| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|reservation of |_|_|dventure \___|ames. | |
| ISSUE # 7 | |
| Edited by G. Kevin Wilson (whizzard SP@G uclink.berkeley.edu) | |
| /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ | |
| < Special 1995 I-F Competition Issue > | |
| \__________________________________/ | |
| All email addresses are spamblocked -- replace the name of our magazine | |
| with the traditional 'at' sign. | |
| EDITORIAL-------------------------------------------------------------------- | |
| Dear Readers, | |
| I hope you aren't too upset, but this month's issue doesn't contain | |
| your standard SPAG stuff. As the official (no one else wanted the job) | |
| organizer of the 1st Annual Interactive Fiction Competition, I'd like to | |
| take time out and just showcase the worthy efforts of the people who entered | |
| this year. I am doing this because I'm excited about the competition. It | |
| has brought I-F authors seemingly out of the woodwork to participate. I am | |
| proud to be a part of it. | |
| Now, as to this month's format, things will be recognizable, but | |
| different. First, I will announce the winners of the competition, listing | |
| the title of their game, the game design system it uses, and what prize they | |
| received. The details of the judging, prize distribution, etc. are all in | |
| SPAG #6, so I won't repost them here. After the results will be the letters | |
| (if any) that I received related to the competition, as well as interviews | |
| with the authors of the games. Then, there will be game reviews, but unlike | |
| most issues of SPAG, the reviews will be restricted to the competition | |
| entries. After this is a section more for game authors than game players. | |
| Indeed, those who haven't yet played the contest entries will want to avoid | |
| this section, as it includes spoilers from several of the entries. Your | |
| humble editor will analyze several of the entries, in depth, and point out | |
| just what makes them noteworthy games. Finally, the usual closing comments | |
| and such. The Reader Scoreboard, and any other missing sections will | |
| reappear next issue. It's been a great competition. Next year promises to | |
| be even better. Oh yeah, you might want to be warned about those interviews. | |
| Some of them have a few spoilers as well. | |
| G. Kevin Wilson | |
| "Whizzard" | |
| CONTEST RESULTS-------------------------------------------------------------- | |
| "Before we begin, I'll just point out that the prize draft began with the | |
| 1st place Inform entry, skipped over to the 1st place TADS entry, went to the | |
| 2nd place Inform entry, and so on, and so on. Now, the envelope, please." | |
| -=-INFORM-=- | |
| 1st Place: A Change in the Weather, by Andrew Plotkin. | |
| Andrew chose as his prize: The very first copy of Avalon, | |
| autographed and donated by me. | |
| 2nd Place: The Mind Electric, by Jason Dyer. | |
| Jason chose as his prize: $50.00 cash, donated by Martin Braun | |
| 3rd Place: The Magic Toyshop, by Gareth Rees. | |
| Gareth chose as his prize: One free registration for "The Path to | |
| Fortune", donated by Christopher E. Forman. | |
| 4th Place: MST3K1: Detective, by Christopher E. Forman "and Matt Barringer," | |
| Christopher chose as his prize: "Castles and Kingdoms: An | |
| electrifying compendium of 15 BASIC adventures you can type into | |
| your Commodore 64" by Bob Liddil, donated by Gareth Rees. | |
| 5th Place: All Quiet on the Library Front, by Michael S. Phillips. | |
| Michael chose as his prize: An autographed copy of my first novel, if | |
| and when it's published--for a winner who feels like taking a big | |
| gamble, donated by Jacob Weinstein. | |
| 6th Place: Tube Trouble, by Richard Tucker. | |
| -==-TADS-==- | |
| 1st Place: Uncle Zebulon's Will, by Magnus Olsson. | |
| Magnus chose as his prize: $100.00 cash, donated by Eileen Mullin | |
| 2nd Place: Toonesia, by C. J. T. Spaulding aka Jacob Weinstein, the author | |
| of Save Princeton. | |
| Jacob chose as his prise: 1 year subscription to the printed version | |
| of XYZZYnews, donated by Eileen Mullin | |
| 3rd Place: The One That Got Away, by 'The Author' aka Leon Lin | |
| Leon chose as his prize: "Arthur: The Quest for Excalibur" for the | |
| Mac, complete with box, etc., donated by Jacob Weinstein. | |
| 4th Place: "It appears to be a tie, ladies and gentlemen." | |
| A Night at the Museum Forever, by Chris Angelini. | |
| Chris chose as his prize: One free registration for Save Princeton, | |
| donated by Jacob Weinstein. | |
| Undertow, by Stephen Granade. | |
| Stephen chose as his prize: A copy of "Leather Goddesses of Phobos" | |
| on 5.25" disk for IBM compatibles, donated by Jon Uhler. | |
| 5th Place: Undo, by Null Dogmas aka Neil Demause | |
| -=Editor's Award=- | |
| Magnus Olsson, author of Uncle Zebulon's Will, will also receive a | |
| complimentary copy of Avalon (upon its completion) both as a sort of thanks | |
| for his help with SPAG, and as an editor's choice award. It's not much to | |
| show my appreciation with, but thanks, Magnus. | |
| -=-=-=-=-=-=- | |
| You can reach the authors at the e-mail addresses below if you want | |
| to send fan mail, comments, bug reports, or what have you. | |
| Entry Author E-mail | |
| ====================================================================== | |
| Toyshop Gareth Rees gdr11 SP@G cl.cam.ac.uk | |
| Library Michael S. Phillips msphil SP@G aardvark.cc.wm.edu | |
| MST3K1 C E Forman ceforma SP@G rs6000.cmp.ilstu.edu | |
| Tube Richard Tucker Richard.Tucker SP@G cl.cam.ac.uk | |
| Weather Andrew Plotkins erkyrath+ SP@G cmn.edu | |
| Mind Electric Jason Dyer jdyer SP@G indirect.com | |
| Museum Chris Angelini cangelin SP@G uoguelph.ca | |
| The One... Leon Lin leonlin SP@G uclink.berkeley.edu | |
| Undertow Stephen Granade sgranade SP@G scratchy.phy.duke.edu | |
| Toonesia Jacob Weinstein jweinste SP@G castor.usc.edu | |
| Undo Neil Demause neild SP@G echonyc.com | |
| Zebulon Magnus Olsson mol SP@G df.lth.se | |
| ====================================================================== | |
| "And that, as they say, is that." | |
| LETTERS TO THE EDITOR-------------------------------------------------------- | |
| From: "Palmer Davis" <palmer SP@G ansoft.com> | |
| This year's inaugural IF competition has come and gone, and with | |
| it comes an excellent chance to sound pretentious, "literary", and | |
| generally well-informed (no pun intended) about the genre by | |
| reviewing everyone's entries. I learned quite a bit from this | |
| year's entries, from both strengths and weaknesses, and had hoped | |
| to have enough time to expand upon what I've noticed. Sadly, | |
| I'm frantically scrambling to finish this up on the eve of the | |
| deadline for SPAG #7; I hope to have more time to do so and fill | |
| in the reviews that had to be left incomplete in time for SPAG #8. | |
| [Palmer sent me his reviews with this paragraph heading, so I snipped | |
| it off and seperated the reviews into the proper places. Hope he | |
| doesn't mind, since it looked like he wanted this printed.] | |
| -=-=-=-=-=- | |
| From: "Christopher E. Forman" <ceforma SP@G rs6000.cmp.ilstu.edu> | |
| Dear Gerry, | |
| Since I know I'm not to late, I wanted to get this out to you as soon | |
| as possible. | |
| I have seen this implied by the large number of posts on the I-F | |
| newsgroups, but no one has ever really come right out and said it, so allow | |
| me to: Thanks for taking the time and energy to do one heckuva job on | |
| setting up the I-F competition this year. With everyone wanting to get | |
| started, but no one quite sure how to go about it, you seized the reins | |
| and formed order where once there was nought but chaos. You got this | |
| crazy thing under control before it was too late. | |
| Just thought you deserved a big round of applause from I-Fers | |
| everywhere. | |
| Looking forward to next year's competition! | |
| [<In a deep bass voice>: "S'allright."] | |
| INTERVIEWS WITH THE AUTHORS-------------------------------------------------- | |
| -=-Inform Authors-=- | |
| ----------------------------------------------------------------------------- | |
| A Change in the Weather, by Andrew Plotkins. | |
| >What first gave you the idea for your entry? | |
| I was walking around the grounds of a restored Colonial-era mansion in | |
| Fredericksburg. Gardens, trees -- two sundials. Sunny, warm. I thought | |
| it would be nice to have a game with that kind of sensory detail. Then | |
| I thought it would be nifty if you had more than one perspective on | |
| the scenery. A tree is one thing on a sunny afternoon; it's quite | |
| another in the middle of a midnight thunderstorm, especially if it's | |
| hit by lightning very suddenly. | |
| The sundials didn't make it in, though. Possibly because of the next | |
| answer: | |
| >Are you working on any other IF, if so, what? | |
| I have a graphical game (midway between a puzzle-game and IF) which is | |
| slowly being worked on. It will be called _Moondials_. | |
| But, I mean, *really* slowly. Other projects keep intervening. | |
| >Are you planning to enter again next year? | |
| Yes. | |
| >How did you think of the fox? He's so cute. | |
| Ah, I see he fooled you, too. (It, I should say. The gender is | |
| deliberately not given.) | |
| I just wanted a foil for your character in the story. The fox's role | |
| varied wildly during game-construction. At first I thought you might | |
| need to rescue it, or even rescue a nest of cute little fox cubs. Then | |
| I decided that was much too cliched. For awhile the fox was supposed | |
| to be nesting in the back of the cave -- I guess it still might, but | |
| there's no evidence left of it. | |
| Eventually I just got to like the idea of a non-player character who | |
| knows more than you do, and never tells, and never stops smiling. The | |
| fox's character note is what it thinks of *you*. | |
| ----------------------------------------------------------------------------- | |
| The Mind Electric, by Jason Dyer. | |
| >What first gave you the idea for your entry? | |
| No comment. | |
| >Are you working on any other IF, if so, what? | |
| I've working on a long project that I can only describe as psychological | |
| horror. It's much different than anything else I have seen in the IF | |
| part of the genre. | |
| >Are you planning to enter again next year? | |
| Possibly, although I'll write something alot more silly if I do. | |
| >Did you have a particular vision of 'cyberspace' in mind when you began | |
| "Mind"? How did it evolve as you went along? | |
| For the most part, what you see in "Mind" is what my original vision | |
| was. I wasn't really too focused on what the cyberspace element would | |
| be like while writing, but rather how it would fit into the plot. For | |
| example, I had originally planned to have much more interaction with the | |
| outside world; a "camera room" where you could see views of the outside | |
| world and cause various things to happen. But in the end I decided to | |
| keep everything in virtualspace. | |
| >What are some of the hidden elements of "Mind"? | |
| I doubt most people knew what the cube's calibration message really was, | |
| so I'll give the poetry form and translation here. The words are in Latin, | |
| from Ovid's Metamorphoses. | |
| In nova fert animus mutatas dicere formas | |
| corpora; di, coeptis (nam vos mutastis et illas) | |
| adsirate meis primaque ab origine mundi | |
| ad mea perpetuum deducite tempora carmen | |
| My mind wishes to tell of bodies changed into new forms... | |
| Gods (for you have made these changes) breathe favor on | |
| My undertaking and lead my song from the beginning of the earth | |
| To my own age... | |
| The sounds inside and outside the factory are related; watch the messages | |
| carefully. | |
| The cube has several interesting responses to questions: try asking | |
| it about Kaden, Souden, itself, and creator. The language that the | |
| cube refers to in the first two responses is a form of Japanese. | |
| You can get quotes from trying to TASTE something, or pressing enter | |
| without typing anything. | |
| There are a few other interesting things hiding in the game but I'll leave | |
| them for others to discover. | |
| ----------------------------------------------------------------------------- | |
| The Magic Toyshop, by Gareth Rees. | |
| > What first gave you the idea for your entry? | |
| I can't remember. | |
| > Are you working on any other IF, if so, what? | |
| Yes. It's secret, though. | |
| > Are you planning to enter again next year? | |
| Maybe. If I have the time. | |
| > Where did you get all those neat puzzles? | |
| Dots & Boxes and Dodgems from "Winning Ways" by Conway, Berlekamp & Guy. | |
| Tic-tac-toe and Towers of Hanoi are so well-known that it seemed a good | |
| opportunity to turn the tables a bit. | |
| The robot mouse maze was suggested by the one in "Curses"; the parity | |
| puzzle itself is related to the moving rocks puzzle in "Spellbreaker". | |
| The gnomon was suggested by the one in "Trinity". | |
| The egg was suggested by the eggs in the "Unnkulia" series; the mahogany | |
| matchstick is the rod of fire from "Curses" | |
| The glueing-the-robot-mouse puzzle seemed a good way to introduce the | |
| glue for the Towers of Hanoi without making it obvious what the glue was | |
| for. | |
| The lock puzzle is based on the "Monte Carlo Lock Puzzle" in "The Lady | |
| or the Tiger?" by Raymond Smullyan. | |
| ----------------------------------------------------------------------------- | |
| MST3K1: Detective, by Christopher E. Forman "and Matt Barringer," | |
| >What first gave you the idea for your entry? | |
| It was actually Graeme Cree's review of "Detective" in SPAG 5 that first got | |
| me thinking about it, but I didn't begin seriously working on it until about | |
| a week before the competition deadline. At that time, there was a delay | |
| from my co-author in regards to text for the game the two of us are | |
| currently writing, so I had about a week with nothing to do. I used four | |
| of those days to put together the MST3K game. | |
| >Are you working on any other IF, if so, what? | |
| The completion date for my current project, which my cousin and I are | |
| co-authoring, is rapidly approaching. It's a lighthearted fantasy game | |
| titled "The Path to Fortune," the first in a planned series known as "The | |
| Windhall Chronicles." Currently, I'm wrapping up programming the "fun | |
| stuff" for players to try, and then I plan to send it off to playtesters for | |
| a couple of weeks before correcting any problems. The release date is set | |
| for the end of October (perhaps coinciding with that of Avalon B-). After | |
| that, I plan to work on an interactive sci-fi short story, and then another | |
| I-F fan and I are teaming up to do "something very, very big." (I'm not | |
| saying any more.) The second "Windhall Chronicles" game will be released | |
| sometime in 1996. | |
| >Are you planning to enter again next year? | |
| Oh, definitely, most likely with a more serious entry the next time around. | |
| (I've already got a story idea that I've been tossing around.) | |
| >Some have commented that MiSTing a game isn't really writing a game. What | |
| >do you think about the matter? [Obviously your entry created quite a bit of | |
| >controversy. :)] | |
| Well, I suppose it's not truly writing a game in the sense that MiSTing a | |
| film isn't the same as making a movie. However, the MST3K crew *is* making | |
| a TV show, despite the fact that it's primarily involved with making fun of | |
| bad movies. I've essentially done the same with an I-F piece, and although | |
| it may not be a true game, it has to be considered *something*. Doesn't | |
| writing a game mean that you sit down and type the code? It shouldn't matter | |
| one way or another whether the game is a true original or merely an enhanced | |
| port with humorously derogatory comments added -- I still had to sit down and | |
| code the thing. If my MiSTing doesn't count as a "real game," then neither | |
| should any other port from one language to another. (And if it isn't a game, | |
| what exactly is it?) | |
| ----------------------------------------------------------------------------- | |
| All Quiet on the Library Front, by Michael S. Phillips. | |
| >What first gave you the idea for your entry? | |
| It was one of those caffeine-induced periods of lucidity, in which | |
| suddenly an idea springs forth, fully formed. The fact that it was | |
| immediately after 8 straight 10 hour+ days, staring four more in the face | |
| before the week-end, probably helped. Oh yeah, I suppose I should | |
| mention that I am the 'techie' for the William & Mary Law Library. That | |
| had a lot to do with it :-) | |
| >Are you working on any other IF, if so, what? | |
| Yes. Two projects are taking my spare time at the moment. | |
| The first is Release 2 of LIBRARY, which will include several enhancements | |
| (now that I have a better grip on Inform). The help system will be | |
| menued, something I didn't feel I had the time to mess with before, there | |
| are two new rooms, and there are a couple of "niceties". | |
| The second is a game tentatively titled "DJINN!", which takes place in an | |
| Arabian Nights setting. Pieces are falling into place, but I think I'll | |
| borrow a line on when it'll be done: "When it's ready." | |
| >Are you planning to enter again next year? | |
| Certainly! This time I have a whole year, and not a month, to come up | |
| with something..... :-) | |
| >Tell us more about how you wrote "Library." | |
| Well, at the time the idea struck me, we were beginning a shift from one | |
| library system to another (VTLS to SIRSI, for those who care), and there | |
| were an awful lot of hours put in upgrading staff and public PC's. I was | |
| feeling a little zany, and I had just re-discovered a love of IF (thanks | |
| to seeing pinfocom on comp.os.linux.announce, and discovering ZIP and | |
| ftp.gmd.de). I had seen that a competition was being held, and the ideas | |
| just sort of suddenly gelled. If memory serves, it was the end of a | |
| rough day, having just spent the whole week-end working, and I was just | |
| staring at the security gates at our entrance. | |
| There was very little time to do much work (I started coding July 31), and | |
| there was a lot to learn. It was also slow going, because my primary | |
| machine is a 386SX20 with 4Mb of RAM. Fortunately, I'm a Linux user, so I | |
| didn't have to get a drink every time I compiled (which, by the end, was | |
| taking upwards of 3 minutes each time), and I took advantage of the | |
| virtual consoles to have one editing, one compiling, and one playing. | |
| ----------------------------------------------------------------------------- | |
| Tube Trouble, by Richard Tucker. | |
| > What first gave you the idea for your entry? | |
| Camden Town tube station, in London. I've often arrived at one | |
| platform and ran to another one to change trains, only to find | |
| the train I wanted to catch leaving just as I reach it. Also | |
| they used to have very old chocolate machines that were usually | |
| broken and would swallow your money without giving you anything. | |
| > Are you working on any other IF, if so, what? | |
| I'm working on a game that was going to be my competition entry until | |
| I realized it would take me much longer than I thought (that's why | |
| I turned to converting an earlier game). It's my attempt to get around | |
| the classic "guess the verb" problem by substituting a "guess the noun" | |
| problem. Perhaps I'll enter it next year. | |
| I'd love to try and write a full-sized game, but the amount of planning | |
| involved is so much greater. | |
| > You mentioned that "Tube" was based upon an earlier game. Can you | |
| > elaborate? | |
| I had written a crude adventure system for the BBC micro, a popular | |
| machine in the UK and the precursor of the modern-day Archimedes, and wanted | |
| to write a small game on it. I coded the annoying station, and then together | |
| with a friend the rest of the game. All the puzzles and much of the text | |
| were identical in the inform version, but I added considerably to the | |
| responses and introduced a horrible bug too. Converting the game was | |
| a question of reading the original source, remembering how it worked, and | |
| then coding up the puzzles from scratch in inform, which is very quick. | |
| Internally the two versions are very different. | |
| Originally we had plans for a game of which Tube was just one part. It's | |
| (rather quirky) plot was that you were at a party where your host instructed | |
| you to "eat, drink and be merry". When you tried to eat, by picking up a | |
| piece of chocolate cake, the room would go all hazy and you'd find yourself | |
| in the tube station (for no reason at all). Then if you died or won, you'd | |
| return to the party. In the 'be merry' section you had to change your name | |
| by deed poll. The idea was to give the player a choice of what order | |
| to attempt the puzzles in and to make it clear that they couldn't influence | |
| each other, by putting them in different and unrelated scenarios -- this | |
| was something I admired in the Hitchhiker game. | |
| Looking back on it, it seems completely incoherent, and I wouldn't want | |
| to write it now. Then again, my other plans are incoherent too... | |
| ----------------------------------------------------------------------------- | |
| -==-TADS-==- | |
| ----------------------------------------------------------------------------- | |
| Uncle Zebulon's Will, by Magnus Olsson. | |
| >What first gave you the idea for your entry? | |
| A sudden flash of inspiration, I suppose. I was considering possible ideas | |
| for short IF, and started thinking about the player exploring a wizard's | |
| house. | |
| Now, why would anyone want to do that? Would the wizard still be around? | |
| No, that would be too dangerous, and besides the idea of entering a wizard's | |
| house to steal his things or to defeat him is pretty hackeneyed by now. Maybe | |
| the wizard's dead, and you've come to collect your inheritance? Mmm, sounds | |
| good. What do you find in a wizard's home, then? Lots and lots of neat | |
| stuff, but preferably not just the usual, tired old paraphernalia like | |
| wands and potions and so on. Maybe if there was a [censored to remove the | |
| spoiler]? | |
| Great idea, I said to myself. But could it be made into a puzzle? Yes, for | |
| example if there was a demon guarding the door, and... One thing led to | |
| another, and within about thirty minutes I had the basic idea of the game, | |
| and about half of the plot in my head. | |
| >Are you working on any other IF, if so, what? | |
| Yes. I started working on "Bast", a Gothic story with some twists to it, | |
| this winter, but I put it aside this spring due to lack of time, and | |
| haven't re-started work on it yet. "Akorny", a more traditional Zork-like | |
| game, lies dormant since last summer. Then there are some projects that | |
| haven't resulted in any code yet, but which are being processed at very low | |
| priority somewhere in the back of my mind. | |
| >Are you planning to enter again next year? | |
| Yes, if I can find the time to finish a game in time. | |
| >When can we expect the sequel you mentioned at the end of "Zebulon"? | |
| Perhaps I'll enter it in next year's competition, but don't hold your | |
| breaths; right now it's even more vapourware than "Avalon" :-). | |
| ----------------------------------------------------------------------------- | |
| Toonesia, by C. J. T. Spaulding aka Jacob Weinstein, the author of Save | |
| Princeton. | |
| >What first gave you the idea for your entry? | |
| I'm a big fan of animation--I'd rank it as one of America's most | |
| significant cultural contributions to the world. I've wanted to do a | |
| complete game based on my favorite cartoons for a long time. Originally, I | |
| had planned on making it a "Who Framed Roger Rabbit?" type thing, with | |
| references to all of my favorite animated works. But after percolating in | |
| the back of my mind for two or three years, the idea didn't develop much | |
| beyond the walking-over-the-cliff puzzle, which was the very first one I | |
| had come up with. So, when the IF contest came up, I decided to narrow my | |
| focus, and make it just a tribute to the Warner Brothers universe. I'd love | |
| to write that longer 'toon game, some day, and pay homage to Droopy, Dumbo, | |
| and some of the other greats, too. | |
| >Are you working on any other IF, if so, what? | |
| Well, I'm working on Logomancer, in which you play the Logomancer General | |
| of a sleepy magical world. Or, at least, I'm sort of working on it. I've | |
| been doing a tiny bit at a time ever since I finished Save Princeton, some | |
| three years ago, but haven't really had the time to go at it full force. | |
| One problem with delaying so long, by the way, is that other people steal | |
| your ideas first. A big plot point of the game is that spells have started | |
| working backwards. You can imagine my chagrin when Graham Nelson came up | |
| with a similar idea in Balances. | |
| But I digress. | |
| >Are you planning to enter again next year? | |
| Definitely. It's a great way to motivate myself to produce something. And | |
| sprinting is always more fun than long-distance running, for me, at least. | |
| >So, just how many 'rascally' puns are floating around Toonesia, anyway? | |
| That's a tough one. When I moved cross country, I left my old computer | |
| behind, and I haven't yet transferred all my files to my new Mac, so I | |
| don't have the source code for Toonesia handy. But let's see: there's | |
| rascally Cavett, rascally rabbi, rascally Babbit, rascally habit, and | |
| rascally Cabbot--that's five. There may be one or two I've forgotten. (And | |
| as I type this list, I realize that I didn't think of "rascally ribbit" or | |
| "rascally robot." I'll have to work those in to the next version, in | |
| addition to fixing bugs. And if you don't mind, I'll use your "rascally | |
| abbot" line, too.) | |
| [Later, Jacob sent me...] | |
| I've finally restored all the files from my old computer to my new | |
| computer, and I can give you a run-down of all the "rascally rabbit" puns | |
| in Toonesia: | |
| 1) When you try to blow on something, you get the following message: | |
| "You take a deep breath and exhale. If it weren't for that pack-a-day habit | |
| you had as a teenager, you might be able to blow with more force. Oooh, | |
| that rascally habbit!" (Note the misspelling of "habit". I'll have to fix | |
| that.) | |
| 2) When you read the rabbit season sign: ""This accursed interference in | |
| the rights of honest hunters like yourself is signed 'Bruce Babbit, | |
| Secretary of the Interior.' Ooooh, that rascally Babbit!" | |
| 3) When you try to climb the cliff: "You don't have the strength to climb | |
| the ledge, due in large part to your habit of ordering your servants to | |
| exercise for you. Ooooh, that rascally habit!" | |
| 4) When you examine the pictures on Buds' wall: | |
| "The pictures include a photo of Bud Bunny at a party with Chuck Jones, | |
| Fritz Freleng, Tex Avery, and Mel Blanc; a reproduction of the famous | |
| painting, "The Assumption of St. Peter Rabbit;" and an autographed photo of | |
| Dick Cavett. Seeing the last of these reminds you of the humiliation you | |
| suffered as a guest on his show; unbeknownst to you, the talk show host | |
| had arranged for your fellow guests to be the president of Handgun Control, | |
| Inc, and the vice-chairman of People for the Ethical Treatment of Animals. | |
| Ooooh, that rascally Cavett!" | |
| 5) When you try to pick up a gem in the mine: | |
| "As you reach down to pick up a gem off the huge pile, you recall something | |
| your accountant said to you yesterday: "Mr. Fuld, right now, you're in the | |
| nine-nine-point-nine-percent tax bracket. If your value increases by more | |
| than a thousand dollars before the end of the fiscal year, you'll be in the | |
| one hundred percent bracket, and you'll have to give everything you own to | |
| the government." Since any one gem in this mine would be worth several | |
| thousand at least, you realize that your tax bracket prevents you from taking | |
| anything out of here (except that obviously worthless old lamp). Oooh, that | |
| rascally bracket!" | |
| 6) When you smell the cologne: | |
| "Smelling it reminds you of the childhood day when little Vincent Cabot, | |
| scion of the only family in town wealthier than the Fulds, held you face down | |
| in a carrot patch until you begged for mercy, thereby instilling in you a | |
| lifelong hatred of the long orange vegetable and all creatures associated | |
| therewith. If only he had left you alone, you might have been spared the | |
| tremendous frustration that faces you every rabbit season. Oooooh, that | |
| rascally Cabot!" | |
| 7) When you try to kiss an inanimate object: | |
| Just as you are about to kiss <the object> you recall that, back when | |
| your name was Elmo Fuldstein, your rabbi always warned you against getting | |
| into a mixed relationship. And since a relationship with an inanimate | |
| object is about as mixed as you can get, you withdraw your lips, | |
| overwhelmed with guilt. Oooh, that rascally rabbi!" | |
| So, that's 7 of them. (Six if you don't want to count "habit" a second time.") | |
| ----------------------------------------------------------------------------- | |
| The One That Got Away, by "The Author" aka Leon Lin | |
| >What first gave you the idea for your entry? | |
| I'd love to say that I got the idea for the game while out at some | |
| beautiful lake, trolling idly for fish, the sun warming my tired soul and | |
| the sweet breezes blowing faintly...but I'm afraid I can't. At the risk of | |
| having had the most banal inspiration for an IF game in history, I'd have | |
| to say that the trigger that started my game was an episode of "The | |
| Simpsons" that I saw one night, about Homer going out fishing and | |
| struggling against one of those "mighty fish of the past." That must have | |
| made some kind of an impression on me, because, some morning afterwards, I | |
| was lying in bed when I thought, you know, no one has ever written an IF | |
| game about fishing. Before long, I was up and at my computer. The map | |
| quickly coalesced in my mind, and the game more or less wrote itself. (Of | |
| course, "The One That Got Away," despite its inspiration, is a wholly | |
| original story, with a tip of the hat to some rather tall tales about | |
| angling.) | |
| >Are you working on any other IF, if so, what? | |
| At about the same time I was writing "The One," I also started work on a | |
| TADS object library to implement role-playing game elements such as NPCs, | |
| magical items, weapons, armor, and lighting sources, as well as a demo game | |
| to showcase the library. As complex as the library is, I haven't finished | |
| it yet, and hopefully I'll be able to get more work done on it despite my | |
| schoolwork and other responsibilities. | |
| >Are you planning to enter again next year? | |
| Sure, why not! In fact, I should start planning my entry now! ^_^ | |
| >So, will we really get to go back in 30 years for a sequel? | |
| I have an idea for a plot and title for a sequel, if I ever write one. But | |
| any continuation of the story is still quite a ways into the future. | |
| Nevertheless, even if I don't write the story, The Old One will still be | |
| waiting... ^_^ | |
| ----------------------------------------------------------------------------- | |
| A Night at the Museum Forever, by Chris Angelini. | |
| >What first gave you the idea for your entry? | |
| I had wanted to do something involving time travel as a puzzle, but | |
| needed a setting. I've always been a Larry Niven fan, so I wanted to use | |
| a 'long dead race', and the idea for a museum housing artifacts of time | |
| was added to bring these all together. | |
| >Are you working on any other IF, if so, what? | |
| Yes. At the moment, I'm working on two games, one set in the Superguy | |
| world, and another, more serious ;->, game called Wanderer. The latter | |
| one is fantasy. | |
| >Are you planning to enter again next year? | |
| Yes. | |
| >Any particular reason you decided to write about time travel? | |
| I love the genre, and wanted to use it in a game. My original plans | |
| were more elaborate, but I ran out of time to implement them, and had to | |
| go with a simpler time-based puzzle. | |
| ----------------------------------------------------------------------------- | |
| Undertow, by Stephen Granade. | |
| >What first gave you the idea for your entry? | |
| Believe it or not, it was the Sting video for "All This Time." I had been | |
| mulling over the possibility of writing an entry for the IF competition | |
| when I ran across the video on TV. If you haven't seen it, it takes place | |
| on a boat which ends up becoming very cramped. I started thinking of the | |
| possibilities of a game set on a yacht--a yacht makes for a tiny setting | |
| compared to the setting of most other IF games. However, it was just the | |
| size for a two-hour game. In addition, I could more easily convey the | |
| sense of claustrophobia I wanted for my game. | |
| >Are you working on any other IF, if so, what? | |
| The short answer is "sort of." The long answer is: I've just started | |
| physics grad school, so my time has become incredibly curtailed. I have | |
| been working on a large game called "Losing Your Grip" for about a year | |
| and a half, with little progress so far. | |
| >Are you planning to enter again next year? | |
| Possibly, depending on whether or not I have the inspiration and the free | |
| time. | |
| >Why did you write a mystery game, in particular? | |
| I had the setting for my game before I had a plot. I thought about what | |
| kind of game could take place on a yacht, and decided that a mystery would | |
| be perfect. I had never written a mystery before, and my earlier IF games | |
| have had a remarkable lack of NPCs in them. This was a perfect chance for | |
| me to take on the challenge of setting a game in a tiny environment, | |
| mastering NPCs, and writing a mystery all at once. | |
| What can I say? I wanted an ambitious project. | |
| ----------------------------------------------------------------------------- | |
| Undo, by Null Dogmas aka Neil Demause <neild SP@G echonyc.com>. | |
| >What first gave you the idea for your entry? | |
| I first wrote an earlier version of Undo for a friend's birthday -- it's | |
| based on an inside joke between the two of us. | |
| For the record, the joke goes: "A frog walks up to a hole. 'My, what a | |
| big hole,' he says. A small duck walks up to the hole. 'What large hole?' | |
| says the duck. 'What small duck?' says the frog." | |
| Not much of a joke, it's true -- more of a joke about jokes, like the | |
| Dadaist riddle (one of my favorites): "What's the difference between a | |
| duck? One leg is both the same!" Anyway, after discarding a much better | |
| idea for the I-F contest as taking way too much time, I thought of a | |
| bunch of things I could throw into Undo to turn it, sort of, into a | |
| playable game, though there's still only really one puzzle. | |
| The only purpose of Undo, really, aside from being vaguely weird and | |
| entertaining, is to challenge some of the I-F conventions -- like having | |
| everything be a puzzle (most of the rooms are mere clues at best, and at | |
| worst just diversions), having a score (the "score" of 86 you're shooting | |
| for is another negation joke -- as in, "eighty-six that"), winning at the | |
| end, and so on. It's sort of an "anti-game" in that sense. | |
| >Are you working on any other IF, if so, what? | |
| "Lost New York" is about a month away from beta-testing, three months | |
| away from release. It's a medium to long game (a good bit longer and more | |
| complex than MacWesleyan) set in historical New York -- if you liked | |
| "Time and Again" you should like it. | |
| I also have ideas for three other specific games (including the one I | |
| didn't get around to writing for this year's competition) that I'd like | |
| to do, but I need to finish Lost NY first before I can start on another one. | |
| >Are you planning to enter again next year? | |
| I'd like to, if the timing's right. | |
| ----------------------------------------------------------------------------- | |
| Let's have a big round of applause for all the entrants! | |
| KEY TO SCORES AND REVIEWS---------------------------------------------------- | |
| Consider the following review header: | |
| NAME: Cutthroats PARSER: Infocom Standard | |
| AUTHOR: Infocom PLOT: Two Seperate Paths | |
| EMAIL: ??? ATMOSPHERE: Well Done | |
| AVAILABILITY: LTOI 2 WRITING: Good | |
| PUZZLES: Good SUPPORTS: Infocom Ports | |
| CHARACTERS: Not Bad DIFFICULTY: Medium | |
| First, you'll notice that the score has been removed, and replaced | |
| by one or two word ratings. These are pretty arbitrary, and should allow | |
| more freedom to the reviewers. The EMAIL section is for the e-mail address | |
| of the game author, not the reviewer. AVAILABILITY will usually have either | |
| Commercial ($price), Shareware ($price), or Freeware. If the commercial | |
| price varies in stores, then it will just say Commercial. If it has been | |
| released in the LTOI collection, this line should say so. Lastly, if it is | |
| available on ftp.gmd.de, the line should add GMD. (Demo) if it's a demo | |
| version. The body of the review hasn't changed. | |
| When submitting reviews: Try to fill in as much of this info as you can. | |
| Also, scores are still desired along with the reviews, so send those along. | |
| The scores will be used in the ratings section. Authors may not rate or | |
| review their own games. | |
| SPAG accepts reviews of any length, letters to the editor, the occasional | |
| interesting article on text adventures (no reprints please), and even just | |
| ratings for your favorite game, if you don't have the time to do a full | |
| review. Please though, at least send me info for each game you have rated | |
| equivalent to the review header for Cutthroats, above. All accepted | |
| materials will be headed by the submitter's name and e-mail address, unless | |
| you request that they be withheld, or do not supply them, in which case the | |
| header will read as "Anonymous." | |
| CONTEST REVIEWS-------------------------------------------------------------- | |
| From: "Palmer Davis" <palmer SP@G ansoft.com> | |
| NAME: All Quiet on the Library Front PARSER: Inform v1502 | |
| AUTHOR: Michael Phillips SUPPORTS: Infocom Ports | |
| EMAIL: ??? AVAILABILITY: GMD | |
| ATMOSPHERE: Just a little thin WRITING: Expository | |
| CHARACTERS: Cardboard PLOT: Linear | |
| PUZZLES: Quite simple DIFFICULTY: Easy | |
| The premise is quite straightforward: you need to borrow a normally | |
| unobtainable book from your college library in order to write a | |
| research paper. After a bit of wandering around, finding objects | |
| lying about, and giving them to the appropriate people, you do. | |
| I must confess that I was somewhat put off by the fact that the | |
| game is set on a college campus; the college game is second only | |
| to the Colossal Cave-style undirected dungeon crawl/scavenger hunt | |
| for being drastically overdone. It worked in _Lurking_Horror_, | |
| and it's working now in _Christminster_, whose setting is different | |
| enough not to be stale, but every other such game since (not to | |
| mention the innumerable campuses that have been set up on MUDs | |
| worldwide) has felt like walking into someone else's inside joke. | |
| That includes a number of rather popular games that have fallen | |
| flat for me, and I'm probably stepping on a number of toes here; | |
| I tried not to let my feelings for the genre color my judgement. | |
| This entry doesn't just happen to take place on campus, however; | |
| the entire plot is centered around writing a research paper, and | |
| therein lies the problem. Most IF transports the player to a | |
| fantastic place or situation that's genuinely interesting, sometimes | |
| more so than what's going on outside the screen. That's not the | |
| case here -- being stuck in the library working on an undergraduate | |
| research paper is something that one plays IF to *escape*, not | |
| encounter, and the game never really transcends the ultimately | |
| pedestrian nature of its central task. | |
| It is possible to create good interactive fiction based entirely | |
| on everyday experiences if the writing stands out enough to carry | |
| the game on atmosphere (see _A_Change_in_the_Weather_, below). | |
| It is also possible to make a good game out of a fundamentally | |
| unpleasant situation (_Theatre_, for example, or _Bureaucracy_) | |
| if the game provides gripping drama or offers a fresh perspective | |
| on the events in question. _Library_ does neither, offering a | |
| fairly routine scenario executed in expository but uninspiring | |
| prose. | |
| Oddly, the stairwell leading to the upper floor, an area in which | |
| none of the plot takes place, is one of the game's bright spots as | |
| far as writing goes -- the descriptions there are nearly as long | |
| as in busier areas, which gives the author enough space to breathe | |
| life into details like the paintings. Had the rest of the map been | |
| executed with that much care, the game would have worked much better. | |
| It's not necessarily that more words are needed elsewhere (see | |
| _Enchanter_, for example), it's that more thought is needed to make | |
| the descriptions come to life. | |
| Overall, the game is solidly crafted, but feels like it's just | |
| going through the motions. This isn't a *bad* game by any means, | |
| but somehow lacks that certain spark that makes well-written IF | |
| such a joy. Cleaned up and commented, the source to this would | |
| probably make pretty good example code for new authors; it's solidly | |
| crafted, including a basic help system that gives a hint for the next | |
| puzzle. | |
| (After writing most of this review, I learned that the entry was the | |
| author's first attempt at writing IF. It's obvious that the author | |
| *has* in fact mastered the motions that need to be gone through to | |
| create IF, and is just starting to catch on to a writing style; I | |
| look forward to seeing full-length works from him in the future.) | |
| BOTTOM LINE: An accurate simulation of a tedious chore. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Magnus Olsson" <mol SP@G df.lth.se> | |
| Name: A Change in the Weather Parser: Inform | |
| Author: Andrew Plotkin Plot: Non-linear | |
| Email: erkyrath+ SP@G cmu.edu Atmosphere: Excellent | |
| Availability: F, GMD Writing: Excellent | |
| Puzzles: Time-critical Supports: Infocom ports | |
| Characters: One, simple but memorable Difficulty: Above average | |
| During a picnic with your friends, you decide that you'd like some | |
| privacy and walk away on your own to explore the nearby hills. Soon, | |
| however, the warm, beautiful summer evening turns into the proverbial | |
| dark and stormy night (the "change in the weather" of the title), and | |
| you find yourself cut off from your friends by a rain-swollen stream | |
| that threatens to carry away the only bridge... | |
| Although unpleasant, such a mundane situation may not seem like the | |
| stuff from which a tale of wonder and adventure is built. That, | |
| however, is just what Andrew Plotkin has succeeded in creating. With | |
| very small means he manages to increase tension until your attempts to | |
| save the bridge turn into a nightmarish struggle against time. The | |
| writing is excellent, as are the atmosphere and the changes in mood. | |
| As if to demonstrate further how far you can get with deceptively | |
| simple means, the one NPC of this game - an endearing little fox - | |
| doesn't do very much, but is nevertheless very effective (of course, | |
| animal NPC's are simpler than humans since they don't speak). | |
| Despite its small size, "A Change in the Weather" is not an easy game. | |
| The author himself classifies this game as "cruel", and that is no | |
| great exaggeration. The puzzles aren't very diffciult in isolation, | |
| but they are very time-critical and you have to perform actions in a | |
| carefully timed order to win. You should be prepared to save and | |
| restore a lot, even to replay from the beginning, since the tiniest | |
| mistake will put the game in an unsolvable state. | |
| This kind of game behaviour has been condemned in the debate on | |
| rec.arts.int-fiction, the main argument being that all the restoring | |
| and replaying ruins the enjoyment of the game and disrupts the | |
| story. Also, of course, it lowers realism if, for example, you have to | |
| die five times beofre finding the right way to disarm a bomb; in real | |
| life you have to get it right the first time. | |
| In this particular case, however, having to save and restore | |
| frequently didn't detract anything from my enjoyment of the game; | |
| in fact, somehow knowing that the smallest mistake may mean disaster | |
| actually enhanced the sense of drama and urgency. It may of course | |
| have helped that you can't die in this game (the worst thing that can | |
| happen is that you have to wade across the stream to get home). The | |
| size of the game certainly played an important part - having to | |
| restart from the beginning is less cumbersome in a tiny game like this | |
| than in a larger game. | |
| To summarize, this is an excellent little game: well written, with a | |
| simple goal that isn't that easy to attain, an interesting sequence of | |
| logical puzzles and an excellent atmosphere; all of which makes this | |
| perhaps the most memorable of all the competition entries. | |
| From: "Palmer Davis" <palmer SP@G ansoft.com> | |
| NAME: A Change in the Weather PARSER: Inform v1405 | |
| AUTHOR: Andrew Plotkin SUPPORTS: Infocom Ports | |
| EMAIL: erkyrath+ SP@G cmu.edu AVAILABILITY: GMD | |
| ATMOSPHERE: Outstanding | |
| WRITING: Generally well written, though eye slides past in spots | |
| CHARACTERS: Memorable | |
| PLOT: Mutual exclusion between branches | |
| PUZZLES: Nicely done, but with dead ends and save/restore puzzles | |
| DIFFICULTY: Moderately challenging | |
| Now *this* is more like it. The game starts out rather slowly: | |
| you wander away from a picnic to go exploring in the park. After | |
| a beautifully described sunset (and an encounter with the | |
| competition's most memorable NPC), the idyllic day suddenly turns | |
| nasty, and you are forced to seek shelter, eventually thrusting | |
| you into a dreamlike race against time and vague, sinister evil. | |
| The atmosphere, scenery, and overall sense of immersion in this | |
| entry were far and away the best in either division, approaching | |
| that of Infocom's better efforts in spots. In one or two spots, | |
| the writing is dense enough that the casual reader's eye slides | |
| right past (lists of exits, mostly), but otherwise the writing | |
| is among the best in this year's field. | |
| If there's a weakness here, it's the rather languid pace that the | |
| game gets off to at first. That's an unavoidable consequence of | |
| the tranquil, contemplative mood that the author creates in the | |
| first section, but it makes it difficult to warm up to the game | |
| at first. The plot really needs a kick in the tail that it doesn't | |
| get until after nightfall; an opening with enough action to make | |
| wandering off alone seem a welcome respite (playing volleyball until | |
| you get sick of it, perhaps?) might correct this. (The virtues of | |
| establishing emotional context through player interaction rather | |
| than imposing it by fiat have been discussed at length elsewhere.) | |
| Of course, the game flirts perilously with the two hour limit as | |
| it is; leaving out such an opening is understandable given the | |
| nature of the competition. Furthermore, the contrast between the | |
| slow pace of the first section and the frantic pace of the dream | |
| sequence works quite well, and is perhaps the sole example of | |
| such a mood shift in the contest. | |
| The save/restore nature of the section after nightfall is also | |
| likely to put off many players, as is the game's ability to be | |
| closed off after the player attempts actions that are otherwise | |
| perfectly reasonable. While any race against time necessarily | |
| runs the risk of degenerating into save/restore, a bit more time | |
| between the appearance of the light source and the expiration of | |
| the player's time might have been nice; as it was, I didn't get | |
| past that part before time ran out. Likewise, a second (possibly | |
| more difficult) option for getting into the cave after the | |
| destruction of the needed object would also have helped. Still, | |
| the game was quite satisfying, especially in contrast to the | |
| rest of the division. | |
| BOTTOM LINE: Yes. Like that. My choice for the division winner. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Magnus Olsson" <mol SP@G df.lth.se> | |
| Name: Detective - an Interactive MiSTing / MST3K1 | |
| Author: C.E. Forman | |
| Email: ceforma SP@G rs6000.cmp.ilstu.edu Parser : Hacked Inform | |
| Plot: See review Atmosphere: Demented | |
| Availability: F, GMD Writing: Excellent | |
| Puzzles: What puzzles? Supports: Infocom Ports | |
| Characters: See review Difficulty: Self-solving | |
| This piece of IF is not really a game, but a commentary on a game - | |
| or, as the author calls it, an Interactive MiSTing. The strange acronym | |
| MST3K1 refers to "Mystery Science Theater 3000", a TV show that hasn't | |
| reached the European networks, but this fact shouldn't scare away any | |
| non-American readers, since the concept is made sufficiently clear | |
| anyway (I had it explained to me by Whizzard after I played the game, | |
| but I didn't really miss anything). | |
| Similar to the TV show, this game consists of the characters of | |
| "Mystery Science Theater" playing - and commenting on - an existing | |
| game: "Detective" by Matt Barringer. "Detective", reviewed in SPAG 4, | |
| is an amazingly bad game; basically, Barringer has committed every | |
| possible mistake in writing it, even forgetting to put in any puzzles. | |
| The core of "MST3K1" is a faithful re-implementation in Inform of | |
| "Detective", complete down to the last bug. As the player walks | |
| through the game (and, believe me, walking through "Detective" is all | |
| there is to winning it), he or she is treated to the commentary of the | |
| MST characters. And this commentary is simply hilarious; together with | |
| the unconscious comedy of the original "Detective", the result must be | |
| the funniest IF ever written. I'm exaggerating only slightly when | |
| writing that "MST3K1" had me rolling on the floor with laughter. | |
| Rating "MST3K1" according to the usual SPAG rules is of course | |
| impossible, since the only game aspects are those of "Detective", which | |
| is a very very bad game. Suffice it to say that the "MST" part of the | |
| writing is excellent, though the satire is perhaps a bit heavy-handed | |
| in places - I sincerely hope that Matt Barringer has a sense of humour! | |
| Finally, let me just step onto the soapbox for a minute to express | |
| some concern. The immediate reaction to this program on Usenet was | |
| something along the lines of "Great idea! There are lots of bad games | |
| out there; let's MiST them as well!" I sincerely hope that these | |
| people think not only once, but twice and thrice before starting to | |
| write their own MiSTings. If nothing else, there's the simple rule of | |
| all comedy: a good joke is extremely funny the first time it's told. | |
| The second time, it's already old. The third time, it's routine. The | |
| tenth time, people hate it. Let's not beat this excellent idea to | |
| death by repeating it ad nauseam. | |
| Also, and far more seriously, the line between poking gentle fun at | |
| something and cruelly mocking it is a fine one indeed. The present | |
| author has managed to stay on the right side, but it takes | |
| considerable skill to do so. We've all written things we're less than | |
| proud of; even the good Homer nods. Indiscriminate derision of these | |
| games - perhaps youthful first tries - could have disastrous | |
| consequences for the small, fragile IF community. | |
| Of course, these words of warning should not reflect at all on the | |
| present MiSTing; in fact, I think it's brilliant. Let's just not | |
| pervert such a good idea. | |
| From: "Graeme Cree" <72630.304 SP@G compuserve.com> | |
| NAME: DETECTIVE: An Interactive MiSTing | |
| GAMEPLAY: Inform Parser | |
| AUTHOR: C. E. Forman PLOT: Trivial | |
| EMAIL: ceforma SP@G rs6000.cmp.ilstu.edu ATMOSPHERE: Demented | |
| AVAILABILITY: GMD incoming WRITING: Pathetic | |
| PUZZLES: None SUPPORTS: All Inform Ports | |
| CHARACTERS: Cardboard DIFFICULTY: None at all | |
| Normally, looking at the above category descriptions (such as | |
| "Trivial", "Demented", and "Pathetic") one would expect a pretty bad | |
| game. Yet, such is not the case here. In the zany world of Mystery | |
| Science Theater 3000, (MST3K for short) where schlock is fun, and all | |
| involved want "More cheese, please", such descriptions denote an | |
| excellent game. Detective, the game least likely to be ported, now | |
| exists (with enhancements) for Inform. | |
| A little background is in order to understand this game. SPAG #4 | |
| featured a review of an AGT game called Detective, which stated that | |
| the author had made every possible mistake, and that the game should be | |
| avoided. In SPAG #5 I wrote a second review in which I stated that the | |
| game, though awful, was in fact loaded with unintentional laughs and | |
| bizarre incongruities that were sure to entertain the player, and that | |
| the game would make an excellent episode of Mystery Science Theater | |
| 3000. | |
| For those who don't know, MST3K is a cable television show (soon to | |
| be a major motion picture) on Comedy Central, that involves a man shot | |
| into space by two mad scientists and forced to watch bad movies so that | |
| his reactions can be monitored. Throughout the movie we can see the | |
| silhouettes of Mike and his robot companions (whose outer casings are | |
| made out of things like a gumball machine, a bowling pin, and a | |
| lacrosse helmet) at the lower right-hand corner of the screen, and hear | |
| them deliver a barrage of sarcastic remarks, pop-culture references, | |
| and suggested dialogue. For example in Godzilla vs. Megalon, a | |
| close-up of Godzilla waving his arms and bellowing drew the response "I | |
| am Kirok!!", a reference to a classic bit of Shatner overacting in Star | |
| Trek's The Paradise Syndrome episode. In Marooned, when three | |
| astronauts, stranded in space are arguing over who will leave the ship | |
| (there was only enough oxygen to sustain two until the rescue ship | |
| arrived) one of the robots observed "they could toss a coin, but it | |
| would never come down." | |
| The show is in its 7th season, and each episode is two hours long. | |
| Their bread-and-butter is schlocky sci-fi movies, but they have hit | |
| almost every genre, including the occasional biker movie. Before and | |
| after the show, as well as during intermissions, they do short amusing | |
| skits, often based on scenes from the movie. | |
| Chris Forman has taken this format and adapted it into a text | |
| game, almost seamlessly. The original Detective game has been | |
| transferred verbatim to Inform, even retaining the AGT default | |
| responses, and snappy responses from Mike and the robots have been | |
| inserted everywhere; into room descriptions, item descriptions, | |
| response descriptions, et cetera. Repetition is avoided, enhancing | |
| believability. The first time you enter a room you get one set of | |
| responses. The second time you will get either a different set, or | |
| none at all. The jokes are generally top quality, turning an already | |
| (unintentionally) amusing game into a laugh riot. The level of | |
| imitation is flawless; if you have seen the show, you can almost hear | |
| the dialogue coming out of the actors' mouths. | |
| A typical MST3K episode features a short skit and an invention | |
| exchange with the mad scientists before the movie actually begins. Mr. | |
| Forman has represented this by including a special introductory text | |
| file that highlights the robots attempting to write their own text | |
| games, and Dr. Forrester's "fictionary", a device that inputs the | |
| vocabulary of a text game directly into the player's mind, with | |
| hilarious results. | |
| The only thing that could put anyone off about this game might be | |
| found in Stefan Jokisch's original SPAG review: "we should not forget that | |
| Matt [the original author of Detective] wrote this game with good intentions | |
| and he offered it for free, so who are we to mock at his efforts?" | |
| Matt Barringer's game is "mocked" here, but previous MST3K episodes have | |
| had movies featuring the likes of Gregory Peck, Gene Hackman, Linda Evans, | |
| Peter Graves, James Earl Jones, and Bela Lugosi, putting Mr. Barringer | |
| in very august company indeed. | |
| This may not be my all-time favourite text adventure, but it is | |
| one of the few that I would recommend to absolutely everyone. | |
| From: "Palmer Davis" <palmer SP@G ansoft.com> | |
| NAME: _Detective_ MST3Kization PARSER: Inform (imitating AGT) | |
| AUTHOR: C. E. Forman (and Matt Barringer) SUPPORTS: Infocom Ports | |
| EMAIL: ceforma SP@G rs6000.cmp.ilstu.edu AVAILABILITY: GMD | |
| ATMOSPHERE: Precisely on target | |
| WRITING: ROTFL! | |
| CHARACTERS: Non-interactive | |
| PLOT: Laughable, but that's the point | |
| PUZZLES: Nonexistent, except for occasional sudden death | |
| DIFFICULTY: Also nonexistent | |
| Obviously inspired by Graeme Cree's review from SPAG #5, this is a | |
| port of Matt Barringer's (infamous) AGT game _Detective_, onto which | |
| the cast of _Mystery_Science_Theater_3000_ has been grafted, providing | |
| a Greek chorus that pokes hilarious fun at _Detective_'s shortcomings. | |
| This was the first game that I returned to finish after my initial | |
| ten minute look at each entry, and it succeeds brilliantly at the same | |
| sort of appeal as the real MST3K. | |
| Trying to evaluate this entry relative to the others in the division | |
| was difficult. However creative the writing may be, the fact remains | |
| that this is not an original work of IF, which was the whole point of | |
| the contest. On the other hand, this entry also essentially defines | |
| an entirely new genre: the interactive work of criticism. Is it a | |
| work of IF that happens to be critical or a work of criticism that | |
| happens to be interactive? And how much credit is due the author for | |
| pioneering something as yet untried, especially given the much lower | |
| level of technical difficulty in producing it? In any case, comparing | |
| this to the other entries is like comparing apples and oranges. | |
| In the end, I wound up deciding to place this at the enjoyability | |
| threshold, and score it behind any more technically difficult works | |
| that succeeded at being entertaining, but ahead of any that didn't. | |
| Had I been scoring for awards other than first, this would have | |
| wound up taking second in its division, and certainly deserves an | |
| honorable mention for its writing, but future works of this kind | |
| will have to be crafted with great care to avoid becoming stale. | |
| BOTTOM LINE: This is the entry most likely to continue to be | |
| downloaded and played after the end of the contest; it's likely to | |
| become a (cult) classic simply by being the preferred way to | |
| experience the wonderful awfulness of _Detective_. I can't wait to | |
| see the crew take on _Space_Aliens_Laughed_at_my_Cardigan_! | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Palmer Davis" <palmer SP@G ansoft.com> | |
| NAME: The Magic Toyshop PARSER: Inform v1502 | |
| AUTHOR: Gareth Rees SUPPORTS: Infocom Ports | |
| EMAIL: gdr11 SP@G cl.cam.ac.uk AVAILABILITY: GMD | |
| ATMOSPHERE: Nonexistent (be sure to wear a pressure suit!) | |
| WRITING: Minimalist to the point of information underload | |
| CHARACTERS: Unresponsive | |
| PLOT: What plot? (Sequential pairs of puzzles.) | |
| PUZZLES: "Guess the verb", "What am I thinking?", and the like | |
| DIFFICULTY: Frustrating | |
| I really wanted to like this game. I really did. In a competition | |
| that intends to reward meaningful brevity, a one room adventure is | |
| a really neat idea. And a very spare, minimal writing style can work | |
| well if done right, as in _Enchanter_ (and _Christminster_'s opening). | |
| Unfortunately, this entry takes both concepts too far. | |
| There is a brief blurb in the teaser about wandering into a Victorian | |
| toy shop with a rocking horse in the window, in search of a birthday | |
| present for your niece, but rocking horse, window, and the charm of | |
| a Victorian toy shop are all entirely absent from the game itself. | |
| The player is dumped into an apparently empty room with a chest and | |
| a young woman, both of which frustrate most attempts at interaction. | |
| This can be unintentionally funny in spots: | |
| > CATHARINE, OPEN THE CHEST | |
| Catharine has better things to do. | |
| Catharine opens the chest and roots around inside it. "I wonder | |
| if your niece would like something like this?" she says.... | |
| [Your score just went up by 1 point.] | |
| In the example above, Catharine *still* would have opened the chest, | |
| even had the player said nothing, or waited, or looked around, or | |
| done *anything*; all interaction with her (except for her function | |
| as a primitive hint system) is initiated by her, and you are awarded | |
| points for doing absolutely nothing! In fact, both Catharine and | |
| verbs pertaining to her are incompletely implemented: | |
| > SAY "GO WEST" TO THE ROBOT MOUSE | |
| (to Catharine) | |
| Catharine has better things to do. | |
| Top quality interactive fiction requires both good writing and good | |
| programming. _Detective_ MST3K had wonderful writing, but the | |
| technical content wasn't there. _Toyshop_ presumably (I ran out of | |
| time playing "guess the verb" and therefore didn't encounter most of | |
| it) contains some clever programming, but the writing isn't there. | |
| Literally. The game's sole location doesn't even have a description, | |
| just a rhetorical question asking what might be contained therein. | |
| Object descriptions omit useful details like shapes and features, | |
| and the parser doesn't know about most of what detail there is. | |
| The limited vocabulary set combined with the sketchy descriptions | |
| of what is going on reduce _Toyshop_ to one of the most frustrating | |
| games of "guess the verb" that I've had the misfortune to encounter | |
| in years. This may sound nitpicky, but is there is an important | |
| distinction between | |
| > EMPTY THE BOX | |
| The box is empty already. | |
| and | |
| > EMPTY THE BOX | |
| You can't see anything inside the box! | |
| The second is a clue that some sense other than vision must be | |
| used to determine if there's anything in the box; the first is | |
| an unequivocal statement that there isn't anything in there. | |
| Since the game uses the first wording rather than the second, | |
| I wasted my entire two hour review period searching in vain for | |
| an alternative solution to the robot mouse assembly puzzle that | |
| wasn't there. (The sole hint that the game provided wasn't any | |
| help either, and no walkthrough was included.) I played an endless | |
| series of stalemates at tic-tac-toe in the hope that Catharine | |
| would give me a tube of glue after losing, I mistook the "carpet" | |
| for a glue strip to be peeled off, and I tried to break into | |
| the chest or search elsewhere all with no success (there being | |
| no elsewhere!). There may also be a cultural issue at work | |
| here -- in the United States, tubes of glue are not normally | |
| provided inside model kits. Airfix may in fact do this in the | |
| UK, but it was only through process of elimination that I finally | |
| tried searching, examining, looking into, reaching inside, throwing, | |
| dumping, tearing, destroying, opening the other end (to peer through), | |
| and jumping up and down on top of the box (all in vain) before | |
| finally guessing that "shake" was the magic word. By that time, | |
| the review period had expired, so I am basing my review on what I | |
| encountered up to that point. | |
| _Toyshop_ gave me of the most unpleasant experiences that I have | |
| ever had from a work of IF. You are dumped into a bare room and | |
| told to fiddle with a group of vague objects that are handed to | |
| you, for no clear reason, and must contend with a rather limited | |
| set of ways to manipulate them and eventually guess which of | |
| several possible solutions has been implemented. From what I've | |
| read on r.g.i-f since completing my evalutation, I'm not alone | |
| in getting stuck; this is probably *not* a two hour game. Especially | |
| given how nice Gareth's other work has been, _Toyshop_ is a most | |
| unpleasant surprise. | |
| BOTTOM LINE: This game is evil, and must be destroyed. Gareth Rees | |
| is also evil, but must *not* be destroyed -- at least not until he | |
| has a chance to finish the next _Christminster_.... | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Magnus Olsson" <mol SP@G df.lth.se> | |
| Name: The Mind Electric Parser: Inform | |
| Author: Jason Dyer Plot: Linear | |
| Email: jdyer SP@G indirect.com Atmosphere: Quite good | |
| Availability: F, GMD Writing: Quite good | |
| Puzzles: Logical but difficult Supports: Infocom ports | |
| Characters: Simple Difficulty: Quite difficult | |
| This game takes place in cyberspace. Not the cyberspace of | |
| "Neuromancer" - the infinite, open matrix where you move at will | |
| between network nodes - but rather the opposite: your enemies have | |
| captured your consciousness inside a virtual prison of just a few | |
| rooms. Not surprisingly, your task is to escape before your virtual | |
| body dissolves. | |
| Like dream scenes, a story set in virtual reality demands a lot of the | |
| author. Somewhat paradoxically, the very fact that anything is | |
| possible in your world makes it very important that you make it believable | |
| to the reader. Bearing this in mind, I think that the author has done | |
| quite well; he's managed to create a small world with its own laws and | |
| a pervasive atmosphere. Where he fails is perhaps in making it quite | |
| credible; I couldn't quite suspend my disbelief at some points. This | |
| shouldn't be taken as a very serious criticism, though; my doubts never | |
| quite broke the spell; true to the game's sub-title "An Interactive Vision", | |
| the author does have visions and he does manage to get them through. | |
| The writing is quite good, with one exception: the final denoument | |
| just doesn't feel right. I can appreciate the point the author is | |
| making, and why he's making it; still, I felt that the last page of | |
| text detracts from the quality of the game. Perhaps this is because | |
| he, having a lot to explain (including hitherto unprovided background) | |
| in just a page of text, falls into the classic trap of letting a | |
| character hold a short speech that neatly explains everything; | |
| whatever the reasons, the present ending is not very effective and | |
| dramatically unsatisfying. Perhaps some of the information the speech | |
| provides could be moved back into the story proper; this would also | |
| add some foreshadowing of the ending. | |
| What I found disappointing about this game was the puzzles. It's not | |
| that they are bad - they certainly aren't, and a few of them are quite | |
| clever, but rather that I constantly felt that I had too little | |
| information to solve them. The solutions are certainly logical, but | |
| there weren't enough clues to find them, and I found the game's world too | |
| strange for previous experience to guide me. Fortunately, the game has | |
| a comprehensive hint system - a bit too comprehensive, perhaps, since | |
| it's not context sensitive and it's easy to read too far - without | |
| which I'm afraid I wouldn't have made much progress at all. Of course, | |
| what's cryptic to one player may be obvious to another (and I freely | |
| admit to not being very good at solving adventure puzzles), but I have | |
| the feeling that the author should have provided more clues to allow | |
| the player to deduce the internal logic of the puzzles. Alternatively, | |
| the puzzles could have been made a bit more intuitive; as it is, the | |
| they were simply too difficult for me to enjoy them. | |
| Finally, a very minor thing: the game uses Inform's "box" command to | |
| present a number of rather obscure quotes; this is a nice feature of | |
| Inform, but a feature that shouldn't be overused. I feel that "The | |
| Mind Electric" does overuse it a bit, considering the very small size | |
| of the game. | |
| "The Mind Electric" is a very interesting game, and in many ways a | |
| very good one. With some rewriting (especially of the ending), and | |
| perhaps with more intuitive puzzles, it would be even better; as it | |
| is, it is still one of the best games of the competition. | |
| From: "Palmer Davis" <palmer SP@G ansoft.com> | |
| NAME: The Mind Electric PARSER: Inform v1502 | |
| AUTHOR: Jason Dyer SUPPORTS: Infocom Ports | |
| EMAIL: ??? AVAILABILITY: GMD | |
| ATMOSPHERE: Incomprehensible | |
| WRITING: Surreal | |
| CHARACTERS: Limited | |
| PLOT: Linear, branching in two in several spots. | |
| PUZZLES: Quite a bit of "What am I thinking?" | |
| DIFFICULTY: Easy enough once you figure out what is going on | |
| This is the only game in the division with a clear plot not firmly | |
| tied to the everyday. You are captured by the other side in some | |
| sort of virtual reality war, and your "mind essence" is somehow | |
| imprisoned (exactly how is never satisfactorily explained); the | |
| object of the game is to escape. | |
| The environment is highly stylized and rather surreal, like many | |
| cyberpunk depictions of the "Net"/"Matrix"/"Cyberspace"/VR/whatever. | |
| Too stylized and surreal, in fact -- the game doesn't always provide | |
| enough context to figure out what is going on without resorting to | |
| the help system, making much of the game an exercise in trying to | |
| guess what the author is thinking. I *still* don't understand why | |
| the answer to one puzzle that I stumbled across by brute force | |
| worked! You don't even get a large part of the background to the | |
| situation until you reach the very end. | |
| The endgame was perhaps this entry's strongest feature; a nice (and | |
| finally understandable!) little puzzle led to a denouement with a | |
| neat philosophical twist that left a much nicer impression than the | |
| previous two hours of head-scratching otherwise would have. Sadly, | |
| the issues raised in the teaser and ending have no impact on the | |
| rest of the game and aren't otherwise expanded upon. | |
| A nice plus, particularly for a reviewer anxious to explore as widely | |
| as possible within the two hour time limit, was the rather extensive | |
| help system, like that in _Zork_Zero_. It isn't context-dependent, | |
| and the player can completely spoil the game by referring to it, but | |
| it's quite complete, and, for that matter, the best in the competition. | |
| Unfortunately, it is needed to explain what's going on in places where | |
| the game is undecipherable. | |
| BOTTOM LINE: Huh? | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Magnus Olsson" <mol SP@G df.lth.se> | |
| Name: A Night At The Museum Forever Parser: TADS | |
| Author: Chris Angelini Plot: Linear, rather clever | |
| Email: cangelini SP@G uoguelph.ca Atmosphere: Weak | |
| Availability: F, GMD Writing: Adequate | |
| Puzzles: Simple, not too original Supports: TADS ports | |
| Characters: None Difficulty: Quite simple | |
| This game has been endowed with a slightly misleading title: it does | |
| take place in a museum, but neither in one night or forever - three | |
| thousand years would be more appropriate! The museum is a strange one | |
| indeed: a temporal museum, with exhibits collected from both the past | |
| and the future. Abandoned for a thousand years, it has been ransacked and | |
| all the exhibits stolen. All the exhibits, that is, but one. A priceless | |
| diamond ring remains, and it is your mission to retrieve it, a task which | |
| is harder than it seems, since the ring's presence involves a temporal | |
| paradox. Fortunately, the museum's time machine is still in working | |
| order... | |
| Resolving the paradox and retrieveing the ring isn't that difficult; | |
| in fact, the game is quite small and easy, just as the competition | |
| entries should be. Both in style and execution it's quite similar to | |
| an early Infocom game (a treasure hunt through a deserted house | |
| containing some interesting gadgets as well as more commonplace | |
| objects, all conveniently placed where you can find them). The writing | |
| is not quite up to Infocom's standards, but quite adequate; the | |
| puzzles may not be very original but are clever and logical; the plot | |
| is simple but quite clever and the time travel is handled nicely. | |
| My only big complaint about the game is its almost total lack of | |
| atmosphere. After all, you're exploring a mysterious, deserted museum | |
| where many explorers/looters before you have vanished in a temporal | |
| paradox, you're travelling thousands of years back and forward in | |
| time, and yet the author conveys almost no sense of wonder. It's almost | |
| as if the hero would say "OK, so I've resolved a temporal paradox | |
| and retrieved a priceless ring before lunch today. Maybe I should take | |
| the dog for a walk this afternoon?" | |
| In some circumstances, leaving the museum leads to sudden death. This | |
| may be motivated by the plot, and anyway you can undo. What's worse, | |
| however, is that leaving the museum under certain other circumstances | |
| will cause the game to think you want to quit, and you're just taken | |
| out of the program without even the chance to undo. This is really a | |
| Bad Thing since it's easy to take a wrong turn in the corridors - it | |
| happened several times to me. | |
| Despite these complaints, the game is quite clever and enjoyable. It | |
| nicely meets the One Rule of the contest: to be solvable in two hours, | |
| which is more than one can say for most of the more sophisticated | |
| entries. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Magnus Olsson" <mol SP@G df.lth.se> | |
| Name: The One That Got Away Parser: TADS | |
| Author: anonymous Plot: Linear, simple | |
| Email: Atmosphere: Superb | |
| Availability: F, GMD Writing: Outstanding | |
| Puzzles: Rather simple Supports: TADS ports | |
| Characters: Very good Difficulty: Below average | |
| Among the joys of fishing, perhaps the greatest is telling about it | |
| afterwards; stories not just about the fish you caught, but above all | |
| about the ones that got away. This game is about the grandfather of | |
| all the fish that ever got away - the Old One, a fish of mythical | |
| proportions, reputed to be centuries old, showing itself only once | |
| every thirty years. By some strange chance, one of its appearances | |
| happens to coincide with your fishing holiday. Of course you can't | |
| resist the challenge of succeeding where everybody else has failed, | |
| and bagging the Old One... | |
| This game tells the story of your encounter with the Old One. The | |
| emphasis is on the word "tells", since this game is more a piece of | |
| interactive literature than a traditional game. There certainly are | |
| puzzles, but the important thing is the story, not the puzzle solving. | |
| As a reading experience, "The One That Got Away" is very enjoyable | |
| indeed. The writing is perhaps the best I've ever seen in an adventure | |
| game; not as poetic or beautiful as in "The Sound Of One Hand | |
| Clapping", but perfect for telling this kind of story. There's rather | |
| a lot of it, too: the introduction alone takes up more than two screen | |
| pages. The author manages to create just the right setting and | |
| atmosphere for his (her?) story, and the only real NPC, old Bob in the | |
| bait shop, is nicely characterized and has a lot to tell if you ask | |
| him. | |
| This emphasis on writing doesn't mean that the gameplay aspects are | |
| neglected. On the contrary, the game flows nicely and the author seems | |
| to have thought of almost everything, providing appropriate - and | |
| often very funny - responses to most of the weird things an adventurer | |
| might try doing. The puzzle involving the actual fishing is perhaps a | |
| bit awkward, but implementing fishing at the level of detail it's done | |
| in this game is not a simple feat. To help you get an idea of what | |
| you're supposed to do there's a very humorous and detailed transcript | |
| of another fishing adventure available online. If you get totally | |
| stuck, the author has included a walkthrough in the distribution - not | |
| that it should be needed, since the game is quite simple. | |
| So far for the good sides of this game, and they are good indeed. | |
| What's not so good is what happens once you're ready for some action. | |
| After the monumental introduction and a lot of build-up during your | |
| conversations with Bob and your attempts to get the right bait, you're | |
| ready for a monumental struggle, but instead you're presented with quite | |
| an anticlimax. After finishing the game, one can't help but to get a | |
| feeling of "Was this all?" | |
| Still, despite the anticlimax, its literary quality makes this game | |
| a truly memorable one, one worth playing and replaying several times, | |
| just as one returns to a favourite novel. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Magnus Olsson" <mol SP@G df.lth.se> | |
| Name: Toonesia Parser: TADS | |
| Author: C. J. T. Spaulding (pseudonym) Plot: Linear | |
| Email: an355952 SP@G anon.penet.fi Atmosphere: Excellent | |
| Availability: F, GMD Writing: Very Good | |
| Puzzles: Original and rewarding Supports: TADS ports | |
| Characters: Good, but a bit non-interactive | |
| Difficulty: Rather simple | |
| In this delightful little game you assume the persona of Elmo Fuld, | |
| millionare and hunter. When the game starts, it seems as if your | |
| eternal adversary, Bud Bunny (that rascally rabbit!), holds a distinct | |
| advantage: not only has he stolen your gun, but he's imprisoned you in | |
| a room without an exit. But don't despair: you're as resourceful as | |
| ever, and in this world the laws of nature are quite flexible... | |
| Does this sound familiar? It should, since this game is a loving | |
| re-creation of the world of classic cartoons (with the names slightly | |
| changed, probably for copyright reasons). During your adventures in | |
| Toonesia (don't worry, you do escape your doorless prison) you'll meet | |
| not only Bud Bunny but Dizzy Duck and other characters, and you'll end | |
| up in a number of typical cartoon situations, hauntingly familiar yet | |
| with certain new angles, situations posing problems that can only be | |
| solved by thinking in the slightly twisted way of a 'toon. | |
| This game may not be very profound, but it's clearly one of the most | |
| entertaining adventure games I've ever played. It's not very large and | |
| not very difficult (and comes with extensive online hints if you're | |
| stuck), the puzzles are all very much in character and have logical | |
| and satisfying solutions (possibly with one exception: the helmet | |
| problem seems a bit contrived), the ending is very appropriate, and | |
| above all it's funny. | |
| My only complaint is that the game seems to have been rushed out in a | |
| hurry (it was even released a week before the competition deadline), | |
| giving it a slightly unpolished feeling in places. The NPCs could be a | |
| bit more interactive, and there are a few inconsistencies (such as the | |
| Tazmanian (sic) Devil escaping through a tunnel that ends inside a | |
| locked cage - yet when you follow him, he's gone!). I found one quite | |
| serious bug: for some reason, the room description of the mesa | |
| reverses east and west, which made me quite frustrated when trying to | |
| escape, until I literally stumbled onto the solution by | |
| trial-and-error. | |
| These are relatively minor things, however. I hope that the author | |
| will step forward after the competition to accept our congratulations; | |
| with products of this quality, there's really no reason to be | |
| anonymous. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: "Magnus Olsson" <mol SP@G df.lth.se> | |
| Name: Undo Parser: TADS (hacked) | |
| Author: null dogmas Plot: What plot? | |
| Email: ??? Atmosphere: Weird | |
| Availability: F, GMD Writing: Adequate | |
| Puzzles: Very strange Supports: TADS ports | |
| Characters: Props Difficulty: Almost unplayable | |
| One pleasant fact about the competition entries is that several of the | |
| authors have not just aimed at writing "classic", Infocom-style games, | |
| but actually tried to renew the genre; to, despite the small format, | |
| produce something new and original. | |
| The author of this game has obviously tried very hard to come up with | |
| something original, and he or she has certainly succeeded, in the sense | |
| that this game is totally unlike any other piece of IF I've ever seen. | |
| In fact, I'm not even sure of what "Undo" really is - a game, an | |
| experiment in TADS programming, a parody of IF, a meta-game? Perhaps | |
| it's a little of each. Sometimes when playing it, I had the feeling | |
| of being the victim of a strange practical joke. | |
| In any case, the meta-game aspects are pretty obvious. This is a game | |
| about a game that has crashed just when you were about to win; only a | |
| few steps to your east, a "You have won" sign beckons enticingly. | |
| However, the way is blocked by a large hole that's just appeared in | |
| the ground, and as you explore this little world (just five rooms), | |
| you'll find that things have suddenly started to behave very strangely | |
| indeed. | |
| True to his (or her, but for simplicitly I'll be politically uncorrect | |
| and use the masculine pronoun) pseudonym, the author has apparently | |
| tried to turn all the conventions of IF upside down. Doing this | |
| involves some wordplay, some self reference, and a lot of hacking of | |
| the TADS library. | |
| The results are of dubious quality. In turning everything upside down, | |
| the author seems to have totally dispensed with internal logic and | |
| consistency. The world consists of a number of locations and objects, | |
| only very weakly connected and all behaving in very odd ways. There is | |
| basically no way of deducing how things will work, which means that | |
| the only way of solving the game - at least the only way I found - is | |
| pure trial and error. Paradoxically, the fact that there are very few | |
| actions to try makes this process of trial and error more, rather than | |
| less, frustrating; trying to do a lot of things with no apparent | |
| effect and no sensible messages can be very irritating indeed. | |
| I played this game some time and got steadily more and more | |
| frustrated, getting nowhere, making some quite surprising discoveries | |
| about innoculous-looking objects, all of which turned out to be | |
| absolutely useless, and without getting a single point for my | |
| troubles. In desperation, I posted a plea for help on Usenet, and was | |
| kindly nudged in the correct direction; yet even with that help, some | |
| further trial and error was needed before I stumbled on a sequence of | |
| actions that actually won the game - but still without giving me any | |
| points. | |
| It seems as if there's only one real puzzle in the game. In retrospect, | |
| its solution has a certain weird logic to it, but you must probably | |
| have as twisted a mind as the author to be able to solve it by | |
| reasoning - sheer luck or trial and error seem far more likely | |
| methods. The solution only involves one room and two objects; all the | |
| rest has apprently been put in either just because they're neat ideas | |
| or as red herrings. | |
| The score (or rather, absense of score) seems to be a pure red herring; | |
| the game keeps telling you that you have zero points out of 86, but no | |
| action (not even winning the game) seems to increase it. All this is | |
| further aggravated by the fact that there seem to be a few genuine bugs | |
| in the program (for example, try taking the zero while carrying things, | |
| then putting it back in the swamp, or referring to it as "0" while | |
| carrying it) - but, of course, in this game you can never be sure whether | |
| the "bugs" are intentional or not. | |
| The author should certainly be credited for his creativity. Many of | |
| the items in the game are very neat ideas, when seen in isolation; | |
| perhaps they should be viewed as jokes. The recursive description of | |
| the writing in the self-referential room is clearly a logical joke | |
| (logic's equivalent of a word game?). There are also some quite | |
| conventional (I'm shocked!) verbal jokes: the bogus error messages in | |
| the dark room are very funny, while other jokes fall flat on the | |
| ground. | |
| However, when all these elements are just thrown together and | |
| presented as a game without any further explanation, the result is | |
| more frustrating than amusing. If there had been some hidden internal | |
| logic to be discovered it would have posed an intellectual challenge; | |
| but personally I don't find trying to solve puzzles that aren't there | |
| very challenging, especially when the only way forward seems to be | |
| trial and error; it just makes me feel like the author is pulling my | |
| leg. | |
| Had this been made into a "real" game (where there actually is a point | |
| to it all) it could have been a great success. As it is, perhaps the | |
| most appropriate characterization would be to call it an anti-game. To | |
| the prepared and not-too-weak-of-heart player I suppose it can be | |
| quite a kick, but unleashing it on the unsuspecting contest judges without | |
| a warning is cruel. | |
| IN DEPTH ANALYSES---------------SPOILER WARNING! BEWARE!--------------------- | |
| First, I am going to apologize to every author whose game I am taking | |
| apart with tweezers below. I'm sure you'll all refuse to speak to me for a | |
| month or so after reading my analyses of your games. I promise you this, | |
| however. I will endeavor to explain WHY I say the things I say. There will | |
| be no 'empty' criticism in these articles if I can help it. | |
| [This space intentionally left blank.] | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| TOONESIA | |
| Toonesia is not a visionary game. Let me start by saying that. The | |
| author has no artistic pretensions coming into this game. Considering the | |
| subject matter, that's probably just as well. :) | |
| TECHNICAL ASPECTS: Jacob did a pretty good job with his parser, and the | |
| appearance of his game. He's a bit short on synonyms in certain areas, | |
| like trying to put on the carrot cologne, but he has some code that holds up | |
| well under fire. | |
| PLOT: While not exactly original, Toonesia is a work of inspired borrowing | |
| from various cartoons. My problem with the plot is its strict linearity. It | |
| borrows from the obstructionist school of game writing. I would suggest to | |
| Jacob that he needs to loosen up his plots more, and allow the player more | |
| room to breathe. This may not really be a valid complaint, as the | |
| competition had tight time constraints, but it is one I will bring up just in | |
| general. A good plot tree, to me, looks something like this: | |
| 1 | |
| / | \ | |
| 2 3 4 | |
| / | X | X | \ | |
| 5 6 7 8 9 | |
| \ | \ | | | |
| A B C | |
| | \ | | |
| END1 END2 | |
| There are many other significant plot forms, but this is a good, solid one. | |
| ATMOSPHERE: I can't complain too much about this. Jacob did an admirable | |
| job portraying the world of cartoons. I even felt like saying, "Shhhh! Be | |
| Vewy, Vewy Qwiet." at one point. Concrete suggestions: More mobile NPCs, | |
| a few more scenery objects (most of the rooms were too empty.), and a few | |
| more hints of the wackiness that makes cartoon so near and dear to so many of | |
| us. Essentially a very good job in this area, though. | |
| WRITING: I'd like to point out one room description, and a quick player | |
| action. | |
| -=-=- | |
| Inside the Mine | |
| You are inside a vast cave that vanishes into darkess on all sides, except | |
| for the entrance to the west. The lush carpet of wealth contained herein is | |
| enough to make even you, Elmo Fuld, millionaire, gasp. A narrow beam of | |
| sharp desert light flows in from outside and reflects off a ruck of rubies, | |
| from where it bounces off into brood of beryl, heads for a heap of | |
| heliotrope, crashes into a clot of carnelian, hurries to a hunk of hyacinth, | |
| bashes into a battillion of bloodstone, careens into a cohort of carbuncle, | |
| makes for a murmuration of moonstone, and, completely zonked, catches some | |
| z's in a crowded zareba of cubic zirconium. | |
| >get jewels | |
| As you reach down to pick up a gem off the huge pile, you recall something | |
| your accountant said to you yesterday: "Mr. Fuld, right now, you're in the | |
| nine-nine-point-nine-percent tax bracket. If your value increases by more | |
| than a thousand dollars before the end of the fiscal year, you'll be in the | |
| one hundred percent bracket, and you'll have to give everything you own to | |
| the government." Since any one gem in this mine would be worth several | |
| thousand at least, you realize that your tax bracket prevents you from taking | |
| anything out of here (except that [CENSORED by GKW]). | |
| Oooh, that rascally bracket! | |
| -=-=- | |
| Solid, humorous writing. Nothing too pretentious, nothing too terribly | |
| obnoxious (although the gem listing comes close), and it's good for a | |
| chuckle or two. I like this sort of writing quite well. Not everything has | |
| to be deep and meaningful, or as symbolic as The Mind Electric's writing. | |
| I'm perfectly okay with this. If I had any suggestions about Jacob's | |
| writing, I would just mention that his writing style is particularly suited | |
| to brevity and straightforwardness. Again, I *like* that, but I'm not sure | |
| if he's completely comfortable with that style. I have a tendency to be | |
| long-winded and flowery, so it's a relief for me to see short, concise | |
| descriptions. | |
| PUZZLES: Toonesia's puzzles are okay. I was too busy being entertained by | |
| the fun writing to worry about them too much. I did need the hints to | |
| figure out where the gun was hidden though, more out of impatience than any | |
| real difficulty in the game. | |
| CHARACTERS: Somehow, although these characters are described as doing more, | |
| they are less interesting than the fox in A Change in the Weather. It's | |
| probably that I expect a lot if you let a character talk. Taz was just | |
| right, but Bud and Dizzy fell flat-footed. (That's a joke, son.) I wanted to | |
| talk to them about what they were doing, about their careers. I wanted to | |
| see Dizzy occasionally reenter the mine to grab some more gems (possibly | |
| throwing you out if you try to enter with a "Mine mine mine! They're all | |
| mine!" Hell, I even wanted to marry the disguised rabbit at the end just to | |
| see if I could do it, since it says that you want to in the game. To Jacob, | |
| I would suggest expanded topics of conversation for his NPCs in the future, | |
| along with a more aggressive, less passive role in the game's action. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| Uncle Zebulon's Will | |
| Uncle Zebulon's Will is a complacently tradition, highly effective | |
| narrative. It combines the quirky unreality of Trinity with the gizmo-filled | |
| atmosphere of Spellbreaker or Starcross. Of course, I don't say this merely | |
| to lavish praise upon Magnus, but also to point out certain key elements that | |
| make the game _work_. First and foremost is that the game elements are well | |
| balanced in comparison to one another. Other entries had excellent stories, | |
| a good level of difficulty, interesting puzzles, but none of them combined | |
| all these things as well as Zebulon did. | |
| TECHNICAL ASPECTS: Magnus Olsson did an excellent job with his parser. I | |
| found a few small problems though. Notably, the lack of the nouns: idol, | |
| and fountain in certain spots. There was also difficulty with the wood | |
| shavings puzzle that smacked of guess the verb ever so slightly. The final | |
| complaint I have has to do with the use of the pronoun 'it'. If you were to | |
| type 'search chair', you find a wand, however, immediately typing 'get it' | |
| returns "You can't have the armchair." Magnus needed to setit(wand) [For you | |
| TADS users out there.] Still, these are very minor complaints, all things | |
| considered. | |
| PLOT: Zebulon shines here. You are drawn into the story quickly, with a | |
| small opening area, and an NPC early on. The notes and letters from Zeb are | |
| excellent expository, brief and to the point, while remaining in character. | |
| Uncle Zebulon's personality comes across through these writings, and we get | |
| an idea of just why he's our favorite uncle. You come for a small | |
| remembrance of your uncle, but leave with a world of adventure ahead of you. | |
| This is an often-used device in fantasy fiction. Beginning with | |
| small expectations, you build up the importance of a minor task until it | |
| has become a monumental undertaking of heroic proportions. Think of Bilbo | |
| Baggins and the riddle match with Gollum. He walks away from it with a | |
| handy little invisibility ring, or so we think. Turns out to be much more | |
| important than that, and the adventures of his descendants suddenly take on | |
| mythic proportions. | |
| This technique is a good one because it doesn't create any overblown | |
| expectations in the player. He gets more than he asked for, in fact. | |
| ATMOSPHERE: Just a brief room description: | |
| Study | |
| You're in what uncle Zebulon used to call his study, but which also | |
| doubled as his bedroom. You remember this room as being full of books: | |
| not only the bookshelves, but the desk was overflowing with books and | |
| pieces of paper, and there were always stacks of books on the floor as well. | |
| Now, the bookshelves gape empty; the narrow, rickety bed is gone, as are | |
| the soft carpets. Only your uncle's desk remains, along with the smell of | |
| old books and stale tobacco smoke. The only door leads north, back into the | |
| hall. | |
| On the desk you see a book and a crystal ball. | |
| To me, when I read this, I was outraged, as though my uncle really | |
| had died, and my relatives had gone scrounging through his house like a pack | |
| of wild vultures. You are given memory ties with your uncle in the first | |
| paragraph, and then the current status of the room. This is a common pattern | |
| in uncle Zeb's house, and I got angrier and angrier as I went along. I tend | |
| to heavily 'get into character' when I'm playing text adventures, and this | |
| was no exception. Magnus uses this juxtaposition of past and present to | |
| create a feeling of continuity, and make the world more real. | |
| WRITING: The writing, I have little to say about that has not already been | |
| said. Magnus claims that the writing is rather plain. Perhaps it is. But | |
| consider for a moment how well this works. I find that the writing style, | |
| involving ordinary descriptions, run-of-the-mill adjectives and so forth, | |
| provides a perfect foil to the fantastic world in which the game is set. In | |
| fact, the writing is just down-to-earth enough to keep me believing in the | |
| magical world of the irrepressible Zebulon. If I was a visitor to Zeb's | |
| world from Earth, surely everything would seem strange and marvellous to me. | |
| Adjectives like eldritch and mystical would abound. But the I in the game | |
| has lived in this world all my life. Why should things appear unusual to | |
| that me until I get to the alternate world? When I get there, the writing | |
| compensates and becomes more stylish. I call this not plain writing, but | |
| staying in character. | |
| PUZZLES: The puzzles were all logical enough and simple enough that I beat | |
| the game without hints, and still had a great time doing it. What greater | |
| praise could there be? The crystal ball was a big help on certain puzzles. | |
| Without it, I wouldn't have searched the shavings, and probably wouldn't have | |
| realized that the tomato was important. With it, these puzzles dropped back | |
| to a reasonable level of difficulty. | |
| CHARACTERS: The demon and uncle Zeb were the only two NPCs in the game. The | |
| demon was standard, boring, and mostly there as a puzzle. He might have | |
| reacted to more things being done to/shown to/asked of him, but that's the | |
| biggest criticism Zebulon will get from me. | |
| To offset the rather standard, rather underdeveloped demon, we have | |
| uncle Zeb. He appears nowhere in the game, but his presence pervades the | |
| entire game. In a zen sort of way, the game and Zeb are one. We are given | |
| all sorts of hints and tidbits about him, rather like the journal entries | |
| used so cleverly in _Theatre_. In this way, Zeb takes on a life of his own, | |
| albeit a fairly eccentric, cynical life. Still, I wouldn't mind having an | |
| uncle like him, and again, wishing he were a real relative is high praise | |
| indeed. | |
| -=-=-=-=-=-=-=- | |
| That concludes my analyses for now. I will continue this practice | |
| in future issues of SPAG, unless there is some great demand that I | |
| discontinue it. | |
| CLOSING COMMENTS------------------------------------------------------------- | |
| I just want to say a last thank you to everyone who helped out with | |
| the contest, either by voting, donating prizes, entering it, or, to Volker | |
| Blasius, maintaining it on ftp.gmd.de. It's been a great first contest, and | |
| I hope to see even more entries next year. | |
| 1.) Also, I am interested in finding someone to take over the vote | |
| counting next year. It's a lot of work, so be prepared to put at least a few | |
| hours into it. Email me if interested in either doing it, or automating the | |
| process for me. | |
| 2.) If you are interested in becoming an official betatester for next | |
| year's competition, please email me and let me know. You will not be | |
| eligible to vote, but you will get to play the games much earlier than anyone | |
| else. Please be sure that you will have some free time in which to do this. | |
| It will involve spending several hours on each entry, but you will only be | |
| betatesting each game once, as long as I get enough volunteers for this job. | |
| 3.) If you have prizes you wish to donate for next year's | |
| competition, get in touch with me and let me know. | |
| 4.) For those of you interested in entering next year, here are my | |
| prelimary first draft rules. Again, short and sweet and to the point, but | |
| expanded somewhat to cover some contingencies that occured this year. | |
| -=-=-=- | |
| The MAIN Rule: The text adventure you enter must be winnable in | |
| under two hours. Judges will be asked to rate it after playing for that | |
| long. | |
| The MINOR Rules: | |
| A) The text adventure you enter must be completely original, and | |
| your own work. You may not re-use an older game you have written by porting | |
| it to TADS or Inform. [Basically, this would disallow MiSTings, which are | |
| more controversy than they're worth.] All entries will be uploaded to | |
| ftp.gmd.de within a 48 hour period. Entries uploaded before or after that | |
| will be disqualified. All entries will be anonymous this time, more to | |
| follow on this later. Possibly will entail use of the anon service. | |
| B) You must keep the text adventure to yourself until the Upload | |
| Window. Do not show it to anyone else who might be voting in the competition | |
| until that time. You may opt, however, to have it betatested by the | |
| contest's official betatesters, and only them. They will be under strict | |
| orders not to spend more than X hours betatesting each game, but there will | |
| be 2-4 'drafts', and your game will be tested by different betatesters each | |
| draft. | |
| Possible Deadlines: | |
| 1st Beta: April X, 96. | |
| 2nd Beta: April X, 96. | |
| 3rd Beta: May X, 96. | |
| Final Draft: End of May, 96. | |
| Voting: End of Sept, 96. | |
| Alternately, we can have the games due after summer break, etc. | |
| Please send me your thoughts on this. | |
| -=-=-=-=-=-=- | |
| As the great Schnozzola used to say, "Good night, Missus Calabash, | |
| wherever you are." | |
| ----------------------------------------------------------------------------- | |
| Thank you for helping to keep text adventures alive! | |
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