Punkirita Quest One: Liquid by Ryan Stevens as Rybread Celsius [Comp96]

IFDB page: Punkirita Quest 1: Liquid
Final placement: 25th place (of 26) in the 1996 Interactive Fiction Competition

Well, this is without question the worst writing I’ve ever seen in a piece of interactive fiction. The only thing I can think is that the author is 1) not a native English speaker and 2) incapable of or unwilling to find a fluent speaker to proof his work. The result is a piece of work which is only barely understandable. The piece also had a number of other weaknesses including incomprehensible in-jokes, a confusing magic system which drives the game’s sole puzzle, and the fact that the majority of the world’s features are unexplained except in the solution file.

Prose: The mangled grammar and spelling in the writing are so severe in this game that they are nearly inseparable from the content. The author’s inability to write clearly in English obscures whatever good ideas he may have. This is a work that could only have been published on the Internet — any medium in which editors keep the gate for published work would have sent this prose back for major revision — even a spell-check would have done a world of good.

Difficulty: The most difficult thing was discerning meaning from the tortured writing. After that, the greatest difficulty arose from deciphering the logic behind the game’s baffling magic system and world rules. I went for the hint file right away, but I confess I didn’t try very hard on the puzzle before doing so; at that point I felt quite sure that the writing was bad enough that it would block my ability to figure things out on my own.

Technical (coding): The game was small enough that not much coding would have been required. There were very few objects to interact with each other. In the portions I played, the coding was creditable. (One exception was the fact that the game referred to footnotes without providing them — there should have been a response to the verb “footnote” or “note” which explains that the notes are to be found in the solution file.)

Technical (writing): As I said earlier, the only word is atrocious. Unbelievably poor spelling and grammar — so bad that it made the work almost totally incomprehensible. Apparently the author either didn’t have a spell checker or an English dictionary available, or had them available but didn’t care to use them.

Plot: From what I could make out, the plot was fairly minimal. However, there may have been more than I could figure out from the writing.

Puzzles The only real puzzle didn’t make any sense to me, but then again that could also have been the writing. The solution requires a knowledge of the “glow” power of the hero (which apparently generates not only light but heat as well) which may have been conveyed by the text in a part I skipped over as unreadable.

OVERALL — A 1.7

Kissing The Buddha’s Feet by Leon Lin as Anonymous [Comp96]

IFDB page: Kissing The Buddha’s Feet
Final placement: 5th place (of 26) in the 1996 Interactive Fiction Competition

When I first started this game I had that familiar “Oh no, not another one of these” feeling. But the more I played Buddha, the better I liked it. Nine times out of ten, college humor comes off as sophomoric in-jokes liberally mixed with gross-outs — this time was the tenth. Several moments in the game almost made me laugh out loud, and I related very well (perhaps a bit too well) to the game’s main character. This game also makes hilarious use of TADS‘ capability for dynamic object creation, as the cellophane, snack food wrappers, and crumpled up notepapers continue to pile around the hero’s ears. The characters were stereotypes, but they were written so well that they evoked the reality behind the generalization rather than the typical flatness of a stock type. Finally, a good word for the puzzles — not only were they clever, interlaced, and often the type to give one the “aha!” feeling as the pieces suddenly fall perfectly into place, they were also very well integrated into the story, and cleverly supported by the premise. The genre of Kissing The Buddha’s Feet may be clichéd, but it’s the kind of game that reminds one why people attempt the college genre in the first place.

Prose: Only once in a while did the use of ridiculous levels of exaggeration slip into the annoying; much more often it was pitched just at that level where one can enjoy the joke without endangering the suspension of disbelief. The writing is lively and its level of detail greatly increases the game’s immersiveness.

Difficulty: The game’s difficulty was just right for me. I never felt so stuck that the pleasure of working on the puzzles ceased to become fun — but it was always a little work to figure those puzzles out. I also enjoyed the feeling of never quite knowing when a puzzle would be solved, and the fact that as soon as you took care of one problem another one, gopherlike, would pop up somewhere else.

Technical (coding): Some really masterful strokes, such as all the wrappers and papers that pile up around the house. Most commands well anticipated, and in fact I look forward to returning to the game after the competition has ended and trying all of the “amusing” pieces. Only once in a great while was a logical action not anticipated in the coding (examples are putting the towel back on its rack and trying to unplug the TV while wearing the catcher’s mitt.)

Technical (writing): Grammar and spelling were both well in hand. The anonymous author is obviously a skilled writer, and I look forward eagerly to his or her next game.

Plot: Well, there wasn’t really much of a story to go through, but I never felt the lack of it. In short, the premise was clever and substantial enough to make me feel as though I really was living through a hilarious night of hell, even though I was really just solving puzzles one after another.

Puzzles: Though it’s hard to pick a favorite, I think this was the best aspect of Buddha. As I mentioned earlier, the puzzles were clever, pitched at just the right level of difficulty, and very well integrated into the overall plot. Some favorites are how to put Bob out of commission and then neutralize his snoring, as well as the problem of Alice and her radio.

OVERALL — a 9.4

In The End by Joe Mason [Comp96]

IFDB page: In The End
Final placement: 15th place (of 26) in the 1996 Interactive Fiction Competition

Hmmm. The first character I’ve been totally unable to identify with — the author shows us an interesting world with friendship, intellectual interest, potential for love, and incredible technological comfort, and wants us to believe that the foremost desire one could have in this world is for suicide. I just can’t buy into the idea of convenience creating a lethal level of ennui, if indeed this is the reason for the main character’s suicidal urges. I’m reaching, because no good reason is given. In fact, nobody in the story even seems particularly (or at least specifically) unhappy, and several characters (the shopkeeper and bartender come to mind) seem genuinely to enjoy their lives and feel fulfilled. So what is this character’s problem? I suggest that his problem is the story’s problem — an overdeveloped sense of the dramatic without any of the logic or backstory that give real drama its tension and emotional weight.

Prose: Often rough, but often rather touching. The world whose picture the author paints has some very charming aspects, and the prose brings this across nicely. Unfortunately, the skill with which this is accomplished serves only to further undercut the notion that your goal in this world should be to leave it.

Difficulty: Well, a goal-oriented word like “difficulty” is a bit of a mismatch for a game like this which has no way to win. How difficult is it to finish the story? Why, not at all. One only has to wait 7 turns, step outside, and type “kill me” and that’s all, folks. The concept of “difficulty” doesn’t really seem to apply to this story though — what’s really difficult is figuring out why the goal is what it is…

Technical (coding): This is where In the End really shines. Its interface (with its lack of compass directions) worked quite spectacularly (for me, anyway), giving the world a wonderful real-life feel. I never realized how much compass directions undercut the simulation aspect of IF until they were removed — after all, who goes around thinking about which direction they’re bearing? (Except, perhaps, for spelunkers 🙂 ) I was also impressed with many of the responses that had been anticipated for NPCs (WOMAN, TELL ME YOUR NAME was especially appreciated), though some could still have used some polishing (SHOPKEEPER, TELL ME ABOUT HOPSON elicited no response, but SHOPKEEPER, TELL ME ABOUT MR brought about the correct reaction). And I apologize for continuing to harp on this point, but when the interface is exciting and the world seems to offer so many possibilities, the dead last (no pun intended) thing I wanted to do was commit suicide.

Technical (writing): The initial box quote jarred me, because I’m used to seeing “whimper” spelled with an “h”. However, I’m not near my copy of Eliot right now to see if it’s simply a transcription of one of the poet’s intentional alterations, so I’ll call that one neutral. Other than that, the writing seemed quite technically proficient.

Plot: A frustrating one, and although it’s true that such a device is new to interactive fiction, it felt gimmicky and hollow, so its absence up until now is quite justified, to my way of thinking. And beyond the final goal of the game, there really is no plot. I even checked the walkthrough just to make sure I wasn’t actually doing something stupid and overlooking or short-circuiting a plot that was waiting to be discovered. No such luck. I just keep thinking, what a pity.

Puzzles: Well, this was “puzzle-less IF” alright. But then again, it also had no plot. So its lack of puzzles was logical, but did nothing to improve the work.

OVERALL — A 7.4

Of Forms Unknown by Chris Markwyn [Comp96]

IFDB page: Of Forms Unknown
Final placement: 20th place (of 26) in the 1996 Interactive Fiction Competition

Potential for an interesting game totally ruined by buggy coding. The game was put together in 3 weeks, and I’m afraid it shows. The author wisely admits that the game is highly derivative of So Far — this would be fine if not for the fact that So Far actually worked, and Of Forms Unknown does not. I quit after wrestling extensively with the illogic built into the game’s coding structure and finally going to the hints, following the explicit instructions for solving a puzzle (the frame, rope, and light bar), and finding that even after following the instructions, the puzzle remained unsolved.

Prose: Struggling to reach Plotkin level. The pieces of prose which are the most successful are the ones most imitative of Plotkin. The rest is utilitarian, with the exception of the prose which makes no sense at all.

Difficulty: Impossible. The game’s buggy coding made progress impossible for me well before I got to the bug the author discussed on rec.arts.int-fiction. Of course, this means that the point at which I quit actually was a passable point, but to my mind if the walkthrough doesn’t get you where you need to be, the game is impossible.

Technical (coding): Extremely poor. From small points like the lack of a new_line after some inventory calls to rather glaring problems such as the broken frame puzzle (try tying a rope to the frame, then tying something to the rope, then walking away holding the tied object — works mighty easily!) and the fact that dropped objects all seem to become concealed somehow.

Technical (writing): No errors that leaped out at me. However, to be fair, I didn’t see the whole game.

Plot: In So Far, the lack of a coherent plot was a bit frustrating to me, but I could hold my frustration in abeyance because of the game’s many fine features. This game offers no such redemption, and suffers greatly from being an imitation springing from a cliché (the college dorm room as starting point).

Puzzles: Ranging from highly illogical to basically logical but impossible to complete. For example, lighting a dark room (whose description reads “You can’t see a thing”) by saying “turn on light” not only goes against the logic of the description (isn’t the light switch one of the things you can’t see?), but also against one of the most standard conventions of interactive fiction, which suggests that even a light switch in a dark room is inaccessible without a faint light by which to discern it. Delusions had the answer to this — Forms does not. Another example is the dials in the shaft — what is the logic behind setting them all to 0? Only the arbitrary logic of the game, such as the decision that for some reason bringing a light source into a cave through the door extinguishes that source for no good reason.

OVERALL — A 1.5

My First Stupid Game by Dan McPherson [Comp96]

IFDB page: My First Stupid Game
Final placement: 26th place (of 26) in the 1996 Interactive Fiction Competition

Let’s see: boring, juvenile, bad coding, irritating descriptions, dumb goals. That pretty much covers it. Basically everything about the game was at a pre-adolescent level, from the obsession with Barney the dinosaur to the fact that urinating was the game’s primary objective. It’s games like this that give AGT such a rotten reputation.

Prose: The author wisely didn’t write very much, so there isn’t that much to slam. The middle-school level of diction (“piss”, “eyeballs oozing gore,” etc.) was extremely annoying.

Difficulty: Thankfully little. The less time spent in this game the better.

Technical (coding): How about a turkey sandwich you can’t call “turkey”? How about a wooden door you can’t call “wooden”? How about a snide rejection to “get all”?

Technical (writing): Remarkably, I noticed no errors. Perhaps when this writer has something to say he’ll be able to do a creditable job of it.

Plot: I can’t see any such thing.

Puzzles: The main puzzle is “Why did he enter this in the competition?” That one is pretty hard to solve. The rest were complete clichés. Feed a hungry monster. Unlock a door. Overcome the time limit with which the game started. I can’t decide which is worse.

OVERALL — A 1.6

Fear by Chuan-Tze Teo [Comp96]

IFDB page: Fear
Final placement: 6th place (of 26) in the 1996 Interactive Fiction Competition

Another very strong Inform game. The concept here gave a new spin to the “locked-door” genre of puzzles, and it was a delicious irony that the purpose of the game was to get through metaphorical “locked doors” of emotion and reach a final climax of unlocking a physical door to get out of a house rather than into one. However, this key feature of the endgame also provided one of the game’s logical flaws — how many houses lock from the outside? The game didn’t seem to take into account the notion that someone inside a house should be able to unlock the front door without a key. SPOILERY NOTE — in the two hours allotted I did not reach the endgame. However, I had figured out from the first time the sirens approached that the key to dealing with the police was to unlock the door before they broke it down.

Prose: Quite good. Describing different kinds of fear is not an easy task, and the author acquitted himself well. The opening was gripping, and the descriptions of the objects of terror (especially the spider) were very evocative.

Difficulty: I found the game quite difficult, and rather jarring in its swings from totally plot-based puzzles (overcoming fears to pass obstacles) to extremely mechanical puzzles (the Egyptian statues, the duck.) Again the time limit and my immersion in the plot led me to the hints much more often than I would have used them in a non-competition situation. However, I can’t say I wouldn’t have used them anyway, especially with the statue puzzle.

Technical (coding): Fairly smoothly coded work. Can’t recall ever running into any coding jams, and many situations were well-anticipated. However, several were not. I mentioned my strong beef against the locked front door, which should have been coded beyond a standard response. Another example is the jammed drawer, which could not be pried with the plate but did respond to a kick (this illogic creates a bit of a “guess-the- verb” puzzle) and falls to the ground still described as “closed.”

Technical (writing): Errors were few and far between. In fact, the only error that stands out in my mind is a reference to a light hooked to “the mains power supply”, and even that may be attributable to my ignorance of electrical terminology.

Plot: The plot of Fear was basically a clever way of stringing together a number of mechanical puzzles, but it worked charmingly. Again, this review is written without knowledge of the endgame, but I anticipate a clearing of the amnesia, an alleviation of the oppressive emotional weight, and a general tying together of loose ends.

Puzzles: The puzzles were quite good, though quite difficult for me. Then again, I’m not a great puzzle solver. For me the primary appeal of interactive fiction is the emotional pleasure of experiencing a world and moving through a gripping plot rather than the more cerebral aspect of puzzle-solving. For my taste, Fear came down just a bit too heavy on the puzzles, making it a little too hard for me to move through the story.

OVERALL — An 8.8

Delusions by C.E. Forman as Anonymous [Comp96]

IFDB page: Delusions
Final placement: 3rd place (of 26) in the 1996 Interactive Fiction Competition

Incredible game. Basically excellent in every respect — brilliant idea, (almost) flawlessly executed, great plot, well-thought-out puzzles. Just a gem in every respect. The only drawback (and I admit this is a quibble) is that the author’s notes tend to get a little irritating. The overall level of quality is stunningly high (though a bit depressing — after playing Delusions, I became certain that my entry was not going to win the competition.) The game was so good that it almost made me wonder if the anonymous author was a former Infocom implementor in disguise. I’m looking forward with great eagerness to completing the game (which I wasn’t able to get through in two hours)!

Prose: Infocom-level prose — not at classic literature level but more than sufficient to get one’s heart racing and chills mounting. The descriptions of virtual reality entrances and exits skirted the edge of histrionics but always came down on the right side. And the level of detail was a terrific kick — I especially loved the futuristic game of Jeopardy!.

Difficulty: I didn’t find the game terribly difficult, but found myself checking the hints quite a bit simply because I wanted to see as much of the game as I could in the two hours allotted. The excitement of seeing the second act unravel left me with little patience for struggling with puzzles. If I had not been in a time limit situation, I’m sure this would not have been true.

Technical (coding): One of the best coding jobs I’ve ever seen. The shifting responses to “examine” and the number of objects and possible combinations of those objects gave the world a stunningly rich level of verisimilitude.

Technical (writing): Basically flawless. I didn’t find one single grammar or spelling error.

Plot: First-rate. Extremely clever ideas masterfully revealed. The idea of Satan as a virus, the world as a VR construct, and God as a blind, black, bitter woman may be a little skewed theologically, but it made for totally engrossing IF. I look forward to the endgame with great anticipation.

Puzzles: I found Delusions to have exactly the right kind of puzzles for my taste in IF. Nothing arbitrary, nothing typical, and absolutely consistent with the described world and the advancing plot. The game proves that story-oriented IF does not have to be a cakewalk.

OVERALL — A 9.8

Don’t Be Late by Greg Ewing [Comp96]

IFDB page: Don’t Be Late
Final placement: 22nd place (of 26) in the 1996 Interactive Fiction Competition

Very simple game — the first I’ve ever played in ALAN, so I’m not sure how much technical stuff to attribute to the language and how much to the author. Consequently, I’ll attribute all of it to the author. Starting in “your house” with “your computer” on the table strongly reminiscent of Bureaucracy, but not as interesting. Some really grievous parser omissions (I don’t know the word “get”?) Circular structure a fun gimmick, but only for a few minutes. No real puzzles to speak of, nor much of an atmosphere. In fact, there’s really not too much to do besides wrestle with the parser.

Prose: Serviceable, but nothing more. There was so little of it, it’s really hard to judge. Very little description, very few objects. A pretty sparse world. The prose that was there did its job, but nothing more.

Difficulty: Apart from parser struggles, extremely easy. The only thing resembling a “puzzle” would be incredibly easy if it wasn’t for trying to figure out the correct syntax.

Technical (coding): As mentioned, the parser was quite weak. Some extremely standard IF words not implemented. I just about quit when I realized it didn’t know the word “get.”

Technical (writing): What little prose there was showed no significant grammar or spelling errors.

Plot: This was probably the most interesting feature of the game, and it wasn’t really all that interesting. It involves an Escherian reflection — the object of the game is to play the game, and you can apparently play the “game-within-a-game” until you get really tired of it. This will probably happen pretty quickly.

Puzzles: None to speak of. With a quality parser, this game would probably have taken a good 10 minutes to solve.

OVERALL — a 4.8

Alien Abduction? by Charles Gerlach [Comp96]

IFDB page: Alien Abduction?
Final placement: 9th place (of 26) in the 1996 Interactive Fiction Competition

Really provocative premise. Loved the Twilight Zone feel of things, and finding out more about character’s (and character’s father’s) past worked quite effectively. On the downside, some fairly significant omissions (including an axe but not implementing “chop” or “cut”, making a puzzle where a significant portion keeps responding “that’s not important” [this is the spring arm on the contraption & the axe], having the laughable response “It’s not effective to attack with the axe.”)

Prose: Generally effective, and sometimes quite chilling. A bit of awkwardness shows through at times, but never enough to jar.

Difficulty: Except for one major “guess the verb” puzzle (the springarm), this was pretty straightforward. The most difficult part for me (aside from the springarm) was figuring out to get a “real” axe first.

Technical (coding): Some errors including no response to putting things in cylinder, TADS errors on taking shapes. Much was anticipated, but some significant things were not. Could use another round of beta testing.

Technical (writing): Virtually no spelling or grammar errors jumped out. Well-proofed work.

Plot: Outstanding. With the exception of a somewhat disappointing ending (though justifiable — I just crave closure), AA gave a hint of how truly chilling suspense-oriented IF can be. The premise, the way information was slowly released, the drama & emotional intensity were really all quite strong. This was definitely the most enjoyable aspect of the game.

Puzzles: One or two quite clever (the duck), most well-oriented to moving the plot along. The “aliens testing your mental capacity” was an excellent pretense for puzzles. Hints were generally quite well-done, and with the exception of the springarm thing, puzzles were overall pretty good.

OVERALL — a 7.8

Aayela by Magnus Olsson [Comp96]

IFDB page: Aayela
Final placement: 10th place (of 26) in the 1996 Interactive Fiction Competition

This review was written more as a series of notes than an actual review. It wasn’t until later in the process of playing the competition entries that I arrived at the style of reviewing each game in detail. My apologies to Magnus for providing such an incomplete evaluation. My main memory of Aayela was that crawling in dark is an interesting device which could make for an intense episode in a longer game (and, in fact, already has in the case of So Far.) As the bulk of this game, it made for an interesting experiment.

Prose: Often good, sometimes a bit over the top. Crawling in the dark hearing ethereal chords is unfortunately a bit reminiscent of So Far. Especially unfortunate if the design of Aayela preceded So Far.

Difficulty: Quite easy actually. An enjoyable vignette.

Technical (coding): Enjoyed being able to feel and smell. Most commands were anticipated quite well. One or two TADS error instances.

Technical (writing): One or two rather glaring mistakes (“an insisten breeze”). On the whole quite proficient.

Plot: Very simple, but serves its purpose.

Puzzles: Again quite simple, but vividly rendered.

OVERALL — a 7.5