Scary House Amulet! by Ricardo Dague as Shrimpenstein [Comp02]

IFDB page: Scary House Amulet!
Final placement: 31st place (of 38) in the 2002 Interactive Fiction Competition

This game’s title captures its tone, right down to the exclamation point. The only way it could be better is if it incorporated some bold text and called itself Scary House Amulet! or some such, because about every seventh word in this game is bolded. At first, I thought this emphasis was serving an interface purpose, highlighting those nouns and verbs that the game implements. I thought that this was a very cool idea — one quickly gets used to the bold text, and the emphasis could help to avoid lots of those annoying “You can’t see any such thing” messages that pop up for unimplemented nouns.

As it turned out, however, the game wasn’t doing any such thing, and was instead sprinkling bold text throughout itself like salt onto french fries, as well as ending nearly every single sentence in at least one exclamation point. In addition, SHA occasionally gets extremely adjective-happy, as in this sentence: “It leads into an evil, scary, putrid dark stillness which makes the hair on your neck prickle!” As a satire of horror, this mock-gothic tone ended up working for me, and I laughed out loud several times during the game. Probably my favorite response, after finding a hole in the ground:

>look in hole
You find nothing... but evil!

The humor of the writing went some way towards compensating for the game’s many irritating design choices, most of which were lifted directly from the Zork playbook. There’s a light source puzzle. There’s a sequence where something comes swooping in and transports the PC to another location. And there are not one but two mazes.

Granted, none of these obstacles are made particularly diabolical, but they give the game’s design a fairly tired feel. It doesn’t help matters that pretty much all the other puzzles are of the “use x on y” variety, with x and y more or less unrelated to each other, prompting the player to just go through every object in her inventory until finding the one that happens to be right for the obstacle she faces. Even the puzzles that don’t fit this pattern don’t appear to have any particular logic behind them.

Still, this is not a shoddily crafted game. I found no bugs, and hardly any spelling or grammar errors. It’s got a clean, functional adaptive hint system, a thorough implementation of first-level nouns, and although the game credits no beta testers, it has a polished feel. It’s even got some great verbs added for fun:

The bat shrieks, "You must fear me! Fear me!"

>fear bat
You do fear the horrible bat!

There were a couple of areas where the writing felt a bit adolescent (particularly in its excoriation of Pepsi), but generally the over-the-top horror bit was pulled off with cleverness and panache. So at the end I was left scratching my head, and not just because the ending doesn’t really make any sense. Why would such a skilled implementor create this game, with its aggressively clichéd setting and puzzles, and no particular virtue except its entertaining writing? I don’t know. I laughed many times while I played SHA, but now that it’s over, I still feel like I didn’t get the joke.

Rating: 6.4

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