Glowgrass by Nate Cull [Comp97]

IFDB page: Glowgrass
Final placement: 3rd place (of 34) in the 1997 Interactive Fiction Competition

Glowgrass is a fine piece of interactive science fiction in the tradition of Planetfall. Once again, you play a character whose ship has failed, touching down amid the well-preserved ruins of an ancient civilization. You explore these ruins, piecing together strange technology and small clues which lead you to the discovery of how a deadly plague wiped out the race which once dominated the planet. Of course, there are differences along with the similarities. Rather than an Ensign Seventh Class, you play a “xenohistorian”, and the ruins you are exploring belong to the Ancients, who are apparently (it’s a little unclear) not a separate race from your own, but rather your people’s ancestors. Also, Glowgrass is a much more serious game, with none of the silliness and whimsy of Planetfall. Finally, it is, as befits a competition game, much shorter, and therefore its ending is rather unsatisfying, leaving off just when it feels like the real game should begin. I won’t give away anything about this ending, but it pulls a little surprise which casts the assumptions of the rest of the game into doubt. I’m hopeful that Glowgrass is a preview of a longer adventure, so that the secret revealed at the ending can be explained and explored to its full extent.

Another important way in which Glowgrass distinguishes itself from Planetfall is that its postapocalyptic exploration is clearly focused on our own world. Various clues scattered throughout the game make it clear that the player character is exploring the ruins of old Earth. However, the old Earth explored by the character is not our present-day world, but rather a speculative extrapolation of a future 60 or so years from now. Thus Glowgrass becomes a small puzzle-box of possible futures, one fitting inside the other, and each one interesting in its own way. Cull does a very nice job of extrapolating technologies, both for the “Ancient” future and the far future, using small touches to demonstrate the character’s far-future understanding colliding with a researched past (which is our future.) If my description is confusing, it’s only because I’m not doing as good a job as Cull does of making the overlapping eras perfectly clear.

Glowgrass also concerns itself with an imagination of virtual reality. The number of IF games which involve some type of VR or simulated reality (Delusions, AMFV, Mind Electric, etc.) leads me to believe that our medium is particularly suited to exploring the possibilities of VR. It makes sense, considering that IF partakes of some element of simulation, that it demonstrates a particular facility for making itself a simulation of a simulation. Glowgrass pushes the envelope a bit by making its only NPC a virtual reality construct, thus neatly avoiding the problems of sentience, competence, and individual action — the character can’t go anywhere or do much of anything except talk, and her knowledge is limited by her programming: a perfect IF character. Glowgrass is a well-written game with a pleasantly creepy aura, a pleasurable way to spend a couple of hours and hopefully a prelude to more quality work.

Prose: The prose in Glowgrass was quite effective. In particular, the author made good use of the opportunities afforded by the player’s first entry into a particular location. For example, in one part of the game you find an “Ancient” skycar, and the game effectively capitalizes on the natural first reaction to finding such a vehicle: “Looking at the skycar, you feel a surge of hope. Despite the vehicle’s age, it seems intact. Maybe, if you could somehow get it to work…” However, having evoked and emphasized that reaction, the game quickly quashes it: “The thought dies as quickly as it came. Stupid idea. You have no idea how to fly the thing, and who knows what parts are missing?” Prose techniques like this build a very convincing player character, and help the game to succeed in creating an immersive fictional experience.

Plot: I’ve covered the basics of the plot above, so I’ll just use this space to say that the plot is not what it seems, and that I found the ending rather frustrating. In the last few sentences of the game, the author rearranges and twists your perceptions of the setting and the characters, but just as the secret is unfolding, the game ends. I’m hopeful that this game will one day serve as a prologue to a more thorough exploration of Glowgrass‘ absorbing world. In short: I want more!

Puzzles: According to the author, Glowgrass is “a story, not a puzzle game,” so the puzzles are intended to serve as natural propulsion for the storyline. In the main, they work quite well in this regard. Really the only area where I had trouble was in figuring out a piece of technology whose description was (I felt) a little too vague to suggest the use intended by the author. Once I consulted the walkthrough and found my way past this obstacle, the game flowed quite smoothly. Thus, if that part of the game (which I consider more a faltering of the prose than a puzzle) were polished a bit, Glowgrass‘ narrative flow would be very well served indeed by its puzzles.

Technical (writing): I found no mechanical errors in Glowgrass.

Technical (coding): The game’s coding was quite well done, with some very nice touches (I appreciated a response to “Who am I?”). There were only a few areas where the illusion broke down a bit too far, the main one being the “sculpture” which you can “SIT” on but not “ENTER”.

OVERALL: A 9.4

Coming Home by Andrew Katz [Comp97]

IFDB page: Coming Home
Final placement: 34th place (of 34) in the 1997 Interactive Fiction Competition

Coming Home is an unremittingly awful game, one which never should have been released publicly. It’s hard to think of it even as an exercise for the author to learn Inform, so buggy and illogical are its basic design and implementation. Perhaps it could be considered a first step toward learning the language; in my opinion, such bumbling, poor initial efforts have no place in a public forum, let alone a competition. It’s not much fun wandering through somebody’s ill-conceived, cobbled-together, inside-joke universe. In fact, playing Coming Home is a kind of Zen torture, an experiment in just how unpleasant interactive fiction can possibly be. Perhaps it’s what IF is like in Hell.

Frankly, I don’t feel like putting much effort into this review, since the author obviously put so little effort into creating a quality game for the competition. I know it wasn’t a personal affront, but I felt insulted that he thought this jerry-built piecework was worthy of anyone’s time. It certainly was a wasted 15 minutes for me before I turned to the hints, and another wasted 15 minutes before I decided to just let the recording show me the rest of the game.

I want to encourage anyone who is interested in IF to contribute to the medium by writing a good game. But please, until it’s good (Lord, at least until it works)… keep it to yourself.

Prose: Coming Home doesn’t waste much time on prose. Which is unfortunate, since it’s supposed to be a text game and all. What’s there is really bad — not fun bad or silly bad like Detective, just bad. I think even the MST3K crew would get bored with this one.

Plot: Like the rest of the game, the plot is unclear, and what can be discerned doesn’t seem to make much sense. Apparently you’re a very small person (a child?) who has been away from home for a long time, can’t survive without eating and going to the bathroom every few minutes, and lives in a haunted house where doors close and lock of their own accord, people behave like furniture in some rooms and mysterious forces in others, and the bathrooms are smeared with urine and feces until you tell Mom to clean them up to a nice sparkle.

Puzzles: Puzzles? How to interact with the parser. How to move from place to place as directions randomly disappear. Why people appear and vanish, apparently magically.

Technical (writing): The writing didn’t have terrible mechanics (nothing like Punkirita from the 1996 competition, for example), but it sure wasn’t good either.

Technical (coding): To even try to summarize all the problems with the coding would take more time than I’m willing to give to this game. If you’ve read this far, you probably have a basic idea.

OVERALL: A 1.2

Travels In The Land Of Erden by Laura A. Knauth [Comp97]

IFDB page: Travels in the Land of Erden
Final placement: 14th place (of 34) in the 1997 Interactive Fiction Competition

Erden is a sprawling, ambitious game which probably does not belong in the competition. This isn’t to imply that the game is without merit; on the contrary, it seems to have the potential to become an enjoyable fantasy excursion. However, the game is huge — I played for two hours and I didn’t even visit every location, let alone solve many puzzles. Moreover, Erden could use another few rounds of testing; I found several coding bugs and a plethora of grammar and spelling errors. In my opinion, the best thing that could happen to this game is thorough testing and proofing, then release in the spring of 1998, when we’ve all recovered from our competition hangover and hunger for substantial new adventures.

I can see why there’s a temptation to submit longer games to the competition. For one thing, there seems to be ongoing debate about the meaning of the “two-hour” rule: is it that your game can be any size but will simply be judged after two hours of play, or does it mean that your game should be winnable in two hours? And if it’s the latter, what do we mean with an imprecise term like “winnable?” Hell, with a walkthrough and a good headwind even Curses is winnable in two hours — that doesn’t make it a two hour game! Then also there’s the fact that historically, the games that have won or placed high in the competition (Weather, Sherbet, Delusions… the list goes on) have strained or outright flouted the two-hour convention. According to Whizzard, the idea behind the rule is to prevent new authors from having to be intimidated by the prospect of going up against a Jigsaw or Christminster, an epic game with a huge scope, and I think that this rule still has value, despite the beating it’s taken over the years. I tend to be of the opinion that the ideal size for a competition game is something that I (an experienced IF player, but no great shakes as a puzzle solver) can see 90-100% of in a two-hour sitting. I designed Wearing the Claw this way, and I appreciate competition games that do the same. However, the way it’s worked out in practice is that the large-scope games still slip in — perhaps not epics, but much more than vignettes, and they often succeed. And perhaps that’s for the best; after all, in a competition like this one (where the works are labors of love and the financial stakes are rather low) it’s better to have fewer rules and more flexibility, thus to encourage more entrants.

Still, what Erden demonstrates is that there is another advantage of keeping your competition entry small: focus. I don’t have an accurate idea of how big Erden is (since I didn’t see the whole thing, probably not even half of it, in my two hours), but it seems to me that if the author had concentrated her energies on a game perhaps a quarter of the size of this one, she would have had time for much more extensive proofing and beta-testing, and the result might have been a tight, polished gem rather than the rough and gangly work she submitted. In addition, she’d have had the opportunity to implement a taut and crystalline design structure, which is beneficial to any game writer. I think that after serious and detailed revision, Erden could be a fantasy odyssey on a par with Path To Fortune; at the moment, however, it is neither that nor a particularly thrilling competition entry.

Prose: The prose in Erden is often awkward, and can be difficult to read. Misplaced modifiers, unmarked appositives, and endless strings of prepositional phrases abound. The author also seems to have a particular dislike for commas, stringing clause after clause breathlessly together. I often reached the end of a sentence and found myself wondering how it had started. There are times in which this turgid prose style makes for some nice effects, as it gives a baroque feel to some of the game’s ornate artifacts. Other times, it’s just confusing. Overall, Erden could be made a much more evocative game with the help of some serious editing.

Plot: One interesting aspect of Erden‘s plot is that it feels much more “in medias res” than most interactive fiction. You enter the mysterious fantasy land after the dragon has already been vanquished. Of course, there are other quests to be undertaken, but the absence of the dragon helps to give the milieu a satisfying sense of history. That being said, I’m not sure that I gleaned much more about the plot. Certainly the retrieval of a mystical ruby is your main goal, and several subquests pop up along the way, some of which I didn’t even begin before my two hours ran out. However, what the meaning of the ruby is, or whether the plot offers any twists, turns, or even character development of any kind is still opaque to me.

Puzzles: I spent enough time traversing the land that I’m not sure I even encountered any puzzles. There’s apparently a lantern to be obtained, but the parameters of doing so were so broad that I have no idea how long it would have taken to succeed. I collected several objects whose use was not immediately apparent, but I’m not sure if they ever come in handy or not. There was one area of the game that seemed pretty clearly to hide a gateway to underground caverns, but once I thought I had found the answer to opening the gate, the parser was stubbornly unresponsive to my ideas. So I have no idea whether what I was seeing was an unsolved puzzle or a red herring. What’s more, the game lacked a scoring system so I wasn’t ever sure when I had done something important, but let me put it this way: I didn’t feel like I had done anything clever. Because of all this, I can’t venture much of an opinion about the puzzles in the game.

Technical (writing): There were dozens of writing errors in the game. Beyond the awkward, overloaded prose there were any number of misspellings and misplaced modifiers.

Technical (coding): Erden suffered from many niggling coding errors, especially missing or added new_lines. Some important scenery objects are missing (for example, the game describes huge hieroglyphics carved into a cliffside, the examination of which returns “You can’t see any such thing.”). Like the writing, the coding would benefit from an attentive overhaul.

OVERALL: A 6.3

Pintown by Stefan Blixt [Comp97]

IFDB page: Pintown
Final placement: 28th place (of 34) in the 1997 Interactive Fiction Competition

Playing Pintown was an extremely frustrating experience. The game was loaded with errors, both in its writing and in its coding. Even the walkthrough had bugs. I went through two hours and two interpreters trying to get the program to respond in such a way as not to crash the game, and after 45 minutes I stuck with the walkthrough. Even with the walkthrough, it took me another hour to finally get the game to stop crashing, and once I had done that a runtime bug derailed three puzzle solutions and magically eliminated the person following me. By the time I figured out that the game is unwinnable (at least according to the walkthrough provided by the author) I really didn’t care anymore. The game’s puzzles were infuriatingly arbitrary, its plot made no sense, and its prose was both very unhelpful and heavily burdened with grammar and spelling errors. I recognize the fact that the author of Pintown is Swedish and therefore might not have the best grasp on English. That’s why beta testing is important — not only does it get rid of those pesky game-killing bugs, but testers who are fluent in English can help correct all those mechanical mistakes.

In Pintown you play a musician (though the game will only respond to “play guitar” in one location at one particular time) who’s just come off a bender where you had a major row with your girlfriend. Now it’s your task to find her and make peace. Of course, the game gives you no hint as to where she might be, and characters who seem to have no programmed responses to any questions or actions aren’t much help either. A vital part of the plot hinges on your getting into a parking garage, but you can only get in there at one crucial point in the game, and your are given no hints as to when and how that point arises. I only managed to get that far with the walkthrough in hand. As to how the game ends, I have no opinion since I never got there — the game’s bugs prevented me.

This game recalled some of the more disappointing moments of last year’s competition, and I found myself once again asking that question: why would anyone who cares about his work at all enter a buggy, error-laden, unwinnable game into the IF competition? There’s clearly a precedent (upheld by many of this year’s entries) of high quality among many of the competition games. And surely authors understand that the idea of the competition is to encourage the writing not just of IF, but of good IF. So why would people humiliate themselves by entering poorly written, untested games? It’s a puzzle too tough for this adventurer to solve.

Prose: The prose in Pintown was weak. On the one hand, it’s one of those situations where there are so many technical errors that the overall prose quality is dramatically impacted for the worse. Then again, even without all those errors, I still think the prose would be bad. There’s a character who responds to every subject with “I don’t know.” Room descriptions leave out crucial objects. Sentences often make little sense. Clearly, there was a lack of effort here.

Plot: It’s hard to use the word “plot” in connection with a work like Pintown. The game’s basic goal, according to the designer, is “simply to get along with your girlfriend.” Of course, this is hard to do when she’s nowhere to be found until the endgame. Actually, the main goal of the game is to be in the right place at the right time, then to steal a car, set some random events in motion with an arbitrary action, then to clean up your apartment in exactly the right way, and finally to rescue a cat and “discover” your girlfriend’s hiding place. These plot points are relatively unconnected by any sort of logic.

Puzzles: The puzzles are very much of the “read the game designer’s mind” variety. First, you wake up and the first thing you need to do is go back to sleep. Then, you need to follow someone without really knowing why; if you don’t do this, you’ll never finish the game. Then, you steal a set of keys and a van to drive to your apartment. There is no alternate solution to the apartment puzzle. You can’t call a cab, or walk there, or ask anyone where it is. You’ve got to be there at the right time to get those keys and steal that van. Well, you get the idea.

Technical (writing): There were many grammar and spelling errors in the game. They include words missing letters, misspelled words, and made-up words (“trafficated?”)

Technical (coding): But if the writing was bad, the coding was downright awful. Playing the game under WinFrotz led to many game-killing bugs of the “FATAL ERROR: Illegal Object Number” or “Illegal Attribute Number” variety. Under JZIP, the game would just stop responding at random points. In addition, the game state was unstable enough to eliminate a follower and return two solved puzzles to an unsolved state, all at once. Unsurprisingly, beneath these major bugs was a panoply of minor bugs, including a dearth of synonyms, important missing verbs (like “pet cat”), and readable materials that only respond to “examine”, not “read.”

OVERALL: A 1.5

The Town Dragon by David A. Cornelson [Comp97]

IFDB page: Town Dragon
Final placement: 24th place (of 34) in the 1997 Interactive Fiction Competition

The Town Dragon is a game with a lot of problems. The fact that the game is confusing was evident from the very start: after a few turns, I was told “Peter is following, looking at you strangely.” I thought, “Following? But I haven’t gone anywhere!” Turns out that when somebody is following you, the game tells you so every turn. This type of sloppiness occurs throughout. There are numerous grammar and spelling errors, so many that I stopped keeping track of them. The game’s prose is often terse and uninformative, reducing room descriptions to simple lists of exits and object descriptions to brief lines like “They’re copper and few would trade on them” for a handful of coins. In addition, the game suffers from a number of technical bugs, including failure to properly define a short name for objects and failure to respond to player commands at certain points during the game.

In fact, the game reminded me of nothing so much as an early piece of homemade interactive fiction, perhaps vintage 1982 or so. What’s amazing about this is that it was made with Inform, a very sophisticated tool. I found myself marveling that something with such a primitive feel could be constructed with materials so obviously intended to allow a programmer to avoid this kind of aura. I suppose that the experience once again brought home the knowledge that even the highest quality tools do not automatically confer high quality upon their product. From time to time the argument comes up that games with “from scratch” parsers are somehow more pure or have more integrity than games made from prefab libraries, on the grounds that the prefab games can’t help but be good. I think that what The Town Dragon shows us is that sophisticated parsers and libraries are of no use unless they are put to a sophisticated purpose.

Still, with all these problems, I enjoyed the game for what I felt were its merits: sincerity and consistency. The Town Dragon impressed me as a game written by someone who cared about his story but didn’t have much skill with prose or with Inform. This doesn’t make for a great product by any means, but I enjoyed it a tiny bit more than the last game I played (Zero Sum Game) a piece with good writing and coding but a very cold heart. With an improvement in prose quality and code, this game could be enhanced into a fair example of standard fantasy IF. I could see that potential, and it helped to mitigate the game’s other disappointments.

Prose: Even aside from the grammar and spelling problems, the game’s prose leaves a lot to be desired. Several important locations were described in 20 words or less — not much on which to hang a mental picture. The milieu was not well or thoroughly imagined, and some descriptions actually left out crucial pieces of information. People and objects also were not well-described, with many descriptions turning on some variation of “looks ordinary.”

Plot: The plot worked to drop a few clues and build to a climactic revelation at the end, with mixed results. Certainly there was some degree of building the mystery, and there was a revelation at the end. However, some pieces of the game (especially the daughter’s responses) gave the secret away rather too easily, and the crippled prose was unable to create tension or emotional investment effectively.

Puzzles: Puzzles suffered from the same afflictions as the rest of the game. The prose was sometimes too ineffective to convey sufficient information to solve the puzzle logically. The buggy programming hampered my confidence as a player that I would be able to tell the difference between puzzles and bugs. In addition, the game broke several commonly held “players’ rights”: An arbitrary time limit was imposed, a couple of gratuitous mazes created frustration (especially since there were too few inventory items handy for the ‘drop and map’ method), and information from “past lives” was often necessary to avoid disaster.

Technical (writing): The game was littered with grammar and spelling errors. These errors ranged from the simple (“vegatation”) to the subtle (a room description read “To the southeast you see a supply store and roads in all major directions,” implying that all the major roads were to the southeast.)

Technical (coding): There were several coding errors as well. Again, some of these were simple errors like missing new_lines. Others were more difficult to deal with, like the lack of a short name for the volunteers who follow the player.

OVERALL: A 5.4

Zero Sum Game by Cody Sandifer [Comp97]

IFDB page: Zero Sum Game
Final placement: 11th place (of 34) in the 1997 Interactive Fiction Competition

Zero Sum Game (hereafter called “ZSG”) is like the proverbial apple which is shiny & enticing on the outside, but inside is rapidly rotting away. The game starts with a fun premise: You’ve won. You’ve collected treasures and solved puzzles, and now (before the first move of the game) you’re bringing them home to your mother. Unfortunately, she doesn’t approve of theft and killing and other such goings on, and orders you to go back and put right all the wrongs you’ve committed. Thus the game’s name: you try to bring your score down to zero before your moves (5000 of them) run out. This could have been a fun romp of reverse thinking, or an interesting exploration of the morality of the traditional stock adventurer character, or even both. As it turns out, the game doesn’t really succeed on either count.

The main problem that I had with ZSG is that it takes a much more callous approach to cruelty (no, not Zarfian cruelty. Real cruelty. [No offense, Andrew — yours feels pretty real at the time.]) than I’m comfortable with. [SPOILERS AHEAD, for the rest of the review] For example, early on in the game you pick up a loyal sidekick named Maurice, a childlike being who follows you around making funny comments a la Floyd. In another similarity to Floyd, Maurice must die in order for the game to be completed. However, that’s where the similarity ends, because Maurice does not sacrifice his life to save yours, nor does he suffer to save the world. No, you kill him to get a pear. The game describes it this way: “You split Maurice wide open; seconds before he expires, Maurice beckons you closer. ‘Oooh,’ he says, ‘was that a mystical treasure?'”. Then you take the pear from his dead body and tromp off to solve the puzzle which requires it. In another section of the game, you take your cute animal friend Chippy the chipmunk, cover him with honey and poison and feed him to a stereotypical “Beast guarding the door.” These (and other) scenes make it apparent that the author has not taken a thoughtful, mature approach to the implications of his theme. That’s OK — not everything has to be thoughtful and mature. But ZSG reached such a level of cruelty that it wasn’t much fun either. Dead bodies piled up in proportions comparable to any hack-and-slash MUD, and even though there’s a resurrection spell in the game, you can’t use it to revive Maurice, or the dozens of dead elves and villagers, or any of the other beings killed in the game, with the exception of Chippy. The game’s ending provides the final barb — it kills you. Not as penance for your sins, but because you’re a “mama’s boy” (or girl, as the case may be.)

To give it its due, the game does have a clever premise, a promising start, and some good puzzles. Some of these puzzles have no particular moral bent, but are cleverly designed (getting the scroll, getting the key). Others in fact do have the particular ethical direction of reversing wrongs: you give the candy back to the baby, for example. That’s why it left such a bad taste in my mouth to learn that other puzzles required coldly slaughtering your friends for the sake of a few points. I learned this from the walkthrough — I had already thought of killing Maurice to get the pear, but couldn’t believe it was the right thing to do until I heard it from the author himself. After that point, I detached from the game, using the walkthrough to see the whole thing and make notes for this review. It didn’t get better. Zero Sum Game‘s gimmick is one that works best the first time it is used — too bad this game did such a poor job of using it.

Prose: The prose in ZSG is actually pretty good. It’s what enabled me to become a little affectionate about Maurice and Chippy before I had to slaughter them. Still, much like the rest of the game, the prose is a good tool used for the wrong purpose. It’s like a beginning carpenter using the best quality wood — the result may look pretty, but it falls apart much too easily.

Plot: I think this is a game that doesn’t know what it wants to be about. I considered the notion (and this is giving a lot of credit to the author) that perhaps the driving idea behind the game is that there is no escape from unethical behavior, that even in putting some things right other ethical boundaries must necessarily be crossed. If we allow this rather extravagant benefit of the doubt and assume that such an examination of ethical entrapment is the game’s purpose, I can only say that it does a really poor job of it. The game’s arbitrary limits force brutal answers to trivial problems — not a very powerful demonstration of the concept. But I don’t think the game is aiming for anything so thought-out. Instead, its plot is a wandering mess, ending in a big “piss off” to its player. Unsatisfying and unpleasant.

Puzzles: The puzzles represented both the best and the worst things about ZSG. On the one hand, the first couple of puzzles I solved (the baby and the key) were really clever and interesting, and they raised my expectations from the already high level achieved by the game’s premise. Unfortunately, the excitement of these only intensified the letdown of consulting the walkthrough and discovering what cold solutions were required for the other puzzles. It’s a pity that the author didn’t keep a consistent tone throughout — I was much more disappointed than I would have been had all the puzzles required nasty measures to solve.

Technical (writing): I only found one grammar error in the entire text, a misplaced modifier.

Technical (coding): The coding was relatively coherent, though there was one major problem: the warning system was a complete failure. To test it, I ate the candy, killed the merchant, and killed Maurice in the first few turns of the game. No response. Other than that, I found no major bugs.

OVERALL: A 5.3

She’s Got A Thing For A Spring by Brent VanFossen [Comp97]

IFDB page: She’s Got a Thing for a Spring
Final placement: 4th place (of 34) in the 1997 Interactive Fiction Competition

She’s Got a Thing For a Spring (hereafter called “Spring”) is one of the most delightful and well-written games I’ve played in a long, long time. Its author is one of the few professional writers who has created interactive fiction, and his expertise shines throughout the game. Spring is set in a mountain wilderness with no magic spells, no high-tech devices, in fact no fantastical elements of any kind. Yet this game imparts a sense of wonder that is matched by only the very best interactive fiction. I found some of the scenes absolutely breathtaking in their beauty. Living in Colorado, I’ve spent a fair amount of time is settings similar to those described by the author, and I felt that the prose perfectly conveyed the both the tiny joys and the majestic grandeur of the mountains. In addition, the game’s code usually dovetailed neatly with its prose, creating at its best a seamless experience of walking in nature.

Spring also introduces an interface innovation for conversing with NPCs. The game keeps track of the last NPC with whom the player has interacted and what type of verb (e.g. “give”, “ask”, etc.) was used in that interaction. Then whenever the player is around that NPC and types in a word not recognized as a verb by the parser, the game tries to use that word to interact with the NPC, using the current verb type. It creates interaction like this:

>ask bob about woods
"Lots of aspen around here. I just love the forest."

>aspen
"Aspens are my favorite trees."

This is a very smart move, and it works superbly in the game. What enhances the NPC experience even more is that the game’s primary NPC (Bob, a friendly old gent who lives alone in the woods) is coded very well. He goes about his business with or without the player’s presence, and it is possible to have a long conversation with him without breaking mimesis. The author has clearly gone to great lengths (including, I think, some close scrutiny of Gareth Rees‘ source code for Christminster) to make sure that his NPC is one of the most realistic and satisfying in IF. The depth of this NPC works along with the game’s outstanding prose to create an extremely realistic gameplay experience.

However, the intensity and power of this realism brings with it a certain burden, and it’s a burden that the game is not always prepared to handle. One problem was that some of the puzzles required me to act in a way that I felt was out of character. [SPOILERS FOLLOW (highlight to read)] For example, one puzzle required me to take the roll of toilet paper out of Bob’s outhouse and burn it. Now, a typical IF character would have no compunction whatsoever about this. But in Spring, the protagonist is supposedly a regular, kind person — for her to steal and burn the only toilet paper from a man who shows her nothing but kindness and hospitality is a significant break from character, especially since Bob does not grant permission to do so. [SPOILERS END] Other puzzles required a bit more verb-guessing than I care for, especially the walking stick puzzle. In addition, Bob is missing a few important responses, and the game also has some basic bugs. Still, the fact that these flaws are so jarring is a strong indication of what a high standard the game sets, and minor problems do not greatly detract from the fact that Spring is a wonderful piece of IF, as refreshing as a pine-scented mountain breeze after an invigorating hike.

Prose: The prose in Spring is simply first-rate. The author’s professional writing experience is clear throughout the game. In fact, the prose is of such a quality that it’s hard to talk about it without wanting to simply quote long passages and allow the writing to speak for itself. I’ll save those surprises for the game, but I have to comment on one or two favorite scenes. I remember coming upon the fireflies and gasping in awe. The author creates a mesmerizing, magical picture of these fantastic creatures. I had similar reactions to all the wildlife in the game. In fact, though I said above that the game has no fantastical elements, that’s not precisely true: the element of fantasy in the game is that it presents a nature trip as one wishes it could always be. Sighting elk clashing antlers with each other, encountering someone as nice as Bob, walking into a cloud of fireflies: these are magical moments. When they happen on a real camping trip, they are foremost among the memories you bring back home with you. In Spring, all that happens and more. Its magic is in bringing rare moments together to be experienced all in one sitting, yet never taking away the sense of preciousness carried within each moment.

Plot: Spring wasn’t really a plot-driven game. It has a relatively simple goal, and the pleasure of the game comes from exploring the milieu rather than stepping through a more complicated story. Still, there were some interesting aspects to the plot pieces that were there. One thing that sets Spring apart is that its character is set within a warm, happy marriage. The context of that relationship bubbles under all the events in Spring, and even brings a degree of sexuality in the game’s ending. Presenting sex in the context of a positive, healthy relationship is a rare thing to do in IF, especially since Spring is nature writing rather than romance. The one drawback to the plot, as I mentioned above, is that it sometimes required actions that were out-of-character. Perhaps with some fine-tuning to Bob, this problem could be remedied.

Puzzles: I thought the puzzles were a weaker part of Spring. While it was wonderful to wander around the lovingly described wilderness, it was hard to get anywhere without doing some things that I wouldn’t expect the character to do. Perhaps the answer to some of these problems is to give Bob a little different attitude. [SPOILERS AGAIN] Perhaps have him offer to give the player a hint as to how to get rid of the wasps, then offer to let her use the toilet paper. Otherwise, she’s doing something morally wrong by burning it. Again, this would not normally be a problem in most genre IF, but Spring is a different sort of beast, or it feels that way to me. [SPOILERS END] Other puzzles were rather non-intuitive, like the egg/foam connection. I used the hints for almost every puzzle in Spring, and I’m a good enough player that I think that means there’s something wrong.

Technical (writing): The writing was, predictably, flawless.

Technical (coding): I’m a lot more inclined to be forgiving when an author takes on a significant coding project such as the NPC interaction innovation in Spring. Consequently, the fact that there were quite a few bugs in the game did impact its final rating, but not as significantly as it might have.

OVERALL: An 8.9

The Frenetic Five vs. Sturm Und Drang by Neil DeMause as Anonymous [Comp97]

IFDB page: The Frenetic Five vs. Sturm und Drang
Final placement: 13th place (of 34) in the 1997 Interactive Fiction Competition

Here’s my confession: I love superheroes. Ever since my first Marvel comic at age six, I’ve always been a fan. Even now, well into my twenties and possessing a Master’s degree in English Lit, I still make sure I get my monthly superhero fix. Yes, I know that violent revenge power-fantasies do not great works of literature make. Yes, I love comics and I know that the comics market is overcrowded, to the exclusion of other quality works, with bulging musclemen in tight spandex. Yes, I know that the constant deaths and resurrections of the superhero set strain plausibility to the breaking point. (Though really, who cares about plausibility? We’re talking superheroes, here!) And yes, I’m disturbed by the almost grotesquely idealized bodies (especially women’s bodies) relentlessly depicted in superhero comics. But what can I say? No matter how guilty it gets, it’s still a pleasure.

Consequently, I was anxious to start playing The Frenetic Five, and gave a small cheer when Comp97’s magic shuffler put it towards the front of the line. I’ve always thought that the whole superhero genre would make a great one for IF — if it’s a great power fantasy to watch some comicbook character shoot fire out of his hands, how much greater to actually play the character that does it! I quickly learned that FF is in fact a superhero spoof (seems that very few people who think of themselves as sophisticated can enter the superhero genre without wearing the bulletproof bracelets of satire and ridicule), and a very funny one too, in the tradition of Superguy. You play Improv, whose power is the ingenious use of household objects, and other members of your team include a boy who can see tomorrow’s headlines, and a woman who can find lost objects by clapping her hands (named, of course, The Clapper). The prose maintains a consistently high quality, from the characters’ dialogue with one another to the snappy responses provided for some unlikely actions (“>GET HOUSE” brings “You can count the number of superheroes you know who can lift an entire house on one finger: Forklift Man. (Come to think of it, Forklift Man could lift an entire house with one finger.)”) It’s hilarious.

Sadly, there are some problems as well. For lack of a walkthrough, I was unable to complete the game, and this frustrating experience revealed most of the game’s shortcomings. First of all, I was disappointed that my supposed super-power was not implemented, as it would have been one of the most natural (and coolest) hint systems ever devised. Anytime I needed help with a puzzle, I could have just drawn on my “super Improv power” to help me make the intuitive connections between those ordinary household objects. Instead, the game left me to hope that I (as a player) developed those MacGyver talents on my own. Not likely, I’m afraid. In addition, the game did not meet the challenge of allowing me to use even this setup, because it did not allow alternate solutions to puzzles by using objects in unconventional ways. Very few alternate solutions were implemented, and few are even anticipated with a snarky response. For example, when tied up, I tried many unconventional ways to escape my bonds (cut them with my shard of glass, put eyeglasses into sunlight to focus the light into enough heat to burn the ropes, blow on the eyeglasses to put them in the right place, bite the ropes, wrap duct tape on my fingers to get more than one object at a time, etc.) Each attempt was met with one of two (equally lame) responses: either very clumsy non-recognition of the verb (“You can’t see any bite here.”) or “That’s not really possible in your current state.” I got the impression that the author hadn’t really thought about all the clever things that could be done with the inventory objects provided, just the one clever thing that would solve each puzzle. Finally, there were a number of just plain bugs in the game, which always decreases the fun factor. The Frenetic Five has an excellent premise and, on the level of prose, an excellent execution. However, interface design and implementation are too important to be treated the way this game treats them, and it suffers for it. I’m still waiting for the game that does superheroes just right.

Prose: As mentioned above, the prose was excellent throughout all of the game that I saw. The dialogue and characterization for each member of the team was sharp and funny, and room descriptions (which adapted somewhat to the character’s mental state) were both concise and vivid. Even some of the most everyday IF responses were considerably enlivened by the superhero treatment — for example, saying “Down” in a locale where that direction is not available evokes the response “Sadly, you’re not equipped with the ability to tunnel through solid ground.”

Plot: Since I wasn’t able to complete the game, I can only report on as much of the plot as I saw, which was basically pretty middle-of-the-road superhero cliché. Since this was a spoof, of course, clichés were a good thing, and many of the touches (like having to take the bus to the supervillains’ hideout) were quite funny. The landscape, the premise (SuperTemps, whose logo is a muscled forearm holding a timesheet), and the spoofing of venerable superhero tropes (a mission interrupts relaxation, the villains explain their nefarious scheme to the bound heroes, etc.) were all very cleverly done. There were some coincidences which strained even the generous boundaries of satire, but I’ll discuss those below.

Puzzles: In fact, I’ll just discuss them right here. The puzzles were a weaker part of this game. I found basically two types of puzzles in the game. One group was the puzzle based on extremely contrived circumstances — for example, the door to the villains’ hideout uses a “guess-the-big-word” lock, and what do you know, I happen to have someone on my team whose superpower is guessing big words! Lucky me! The other type of puzzle was supposed to have drawn on my character’s superpower, the ingenious use of household objects. However, since this power wasn’t implemented (as a hint system) within the game, I was left to think of these ingenious uses by myself, the problems of which have already been discussed above.

Technical (writing): I found no errors in grammar or spelling in this game.

Technical (coding): I think the main failure of the coding was the one I’ve already discussed: the lack of depth in coding alternative uses for inventory items. When a game’s main character is someone whose primary trait is the ingenious use of objects, it is incumbent on that game to provide specific code for as many of those ingenious uses as possible. Frenetic Five fell well short in this regard. The game also had a few regular bugs, including the most egregious occurrence of the typical TADS disambiguation bug I’ve ever seen — when I and my team members were tied up, and I tried to do something with the ropes, I was asked “Which ropes do you mean, the ropes, the ropes, the ropes, the ropes, or the ropes?”

OVERALL: A 7.2

Babel by Ian Finley [Comp97]

IFDB page: Babel
Final placement: 2nd place (of 34) in the 1997 Interactive Fiction Competition

Babel is not only one of the best competition games I’ve ever played, it’s one of the best pieces of interactive fiction I’ve ever seen, period. The game starts from a well-worn IF trope: you awaken alone, with no memory of your identity. Then, Babel unfolds into a breathtaking, emotional story. The work of exposition and plot development is performed through the protagonist’s enhanced powers of tellurgy, which the game defines as “the ability to experience past events by touching objects present when the event occurred.” The clarity of these visions varies according to the emotional intensity of the event being witnessed. This device, reminiscent of that in Stephen King’s The Dead Zone, is the central convention of the game, and it allows a degree of character development very rare in interactive fiction. Certainly other games (most notably Zork: Nemesis) have used this device in the past, but none have brought it about so convincingly and so effectively as does Babel. The tellurgic episodes gradually bring an awareness of the character’s identity, and how he came to be in his amnesiac state, as well as tell a chilling story of scientific arrogance and attendant disasters.

Another interesting aspect of Babel is the moral ambiguity of its main character. Typical IF heroes (or heroines) have few ethical shades: they are either unambiguously on the side of good, working to save the universe or some version thereof, or basically self-interested seekers of wealth or fame. The hero of Babel falls into neither of these convenient categories. Instead, he appears first as a victim, then eludes that simple assignation as well, becoming a character of depth and complexity very rarely realized in IF. The experience of playing such a character was a powerful one, especially as the story gradually revealed just how willing a participant he was in his own undoing.

Finally, I think it’s worth noting that after playing only three games from the ’97 competition, I’ve already seen two that deal with a metallic research station where the player discovers the frightening results of unbridled scientific inquiry run amok. The meaning of this thematic fascination in a community devoted to the supposedly “archaic” text form is a speculation for another essay, but I feel safe enough asserting this: Babel is an outstanding treatment of the theme, the best I have ever seen in IF, and one of the best I’ve ever seen in any medium anywhere.

Prose: Babel‘s prose was nothing short of outstanding. It unerringly conveyed the experience of being stranded in a deserted Arctic outpost, addressing all the senses and the emotions as well. Powerful turns of phrase abounded, and extreme experiences (such as being out in the Arctic winter wearing only a hospital gown) were vividly rendered. The characterization and dialogue in the cut-scenes of the tellurgic visions was sharp and effective, outlining strongly defined and complex characters. Small touches like tiptoeing across the cold floor in bare feet, or the equation of the cold-hearted scientist’s eyes with the Arctic ice (notice the pun), combined with broader strokes for an astonishingly realistic and well-written whole.

Plot: The game’s plot unfolds masterfully, revealed in dribs and drabs by the tellurgic episodes. The author provides a chronology for all these events with the (rather forced) device of giving the character a calendar on which he “instinctively” jots down the date of each occurrence. As the story develops, the tension becomes greater and greater: the unfolding mystery of the character’s origin serves to heighten the power of the story’s eventual climax. Some of the Biblical imagery is just a tiny bit heavy-handed, but the whole is strong enough to overpower any objection of didacticism or triteness.

Puzzles: The puzzles almost effortlessly achieved the ideal of blending seamlessly into the narrative. There were no arbitrary puzzles, and the artfully gradual revelation of the plot was served elegantly by simple but logical obstacles. There were no puzzles that were particularly ingenious or unique, but that wasn’t the point of this game. The puzzles were there to provide some control over the narrative flow, and in this they served their purpose just right.

Technical (writing): The prose mechanics were excellent. I only noticed a couple of proofing errors in this very word-heavy game.

Technical (coding): Coding was equally strong. I found a couple of very minor bugs, but there were many, many touches that made it clear that a great deal of thought, foresight, and effort went into the coding of this game.

OVERALL: A 9.8

The Lost Spellmaker by Neil James Brown [Comp97]

IFDB page: The Lost Spellmaker
Final placement: 8th place (of 34) in the 1997 Interactive Fiction Competition

It’s not often that you see a thread from one of the newsgroups translate so directly into an actual piece of IF, but that’s what’s happened with The Lost Spellmaker. This summer, the discussion raged (and I do think that’s a fair characterization) in rgif about “Gay characters in IF.” Some people held that if a piece of IF were to feature a gay character, that piece would need to have homosexuality as its primary concern. Others, including Neil James Brown, contended that a character’s sexual orientation can function simply as a vector to deepen characterization, of no more central concern to the game’s theme than her gender, her height, or what food she likes to eat. The Lost Spellmaker proves Brown’s point quite handily.

The game’s protagonist is Mattie, a dwarf Secret Service agent dispatched to discover the whereabouts of Drew Tungshinach, last in a long line of local spellmakers who have disappeared mysteriously. The fact that Mattie is both a dwarf and a Secret Service agent is an indication of the clever world that Brown has created, which consists of equal parts Ian Fleming and Brothers Grimm. The fact that Mattie loves candy comes in handy in a couple of puzzles, and helps explain why she lives in the town Sweet Shop. And finally, the fact that Mattie is a lesbian has a bearing on the love-interest subplot with the local librarian. Yet none of these incidental facts impinge on the game’s central concern, the rescue of its eponymous Lost Spellmaker. Instead, they enrich our understanding of the characters, for which purpose Mattie’s status as a lesbian is no more or less important than, for example, her status as a dwarf.

I don’t know whether Brown wrote this game to prove his point, but it certainly does. It’s also a fun piece of IF apart from any political or identity considerations. The quest for Drew brings Mattie in contact with a number of amusing characters, and the milieu is small enough to make most of the puzzles fairly easy. Of course, I can’t deny that I personally find it quite refreshing to play a game where heterosexuality isn’t the implied norm, but The Lost Spellmaker has more than that to recommend it. It’s a snappy quest in a creatively conceived world, a pleasant way to spend a couple of hours.

Prose: The prose in The Lost Spellmaker never jarred me out of the story, and I often quite enjoyed reading it. The village wasn’t particularly vividly rendered, but the characters often were, and some of the game’s lighter touches were hilarious. Dialogue was, as a rule, quite well-written, especially the Reverend’s constant malapropisms, which made me laugh out loud over and over, even when seeing them for the second and third times.

Plot: Considering the weird, mutant setting Brown has achieved by breeding traditional fantasy elements (magic, dwarves, talking animals) with James Bond derivations (the Secret Service, a one-letter superior, his secretary “Mr. Cashpound”), the plot walks a fine line, and does it well. The plot is not simply a fantasy, though it does involve using magic to halt the decline of magic, and manipulating fantasy characters to solve puzzles. Nor was it simply espionage, though it did involve a heroic spy facing off against the obligatory Femme Fatale. Instead, it swerved back and forth between the two, making for a merry ride.

Puzzles: I only had to consult the walkthrough one time, for a puzzle which was logical, but could have used an alternate solution. The puzzles weren’t the focus of the story, so they served the basic purpose of small goals to help advance the plot. In this role, they worked admirably well. There were no particularly witty or clever puzzles, but by the same token there were no unfair or “guess-the-verb” puzzles either.

Technical (writing): I only noticed one proofing error in the game. The vast majority of the prose was competently and correctly written.

Technical (coding): There were a few bugs in the game, one of which may be more of a library issue than a lack of attention on the part of the author. Also, there were a few places where a response beyond the default would have been appreciated. Overall, the code was relatively bug free. Kudos must go here to the title page, which employed a really nifty z-machine special effect.

OVERALL: A 9.1