Grace. | |
| SPAG: Do you anticipate being able to write more IF in the future, | |
| and if so what are your plans? | |
| JD: I sure hope to, but I'm swamped right now and not sure when I won't | |
| be: maybe sometime this summer. I currently have a number of ideas | |
| kicking around in my head: a sci-fi one, a (semi) historical piece. I've | |
| done a lot of research for the historical one but I'm afraid that might | |
| mean it won't get done. There's so many things I want to include (some | |
| that contradict others, game-wise) that's it's bogged me down. | |
| SPAG: What did you think about this year's competition? Any favorite | |
| games? | |
| JD: Sadly, I was able to play only one: Blue Chairs. But I loved it. I | |
| went through all the intros when the games came out, more to scope out | |
| the competition than to play, and the one for Blue Chairs totally | |
| grabbed me. I didn't really get it after the start but the writing was | |
| so amazing that I couldn't stop (I didn't even take a smoke break). I | |
| really wanted to play more but, I didn't have the time. I doubt I'll get | |
| to play through a whole comp for a number of years yet, so please guys, | |
| keep it going. | |
| SPAG: Any advice you'd care to offer for prospective competition | |
| entrants? | |
| JD: Just start. Forget about learning the intricacies of coding or | |
| fleshing out your storyline to a tee, you can do that as you go along. | |
| Basically, just learn how to use Before and After (for Inform), scenery, | |
| and have a general idea of your story and go. I've been thinking about | |
| writing a specific game for a while now and every time I think I've got | |
| it, I realize something in the story has to change. It slows you down | |
| and since you aren't committed you're more inclined to stop. And once | |
| you do get it (roughly) finished, have it beta-tested. SotW went from | |
| 140K to 245K (or whatever it's at) after testing and there's still more | |
| to be done. However, once you add all those kilobytes, be sure to get it | |
| tested again just as thoroughly as before. My betatesters were great but | |
| I used them for the first round mainly. I figured the rest would be | |
| fine. Boy was I wrong. | |
| KEY TO SCORES AND REVIEWS-------------------------------------------------- | |
| Consider the following review header: | |
| TITLE: Cutthroats | |
| AUTHOR: Infocom | |
| EMAIL: ??? | |
| DATE: September 1984 | |
| PARSER: Infocom Standard | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: LTOI 2 | |
| URL: Not available. | |
| VERSION: Release 23 | |
| When submitting reviews: Try to fill in as much of this info as you can. | |
| Authors may not review their own games. | |
| REVIEWS ------------------------------------------------------------------- | |
| From: Valentine Kopteltsev <uux SP@G mail333.com> | |
| TITLE: All Things Devours | |
| AUTHOR: half sick of shadows | |
| EMAIL: devours SP@G amirrorclear.net | |
| DATE: 2004 | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: Freeware | |
| URL: http://ifarchive.org/if-archive/games/competition2004/zcode/devours/devours.z5 | |
| VERSION: Release 1 | |
| After completing All Things Devours, I was sitting for a while, | |
| wondering: how did a game with such an over-clich�d plot and a rather | |
| nondescript setting turn out to be so exciting? But let's deal with | |
| things one at a time. | |
| You play a young scientist who had been working on a world-shattering | |
| project, but was kicked out of it as the military took it over. Sensing | |
| the fatal consequences the continuation of those explorations might | |
| have, she decides to put an end to them by infiltrating her former lab | |
| and blowing it up with all its contents. Sure, all this sounds (and | |
| actually *is*) fairly generic, although the author hasn't left his main | |
| character entirely without background; he tried really hard to flesh her | |
| out (for instance, I liked the description of the photo on the PC's ID | |
| card). The thing is, the game format doesn't offer much space for that. | |
| The same goes for the room descriptions: although they are by no means | |
| sloppy, a secret research complex consisting mostly of almost identical | |
| (and rather dull) hallways just doesn't give one much of an opportunity | |
| to be elaborate, especially considering how the viewpoint character is | |
| extremely short on time. | |
| Another complaint regards the stretching points in the implementation of | |
| the complex's security system: two of them were so obvious one just | |
| couldn't pass by without stumbling over them, and on second thought, a | |
| few more came up. (On the third thought, however, I have to admit I | |
| hardly encountered any IF games depicting fully plausible top-secret | |
| establishments. On yet another thought (the fourth in succession), this | |
| is quite understandable -- detailed information on access control and | |
| protection system organization for such facilities isn't in the public | |
| domain for obvious reasons, and I suspect that in reality, successful | |
| infiltrations occur much less often than we're shown in films, told in | |
| books and, yeah, in works of interactive fiction. Even *if* an incident | |
| of this kind happens, the authorities in charge try to hush up the very | |
| fact of it, let alone its circumstances and the vulnerabilities the | |
| infiltrator(s) used, never leaving IF-authors any material to learn from | |
| in this respect... Uhm, sorry, I got carried away. ;) | |
| Anyway, after a while, all these issues didn't seem to matter. The | |
| reason for that was, well, let's call it the puzzle framework of the | |
| game. It's mostly based on the idea of time-travelling; sure, there are | |
| enough text adventures using this concept (beginning with the classic | |
| Sorcerer by Infocom), but scarcely any implementing it as consistent and | |
| consequent. And I use the term "framework" on purpose: the whole game is | |
| built around and determined by constructing a sequence of actions | |
| leading to success. (There are multiple paths to victory, by the way.) | |
| While doing that, the player has to account for a number of time-travel | |
| side effects and paradoxes, some of which he can use to his benefit, | |
| while others are to avoid. It was a real thrill. | |
| In fact, it was so much of a thrill that another feature some IF-purists | |
| might consider to be a drawback almost escaped my attention: in order to | |
| reach the winning ending, you'd need a few restarts -- a rather typical | |
| case of "learning from dying". Well, personally, I don't have anything | |
| against such a game device, but since modern IF-standards (whoever wrote | |
| 'em ;) generally don't countenance it I've had to mention it here. | |
| Initially, I also was going to nag at the fact that the protagonist | |
| hadn't got a single chance to succeed in such a situation unless she was | |
| a clairvoyant, because a few strategic choices in the early stages of | |
| the game had to be made based on information she only would acquire | |
| later. However, a couple additional test playthroughs convinced me I had | |
| been wrong about it; there actually exists a way to victory that doesn't | |
| require the gift of foresight -- our PC merely has to be blessed with | |
| such abilities as ultra-fast acting and decision-making, an | |
| extraordinary analytical mind capable of calculating several moves | |
| ahead, and a memory as precise as that of a computer, all that combined | |
| with nerves of steel, as well as a thorough knowledge of the research | |
| complex. Of course, this all strains things a bit; still, there's | |
| nothing supernatural about the talents listed above. A more detailed | |
| discussion of the matter would automatically put this review in the SPAG | |
| Specifics section, which hasn't been my intention; thus, I'd just like | |
| to say that, in my opinion, the very existence of such a | |
| "non-contradicting" way to victory represents another proof for the vast | |
| amount of thought and efforts that have flown into All Things Devours. | |
| To sum up, this is a great game constructed around a very well | |
| thought-out and carefully implemented puzzle skeleton; the combination | |
| with the very original use of time-travelling effects makes it unique | |
| and therefore an absolute must to play. | |
| The SNATS (Score Not Affecting The Scoreboard): | |
| PLOT: Not very original (1.0) | |
| ATMOSPHERE: Tense (1.4) | |
| WRITING: Terse, but effective (1.4) | |
| GAMEPLAY: Exciting race with the time (1.6) | |
| BONUSES: Now, what do you do about a game you've liked a lot but | |
| can't give it a decent score, because it's focusing on puzzles, and | |
| puzzles aren't counted in the total rating? Correct -- you rate the | |
| BONUSES a 2;) (2.0) | |
| TOTAL: 7.4 | |
| CHARACTERS: None present | |
| PUZZLES: One of the strongest in this Comp (1.8) | |
| DIFFICULTY: (7 out of 10) | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Joao Mendes <joao-mendes SP@G netcabo.pt> | |
| [Originally posted on rec.games.int-fiction] | |
| Whohoa! I think we have another winner here. After playing though 24 | |
| games, and for the second time in this competition, I am duly impressed. | |
| You are a saboteur, armed with a timed explosive device, on a mission to | |
| destroy a research prototype, hopefully without killing anyone. Nothing | |
| new so far, and the story itself really doesn't go that much beyond it. | |
| However, the way events unfold as you play through this game make for a | |
| plot that is simply brilliantly delivered, if a bit on the short side. I | |
| won't go into many more details here, so as not to spoil it, but trust | |
| me, you won't be disappointed. | |
| To be fair, shortness of plot is just about the only way this game would | |
| work. The whole thing has a time limit, and indeed, in the ABOUT text, | |
| the author claims that the game might be unfair, since there are way too | |
| may ways to make it unwinnable. However, because it is so short, there | |
| really is no problem in playing through it quite a number of times, in | |
| search of an adequate solution. | |
| You might wonder if this might not be boring. The answer is no. It's not | |
| boring because it is so cleverly written. Yes, the style is rather | |
| terse, but it is in just the right tone to bring about a sense of | |
| hurriedness, which actually combines rather well with the game's time | |
| constraints, creating a feeling of impending doom. It's almost like you | |
| can't type fast enough to see if you've got it this time. | |
| The technical aspect is where the game really shines. As both a player | |
| and an author, it was easy for me to see the intricate ballet that the | |
| various pieces of code have to participate in, in order to create the | |
| desired effects, and the author pulls it off impeccably. Also, there are | |
| no spelling or grammar errors of any kind, which I could spot. I should | |
| note that the supporting website mentions a known bug, but I didn't come | |
| across it in about an hour's worth of playing and possibly 30 restarts, | |
| so I'm not going to take it into account. | |
| And finally, there are the puzzles. For the first time in this | |
| competition, I have found puzzles that are hard and yet fair. They are | |
| all rather deductive in nature. I did have to go to the hints twice, but | |
| I only because I was getting a bit tired of trying so many things in so | |
| many games. If this had been the first game I played, I would not have | |
| needed hints. Also, for the first time in a long while, this is a game | |
| where knowing the solutions is one thing, but pulling them off | |
| successfully is another. And I'm not talking about guess-the-verb, here; | |
| I'm talking about the need for careful planning and detailed execution. | |
| Again, the ABOUT text mentions unfairness, but I have to disagree. The | |
| solutions are plainly there, and no, they are not based on knowledge | |
| from previous lives, they are based on pure deductive reasoning. Kudos. | |
| Story: 3 (a basic premise, with a bonus point for a brilliant delivery) | |
| Writing: 2 (terse, but very well done, nonetheless; combines well with | |
| the game's puzzles) | |
| Technical: 2 (and it would still be a 2, even with the mentioned known | |
| bug) | |
| Puzzles: 2 (hard but fair; very imaginative) | |
| Final rating: 9 | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Carolyn Magruder <carolynmagruder SP@G yahoo.com> | |
| TITLE: Bellclap | |
| AUTHOR: Tommy Herbert | |
| EMAIL: cavebloke SP@G excite.com | |
| DATE: October 2004 | |
| PARSER: Inform altered | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2004/zcode/bellclap/bellclap.z5 | |
| VERSION: Release 1 | |
| Score: 9 out of 10. | |
| By the brief amount of time spent upon this game (I completed it in 8 | |
| minutes), one might presume that I disliked it -- but, much to the | |
| contrary, I enjoyed it a great deal. I spent less time on it because it | |
| was late, I was tired, and I wasn't feeling particularly brilliant, | |
| which means that I hit the walkthrough in doubletime. (If you get the | |
| impression from reading my reviews that I'm a great believer in | |
| walkthroughs... you are absolutely right. I get stuck, I hate being | |
| stuck, and I like being unstuck. Bring on the hints and bring on the | |
| walkthroughs! I do this for the story, not for the frustration.) | |
| I loved the interface! The premise took only seconds to understand, and | |
| it was designed with a wonderful sense of quirky humor. In sum, you are | |
| a deity -- not an omnipotent one, but one who works through | |
| communication and inspiration. The main character is the hapless | |
| Bellclap, a pathetic shepherd who worships you and has taken shelter | |
| from a rainstorm in your temple. The parser is your obedient servant who | |
| relays your entries on the command lines to Bellclap and passes back | |
| information on Bellclap's actions. I don't think I've seen it done | |
| before, and, if it has been done before, I doubt it's been done as well | |
| as it was done here. | |
| The puzzles were a bit more cunning than I was ready to face without the | |
| walkthrough in hand, but they all left me with a delighted "ah-hah, what | |
| fun!" feeling. One command did not occur to me without the assistance of | |
| the walkthrough, but looking at the related object provided a cue for | |
| the command, so I would presume that other people would not have this | |
| difficulty. | |
| The writing was excellent, the PC was memorable, the major NPC was | |
| memorable, and I only found one bug in the whole game. (Admittedly, I | |
| wasn't looking for them, but still!) That bug dealt with an object | |
| failing to change its messaging in a fashion that I expected at the end | |
| of the game, and, while mildly annoying, it really didn't reduce my | |
| enjoyment. | |
| Thank you very much, Tommy Herbert! I can't help noticing that you | |
| haven't got any other fiction in the IF Archive... a pseudonym, perhaps? | |
| If so, I look forward to finding out what else you've written. I plan to | |
| play it as promptly as possible if I haven't played it already. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Joao Mendes <joao-mendes SP@G netcabo.pt> | |
| [Originally posted on rec.games.int-fiction] | |
| TITLE: The Big Scoop | |
| AUTHOR: Johan Berntsson | |
| EMAIL: johan SP@G microheaven.com | |
| DATE: October 2004 | |
| PARSER: Inform | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2004/zcode/scoop/scoop.z5 | |
| VERSION: Release 1 | |
| Wake Up: Disoriented | |
| Well, actually, the wake-up part applies only to the prologue, as you | |
| switch protagonists when the actual game starts. Namely, you start out | |
| as a woman being framed for murder who must escape an embarrassing | |
| situation, then switch over to a journalist who sets out to help her | |
| prove her innocence. Pretty standard stuff. Even the story behind the | |
| murder itself is a bit on the plain vanilla side, and the game even | |
| comes with its own "too-stupid-to-shoot-first-and-ask-questions-later" | |
| garden variety villain. This is not saying that it is badly done, mind | |
| you. Even with such a bland theme, the author does a competent job of | |
| putting together a well-paced story, complete with an action sequence at | |
| the end. Throughout, the game feels like a 50-minute episode from some | |
| 80's detective TV show. | |
| The level of writing is rather decent, although there is a distinctive | |
| feel that English is not the author's first language. No glaring errors | |
| or grammar inconsistencies that I could spot, which is nice, but the | |
| whole thing lacks in force in some way. I felt like I was watching the | |
| show, rather than being part of it. | |
| Technically, again, not a bad job at all. I didn't hit any snags, and I | |
| enjoyed the implementation of the NPCs in the story. They all played | |
| their standard parts in the plot, rather flatly if one thinks about it, | |
| but they behaved so much exactly like I expected them to that they | |
| actually felt alive. There were a couple of points where I hit my head | |
| against parser limitations, however. That feeling of knowing exactly | |
| what you want to do but not knowing how to phrase it so the game | |
| understands it can bit a bit annoying. | |
| As for the puzzles, they neither add to nor detract from the story. | |
| Again, much like an 80's TV show, the things the characters do are | |
| rather self-contained, dealing with one problem at a time, and relying | |
| on what I like to call "script-writer luck" to get through some | |
| situations. One particular puzzle has a solution that is just contrived | |
| enough to make sense on TV but nowhere else. I can't go into details | |
| without being spoilery, but if you play it, I'm sure you'll know what I | |
| mean. Also, I confess I had to go to the hints for quite a number of | |
| times, but given the nature of my relationship to puzzles in general, | |
| that is to be expected. | |
| Story: 3 (basic, but bonus points for good pacing and internal | |
| consistency) | |
| Writing: 1 (competent and solid, but lacking in force) | |
| Technical: 1 (well-rounded and solid, but penalty for making me struggle | |
| against the parser) | |
| Puzzles: 1 (pretty standard stuff throughout, though competently done) | |
| Final rating: 6 | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Carolyn Magruder <carolynmagruder SP@G yahoo.com> | |
| TITLE: Blink | |
| AUTHOR: Ian Waddell | |
| EMAIL: ian SP@G the-underdogs.org | |
| DATE: October 2004 | |
| PARSER: Inform | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2004/zcode/blink/blink.z5 | |
| VERSION: Release 1 | |
| Score: 8 of 10. | |
| "Blink" is a powerful, compact little game. In some ways, due to its | |
| length, it's hard to review it at all without spoiling it; I have to be | |
| very careful about what I do and don't say. The best summary I can give | |
| is that it involves a situation in which a man confronts the demons of | |
| his past and his morality. If I said anything more, I would run out of | |
| game. | |
| The writing is excellent and the game is very well implemented. Objects | |
| all have appearances, and, though it's menu-based, people have | |
| meaningful conversations and react well to what goes on around them. | |
| There are a few tiny grammar/spelling issues that could have been | |
| clobbered, but nothing I'd complain about heavily. | |
| I only found a couple things that bothered me in terms of parsing, | |
| implementation, and the like. In one case, I couldn't talk to someone | |
| who was talking to me. The game overrode me and provided both "You can't | |
| think of anything to say" and a built-in answer. In another, I couldn't | |
| kiss my own wife! If she's the love of my life, shouldn't I get more | |
| than a "no thanks" when I try? (I couldn't hug my son, either, but that | |
| seemed a bit more reasonable, considering the main character.) | |
| I talked my husband into playing this game, and he encountered a parser | |
| oddity when he tried to sit down on a chair that didn't exist. As a | |
| result, he almost sat on something that he would NOT have wanted to sit | |
| on. Yuck! | |
| This game is 95% puzzleless, but there is one puzzle, which was about to | |
| frustrate me before I had a stroke of luck and got it through chance. | |
| More experienced IF players may not have the same problem. | |
| Other people may find this game preachy. I did not. Others may find it | |
| too short; I did not. For what it was, it was precisely the right | |
| length, and filling it out further would have detracted from it. The | |
| game did promise different paths in its "about", and I didn't find them | |
| despite playing through it four times. (I found different responses, but | |
| not different endings; the different responses did not seem to be | |
| sufficiently different from one another to justify a "different paths" | |
| alert to me.) That was disappointing. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| [NOTE: The following review contains a bit of obscene language, quoted | |
| from the game. --Paul] | |
| From: Mike Russo <mar2116 SP@G columbia.edu> | |
| [Originally posted on rec.games.int-fiction] | |
| TITLE: Blue Chairs | |
| AUTHOR: Chris Klimas | |
| EMAIL: klimas SP@G crunchable.net | |
| DATE: October 2004 | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2004/zcode/bluechairs/bluechairs.z5 | |
| VERSION: Release 1 | |
| This game shouldn't work. The literary allusions are forced and don't | |
| really cohere. The balance of realism and surrealism is cock-eyed, so | |
| that after the initial scene the player is swept away on an overlong | |
| wave of dream-logic that ultimately edges towards the monotonous. The | |
| puzzles are a mix of the reasonable, the evocative, and the peremptory. | |
| A central symbolic motif never quite swims into focus. It all wraps up | |
| with the hoariest clich� imaginable. | |
| Yet work it does, with more than enough panache to spare. Yes, all of | |
| the above problems are inarguably present -- the sequence in the | |
| maze-complex or whatever it is does drag on too long, there are some | |
| actions I'd never think to do if the walkthrough didn't tell me to, and | |
| the whole Dante-and-Beatrice angle made me roll my eyes. But man, it | |
| just doesn't matter. I'm willing to concede that a good part of my | |
| goodwill towards this game is a result of its peculiar aesthetic, and | |
| particularly the author's knack for description, which comes off like | |
| Clockwork Orange by way of Freaks and Geeks. Most of my notes for the | |
| game consist of memorable one-liners: the first NPC we meet is | |
| "simultaneously thinking of fucking some cheerleader's brains out and | |
| calculating how many XP a red dragon is worth," while "putting on a | |
| dungeonmaster grin". All of the dialogue at the party manages to be both | |
| clever and absolutely true-to-life, which is a neat trick indeed. The | |
| narration wonderfully conveys the PC's personality -- sardonic, | |
| detached, and yearning for meaning. Even when the prose doesn't need to | |
| do any heavy lifting, the author manages to toss off an offhand gem. I | |
| don't even remember the context for many of the lines littering my | |
| notes, but even on their own they're great: "A miracle of genetic | |
| instinct and secular humanism"; "a faint smell, the kind that ought to | |
| trigger an old memory but doesn't". | |
| The puzzles for the most part live up to the off-kilter yet sharp | |
| aesthetic of the prose. Nothing's more natural than the game's solution | |
| for how to dance better (or at least not notice that you're dancing | |
| poorly), and the sequence where you're forced to assign tag-lines to the | |
| major characters does a good job of forcing the player to recognize some | |
| of the thematic work that's going on beneath the surface. I do think | |
| they get noticeably weaker in the second half -- the entire sequence in | |
| the darkened passageways slows the game down, and the sharp NPC | |
| interaction which enlivened the party is conspicuously absent. Finding a | |
| hidden safe combination and navigating a maze that adds rooms as you go | |
| just didn't seem activities that inhabited the same universe as the rest | |
| of the game. | |
| The sequence in which the player trudges across the desert as George W. | |
| Bush, on the other hand, was brilliant. Possibly my personal beliefs | |
| brought more to this scene than the author intended, but floundering | |
| across the sand, attempting to justify a horrible mistake, definitely | |
| brought to mind the Iraq war, and made me feel the queasy sense of | |
| uncertainty that the PC suffered. I'm unsure how well this scene would | |
| work for anyone else, or indeed at any other point in time, but as far | |
| as I'm concerned it was the single most effective moment of the comp. | |
| Again, I don't mean to elide the game's real problems -- all of those | |
| above mentioned, and it must be conceded that the prose does lurch | |
| towards wordiness on occasion. But there's real ambition on display | |
| here, and the places where everything clicks, it works about as well as | |
| anything in IF can possibly work. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Carolyn Magruder <carolynmagruder SP@G yahoo.com> | |
| TITLE: Die Vollkommene Masse | |
| AUTHOR: Alice Merridew | |
| EMAIL: Omega SP@G catandrabbit.net | |
| DATE: October 2004 | |
| PARSER: TADS | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Currently unavailable -- pulled from comp | |
| VERSION: comp release | |
| Score: 3 of 10. | |
| The premise of this game: you are a teenage female drow who has been | |
| captured by four warlords. You are now a prisoner in the castle, but, if | |
| you "please" (author's wording, not mine!) all of the warlords, you will | |
| be allowed to go free. This sounds significantly more pornographic than | |
| it actually is. | |
| In her introduction, the author notes, "Interactive fiction was just a | |
| stone�s throw for me, being an author by nature." As upbeat as this | |
| approach may be, it is simply not enough. I, too, have written my share | |
| of fiction, but the requirements of good interactive fiction are | |
| significantly different than the requirements of good writing. I cannot | |
| speak to the author's regular fiction, but this was simply not | |
| sufficient. At this point, what "Die Vollkommene Masse" actually needed | |
| was a massive round of NPC-fleshing followed by a lot of beta-testing. | |
| I didn't mind the menu-based conversation system except when it | |
| exploded. Time after time, I found myself stuck with only one option for | |
| conversation and able to enter that option over and over and over ad | |
| infinitum. The major NPCs were all quite active when I was in the room | |
| with them, which I appreciated -- it gave me a very good sense of their | |
| general personalities -- and having one travel from place to place was a | |
| nice touch. However, the NPCs were quite unresponsive when offered | |
| objects, giving me the same response over and over, which left me | |
| failing to offer them the correct objects for the plot because I had no | |
| reason to believe that they would react in any different way than the | |
| default. | |
| Others will doubtlessly disagree with me, but I liked the feature of | |
| listing the exits to the rooms -- it kept me from getting lost. While | |
| realism obviously took a step to the wayside in organizing the layout of | |
| the castle, I didn't mind that, either. I object to getting lost, and I | |
| didn't get lost; I dislike mapping, and I didn't have to map (even | |
| without checking the maps that she rather graciously included.) That was | |
| good. Some of the rooms had very nice descriptions, too; I particularly | |
| liked one line about how moonlight cast a milky glow around the room. | |
| Some of them had virtually no descriptions, or else had no actual | |
| substance save a list of objects (a dresser, a desk, a bed, etc.) That | |
| was annoying. | |
| Red herring objects: there were tons of them. I like the idea of lots of | |
| objects in a game, as it helps deflect the traditional adventurer's | |
| kleptomaniac tendencies, and I don't mind if they don't have an apparent | |
| purpose. However, this only holds true if they are adequately fleshed | |
| and implemented. These were not. As a general rule, the NPCs didn't care | |
| about them, and I couldn't do anything with them. (Why hand me a sword | |
| if you don't want me to kill people with it? At least let me try!) | |
| Serious bugs existed in this game, mostly related to differentiating one | |
| object from another. I wound up carrying around two copies of an object | |
| at one point without any ability whatsoever to affect either one because | |
| the game kept asking me which one I meant and they were identically | |
| named. I also discovered a number of mystery objects when the game asked | |
| me which one I meant in a peculiar fashion -- for example, ">examine | |
| window" led to "Which window do you mean, the window, or the ?" Argh. | |
| There were also a number of serious plot issues, all of which were | |
| heavily linked to the questionable morality and attitudes of the PC. The | |
| premise wasn't bad, but the implementation made me scream. My best (and | |
| least spoileresque) example is this: Very early in the game, I wandered | |
| outside the castle. Although the window of my fifth-story bedroom had | |
| been barred to prevent my escape, there were no guards in sight here. | |
| Super! Let's go! --but, I couldn't leave, because I didn't feel ready. | |
| This made and still makes no sense to me... in fact, the PC's | |
| ambivalence toward her captors bugged the heck out of me through the | |
| entire game. As far as I could tell, this wasn't a horrible prison for | |
| her, but a secret wish fulfillment fantasy in which she was the happy | |
| star as long as she could pretend that she didn't like it. The game | |
| warns in its beginning that it involves mature themes, but it doesn't. | |
| It involves an immature approach to potentially mature themes, which was | |
| quite disappointing. | |
| The introductory document promises that the game is mind-numbingly | |
| difficult. I will agree, but only because the author did not fully | |
| implement and flesh out her game. Given adequate incentive to explore | |
| and experiment with the NPCs, I could have finished this game quite | |
| swiftly and experienced minimal difficulty with the puzzles, as many of | |
| them were of a fetch-and-carry variety. As it was... no, I could not | |
| have solved it without a walkthrough... because I had no incentive to do | |
| so. | |
| The errors in spelling and grammar may not have been obtrusive to other | |
| people, but I found them annoying ("inticing", "There's nothing behind | |
| the Mbizi's bed"). The references to Mbizi's "shrunk" left me wondering | |
| if English was the author's native language -- the appropriate word | |
| seemed to be "trunk", but "shrunk" was the word repeatedly used instead | |
| by the author. If English isn't her native language, she did cover it | |
| quite well through 97% of the game, but the "shrunk" issue was bizarre. | |
| Partway through the game, I got tired and fell asleep. (The PC, not me.) | |
| Why? It was apparently night in the game, and I had been playing for | |
| quite some time, so I was willing to believe that the PC would fall | |
| asleep... but there seemed to be no point to it. This interlude could | |
| have been used in a very interesting fashion for a dream sequence or | |
| something similar, but she fell asleep, then woke up. There was no point | |
| to it. | |
| In closing, does anyone understand the meaning of the title? I am at a | |
| perfect loss as to how "The Perfect Mass" (as the author translates "Die | |
| Volkommene Masse") has anything at all to do with the game. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Mike Snyder <sidneymerk SP@G hotmail.com> | |
| [Originally posted at http://www.sidneymerk.com] | |
| TITLE: Goose, Egg, Badger | |
| AUTHOR: Brian Rapp | |
| EMAIL: rapp SP@G boutell.com | |
| DATE: October 2004 | |
| PARSER: Inform enhanced | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2004/zcode/geb/geb.z5 | |
| VERSION: Release 1 | |
| Brian Rapp's game is unique (at least in my not-so-extensive experiences | |
| with modern Interactive Fiction) in several ways. First, the | |
| multi-layered reality, through which you can move forwards and | |
| backwards, is very interesting. Second, the PC has urges in her | |
| inventory, which can be examined for tips on what to accomplish next. | |
| Third, the author uses a design gimmick, which is revealed in portions | |
| of the built-in tips and in the second walkthrough. I probably wouldn't | |
| have noticed this otherwise, and the game would have ranked 8.5 on my | |
| scale. I dropped half a point from the base, because it seems the game | |
| is mainly a vehicle for this design gimmick (the story is secondary), | |
| but because the gimmick appears to be so cleverly integrated beside the | |
| lesser solution (I scored 79 points out of 100 in the path I took), the | |
| implementation deserves the upward skew. | |
| The credits list numerous beta testers, and it shows. I noticed no flaws | |
| in the writing, and very few things that might be considered bugs. My | |
| notes show that the ape covers his ears when I'm singing, even though | |
| sometimes he wasn't there with me (this seemed to be immediately after | |
| finding him, and then returning to the north). It might be nothing. I've | |
| been known to misinterpret things before, seeing phantom bugs. [Note: | |
| This behavior is actually due to the fact that the ape follows the PC | |
| without the game explicitly saying so. --Paul] | |
| Coincidentally, this is the... hmmm, I have no idea how many now... but | |
| it's one of many games to begin with the protagonist waking up. I'm not | |
| the only one to notice it, I think. One guy emailed me about my entry, | |
| Trading Punches, and he made the same comment. Somebody else mentioned | |
| an interesting similarity between many of the entries (on R.G.I-F), and | |
| I bet this is what he meant. | |
| I can't really say much else about "Goose, Egg, Badger." I kind of | |
| thought it would turn out to be an elaborate version of the old logic | |
| puzzle -- take everything across the river one at a time (although the | |
| components don't really fit that). It's a puzzle game, and sometimes the | |
| solutions seem pretty obscure (I requested in-game hints several times). | |
| It's a good game, though, and the innovative gimmicks make it memorable. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Jess Knoch <jessicaknoch SP@G mindspring.com> | |
| TITLE: The Great Xavio | |
| AUTHOR: Reese Warner | |
| EMAIL: reese SP@G reesewarner.com | |
| DATE: 2004 | |
| PARSER: Inform | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2004/zcode/greatxavio/GreatXavio.z5 | |
| VERSION: 1 | |
| I got to The Great Xavio late in my list of games for the Comp, thanks | |
| to the so-called randomness of the Comp04.z5. I say "so-called" because | |
| my list had about five mystery games very late in the list. Clearly, | |
| this was the work of a mastermind computer program out to torture my | |
| poor brain. Not that I don't like mysteries! Well, okay, mystery games | |
| can vary in quality quite a bit. Let's talk about this one. | |
| I was a little put off at first by a missing punctuation mark, and the | |
| "about" text, which stated "There are hints available in the game, | |
| though you need to figure out how to find them yourself; WALKTHROUGH is | |
| available for one possible bare-bones path through the game." That set | |
| off some big warning flags in my mind: I normally have a tough time with | |
| puzzles and rely on hints to finish games in two hours for the comp. In | |
| addition, I am a firm believer that the walkthrough included with a | |
| competition game should take me down the best possible path, so that I | |
| can have the best possible view of your game. That is, if you want a | |
| good score. Anyway, it turned out that the walkthrough included with The | |
| Great Xavio is only bare-bones in the sense that it doesn't explain why | |
| you're doing all of what you're doing, or show all the different ways to | |
| solve each puzzle. That's not such a problem, actually, because by the | |
| time I turned to the walkthrough, I was almost completely done with the | |
| game, and just needed to solve one teensy tiny problem before ending it. | |
| I didn't know I was quite that close, but I was. | |
| I never did find the hints. | |
| Surprisingly (at least to anyone who's read other reviews of mine), I | |
| wasn't very upset about this. At all. Normally, I'm a hint junkie, but | |
| with The Great Xavio I found myself slowly making progress through the | |
| game. I had a goal, I had some tools, and perhaps most importantly I had | |
| various people watching me play the game in real life that I could | |
| complain to, who would say something reasonable like "maybe you can find | |
| a ___" and I would pause and think, "you know, that just might work" and | |
| head back to the game. The puzzles were actually intriguing enough to | |
| keep me involved -- especially once I had put about a half hour into it. | |
| The worst part was that what I saw as the first puzzle, finding and | |
| getting into the Great Xavio's hotel room, was actually the hardest and | |
| most-involved of any puzzle in the game. And you don't get any points | |
| until you've solved it. So, I played for quite a long time with "0 out | |
| of 101" points, with no indication as to how long the game would go on | |
| or when I would start earning these points. | |
| Anyway. Enough about puzzles: what about the story? Well, the character | |
| is a pretty interesting one, while still managing to be vague so that | |
| the player can identify with him easily: a grad student with only a last | |
| name, who teams up with a professor (Dr. Todd) to solve mysteries. Or | |
| maybe fight crime. Apparently they've been featured in other stories | |
| before, though this is their first interactive fiction game. The | |
| professor is a bit of a caricature, but amusing enough until he becomes | |
| annoying, which is probably how it's supposed to be. He could have used | |
| a bit more variety in his random actions. | |
| This review is backwards. Normally I start off talking about the | |
| characters and the premise, and move on to the puzzles, but in The Great | |
| Xavio the story is mostly an excuse to solve puzzles -- at least the | |
| puzzles make sense for the setting. The basic premise is that Dr. Todd | |
| suspects something fishy about a magician's performance, and wants to | |
| get to the bottom of it by searching the magician's hotel room for | |
| evidence. Most of the game for me was spent breaking into the hotel room | |
| of interest. From there, the story takes a bit of a turn and moves along | |
| quickly enough to a rather sudden end. | |
| The game starts with just a few punctuation errors, but as you get | |
| farther into it, a few programming bugs crop up. For example, once | |
| you've broken into the hotel room, you can convey to the professor the | |
| method of breaking in and he will give you the same speech he did before | |
| about what a brilliant idea of his it was. A few little things like | |
| this, and some annoyances with the elevator, and the fact that extra | |
| items get less and less well described as the game wears on, lead me to | |
| wish the entire game had the polish of the first few scenes I saw: the | |
| lobby, the bar, the basement. Towards the end, I even found a few | |
| solutions to puzzles by, more or less, exploiting bugs. | |
| Overall, The Great Xavio could use a second release (I suspect, as I sit | |
| here isolated from all goings-on in the IF community, it has already | |
| seen one). [It has. --Paul] But the puzzles are entertaining, and each | |
| can be solved in more than one way, giving even me (a pitiful puzzler) a | |
| chance to solve almost all the puzzles on my own. I don't think I would | |
| have gotten that last one even with extra time, so it's a very good | |
| thing a walkthrough was included. And as for the hints... if you make it | |
| a puzzle to find the hints in the first place, what happens to people | |
| who aren't very good at solving puzzles? They never get hints, that's | |
| what, and you risk leaving them out in the cold. Luckily, it worked | |
| here. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Joao Mendes <joao-mendes SP@G netcabo.pt> | |
| [Originally posted on rec.games.int-fiction] | |
| TITLE: I Must Play | |
| AUTHOR: Geoff Fortytwo | |
| EMAIL: ifcomp2004Public SP@G g42.org | |
| DATE: October 2004 | |
| PARSER: TADS3 | |
| SUPPORTS: TADS3 interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2004/tads3/imustplay/IMustPlay.t3 | |
| VERSION: 42.00.009 | |
| A story of a little kid who sneaks into the video arcade after hours to | |
| play some games while the mean big boys are away. Cute but a bit | |
| pointless, if you ask me. Or not! The very first video machine I try. I | |
| find myself _inside_ a huge game of Tetris! This was a moment of | |
| realization for me, which is always nice. | |
| Unfortunately, once the novelty wears off, this becomes just another | |
| game with puzzles in it, although in its defense, I was able to figure | |
| out all but two of the puzzles on my own, and I only failed one of them | |
| because I have been awake for more than a few hours and am getting a bit | |
| tired. Of course, I think this game was meant to be very easy, and in | |
| that respect, it succeeds. There is one problem, though, and that is | |
| that the puzzles feel contrived. It doesn't feel like they're there to | |
| support the premise, rather, it feels that the premise was attained as a | |
| good means to collate all these random puzzles together. | |
| The writing in this game, though error-free, is rather bland. Then | |
| again, I suppose the author would have to be an absolute genius in order | |
| to manage to be powerful and evocative, given the subject matter. I | |
| mean, there's only so much you can say about Tetris. Also, technically, | |
| the game works very well. TADS3 handles itself beautifully, as expected, | |
| but the author isn't creditless either. Lots of attention to detail, and | |
| all the attempted actions seemed catered to. | |
| Story: 2 (basic, but well-rounded) | |
| Writing: 1 (error-free and gets the job done, but the subject matter | |
| lacks in power) | |
| Technical: 2 (a very competent use of the power of TADS3) | |
| Puzzles: 1 (easy and accessible, but rather contrived) | |
| Final rating: 6 | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Cirk Bejnar <eluchil404 SP@G yahoo.com> | |
| TITLE: Identity | |
| AUTHOR: Dave Bernazzani | |
| EMAIL: daveber SP@G gis.net | |
| DATE: October 2004 | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2004/zcode/identity/identity.z5 | |
| VERSION: Release 6 | |
| Identity is an amnesia game set in a generic sci-fi setting. Your patrol | |
| ship has crash-landed on an unknown planet and you must unravel the | |
| mystery of its sabotage and find a way to get home. It bills itself as | |
| an Interactive Short Story, but I found the story element to be rather | |
| slight. Though the game told me that my memory was 100% complete at the | |
| end I was still none too sure of my character's name and had seen | |
| nothing to flesh out the backstory hinted at in the opening scene. | |
| Instead, pride of place is given to the puzzles which are generally well | |
| thought out and intuitive. There was one place where, when faced with a | |
| similar goal as in a previous puzzle, I tried the same solution and was | |
| not even given a good reason as to why it didn't work. In another vein, | |
| I couldn't find the radio because I missed an exit and so was in no mood | |
| to deal with its rather involved puzzle solution. | |
| The coding was strong overall and I found no explicit bugs. There were a | |
| few moments of awkward phrasing (why is attach implemented but not as a | |
| synonym of connect?), but I was able to make myself understood. The | |
| writing is serviceable but does not really shine. The real problem here, | |
| though, is the world. There is nothing strange or interesting about the | |
| spaceship with its standard issue escape pods and a supply closet. | |
| Likewise the planet is normal to the point of oddity. There is a yak in | |
| the mountains and a simple farming village whose friendly inhabitants | |
| converse with you freely. It makes a reasonable frame to hang the | |
| puzzles on, but gripping fiction it is not. | |
| All that said, I enjoyed Identity more than not. I got to figure things | |
| out on my own thanks to the simple puzzles and the planet seemed a | |
| rather nice place whose inhabitants I was happy to help. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Adam Myrow <amyrow SP@G midsouth.rr.com> | |
| TITLE: Luminous Horizon | |
| AUTHOR: Paul O'Brian | |
| EMAIL: obrian SP@G colorado.edu | |
| DATE: September 2004 | |
| PARSER: Inform | |
| SUPPORTS: Glulxe interpreters | |
| AVAILABILITY: IF-Archive, freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2004/glulx/eas3 | |
| Directory contains game file, readme, and another directory containing a | |
| virtual comic feelie which summarizes parts one and two. | |
| When Paul O'Brian announced that he wouldn't be finishing his third | |
| episode of Earth And Sky in time for the 2003 competition, I was | |
| slightly disappointed. Still, I knew that he would eventually finish. | |
| Well, he did, and once again, won the competition. In short, that extra | |
| year paid off. I said that part two was great, but part three is even | |
| better! | |
| One of the things that I wanted to see in part 3 was more team work. | |
| Well, that wish was fulfilled beyond my wildest dreams. In this, the | |
| final part of the story, you play both Emily and Austin Colborn. You can | |
| freely switch between controlling one or the other at any time. In fact, | |
| it is critical to do this in order to figure out which of them will have | |
| the needed super-power to get past whatever is blocking the path. This | |
| game is much more tightly timed than parts one or two. This is | |
| especially true of the final battle, which is a desperate race against | |
| the clock with little room for error. While the game has been designed | |
| so that it can't be put into an unsolvable state, that doesn't mean you | |
| won't meet a grisly end or fail to stop the bad guys. Most of the time, | |
| learning by dying annoys me, but not in this game. It helped to build | |
| the tension, and made me feel really proud of myself when I figured out | |
| what to do to survive. | |
| This final chapter in the story will bring the player face-to-face with | |
| the enemies they learned about in part two, and there will be a few | |
| surprises in store as well. Winning was a very satisfying experience | |
| indeed. | |
| More impressive than the battles and such, was the way Luminous Horizon | |
| handles the switching between the two characters. Both Austin and Emily | |
| are very well-developed in parts one and two, and the switches between | |
| them help to reinforce the attitudes of each. For example, Austin is a | |
| bit more level-headed than Emily, and there is both a little sibling | |
| rivalry and affection between them. Austin calls Emily "Em" for short, | |
| and she is occasionally annoyed at how Austin is somehow able to figure | |
| out things that go right over her head. Here are a few examples of room | |
| and object descriptions from each character's viewpoint. I've preceded | |
| each with either "as Austin:" or "as Emily:" to denote which character | |
| the player is in control of at the time of this description. | |
| As Emily: | |
| High Plains | |
| You've never been much of a fan of Westerns, but this area just seems | |
| to cry out for some cowboy to mosey through it. Everything's here -- | |
| the scrappy little bushes, the rocky ground, the mountains in the | |
| eastern distance, and the sense of barren desolation. All that's | |
| missing is a lonely ghost town and a tumbleweed slowly bouncing | |
| across the frame. The air seems unusually still here, as if the | |
| landscape were holding its breath in anticipation. | |
| A damaged road sign lies at your feet. | |
| Austin is nearby, apparently lost in thought. | |
| As Austin: | |
| High Plains | |
| Scrub bushes and sparse grasses provide a little ground cover for the | |
| otherwise rocky, sandy soil of this area. Other than the jagged | |
| mountains looming a few miles to the east, this spot seems entirely | |
| barren. | |
| Emily is here, watching you. | |
| A damaged road sign lies at your feet. | |
| As Emily: | |
| >x vehicle | |
| The vehicle (assuming Austin has guessed right about its function) is | |
| large and sleek, roughly rectangular in shape but tapering a bit at | |
| one end. Its entire surface is covered in a mazy tangle of pipes. | |
| Pipes wind around each other and down every side and edge, some | |
| terminating in a flare at the ground and others opening dark holes at | |
| the ship's untapered end. Except for the fact that its color scheme | |
| is muted greys and blacks, it looks rather like something that might | |
| have appeared in Yellow Submarine. No entrance is apparent anywhere. | |
| As Austin: | |
| >x vehicle | |
| The vehicle is large and sleek, roughly rectangular in shape but | |
| tapering a bit at one end. Its entire surface is covered in a mazy | |
| tangle of pipes. Pipes wind around each other and down every side and | |
| edge, some terminating in a flare at the ground and others opening | |
| dark holes at the ship's untapered end. The whole thing looks a bit | |
| like an unfortunate collision between a shoebox and a French horn. No | |
| entrance is apparent anywhere. | |
| As these examples make clear, I really enjoyed switching back and forth, | |
| just to examine objects and rooms as each character. | |
| Yet one more feature of this piece of IF is that it actually can show | |
| the player one of several different introductions. At the beginning, you | |
| can optionally answer some questions about how previous sessions with | |
| the other two games in the series turned out, and the introduction will | |
| be customized to reflect your answers. In short, nearly everything has | |
| been thought of already and taken care of. | |
| Lastly, like the previous two Earth And Sky games, this one is broken up | |
| into sections. Each game has used a slightly different method of | |
| dividing itself up. Part one used titles like "Suit Yourself," at the | |
| start of each section. Part 2 used quotes from Emily Dickinson which | |
| were chosen to fit the situation. Part 3 gives the player a peek at what | |
| the villain is up to at the start of each section. This is yet another | |
| way of building the suspense up. Even before the game starts becoming | |
| tightly timed, I felt like I had to hurry to stop the villain. | |
| So, in short, I can't say enough good things about this game. It closes | |
| out the trilogy in style, and shows that taking the extra time to polish | |
| a game is well worth the effort. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Jennifer Maddox <kyria79 SP@G yahoo.com> | |
| There are two types of games in Interactive Fiction: those that are | |
| puzzle-driven, and those that are story-driven. Luminous Horizon | |
| definitely falls under the latter category, and if you're the kind of | |
| player who enjoys that type I highly recommend this game. It is the | |
| third and final episode of the Colborn siblings' attempt to find their | |
| parents, a mission that has taken them from a quaint University town, to | |
| the Sierra Nevadas, to outer space, and finally strands them in the | |
| middle of nowhere, New Mexico. | |
| There are a number of good things about this game, one of which is that | |
| you really don't need to have played the prior two installments of the | |
| series in order to play and finish this game. But if you're going into | |
| this game and want a good recap of the story so far, the web comic | |
| feelie that accompanied the game does a great job of bringing you up to | |
| speed without giving away any spoilers whatsoever. It's well written and | |
| quite entertaining, two attributes that are prevalent throughout | |
| O'Brian's works. I'd also like to give kudos to J. Robinson Wheeler for | |
| his artwork. I'd recommend that you read the feelie even if you have | |
| played the previous games - it just ties in so well with the style and | |
| feel of the games. | |
| The included comic feels especially appropriate, as the characters in | |
| this game could have come straight out of a graphic novel. The banter | |
| and conversation that comes forth when Austin and Emily talk really make | |
| one believe they are brother and sister. I might like to have seen a | |
| little more sibling rivalry between the two, but considering that their | |
| parents are missing I guess this pair of super heroes have had to put | |
| other differences aside and learn to work together. While playing EAS3 | |
| you can choose to inhabit either sibling, a great feature and addition | |
| from the previous games. This gives the player different perspectives on | |
| the events taking place, and really allows one to combine the powers of | |
| both the suits to defeat the forces of evil. Speaking of evil, I must | |
| say that the villains are equally well written and nicely wicked. | |
| Throughout the game the player is given glimpses of the pair, giving you | |
| not only a nice feel of what you're up against but also clues at what | |
| this devious duo is up to. This works well for the story; the occasional | |
| clues keep the tension going and leads the player towards the inevitable | |
| climax. | |
| Unfortunately, the competition release of EAS3 did contain a few | |
| noticeable bugs. It's good to note though, that none of them render the | |
| game into an unwinnable state and I hope the next release of the game | |
| fixes some of the more obvious bugs. As for the puzzles within the game, | |
| well... I did say before that this game falls under the heading of | |
| story-driven IF. The puzzles are simplistic and are in the "find key, | |
| unlock door" format. That is to say, they are not compounded or | |
| intricate, and the author is clearly more focused on the storyline and | |
| characters. And as for the previously mentioned climax, I must confess | |
| and say I was disappointed when I reached it. I had hoped for more, and | |
| found it easily overcome. | |
| The hint system in this game is in the format of talking to your sibling | |
| in order to get the help needed to overcome the obstacle. An intuitive | |
| move on the part of the author, but quite a leap from the previous | |
| game's hint system which was a web-based series of questions. It makes | |
| sense, if you think about it, to have your partner-in-crime-solving help | |
| you out as you try to get past the puzzles. I must say though, compared | |
| to the excellent hints from second game in the series I was dissatisfied | |
| by the hints received from the finale. They aren't as helpful -- being | |
| location based it's sometimes hard to know where you need to be focusing | |
| your attention on -- and once you have heard the final hint from your | |
| sibling there's no way to get them repeat themselves. It is therefore | |
| possible to have yourself stuck somewhere, unsure of what to do, and | |
| when you consult your hint source receive only "You've said all you can | |
| think of to say at the moment". It can be quite frustrating at times. I | |
| just felt that the format and quality of the hints from the second | |
| installment were superior, and would hope that O'Brian would continue in | |
| that fashion in his future games. | |
| Overall Luminous Horizon is a great way to pass the time and nice | |
| conclusion to the saga started by Earth and Sky. While it might not be | |
| the most challenging text adventure you're likely to come across, it is | |
| still amusing and certainly has made its mark in the annals of | |
| interactive fiction. If you're looking for a good challenge, however, | |
| might I recommend that you bypass this game and move onto the runners-up | |
| in the 2004 IF Comp: Blue Chairs and All Things Devours. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Cirk Bejnar <eluchil404 SP@G yahoo.com> | |
| TITLE: Mingsheng | |
| AUTHOR: Deane Saunders | |
| EMAIL: deane SP@G rexx.co.uk | |
| DATE: October 2004 | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2004/zcode/mingsheng/mingsheng.z5 | |
| VERSION: Release 1 | |
| Mingsheng is an interactive retelling of the mythical origins of Tai | |
| Chi. The puzzles are not to difficult and are for the most part | |
| intuitive and well clued. Only the last one left me scratching my head. | |
| The writing is fairly strong and creates a good sense of place, through | |
| the occasional asides about Taoist philosophy were a bit much for me. | |
| The game inhabits a very different metaphysical space from my own and I | |
| found its more didactic moments off-putting. But there was never more | |
| than a temporary annoyance. | |
| The coding was competent and I found no bugs. The design was likewise | |
| strong with no wasted locations and clear connections between them. | |
| Items were only used once, but locations sometimes had more than one | |
| purpose. Special kudos for the design of the knowledge puzzle. I've seen | |
| several IF games attempt to test learning rather than merely item | |
| gathering but this is the best example that I've seen to date. | |
| To sum up, Mingsheng is a strong if not particularly outstanding entry. | |
| It is fairly short, even by comp standards and there are one or two | |
| places where additional polish would be nice. Nevertheless, it fully | |
| succeeds in what it set out to do, and does so with style and grace. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Jacqueline Lott <jacq SP@G allthingsjacq.com> | |
| [Originally posted at http://www.allthingsjacq.com] | |
| I appreciate this piece on a couple of different levels. | |
| As a fellow author, I appreciate writing a piece of interactive fiction | |
| to explore a concept, to create a world in which themes can be | |
| envisioned and realized, to develop an atmosphere that nurtures the | |
| quiet that you embrace through your observance of the Tao. This isn't a | |
| game about achieving a goal so much as it's a piece about exploring the | |
| path. My guess is that Saunders wrote this as much for himself as he did | |
| for others (or perhaps more). | |
| As a player, I appreciate the concepts that shone through in the piece, | |
| even if they weren't fully realized: beauty, nature, complement, | |
| strength through peace; though this was not a good medium for what he | |
| was trying to achieve. I'm at a loss as to what method might be better | |
| suited for the task, though... short of experiencing the story in the | |
| real world. | |
| As someone who has spent a bit of time comparing the Tao and Buddhism | |
| (though not nearly enough), and as someone who practices daily | |
| meditation, and as someone who is fascinated and inspired by the | |
| traditional (not necessarily contemporary) Chinese love of nature, as | |
| someone who spends a disproportionate amount of time thinking about and | |
| interacting with nature, I enjoyed the experience as much as I could. | |
| It's difficult to appreciate the quiet of the piece while you're running | |
| about through the woods solving puzzles. | |
| The drive behind the plot will have meaning for some, I think, but not | |
| most. Again, however, I respect the author's reasons for writing this | |
| (though of course I'm only speculating as to his desires). This was an | |
| excellent attempt, but for some reason it just didn't grasp me in quite | |
| the way that I believe was intended. The appreciation of the subject | |
| definitely shines through, but somehow it's jumbled and confused and | |
| tarnished by the medium. It should have affected me more, and I suspect | |
| that I'm probably one of the competition players most open to the idea | |
| of a game like this. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Carolyn Magruder <carolynmagruder SP@G yahoo.com> | |
| TITLE: Ninja v1.30 | |
| AUTHOR: Paul Panks | |
| EMAIL: dunric SP@G yahoo.com | |
| DATE: October 2004 | |
| PARSER: Rudimentary | |
| SUPPORTS: DOS/Windows | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2004/windows/ninja/ninja.exe | |
| VERSION: 1.30 | |
| Score: 1 out of 10. | |
| I started to write a rather cruel review, which started, "Why? Was there | |
| a point? If so, what was it?" Then it abruptly occurred to me that there | |
| might be a walkthrough, so I went looking for it. There wasn't one, but | |
| the associated text file cued me off to the idea that "enter shrine" | |
| might be different than "go shrine". Sure enough, it was, and I entered | |
| the shrine. Shortly afterward, I won the game. (Trust me... it doesn't | |
| take much.) So there was a point. Sort of. | |
| You start in an ungrammatical, boring room, which includes a shrine that | |
| you cannot enter and mountains that are too far away even to be | |
| examined. Aside from various peculiarities of syntax and parsing, there | |
| is one painfully obvious puzzle to be solved. I solved it. I won, or, at | |
| least, I think I did. It didn't help that the game changed its idea of | |
| what the maximum possible score was each time that I played it. I never | |
| got the maximum possible score, but the part where an object disappeared | |
| from existence after I picked it up may have something to do with it. | |
| As well as the issues that were specific to the game, the system had | |
| some issues of its own. I recommend Inform, TADS, HUGO, ADRIFT, or any | |
| other developed and well-tested system to the author. This home-grown | |
| system has to go. It kept flashing "20" on my input line past a certain | |
| point, and it had lag on my input. Bleah! | |
| I can't recommend playing this game for any reason. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Carolyn Magruder <carolynmagruder SP@G yahoo.com> | |
| TITLE: Order | |
| AUTHOR: John Evans | |
| EMAIL: jevans SP@G alum.mit.edu | |
| DATE: October 2004 | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2004/zcode/order00/order00.z5 | |
| VERSION: Release 0 (comp release) | |
| Score: 4 out of 10. | |
| The premise of "Order" is an interesting one. You are a spirit summoned | |
| from another place to help a group of wizards, properly armed with the | |
| power of creation. The introduction is strong, and the two NPCs are | |
| well-written and responsive when questioned. Most of the game is | |
| well-written, in fact, or I would have scored it significantly lower. I | |
| only wish the substance of the game stood up to the apparent skill in | |
| its writing. | |
| I found the game's puzzles to have three serious flaws, which I will | |
| attempt to address without spoiling anyone's enjoyment too severely by | |
| giving anything away. | |
| The first flaw: this game turned out to be an almost Diablo-esque | |
| killfest. Don't get me wrong; I enjoy Diablo rather a bit. Killing | |
| random monsters isn't generally what I'm looking for in interactive | |
| fiction, however, and, if killing them is required, I would like it to | |
| be a bit more complex than this. Not necessarily more difficult, but... | |
| more meaningful. I killed a monster, yay... so what? | |
| The second flaw: the one puzzle that is particularly complex relies upon | |
| scenery objects that, as far as I can tell, do not show up in the room | |
| description. I read the hint, and then I read the room description, and | |
| I looked around as much as I could. Without the hint's information, I | |
| could not find any way of determining that these rather significant | |
| objects even existed, and they would both have been rather difficult to | |
| miss if I were actually standing in that location in real life. | |
| The third flaw was an issue of mimesis. I eventually understood the real | |
| idea behind the PC from the context of the introduction, death, and | |
| success messaging, but I would *never* have tried some of the creation | |
| suggestions in the hint menu because they seemed so inappropriate to the | |
| game world. Instead of being further drawn into the game world, this | |
| knocked me for a spin. (One of the more appropriate suggestions in the | |
| hint list didn't actually work when I tried it, too. Phooey.) | |
| This game is also running under a time limit, and it didn't seem fair | |
| not to explicitly warn the player about the time limit in the beginning. | |
| I wanted to hang out and chat with the NPCs, after all, as the NPCs were | |
| the greatest strength of the game and far more interesting than the | |
| puzzles. I suppose it made sense for bad things to happen if I just | |
| stuck around chatting with NPCs, but perhaps the NPCs could have told me | |
| to hurry up or something? | |
| On a final note of disappointment, I had to play through the game twice | |
| to understand the ending. The name of one major NPC is sometimes given | |
| as the first and sometimes as the last, and failing to link the two | |
| confused me utterly. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Valentine Kopteltsev <uux SP@G mail333.com> | |
| Right off the bat, I'd like to apologize to Mr. Evans for this review | |
| sounding somewhat didactic -- it really isn't meant to. I'm quite aware | |
| that a) I lack the necessary achievements in IF authoring to teach | |
| others how to write games, and b) even if I had such accomplishments, | |
| playing IF coach without being asked to would be rather importunate on | |
| my part. What follows is by no means a lecture -- just my personal | |
| thoughts; I honestly hope I managed to express them in such a way | |
| nobody's feelings are hurt. However, if I didn't, please be lenient to | |
| me -- it's not my bad intentions, it's just my clumsy pen. | |
| Mr. Evans is a regular participant in the IF-Comp since 2000, and the | |
| more games by him I played, the stronger grew my impression that a | |
| redundancy of inspiration might sometimes be as much a problem as its | |
| scarcity. I mean, with such a vast amount of creativity longing to break | |
| free, it's really difficult not to give in to the temptation of | |
| expanding a work that's supposed to be a modest two-hour piece into | |
| something monumental. Once the author gives in, however, (s)he | |
| automatically finds him/herself facing a number of serious challenges, | |
| with his/her chances of doing well in the Comp dropping dramatically. | |
| For one thing, it's very likely most players won't be able to complete | |
| such a long game, and thus will rate it lower than it deserves. For the | |
| other, a large work generally requires a lot more efforts to maintain | |
| its consistency, to neatly resolve its story without any loose ends, and | |
| to sufficiently beta-test it than a small one, so that the author takes | |
| the risk of not getting these tasks done properly before the deadline | |
| for the Competition. Which (I mean, not getting the aforementioned tasks | |
| done), in its turn, will impair the game's overall quality. | |
| Well, I had the feeling that all Mr. Evans' entries in the previous | |
| IF-Comps fell victim to the problems described above. In 2000, there was | |
| Castle Amnos, conceived as an epic, yet not completed by the author and | |
| not completable by the player. A year after, Elements followed, which | |
| had a promising (and very stylish) beginning, but unfortunately became | |
| unbelievably obscure in respect to both puzzles and plot later on. | |
| Competition 2002 introduced Hell: A Comedy of Errors, a work possessing | |
| some really quirky and elegant features; however, it was hardly | |
| enjoyable as a game. Finally, the previous year brought up Domicile, a | |
| wild pile-up of essentially unrelated fantasy worlds that I hadn't got | |
| the guts to finish in spite of playing from the hints. | |
| This year, however, fetched positive changes. It seems that with Order, | |
| Mr. Evans has finally managed to restrain his own creative power, and to | |
| produce a game of an appropriate size for the Competition, which is | |
| quite playable (and winnable!) without a walkthrough. But the best news | |
| is, although the obscurity had to go (being replaced by sense of | |
| proportion), the nifty ideas stayed! | |
| Actually, there is one nifty idea behind this game, which, however, | |
| seems more than enough. You play a spirit who has been summoned by a | |
| bunch of wizards to protect their realm. Instead of giving you weapons, | |
| they endowed you with the power of creating various objects. | |
| In fact, the whole story spins around this special ability of the player | |
| character, and it must be said that this aspect of the game is | |
| implemented with great care. All puzzles have to be solved by creating | |
| appropriate objects; even better, most puzzles have got multiple | |
| solutions (where "multiple" often means not just "more than one" but | |
| "more than two" or even "more than three"). There are quite a number of | |
| various objects you can create (including several obscure ones, but | |
| since they're not required for winning, that's no problem at all). Of | |
| course, my morbid imagination also provided for lots of things that | |
| couldn't be created, but this is the case where I perfectly understand | |
| one can't have everything: even my aforementioned morbid imagination | |
| isn't enough to envision the size a game allowing the creation of ANY | |
| object existing in the world would have! | |
| If anything, I'd rather say there were too many objects I could create. | |
| What I mean is the following: Order has a fantasy setting -- and yet, I | |
| found that I was able (and at one point, it even was necessary for | |
| winning) to create things like rolls of duct tape and fire | |
| extinguishers. That'd be perfectly fine for, say, an Unnkulian game, but | |
| Order acted deadly serious for the most part, so that such objects just | |
| didn't fit into the scene. | |
| There was, however, a much more serious problem: it appears that the | |
| author was so thrilled by implementing the main gimmick he more or less | |
| neglected most other crucial game aspects. This neglect showed through, | |
| for instance, in the way most standard responses remained unchanged, no | |
| matter how inappropriate they were (in particular, the "X ME" default | |
| "As good-looking as ever" didn't seem like a suitable description for a | |
| spirit). Also, the setting was lacking (there are barely any scenery | |
| objects implemented; besides, the first four rooms I visited in the game | |
| had descriptions starting with "A small, bare room", "This is a long, | |
| low room", "This is a very large room", and "This is the west end of the | |
| large main hall"). But its most noticeable manifestation certainly was | |
| the characters. To make my point clear, I'd like to cite a short | |
| fragment of the game transcript, with text in square brackets | |
| representing my immediate reactions during playing. | |
| >N | |
| South Main Hall | |
| This is a long, low room. Fitted stone makes up the floor, walls and | |
| ceiling. The room widens to the north, and south of you is a doorway. | |
| Gray light filters in through windows to the north. | |
| A man stands near you, of late middle age; balding, with a long | |
| grayish beard. He wears a shapeless gray robe, and looks at you with | |
| distracted bright eyes. "I'm pleased you made it out of our test," he | |
| says. "Well, I had no doubt, of course. My name is Sevryd." He sighs. | |
| <SKIPPED FOR THE SAKE OF CONCISENESS> "Please, will you help us?" | |
| The elderly Sevryd stands here, immersed in arcane manipulations. | |
| >YES | |
| That was a rhetorical question. | |
| [Ehm... The guy probably wants to be addressed directly.] | |
| >SEVRYD, YES | |
| Sevryd has better things to do. | |
| [???] | |
| Still, ol' chap Sevryd is the most versatile character in the game: at | |
| least, you can ask him about a number of topics (although the scope of | |
| his knowledge leaves much to be desired). Others are even less inclined | |
| to communication; presumably they "can't leave their tasks to assist | |
| you", even after you master these tasks for them. A fellow who can't be | |
| killed because "he's a little busy right now" tops off this mob of | |
| dummies. | |
| Uhm, again, I'm not saying I didn't enjoy Order at all. It's still a | |
| decent game, despite all its faults. However, some more attention to | |
| "minor" aspects could make it A LOT better, and possibly turn it into a | |
| gem. Well, there's still hope for Mr. Evans' entry in the next IF-Comp. | |
| The SNATS (Score Not Affecting The Scoreboard): | |
| PLOT: Fairly generic, but not without an interesting twist (1.1) | |
| ATMOSPHERE: One of the "minor" aspects that didn't get sufficient | |
| attention (0.8) | |
| WRITING: Certainly not the strongest part of the game (0.9) | |
| GAMEPLAY: Relaxed puzzle-solving (1.2) | |
| BONUSES: The very idea of object creation plus cleverly implemented | |
| multiple solutions (1.6) | |
| TOTAL: 5.6 | |
| CHARACTERS: I know, "a mob of dummies" doesn't sound too nice, but it's | |
| the truth (0.6) | |
| PUZZLES: Smartly built around the PC's special ability (1.3) | |
| DIFFICULTY: Easy enough, although solving it is fun (5 out of 10) | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Dan Shiovitz <dans SP@G drizzle.com> | |
| [Originally posted on rec.games.int-fiction] | |
| Ah, John Evans. He exploded onto the IF scene with Castle Amnos, | |
| described by many as "an interesting fantasy game premise, but with some | |
| nasty bugs -- perhaps you should get some beta-testing." This was | |
| quickly followed with Elements and Hell: A Comedy of Errors, two games | |
| with interesting fantasy premises but in need of beta-testing and a | |
| fuller implementation. Last year he made a stunning break from tradition | |
| with Domicile, a game in need of beta-testing, though with an | |
| interesting fantasy premise, and finally, this year Evans presents | |
| Order, showing he has truly mastered the genre of games with interesting | |
| premises but that are, nevertheless, sadly in need of beta-testing. This | |
| one does have hints and is finishable, at least, even if major objects | |
| are lacking nouns mentioned in the room description. Anyway, Evans can't | |
| take a hint, so I guess the thing for me to do is give his games lower | |
| and lower scores each year from now on until I give up on them entirely. | |
| If you aren't feeling this jaded you may enjoy bits of Order. Then | |
| again, you may not. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Adam Myrow <amyrow SP@G midsouth.rr.com> | |
| TITLE: The Orion Agenda | |
| AUTHOR: Ryan Weisenberger | |
| EMAIL: ryanwif SP@G comcast.net | |
| DATE: September 2004 | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: IF-archive freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2004/zcode/orion/orion.z5 | |
| VERSION: Release 9 (comp version) | |
| This was one of several games in this year's competition involving space | |
| travel of some kind. It was also the most well-polished game I've ever | |
| encountered from a first-time author. Sure, it isn't perfect, but it's | |
| far better than many competition entries from first-time authors. | |
| The story is told in an unusual way. It starts out in the present, with | |
| you, the PC, waking up in a hole. Then, it flashes back to the past to | |
| explain how you got there. The majority of the game is in this | |
| flashback, and the end of the flashback marks the start of the endgame. | |
| I've run across this technique in books a few times, and I've always | |
| thought it was a great way of getting the reader's curiosity. Last year, | |
| Atomic Heart tried something similar, but because of the many problems | |
| in the game, it didn't work for a lot of players. In this game, the | |
| technique works quite well in my opinion. | |
| As for what the story is, you have recently been promoted to Captain. | |
| Your first mission is to accompany your partner down to the planet Orion | |
| on an investigation. For some reason, communications with the monitoring | |
| station on the planet have been lost. Your job is to find out why. Of | |
| course, there is one important rule. This rule is that you must not | |
| under any circumstances contaminate the alien culture. This is the rule | |
| that Star Trek calls the Prime Directive, and apparently, this | |
| similarity bothered some people. It didn't bother me at all. Of course, | |
| your mission won't turn out to be as easy as you thought it would be. | |
| Otherwise, there wouldn't be much of a story. You must learn about the | |
| people of this alien world, and there are lots of puzzles to solve. The | |
| game does a fairly good job of blending story and puzzles. While some | |
| thought the story was a bit too predictable, I liked it because it's | |
| classic science fiction. Finding out what was going on and doing | |
| something about it was very rewarding indeed. | |
| There are several neat features in this game. First, it's one of those | |
| rare games where your actions have a long-term effect. To say much more | |
| would be a spoiler, but suffice it to say, how you treat other people is | |
| more important than it usually is in most IF. Another thing that sets | |
| this game apart from most others is the fact that it is written entirely | |
| in first-person. While this isn't a new idea, there isn't one single | |
| place that I could find where this first-person point of view is broken. | |
| Again, reactions to this were mixed among the judges. I don't have a | |
| problem with first-person, as long as it is done well, and for that, The | |
| Orion Agenda can't be faulted. | |
| Lastly, this game avoids many mistakes often made by novice authors. For | |
| example, the first time a room is entered, the PC may remark on it, and | |
| those remarks won't get repeated. Sometimes, room descriptions will | |
| change, and those changes will be entirely appropriate. The only things | |
| I found wrong with the game were a few grammar errors and clunky | |
| parsing. However, it's clear the game has been tested, and it will | |
| handle a lot of player input that many games won't. It was a strong | |
| first offering, and I hope to see more from this author. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Carolyn Magruder <carolynmagruder SP@G yahoo.com> | |
| TITLE: The Realm | |
| AUTHOR: Michael Sheldon | |
| EMAIL: mike SP@G mikeasoft.com | |
| DATE: October 2004 | |
| PARSER: TADS2 | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2004/tads2/realm/realm.gam | |
| VERSION: comp release | |
| Score: 3 out of 10. | |
| The writing in this game varied unreliably between quite good and quite | |
| questionable. One of my favorite lines was in the first room: "Sunlight | |
| filters in through the small window above your bed, casting an | |
| accusatory light on your dirty room." Regrettably, there were two run-on | |
| sentences in the introduction immediately before it, and I swiftly | |
| discovered that my inventory included "a shoes" and "a boots". As well, | |
| most of the rooms were little more than a simple listing of directions | |
| -- a pity, considering the brief flashes of brilliance. | |
| One of the first objects I encountered was a guide pamphlet that | |
| substituted for a HELP command. While the idea was well-meant, it seems | |
| to me that anyone who knows enough to open a chest, take out the | |
| pamphlet inside, and read the pamphlet would benefit much more from a | |
| HELP or ABOUT than from the pamphlet. | |
| The puzzles could have been solved on the brute-force technique of "find | |
| the object, give the object". Aside from using the brute-force | |
| technique, I was at a loss as to how two of the puzzles would have been | |
| solved -- despite solving them with the walkthrough, they simply did not | |
| make sense to me. One puzzle had a rather elegant alternate solution, | |
| but it didn't occur to me to try it. Another of the puzzles was outright | |
| disgusting -- I suppose it was meant to be funny, but I just found it | |
| gross. | |
| I wasn't wild about the setting, I wasn't wild about the puzzles, and | |
| most of the writing was dismaying. I only found one bug, but it was an | |
| odd one -- I could ask myself questions and always get back the response | |
| "I don't know much about that." Those issues aside, though, the ending | |
| was very funny. It's almost worth playing the game just to see the | |
| ending... but I would rather see a better version of the game, instead | |
| -- one where the journey is just as pleasing as the destination. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Adam Myrow <amyrow SP@G midsouth.rr.com> | |
| TITLE: Splashdown | |
| AUTHOR: Paul J. Furio | |
| EMAIL: pjf SP@G staticengine.com | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: IF-archive freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2004/zcode/splashdown | |
| directory containing PDF documentation, walk-through, and game. | |
| This was not only one of many games involving space travel this year, it | |
| was one of at least 3 games in which you wake up from cryogenic sleep to | |
| find that a disaster has taken place, and you are the only one who can | |
| do something about it. Why this particular story line was so popular | |
| this year is a mystery, but this is the best of the games to explore | |
| this subject. The game gives credit to Steve Meretzky for inspiring the | |
| author, and the influence is pretty obvious. For example, you will find | |
| lots of broken machines which need fixing, there is a robotic companion | |
| who makes cute remarks and follows you around, and of course, your | |
| companion is necessary to solve some of the puzzles. Of course, if you | |
| have played Planetfall, this will sound rather familiar. Continuing in | |
| the Infocom tradition, this game has several humorous bits. The included | |
| PDF documentation is a side-splitting parody of a travel brochure and an | |
| even better spoof of a legal document. When I discovered the exact | |
| reason for the cause of the disaster, I was left laughing out loud. | |
| As for the story, you are one of several other colonists who are | |
| traveling to a distant planet known as Ayria Prime 6. The trip will take | |
| over 30 years, so, of course, you are all put in cryogenic sleep to | |
| await your destination. So far, so good. However, when you finally do | |
| reach the planet, the ship crashes into the ocean. The computer wakes | |
| you up, and you have to rescue the other colonists. Naturally, you start | |
| out with a very tight time limit, and some obstacles to overcome. Once | |
| you have gotten past the first major puzzle and bought yourself some | |
| time, the game opens up for more relaxed exploration and planning. | |
| While this game is clearly inspired by Infocom, it thankfully leaves out | |
| some of the more annoying features. There is no starvation puzzle, and | |
| no sleep timer. Of course, there is a light with a limited battery, but | |
| it's unlikely that it will be a problem. If the player should get stuck, | |
| there are InvisiClue-style hints to help out. They are even sprinkled | |
| with fake questions, just like Infocom's were. So, for fans of Infocom, | |
| this game will suit them well. However, I'd suggest that they wait to | |
| see if a second release comes out. While the first release is perfectly | |
| playable, there are a few grammar errors, and some parser trouble. It's | |
| not bad, but just not quite at the high standards that it is trying to | |
| pay tribute to. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Carolyn Magruder <carolynmagruder SP@G yahoo.com> | |
| Score: 7 out of 10. | |
| This review includes an extraordinarily mild spoiler. If you want to | |
| avoid all chances whatsoever that you will see a spoiler, please leave | |
| this review or make sure that you stop reading at the [SPOILER ALERT] | |
| mark. [It is quite a mild spoiler, so I've left it in, along with the | |
| warning. --Paul] | |
| You awaken in a cryotube only to discover that there is a malfunction | |
| and your ship is in trouble. You have been selected randomly from the | |
| passengers on your sleeper ship to try to save the ship. (This is a | |
| seriously weird backup plan on the part of the ship's designers, but, oh | |
| well, I'll let it go.) | |
| Splashdown is a neat game. Its greatest strength is its setting, which | |
| carries a gritty sense of realism that I appreciate. I can see this | |
| place, with its puddles, its mist, its broken girders, and all the rest | |
| of it. The room descriptions show where to go in | |
| aft/forward/port/starboard notation, but it didn't actually insist on it | |
| -- it would still accept standard north/south/east/west instructions. I | |
| appreciated that, too, although I wound up writing out a paper map | |
| because it helped me with the layout. (I have trouble keeping directions | |
| to about more than six rooms at a time straight in my head, so this does | |
| not necessarily say very much. Your mileage will probably vary.) | |
| As well as having a neat setting, Splashdown had neat puzzles. The | |
| puzzles varied in difficulty, but every one made me say "Oh, I see, that | |
| made good sense" afterward, and none of them involved commands that were | |
| not straightforward and mimetic. Some puzzles required you to twist your | |
| brain intuitively (which I am less good at) and some required you to | |
| think logically through a pattern (which I am normally better at, but I | |
| have a few personal excuses that sum up why I hit the hints so fast, | |
| although I won't bore you by actually writing them down.) Both kinds | |
| were pretty good at rewarding you and making the puzzle matter. | |
| Those who particularly object to resource-rationed games should be aware | |
| that Splashdown has two rationing systems in play as the game begins. | |
| One involves the allocation of the power supply, and the other is a time | |
| limit. Both are logical for the game, and I did not object to either | |
| one. Between the two, however, I doubt that anyone will finish | |
| Splashdown on a first attempt without hitting the hints very heavily (or | |
| the walkthrough.) | |
| What else is interesting about Splashdown? As I play through a game with | |
| the purpose of reviewing it, I take short notes in a Notepad file, and I | |
| refer back to them when I write the review. My first note relates to a | |
| nice touch of foreboding in the opening sequence, and my second note | |
| reads, "That PDF file is bigger than the game itself! What on earth did | |
| he put in there, bricks?" So I opened up the PDF file, and then added to | |
| the second note, "No, he put in a pretty cool intro and briefing. That's | |
| a lot of work for a game that won't be longer than 2 hours. I approve." | |
| And I do approve, and a lot of work was plainly put into the PDF file | |
| (although the cover page could use some smoother, straighter lines on | |
| the ship-- the art didn't seem to match the flavor of the game's actual | |
| setting to me. This is such a minute whine that the author has every | |
| right to whine about me including that whine.) You can play the game | |
| just fine without the PDF, though, which is nice. | |
| In an odd way, Splashdown reminds me of the Fox cartoon Animaniacs. | |
| Animaniacs mixes a strong dose of kid humor with a whole lot of grown-up | |
| easter eggs, and the result is something that you can enjoy at quite a | |
| few levels of knowledge. Similarly, I could enjoy Splashdown without | |
| understanding the easter eggs and in-jokes that are constantly spewed | |
| forth by the game's sidekick, Spider the maintenance robot. As it | |
| happens, I am familiar with most of the in-jokes... and I hated him | |
| anyway. | |
| Aside from Spider, Splashdown is a beautifully crafted sci-fi piece with | |
| an intense, serious tone. Spider's casual lingo and constant in-joke | |
| commentary is seriously detrimental to this valuable tone. He feels like | |
| he was written for another game entirely, a comic parody of the genre, | |
| and then the author adapted him for Splashdown at the last minute. I'm | |
| sure that isn't what happened, as the author has shown a great deal of | |
| insight and care in all other aspects of the game, but hearing | |
| repetitive references to Planetfall every 20 moves or so left me ready | |
| to scream. In his capacity as an information-producer and puzzle-solving | |
| system, he is super. In his capacity as comic relief, I wish the game | |
| hadn't included any comic relief! (Your mileage may vary.) | |
| There is one more thing I want to touch on, which relates to the subject | |
| of easter eggs and in-joke humor. I thought about getting out of this | |
| review without it, but it did affect my enjoyment of the game. | |
| [SPOILER ALERT] | |
| I hit the hints bright and early, as I've mentioned above. One hint | |
| begins, "Is a colonist missing?" When I spotted that heading, all my | |
| mental bells and whistles went off -- "Ooh! Sabotage! This is going to | |
| be so neat!" When I got farther and farther and farther without learning | |
| more about the missing colonist, I finally looked, and seeing that it | |
| was only an easter egg was pretty disappointing. It was perhaps an | |
| appropriate punishment for checking the hints so fast, but I felt like | |
| I'd been promised something by the game that I never received. This | |
| wasn't fair. | |
| Almost everything else about the game was, though, so that makes up for | |
| it. Right? Right. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Carolyn Magruder <carolynmagruder SP@G yahoo.com> | |
| TITLE: Square Circle | |
| AUTHOR: Eric Eve | |
| EMAIL: eric.eve SP@G hmc.ox.ac.uk | |
| DATE: October 2004 | |
| PARSER: TADS3 | |
| SUPPORTS: TADS3 interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2004/tads3/squarecircle/SquareCircle.t3 | |
| VERSION: 1.0 (competition release) | |
| Score: 8 out of 10. | |
| "Square Circle" is a detailed, interesting game with a cunningly | |
| designed plot. Playing it without assistance from the walkthrough would | |
| be a task of several days due to the length of the plot and the | |
| difficulty of some of the puzzles (for me, at least; your mileage may | |
| vary.) The image of the world that it puts forward is both satirical and | |
| chilling. As the game begins, you awaken in a cell with instructions | |
| that inform you that you will only be released from prison if you | |
| successfully create a "square circle." Although "main character has | |
| amnesia" premises are becoming quite time-worn, this game handled it | |
| with elegant flair, and I was caught properly flatfooted by revelations | |
| related to the amnesia (though I suspect that speaks more to my lack of | |
| proper attention than to the game itself.) | |
| That having been said, I should admit that I relied heavily upon the | |
| walkthrough all the way through, which I blame partially upon myself but | |
| partially upon the author. I try not to spoil things in reviews, so I | |
| will be as vague as possible. There was a puzzle in the very first room | |
| that I did not get... and the HINT command completely failed to | |
| recognize it as a puzzle. This seems unfair; I gained points after I | |
| completed it, so I should have been able to get a hint for it. (It | |
| wasn't quite "guess the verb", but I took something for granted that the | |
| system did not take for granted, and confusion ensued.) | |
| I stopped using the walkthrough after a bit, and, lacking its advice and | |
| support, I then did something that I thought was a correct course of | |
| action. After a great deal of frustration, I returned to the | |
| walkthrough, and that is when I discovered it is possible to do | |
| something that puts the game into an unwinnable state without warning. | |
| As far as I could tell, I was stuck at that point until I starved to | |
| death. I didn't look forward to starvation. (There may have been a way | |
| out even then -- the author of this piece was obviously more cunning | |
| than I was. I didn't spend too much time looking for it, though.) | |
| Two puzzles seemed telepathic to me -- one was a "guess the verb" | |
| situation, while another required me to abandon the grammar I expected | |
| to need in favor of another grammar structure. (Something like "(verb) X | |
| on Y with Z at A" seemed like the most logical grammar to me, and what | |
| the game wanted was "(verb) X at A". I really needed the game to give me | |
| more information there.) One puzzle in a later sequence seemed | |
| transplanted from another game idea entirely, and it did not seem to fit | |
| with the "feel" of the game world to me. Aside from those objections, | |
| all of the puzzles seemed both fair and intelligent. Many of the puzzles | |
| apparently had multiple solutions, which impressed me appropriately. In | |
| a similar vein, it was apparently possible to end the game in more than | |
| one way, which I appreciated. | |
| Guess-the-verb and trouble with the hint system aside, I liked the | |
| interface a great deal. This game went out of its way to be as helpful | |
| as possible to the player. Among other commendable features, you could | |
| mouse-click your way through the help system, through exits from the | |
| room, and through footnotes. I'm not sure how much of the system was | |
| inherent to TADS 3 and how much was written by the author, but it was | |
| quite nice. The conversation system was both quite powerful and quite | |
| subtle. When I was conversing with the NPCs, the game provided me with | |
| the exact syntax I needed to do the things I already wanted to do | |
| without beating me violently about the head and shoulders with it. | |
| Serious kudos. | |
| Although the NPCs and the setting were quite interesting, there were a | |
| few peculiar flaws in the game world. Considering the game world in | |
| question, I really couldn't understand why one specific NPC hadn't been | |
| taken out and shot long ago, especially considering his proximity to an | |
| area where he would be particularly unwelcome. (I hope that was both | |
| vague enough to avoid spoilers and precise enough to make sense!) | |
| Another major figure in the game world also had an inappropriate name... | |
| to wit, "Dunderhead". I could see the name as a placeholder until the | |
| author gave him a real one, but having this jokey name in such a serious | |
| game was very jarring. Yes, the situation had elements of satire, but | |
| that pushed me past my limit in the issue. Maybe others won't react that | |
| way. I can't be sure. | |
| Despite excellent writing and a chilling world view, there was something | |
| about the game world that I found quite dry. I could certainly picture | |
| the areas described in the various rooms, but that was in large part | |
| because they were so generic in their description and flavor. (You've | |
| seen one forest, you've seen them all?) On the flip side, I have the | |
| feeling that many of the areas were *supposed* to feel dry and generic, | |
| and there were often some remarkably subtle shifts in scene and | |
| situation (for example, an area that changed its room description | |
| depending upon whether or not I was wearing something specific.) I'm | |
| torn between whether or not the generic nature of the area was | |
| intentional. It lessened my enjoyment, but it enhanced the message of | |
| the game. Hrmph. | |
| One last issue: I was disappointed to have the PC remain such an enigma. | |
| I wanted to know what he actually looked like -- "you look much as you | |
| always did" was a serious disappointment. I understood his political | |
| motivations by the end, and that was good, but I wanted to set those | |
| motivations aside and learn some more about the PC as a person. The | |
| hints of emotion were wonderful, but I wanted more! | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Jess Knoch <jessicaknoch SP@G mindspring.com> | |
| TITLE: Sting of the Wasp | |
| AUTHOR: Jason Devlin | |
| EMAIL: jdevlin1984 SP@G hotmail.com | |
| DATE: 2004 | |
| PARSER: Inform | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2004/zcode/wasp/wasp.z5 | |
| VERSION: 1 | |
| Overall: Me gusta mucho. A lot of fun to play, good characterization, | |
| great story, with room for improvement in certain areas. | |
| I think "Sting of the Wasp" (hereafter SotW) is the only "Interactive | |
| Damage Control" that I've played. It certainly seemed like an unusual | |
| premise: you've been caught in a compromising position, and someone took | |
| a picture. You've got to find out who and destroy the evidence before | |
| anyone has a chance to tell your husband. | |
| The game begins with a warning about the strong language and sexual | |
| references. I am almost universally in favor of these types of warnings, | |
| and I much appreciate being told about things like that ahead of time. | |
| The warning also says "Despite the first scene, this is not a | |
| pornographic game." That originally gave me a good deal of pause, but I | |
| decided to try it out anyway. It turns out to be mostly true: the game | |
| is not pornographic, but the first scene *is* -- or at least it's rated | |
| R. But none of that part is interactive, so those who are uncomfortable | |
| with such things can close their eyes until that first room description | |
| rolls around. | |
| The player character, Julia, is not the nicest person in the world -- we | |
| know from the first scene that she's having an affair -- but her | |
| personality is very distinct, and it is shown very well throughout the | |
| game. This description of her clothes says an awful lot about her: | |
| >x clothes | |
| Nothing but the best for you. Pumps from Prada, skirt by Yves Saint | |
| Laurent, a gorgeous silk blouse from the much-coveted Vera Wang | |
| collection which is currently hanging about your shoulders, exposing | |
| your three thousand dollar chest. | |
| The setting is the country club that the PC and her husband belong to. | |
| There are suspects everywhere -- apparently none of these people | |
| particularly care for the PC. Everyone is competing for status, snidely | |
| putting the PC down and trying to make each other look bad. Interaction | |
| with the NPCs is pretty thorough -- they even react (usually by making | |
| catty comments) to weird things you do as the PC, like search the | |
| bushes, or try to walk east when there is no exit that way. It's too bad | |
| the game doesn't recognize "talk to <person>", because that seems very | |
| intuitive and makes sense, especially given the special note in the help | |
| menu -- "talk to <person> about <topic>" *is* implemented. | |
| The hint menu has an attitude, which I like. The first hint I saw was an | |
| excellent one, which really gave me an idea of what I needed to do | |
| without making me feel like I had been told what to do. Unfortunately, | |
| not all of the hints were quite that helpful. For instance, a simple | |
| "Have you talked to Rodrigo" (names have been changed) doesn't do me | |
| much good if I don't remember who Rodrigo is, or know where he can be | |
| found. A different hint might tell me he's on the polo field (places | |
| have been changed), but if the only reference to the polo field I can | |
| find is a location titled "Outside Stable (next to the Polo Field)" with | |
| no mention of how to get there, then I'm still kind of lost. Especially | |
| since the game is pretty consistent about listing the exits in all the | |
| other rooms. | |
| Speaking of listing the exits... that brings me to the part of the | |
| review where I talk about the stuff that doesn't work so well in the | |
| game. There's one location that just flat-out lists the directions to | |
| other rooms wrong. It wasn't too hard to figure out, though. Worse was | |
| trying to figure out what to do when all of the hints said "don't | |
| continue until you've..." and I didn't qualify for any of them. A few | |
| misleading responses threw me off, like when I tried to take an object | |
| that I thought would come in handy (and indeed, was required to solve a | |
| certain puzzle): it said nah, let <someone else> take care of that. I | |
| didn't know I had to search for it before I could take it. I had just | |
| assumed if it was there that I would find it. | |
| I had a few troubles finding the syntax required for certain actions, | |
| but eventually (with the help of the hints) I made my way through the | |
| puzzles. And oh, what fun puzzles they were! If I have a choice between | |
| knowing what needs to be done but struggling with the syntax, and | |
| wandering around trying to figure out what I'm supposed to be doing, | |
| I'll take the former every day of the week. Still, I ran into trouble | |
| again when I needed to use the phone and the hints said "See 'Xavier | |
| won't let me use the phone!'", but I couldn't find any such hint. I | |
| thought I was in an unwinnable state, having missed my opportunity to | |
| use the phone, but it turned out I was wrong. The game was pretty | |
| forgiving, right up until the endgame, and I had plenty of warning that | |
| it wasn't going to be forgiving. I'm not sure how many times it would | |
| have taken me to solve that on my own, but I had the hints, and that | |
| took care of it nicely. | |
| But what about the story? you ask. It wasn't just all running around | |
| solving puzzles, giving x to y and unlock doors, was it? Well, maybe, | |
| but it didn't feel like that because of the characters. You see, in | |
| order to get what she wants, Julia (the PC) has to find out some secrets | |
| of the other people at the country club and exploit them. The parts that | |
| I started guessing ahead of time (like the two people I suspected were | |
| "an item") were very satisfying to confirm! Then I suspected that | |
| someone else was after someone else -- the whole thing was a cross | |
| between a soap opera, a detective story, and some type of show where | |
| you're the criminal and you have to cover your tracks. I can't think of | |
| what that would be. Anyways, I liked it. | |
| Oh, and SotW doesn't get full marks for writing/story because of some | |
| punctuation issues. Not a big deal, just something to clean up. I did | |
| give it full marks for entertainment/puzzles, because it was just that | |
| much fun to play through and figure out. Extra-fun, in fact. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: David Whyld <me SP@G dwhyld.plus.com> | |
| [Originally posted on rec.games.int-fiction] | |
| TITLE: Trading Punches | |
| AUTHOR: Mike Snyder, writing as Sidney Merk | |
| EMAIL: sidneymerk SP@G hotmail.com | |
| DATE: October 2004 | |
| PARSER: Hugo | |
| SUPPORTS: Hugo interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2004/hugo/trading/trading.hex | |
| VERSION: 1.6 | |
| To begin with I was quite impressed with Trading Punches. The opening | |
| graphic gave it a very professional look that is rare in text adventures | |
| these days and it seemed like I might be onto a real winner here. It was | |
| also one of the first games I played in this year's Comp, which was also | |
| a positive thing: finding a game of professional quality so early. Then | |
| the game started and I became less and less impressed with it the more I | |
| played. | |
| Which isn't to say this is a poorly written game. It isn't. The location | |
| descriptions are lengthy and nice for the most part, even if a little | |
| overly excessive in their use of the language. This piece from the first | |
| location was a classic example of excessive: | |
| Colorful peacrows relinquish their places in the few nearby elmpine | |
| trees, flying then across the open expanse, beyond the cabin, over | |
| the hills and away to regions unknown. Others arrive from the west, | |
| stopping for a moment to rest in the same few elmpines before | |
| continuing on a similar migratory route across the estate. | |
| While interesting to read, it was too flowery for my tastes and I found | |
| myself wishing for a shorter and to the point description. But that's | |
| probably just me. | |
| The storyline itself seems like a well-thought-out one for the most | |
| part. A race known as the Sheeears seem to have taken over the world and | |
| the human race are living uneasily alongside them. Your father is some | |
| kind of ambassador of the humans with their dealings with the aliens and | |
| this is a role you seem to assume later in the game. It's hardly a new | |
| or original idea but it was nicely done and could have made for a very | |
| interesting game, instead of a very frustrating one. | |
| What quickly rid me of my initial feeling of being impressed with the | |
| game is the way it practically forces you along the path it wants you to | |
| take. Take, for example, the prologue to the game. You and your brother | |
| Thyras are on a river bank. Thyras is throwing stones across the river. | |
| On the bridge are your father and uncle deep in discussion about some | |
| topic or other. The whole point of the prologue is to reach the stage | |
| where a creature known as a dactyl attacks your father, but the way this | |
| is reached is so poorly done you'll probably be aching to attack your | |
| father just to hurry matters on a little. You have to find some rocks | |
| and skip them across the river with Thyras. Several times. Simply | |
| waiting around doesn't do the trick and neither are you able to talk to | |
| any of the characters (or not in a way that I discovered anyway). You | |
| just have to follow a series of set actions which doesn't make for a | |
| very interesting game. Strangely enough, throwing the stones across the | |
| river doesn't do the trick; you have to skip them. Apparently your | |
| father and uncle don't want to start speaking in front of someone who | |
| throws stones instead... | |
| This being forced along a set path seemed to bog down the rest of the | |
| game (or as far as I reached in the two hour time limit anyway) and | |
| while Trading Punches had started off looking as though it might be a | |
| modern classic, the feeling I had when I stopped playing was that the | |
| writer, unfortunately, had become more concerned with the minor details | |
| than the big picture. The second part of the game involves wandering | |
| around a lot of very similar locations and filling several different | |
| glasses from several different punch bowls then giving the drinks to | |
| several different people. As far as puzzles go, this was a desperately | |
| dull one and without the walkthrough to help me I'd have just quit at | |
| that stage. I quit before too much longer anyway, as my initial | |
| favourable impression of the game had become somewhat lost and I was | |
| seriously struggling to keep my enthusiasm. Sometimes, even an | |
| interesting storyline and a compelling writing style just can't compete | |
| with mind-numbingly tedious puzzles. | |
| Despite my misgivings, I think I'll probably return to Trading Punches | |
| again at some point in the future as there's an interesting game here. | |
| But it's one I suspect will require a considerable amount of patience to | |
| get through. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Chris Molloy Wischer <breathingmeat SP@G graffiti.net> | |
| TITLE: Who Created That Monster? | |
| AUTHOR: N. B. Horvath | |
| EMAIL: nbhorvath7 SP@G hotmail.com | |
| DATE: October 2004 | |
| PARSER: TADS2 standard | |
| SUPPORTS: TADS2 interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2004/tads2/whocreated | |
| VERSION: Release 1 (Competition version) | |
| Who Created That Monster is a satire memorable for its effectively | |
| nightmarish vision of Iraq in the not-too-distant future. It contrasts | |
| an ultra-capitalist state installed by the post-war administration | |
| against a highly regulatory security system, which fails to control the | |
| ongoing terrorist problem. Horvath's Iraq is populated by passers-by | |
| acting out strangely polite little interactions, politicians both weird | |
| and terrible, conspiracy theorists, guards and of course the | |
| aforementioned terrorists. Some of the NPCs are extraordinarily | |
| eccentric, which adds to the bewildering and somewhat unsettling | |
| atmosphere of the game. | |
| The plot, in which an investigative journalist delves into the dirty | |
| past of Western involvement in Saddam's activities, isn't really up to | |
| much, and the central mystery seems to have a completely arbitrary | |
| solution within the confines of the game world. Some of the writing is | |
| rather peculiar, with bits and pieces of geography, history and | |
| speculation showing up as non-sequiturs, sometimes in room descriptions | |
| and sometimes out of thin air. | |
| The programming incorporates a number of imaginative solutions to some | |
| long-established problems. For example, there is plenty of combat, which | |
| under normal circumstances would create an ever-increasing abundance of | |
| corpse objects, cluttering the map and causing parser problems. WCTM | |
| quietly steps around the problem by equipping the characters with | |
| weapons which transform their victims into fleeting clouds of smoke. The | |
| first few times it seems odd and slightly silly, but it does fit nicely | |
| into the almost surreal style of the game. | |
| However, the combat system is my main complaint about the game. | |
| Terrorists pop up like dwarves, becoming progressively more difficult to | |
| kill. Faced with the possibility of getting killed by some unlucky dice | |
| rolls, I very quickly went for the walkthrough in order to get the game | |
| finished before the combat became too threatening. Unless a game is | |
| specifically about defeating monsters and levelling up, I really do not | |
| appreciate combat which has the same overall effect as random | |
| deathrooms. | |
| _Who Created That Monster_ is an intriguing jumble with an effective | |
| setting; I gave it 7 out of 10. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Cirk Bejnar <eluchil404 SP@G yahoo.com> | |
| TITLE: Zero One | |
| AUTHOR: Edward Plant | |
| EMAIL: shed_plant SP@G hotmail.com | |
| DATE: October 2004 | |
| PARSER: ALAN | |
| SUPPORTS: ALAN interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2004/alan/01/01.acd | |
| VERSION: Beta Version 1.2 | |
| My first abandoned research complex game of the comp! Well, really it's | |
| more of a prison, but you are an experimental subject so it's close. The | |
| game was written last year just after the comp and the author has been | |
| sitting on it since then. Can I be the first to say, "Don't do this." | |
| Release what you've written! We want to play games all year round, not | |
| just in October! | |
| As for the game itself, it is pretty slight. The author claims that it | |
| shouldn't pose any problems for the player, yet almost immediately I was | |
| fighting with the parser about disambiguation. This was an issue | |
| throughout the game. The problem was especially severe with not being | |
| able to refer to items by their adjectives. Scope was also handled | |
| poorly, making it easy to refer to things that you can't see and | |
| shouldn't know about. Similarly "take all from drawer" was parsed as | |
| 'take all'-including the drawer and my clothes. | |
| The writing was fine for the most part, though occasionally a bit over | |
| the top. Design was less strong, such as a blocked door that leads back | |
| to where you have already been and a padlock on which you can't try the | |
| keys you find. In addition, I would have liked at least a little more | |
| backstory. Who am I? How do I know the man is named Terry? Mystery is | |
| all well and good but confusion is not. | |
| Overall, Zero One was a competent text adventure, but, for me at least, | |
| not particularly fun. I lacked all but the most basic motivation, and | |
| the contrast between graphic violence and silly humor was off-putting as | |
| well as mimesis breaking. | |
| 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. Any and all text-based | |
| games are eligible for review, though if a game has been reviewed three | |
| times in SPAG, no further reviews of it will be accepted unless they are | |
| extraordinarily original and/or insightful. SPAG reviews should be free | |
| of spoilers, with the exception of reviews submitted to SPAG Specifics, | |
| where spoilers are allowed in the service of in-depth discussion. In | |
| addition, reviewers should play a game to completion before submitting a | |
| review. There are some exceptions to this clause -- competition games | |
| reviewed after 2 hours, unfinishable games, games with hundreds of | |
| endings, etc. -- if in doubt, ask me first. | |
| 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. | |
| For a more detailed version of this policy, see the SPAG FAQ at | |
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| ----------------------------------------------------------------------------- | |
| Thank you for helping to keep text adventures alive! | |
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