The Moonlit Tower by Yoon Ha Lee [Comp02]

IFDB page: The Moonlit Tower
Final placement: 4th place (of 38) in the 2002 Interactive Fiction Competition

For the first several years that I judged the comp games and wrote these reviews, a nifty thing kept happening on my last game — it was always one of the best of the comp. In fact, one year the last game I judged was The Edifice, which went on to win all the marbles. The trend had trailed off over the last couple of years, but I’m very happy to report that it has returned. The Moonlit Tower is a rich and gorgeous piece of work, and a very strong debut from an excellent new author. Easily the most striking thing about this game is its writing, burnished and evocative prose that sets a very elevated tone. Here, just a haphazardly chosen example:

>play ocarina
The ocarina's notes are high and sweet.

In this place, they remind you of that first court dance, when you
and you brother first saw the justiciar, a vision of red and black, a
flash of gold. Someone played an ocarina that time, too. Flutes,
zithers and lutes join in the cheerful clamor of instruments being
tuned, though none of them are to be seen. Some of them play swift
phrases while others sustain long, low tones.

Of course, the risk of elevated writing is that it can easily slide into self-parody; in IF this risk is even sharper, because at least some of the prose must perform fairly mundane interface and state management tasks. The Moonlit Tower occasionally veers close to this territory, especially with its “You can’t go that way” replacement messages, which, while charming at first, can quickly begin to seem overblown. In the end, though, it worked for me, and the words are crafted with enough skill that I never found myself snickering at the tone.

If anything, the game feels almost too rich, like trying to eat an entire cheesecake at one sitting. It belongs to the genre of games whose backstories unfold themselves as you explore their landscape, so to say too much about the plot would be spoilery. Even if I wanted to, though, I would be hard put to explain exactly what this game is about. Part of my problem may be that I’ve only played the game once — I get the distinct impression that this piece was designed to be experienced and re-experienced, with different paths revealing further facets of the character, and the history behind his situation. Lacking the benefit of these further layers, I sometimes found myself just guessing at what was going on, performing actions not because they made perfect sense to me, but because they were implemented and seemed like a good idea at the time.

The highly figurative language, while it continued to draw me in throughout the story, also frequently served to veil some of its more practical levels, prompting me to piece together disparate phrases and concepts in order to maintain my shaky grip on narrative. I’ve criticized other games in this very comp for that kind of behavior, but I found that in The Moonlit Tower, I didn’t feel unsatisfied when I reached the game’s end. Enough information came through, even in my one traversal, that I didn’t feel totally at sea. As a matter of fact, the game strummed a deep emotional chord for me when it drew together two of its metaphorical strands, confirming a guess I had made earlier about how those strands interrelated.

So much for the writing and the story. The coding was fairly impressive, especially for a first-time effort. A number of non-standard verbs were implemented, and the scenario is frequently described to an impressive level of depth. Some rookie mistakes are still evident — GET ALL lists all the objects in every room (there’s a chance this may have been intentional, but if so it was a tactical error, in my opinion), and a stray message still told me I had scored 0 out of 0 after I won the game.

For the most part, though, the programming functions smoothly in sync with the writing to deliver a memorable experience. Exploring the splendid mysteries of The Moonlit Tower was a wonderful way to end my journey through Comp02, and I look forward with considerable anticipation to the author’s future works of IF.

Rating: 9.3

TOOKiE’S SONG by Jessica Knoch [Comp02]

IFDB page: Tookie’s Song
Final placement: 7th place (of 38) in the 2002 Interactive Fiction Competition

Apparently, it’s the Year Of The Squid. When I wrote Another Earth, Another Sky, I was pretty pleased about the squid. “How many other comp games,” I might have thought to myself, “are going to include a squid?” Turns out there’s a freaking avalanche of them. Well, maybe not an avalanche, but two others besides mine, in a field of 38 games, really is rather a lot. The squid in Till Death Makes A Monk-Fish Out Of Me! is essential to the plot, though, while the one in this game is more or less decorative, so I have to say that TDMAMOOM wins on Squid Points. On the other hand, Squid Points don’t figure into my ratings, nor, I believe, anyone else’s, so who cares?

Besides, this game has plenty of charming and wonderful assets of its own to recommend it. First of all, and still my favorite, are the altered library messages. I hereby nominate the following for Comp02’s most delightful response to X ME: “You are, and I say this in all honesty, as good-looking as you have ever been.” There are plenty more where that came from:

>break it
You raise your hand to strike, but something mysteriously holds you
back. It's as if a voice inside your head is telling you that random
violence is not the answer to this one.

TOOKiE’S SONG takes most of the standard Inform messages and, without substantially changing their content in most cases, tweaks their tone so that they fit in perfectly with the game’s lighthearted world. In those cases where the game does change the message substantially, it’s for the better, such as its replacement of “That’s not a verb I recognize” with “That’s not a verb you need to rescue your Tookie.”

“Your Tookie” is the PC’s beloved pet bloodhound, captured by rascally alien felines. These diabolical outer-space cats have, as they so often do, placed the PC in an artificial environment with a bunch of puzzles, promising that if those puzzles are solved, maybe they might consider freeing the dog. This premise is utterly arbitrary, and the game knows this and revels in it. The writing is joyful and funny throughout, and many of the puzzles are rather clever.

TOOKiE’S SONG (really don’t understand what’s up with that capitalization, but whatever) hangs out near “pure puzzle game” territory for much of its duration, with themed areas (after the seasons), themed treasures (different-colored gems), and parallel puzzles in the various areas. Design is generally strong, with alternate solutions provided for many puzzles, interesting connections between the areas, and a fun ending that provided more evaluation of my actions throughout the game than I had been expecting. The game also takes care to provide lots of extra flourishes, such as an EXITS verb, which lists available exits in a room, and a terrifically complete HELP/HINTS section.

Unfortunately, I can’t praise the coding uniformly, because I encountered a number of problems during my time with the game. Most severe among these had to do with the “story problem” puzzle. Yeah, that’s right — one of the game’s puzzles is a math problem, couched in the old standard form: “Alice leaves city A at 9:20 a.m., traveling east toward city B at a speed of 60 miles per hour…” and so forth. For the word-problem-phobic, there is an alternate solution available, but I’m not particularly in that group, so I worked it out for myself. Unfortunately, the game was unwilling to accept my correct answer, no matter how I tried to express it. I tried saying (answer changed to prevent spoilage) “5:00”, saying “five o’clock”, writing them on a sheet of paper and handing them to the puzzler, but no dice.

After employing the alternate solution, I learned that the game was looking for “FIVE P.M.” I really dislike being told I have the wrong answer when I actually have the right answer — call it residual math class trauma. There were other difficulties too, mainly with objects used in unexpected ways, or error messages that were either too strange to be right, or too vague to be helpful. Happily, the author seems quite dedicated to collecting bug reports, so I feel fairly confident that there will be post-comp releases that take care of these problems. Once those bugfixes are complete, I would recommend TOOKiE’S SONG without hesitation.

Rating: 8.7

Janitor by Kevin Lynn and Peter Seebach as “Seebs” [Comp02]

IFDB page: Janitor
Final placement: 5th place (of 38) in the 2002 Interactive Fiction Competition

Note: Janitor is one of those games where you figure out what you’re supposed to be doing as you go along. It doesn’t take a terribly long time to reach this conclusion, but I’m going to talk about it, and that could quite reasonably be seen as a big spoiler.

We’re in the 8th year of the IF competition, and we seem to be at the point where we’re officially recycling stuff. Having just finished a game (Coffee Quest II) that often feels like a cut-rate knockoff of Michael Gentry’s Comp98 entry Little Blue Men, I discover Janitor, which more or less recapitulates the gimmick from Comp97’s Zero Sum Game, by Cody Sandifer. That is to say: an adventure has just happened, the score is at full, and the PC’s job is to go around unwinding all the accomplishments and setting things back to how they were.

Janitor seems more or less unaware of Zero Sum Game and its “game over” successors like Comp98’s Enlightenment and Comp99’s Spodgeville Murphy — for example, it doesn’t do anything entertaining when asked for the FULL score tally — but happily, it implements the unwinding idea in a more fun way than ZSG did. I was pretty turned off by ZSG‘s callousness towards PC, NPC, and player alike, and the way it motivated the PC to undo everything (the PC’s mother didn’t approve of killing or stealing) was undercut by the game’s taunting of the PC as a “mama’s boy” (or girl). Janitor‘s more sensible approach is to cast the PC as an employee of a text adventure company who must reset the game world so that the next player will find all the puzzles unsolved and the treasures in their original locations.

To accomplish this, the PC can use magical “access corridors” that connect to various rooms in the “proper” game scenario, along with a “mimesis disruptor” that’s good for quite a bit of nifty description-switching. The locations and objects are described with a great deal of humor, and the layout and puzzles are imaginative and clever. I wasn’t able to finish the game in the two hours allotted, which disappointed me, because it looked just about ready to open up into a new and fascinating level. I’d recommend this game to those who enjoy puzzles and IF metalevels, but I’d also recommend waiting to see if there’s a debugged post-comp release.

I say this because unfortunately, Janitor‘s implementation doesn’t quite match up to the wit of its premise and its writing. For instance, there’s a puzzle that can be solved over and over again, bringing the player’s score down to zero in a flash (which is the goal) without really accomplishing much. There’s a bucket that is supposedly full of water, but is also described as empty. What’s more, this bucket ends up being the game’s sack object, which really makes very little sense — why would I automatically store stuff in a bucket of dirty water?

In addition, there is a thin but even layer of punctuation and spelling problems in the prose, and the writing sometimes fails to mention certain critical actions that the game undertakes on behalf of the PC; I went a good long time thinking an object had disappeared, when in fact the game had actually moved it to my inventory without ever saying so. Perhaps most irritating of all, the first portion of the game doesn’t tell you what your goal is supposed to be, except for the rather vague explanation that it’s your first day as a janitor. This would be fine, except for the fact that it fails to respond well to your attempts to actually clean stuff — most such actions are either unimplemented or met with a discouraging message. I’d much rather have seen the game obligingly handle every request to clean something, and let the score mechanism clue the player in to the larger goal.

Also, while I certainly appreciated the effort put into the hints, I was frustrated by the fact that they didn’t go so far as to lay out all the necessary tasks. Consequently, I was left wandering around the game with 4 points out of 100, unable to progress to the next stage because I couldn’t figure out the last lousy task the game wanted me to perform. The hints’ reassurance that “our beta testers consistently beat the game” was the opposite of reassuring, helping me instead to feel stupid as well as aggravated.

I can most certainly appreciate the impulse to avoid giving the game away in the hints — I didn’t even include any hints or walkthrough in my entry last year, foolishly thinking that anybody would be able to stumble through it. Even this year, I wanted to just include hints and no walkthrough, but thought better of it. When somebody only has two hours to play my game, I want them to be able to see as much of it as they can, and it’s really not my place to police their “fun level” by making sure they do it the hard way.

Despite its problems, Janitor was interesting and amusing, and I wish I could have seen it through to its end in the space of two hours. A walkthrough or more explicit hints would have allowed me to do that. Instead, I’m left wondering what I missed, in more ways than one.

Rating: 8.2

Coffee Quest II by Anonymous [Comp02]

IFDB page: Coffee Quest II
Final placement: 32nd place (of 38) in the 2002 Interactive Fiction Competition

Before I started playing this game, my thought was, “What happened to Coffee Quest I?” After I started playing it, my thought was, “I really really hope I never find out.” Lord, but this game is bad. It’s so depressingly bad that the thought of spending three paragraphs enumerating its faults fills me with a yawning despair. I do care about the constructive criticism thing, but at this point in the comp judging, I find it hard to stick to that ideal when faced with a game like this.

Add to this the fact that the game knows it’s bad — it calls itself a “travesty” in its ABOUT text, and says, “you are welcome to distribute it as long as you can find someone who’s willing to take it.” So what’s the point of constructive criticism, anyway? Why bother offering suggestions for improvement when quality is so clearly not valued? So instead, a randomly selected cornucopia of bad moments:

  • Utterly unresponsive NPCs who only act as ATMs or door-locks.
  • Zillions of mechanical errors, including lots of my archenemy, the it’s/its error.
  • Writing that frequently fails to explain (or even mention) basic points.
  • Made-up, unexplained words, or perhaps specialized slang words that I’ve never encountered and aren’t in my dictionary, which amount to the same thing. (“Maureen is the office bint.”)
  • Terrible, half-assed room descriptions. (“You are in the aisle. It’s quite dull here.” Yeah, no kidding.)
  • Bugs, bugs, bugs:
    >ask technician about drive
    'It ate my disk' complains the techyThe techy is scared that it may
    be his round.That's far too technical for him.That's far too
    technical and executive for him.The techy seems unable to grasp the
    concept of .
  • A completely pointless sleep timer.

I guess that’s enough. This game is what Little Blue Men would have been if it had been poorly written, poorly coded, and poorly designed. In fact, entire sections of it seem swiped directly from that game, but in such a way as to drain them of everything that made them interesting. There are a few grins here and there, several of which are apparently unintentional, but overall it’s a pretty grim experience. Just pray there’s no Coffee Quest III.

Rating: 3.1

MythTale by Temari Seikaiha [Comp02]

IFDB page: MythTale
Final placement: 11th place (of 38) in the 2002 Interactive Fiction Competition

MythTale is a mixed bag, with weaknesses alongside its strengths in every area. The writing, for instance, can be effective — the opening scene, of a PC struggling up a freezing cold mountainside, works well, involving the senses and evoking the feeling of numbed exhaustion. There are a number of good jokes, and several places where well-chosen words made me smile in appreciation.

In other areas, the prose is far worse. Punctuation seems to be a particular problem, with comma splices rampant and periods frequently missing from the ends of sentences. There are plenty of other mechanical errors, too. Then there are those troubles that may be cultural, but are quite confusing nonetheless. Foremost in my mind among these is this sequence, found outside the PC’s house in a vegetable patch.:

You can see a bonfire and a metal barrel here.

>x bonfire
A tumbled pile of hawthorn branches. Odd though, in the middle of the
bonfire is something that appears to be your coolbox!

Now, for me, a bonfire is a big, raging fire, used to burn lots of items or to light up the night in a celebration of some sort. Consequently, I was quite surprised that the PC left a huge fire burning just outside his house. Then I read the description, and figured that the “coolbox” was either a freezer or an air-conditioner of some sort, and that it had shorted out and set fire to the pile of branches. Strangely, though, even though the metal barrel is full of water, pouring water on the fire doesn’t seem to put it out, just dampen the branches.

After a while, I finally figured out that when the game says “bonfire”, what it actually means is “pile of fuel for a bonfire, not actually burning.” For me, it was one of those instances when a game’s language is so opaque that figuring out what the heck the words meant became a puzzle in itself. I don’t really enjoy those sorts of puzzles too much.

The coding was similarly uneven. For one thing, the game is full of cats, but it doesn’t understand the command PET. This may be another cultural difference, because it does understand STROKE. Nevertheless, I hereby serve notice that I am officially sick of games that offer dogs and cats that can’t be petted. Game authors, if you’re going to give us a cute, fuzzy animal, let us pet the animal. Thank you.

Also, just a little reminder here to Inform authors: turn off the debugging verbs. To do this, compile with -~S -~X -~D set. Otherwise, your game will do things like this:

>tie
What do you want to tie?

>tree
[game lists out every single fricking object it contains]

Speaking of tying, if you implement a rope that you want me to use to tie something to something else, please implement the syntax “TIE <object> TO <object>.” This seems only sensible, especially compared to MythTale‘s method, “TIE ROPE TO <object>. TIE ROPE TO <other object>.”

Glitches like this aside, the game seemed pretty well-tested, and there was a good hint system for the inevitable times I got stuck. I didn’t find anything that was just broken, and lots of nicely judged custom responses were present, especially when dealing with the cats.

Those cats provided some of the game’s best design moments. There were a couple of puzzles that were both logical and entertaining, and the entire conceit of searching the house for items hidden by the cats was one I enjoyed quite a bit. Also, some of the re-enactments of Greek myths were good IF vignettes, bringing the stories to life in an exciting way. I liked the concept of the multiple endings, too, though the game’s implementation underwhelmed me enough that I wasn’t interested in exploring them.

Predictably, alongside these good design choices, there were some pretty bad ones too. One puzzle is just excruciating, a fiddly device whose workings are not only boring to test and extremely tedious to solve, but which also requires some pretty farfetched guesswork to even arrive at the correct answer. You’ll know the one I mean when you get to it — I recommend turning to the hints without hesitation. Also, some of the puzzles require fairly unmotivated actions, forcing the player to get in a text-adventurey frame of mind rather than acting in character. Overall, despite the fact that it has some fun moments, MythTale is pretty much hit or (must… resist… cheesy… pun…) miss.

Rating: 6.3

The Temple by Johan Berntsson [Comp02]

IFDB page: The Temple
Final placement: 9th place (of 38) in the 2002 Interactive Fiction Competition

There are some scenes that are so iconic, so familiar, that they almost transcend cliché, gaining the power to singlehandedly drag a game into the realm of the tired and hackneyed no matter what other scenes surround it. Such a scene is the sacrificial altar. You know the one — bloodstained altar, hooded priest, big scary dagger, chanting cultists. IF authors have been thinking about it as far back as Zork III, no doubt in tribute to H.P. Lovecraft, who in turn more or less stole the riff from the Aztecs, I think.

The Temple prominently features a sacrificial altar scene, and I wish I could say it throws in some fresh new twist that reinvigorates the whole thing, but… it doesn’t, really. The game is a Lovecraft pastiche, which itself has become a bit of an IF cliché, what with Lurking Horror, Theatre, Anchorhead, HeBGB Horror, Awakening, and lots of others. I think it may be time to declare a moratorium on the genre unless you’ve really got a new and interesting take on it. The Temple has no such take, and consequently the entire experience felt a bit overfamiliar to me.

The lackluster, error-ridden writing didn’t help matters either. One significant danger in creating a work that pays homage to a skillful author is that your own writing may suffer badly in the comparison, and that’s exactly what happens here:

Before A Dark Tower
This area in front of an old tower offers a nightmarish view over a
monstrous tangle of dark stone buildings. Most buildings are
elliptical, built of irregular-sized basalt blocks of irregular size.
None of them seem to have any doors or windows. There is a square
further down to the southwest. The sole passage to the tower is
through the door to the north.

“Irregular-sized basalt blocks of irregular size?” “Elliptical” buildings? (They’re oval-shaped, I guess? I’m assuming the ovals are lying on their sides, though even then it’s hard to picture something so curved being made out of “blocks”, no matter how irregularly sized.) Where Lovecraft’s vistas were (at their best) ineffable, this is just inept.

The coding is better, but still rather spotty, because there’s a distinct split in the implementation. NPCs and objects are coded pretty well, with the main NPC able to understand a respectable range of queries and capable of interesting independent action. Most first-level nouns are implemented, and outright bugs are fairly few. On the other hand, there is a severe dearth of synonyms for both actions and objects, and the game made me struggle with some of the worst verb-guessing problems I’ve encountered in a while. In particular, there’s a rather critical action that I was totally unable to make the game understand without resorting to hints. I knew exactly what I needed to do, but the half-dozen ways I came up with of expressing it were summarily rebuffed — only the game’s approved syntax won the day. Problems like this should have been caught in testing.

So now that I’ve railed on the game for being unoriginal and unpolished, let me take a moment to point out something I really liked about it. Early on in the action, you acquire a sort of “sidekick” NPC, who follows you through most of the story, and who himself becomes the crux of an optional puzzle. There were several things I liked about this NPC. First, as I mentioned above, he was well-implemented, responding to lots of sensible queries, including many of the things mentioned in his responses to the PC’s initial questions (second-level conversation topics, I suppose.) Also, he serves an interesting purpose in the story’s structure, functioning as a sort of nominal hint system in his sporadic knowledge of the environment.

Best of all, he and the PC really function as a team in several instances. I’m writing a series of games that ostensibly feature a PC/NPC team, but thus far I’ve copped into having the PC do most of the work while the NPC has some excuse for being out of the action. I thought The Temple was an excellent example of how to really create interdependent action between a PC and an NPC, and it got me excited about the challenge of doing so in my next game. For that alone, it repaid the time I gave to it.

Rating: 6.8

Out of the Study by Anssi Raisanen [Comp02]

IFDB page: Out of the Study
Final placement: 24th place (of 38) in the 2002 Interactive Fiction Competition

A few years ago, I made up some vocabulary to describe a common aspect of IF. I’m not really sure if anybody else uses it, but I’ve found it immensely handy. The vocabulary is this: I call a noun that appears in a room description a “first-level noun.” These nouns either will or won’t have descriptions implemented, and the more of them that are described, the better, in my opinion. Nouns that appear in the descriptions of first-level nouns I call second-level nouns. Nouns from second-level descriptions are third-level, and so on. The deeper these levels go, the more complete and immersive the interactive environment, as we’ve seen in previous games like Hunter, In Darkness and Worlds Apart. Out Of The Study puts this technique to some of the best use I’ve ever seen, going very deep indeed with its levels of description:

> x family photo
In the photo you see the professor together with his family.

> x family
The professor is standing in the photo with his wife and five
children.

> x children
The photo is really rather old as the children in it are still very
young. You know that none of them lives at home anymore. On the left
there are twin boys, looking to be of the age at which they have just
started going to school. In the middle, the youngest child, just a
baby, is sitting in her mother's lap. It seems to be hardly one year
old: you cannot tell if it's a boy or a girl, even from the clothes.
[...]

> x baby
The baby, whose sex you are not able to tell, is dressed in a pink
overall.

> x overall
It is just an ordinary babies' outfit.

Given that OOTS is a one-room game, this depth of implementation goes a very long way towards making the environment feel real and interactive. Intriguingly, the point of this depth isn’t just to increase immersion; it’s actually an element of the game’s puzzles, and clues are often buried several levels deep. Enlightenment, from Comp98, explored this technique a little, but OOTS takes it much further.

This game’s puzzles are definitely its best feature. Like many one-room games, it has only a modicum of plot — you’re a thief who has been trapped inside the place you’re robbing, and you must investigate the environment to figure out how to escape. To do so, you have to figure out the mindset of the room’s occupant, and all the regular puzzles are subsections of that overriding goal. The design is generally sound, and I appreciated the fact that the environment was so richly implemented, but it would have been a lot more fun were it not so buggy. There’s a bit of an insect theme in this game, but actual game bugs are not welcome no matter how many metalevels of irony they provide.

Some of the problems may have been due to the ALAN parser; for instance, I found I couldn’t refer to objects by their adjectives, as in the following example where both a “torn photograph” and a “family photograph” are in scope:

> x photograph
[It is not clear which photograph you mean.]

> x torn
[You must supply a noun.]

Being able to refer to an object by any of its name words is a behavior I’ve come to love in IF, and I missed it a great deal during this game. Other things were clearly the game’s fault. For instance, “examine” and “read” were implemented as different verbs, but their implementation was not well-tested, resulting in exchanges like this:

> read books
There is nothing written on the books.

Hope you didn’t pay too much for those books, professor — they aren’t worth the paper they aren’t written on.

Between the game’s bugs, its quirks, and its lack of a walkthrough, I came thisclose to just abandoning it altogether. Happily, some folks over at ifMUD helped me get unstuck so I could reach the ending. Unhappily, that ending is a bit of a disappointment. OOTS succumbs to the temptation to tack on a rather cutesy “twist” ending, but my reaction to it was neither “awwwww” nor “whoa!”, but rather “huh?”

In my view, all that ending does is to make hash of everything that came before, as well as to make the player’s labors seem rather fruitless. I don’t even think it can be justified as bringing some sort of justice to the thief, because it’s unclear how much reality has actually shifted, or how much we are to assume about the game as a whole. There are some good puzzles and a very well-crafted setting here, and with a round or two more of testing and a better ending, OOTS could be a pretty good piece of IF.

Rating: 7.0

Four Mile Island by Chris Charla as Anonymous [Comp02]

IFDB page: Four Mile Island
Final placement: 33rd place (of 38) in the 2002 Interactive Fiction Competition

Note: I can’t really think of a way to review this game without including one major spoiler. So one major spoiler is included. Just FYI.

In Comp2000, Chris Charla entered a game called Infil-Traitor, which purported to be a rickety BASIC game from 1982, but was in fact a rickety BASIC game he had programmed himself the month before the comp started. I didn’t play that game because the compiled version had a fatal bug, so it fell to the bottom of my list and I never got around to actually recompiling it in order to try the playable version. Given that I only found out after the comp was over that the entry was submitted under false pretenses, I kinda thought I’d dodged a bullet there.

I was wrong, because he did it again. Four Mile Island comes with a long and detailed readme which tells the story of how the author used to work in a warehouse that some computer magazines had used as office space and found an old, never-published type-in computer game, typed it in and entered it in the comp with the permission of the author. Even if all this was true, it’d hardly make for a promising comp entry, but of course it isn’t true, it’s just a made-up cover to allow the author to create a near-perfect facsimile of an early Eighties magazine type-in adventure game.

Of course, the question that leaps to mind here, and I’m sure I’m not the only one asking this is: why? Those who played Infil-Traitor are no doubt asking, “For God’s sake, man, why twice?” I mean, sure, it plays just like a game whose source code might appear in a 1984 computing magazine. Yeah, it’s written in BASIC. Yeah, it’s got a two-word parser. Yeah, the plot is something about the Cold War and nuclear bombs. Yeah, it’s pretty buggy. Yeah, it’s got an annoying maze. I grant all these things.

But are they virtues? They were the best we could do at the time, but are they worth recreating? Not to me, they aren’t. I actually like being able to save my game. I think UNDO is a good thing. I think it’s kind of cool how a game can end now and I can actually read the ending text because it’s not running in a DOS window that shuts down after the program exits. An exact replica of a primitive game is no more fun to play than an actual primitive game. I think that’s one of those Zen aphorisms, or something.

Of course, that’s just me. We all have our preferences. And I’m quite sure that to some, my fascination with Infocom-style text adventures and their modern descendants would be just as quirky as someone else’s fascination with type-in games. So let’s hear it for the IF competition, which allows even the strangest retro-text-gaming passions some outlet. If somebody’s idea of a good time is to write up a BASIC two-word parser game that feels just like one I might have typed into my Atari 800 when I was 14 years old, more power to ’em. It just doesn’t happen to be my idea of a good game. Tastes vary.

Rating: 4.1

BOFH by Howard Sherman [Comp02]

IFDB page: BOFH
Final placement: 26th place (of 38) in the 2002 Interactive Fiction Competition

So here’s an interesting one: this game assigns background reading. In fact, the author caused a bit of a dustup on the newsgroups by posting a “background reading recommended” (or, as the post put it, “reccomended”) message that some people felt was tantamount to releasing part of the game prior to the judging period. Apparently, BOFH is based on existing material, a series of stories created by Internet humorist Simon Travaglia. As per the comp rules, the author obtained permission from the copyright holder, thus slipping through the barrier that keeps this sort of thing from happening most of the time. Like the Usenet post, the game’s readme file suggests brushing up on the who, what, why, and how of the BOFH by visiting Travaglia’s web page and reading some of those stories before playing the game.

My decision on how to handle this was first to ignore the Usenet post — I’m not going to do “background reading” for one of 37 comp games I’m judging before the game is even released. Next, once I got to the game in my judging order, I decided to go ahead and read some of the material on the web page, but to count the time spent doing that as part of the two hours I’m spending on the game, as if the web archive were just one gigantic, very detailed set of feelies. Of course, one could easily spend all of two hours perusing the material, so I just took 15 minutes or so and read a few things to get the general feel.

These researches yielded the fact that BOFH stands for Bastard Operator From Hell, and that the stories are the fictional exploits of a nameless network administrator with a decidedly cruel streak. From what I could glean in a short period, the BOFH’s raison d’etre is to punish stupidity (or even ignorance) with extreme prejudice, delighting in the damage and anguish he causes, and gleefully reveling in the loot that accrues from his malicious prowess. The IF version of BOFH, then, casts me as an apprentice Bastard, eager to wreak havoc on the deserving.

Thus forearmed, I fired up the game. The very first thing I noticed was that the debugging verbs are left on. Not a good sign. Shortly after that, I discovered that the game suffers from grammar problems, and some rather poor implementation, like the laptop that can be neither opened nor switched on. Also, the writing fails to explain critical points, such as the fact that after somebody magically appears, he also apparently magically disappears without notice. It seems that newlines also frequently disappear (or rather, never appear to begin with), which looks ugly. Shortly after all that, I found the room where an NPC repeats the same exact speech over and over again, because that speech is apparently implemented as part of his “initial” property, and since he never acquires the “moved” attribute he never switches from using this attribute to a more reasonable description.

It was at about that point that I decided, “Hey, I’m a BOFH, right? It’s my job to punish stupidity with cruelty, right? Let’s go, then.” I typed TREE to get a look at the game’s object tree, then PURLOINed any items that looked interesting. I PURLOINed the NPC, which shut him up quite handily. A SHOWOBJ confirmed that indeed, his speech was implemented in his “initial” property. Tsk tsk.

After a while, the charm faded from this activity, so I just restarted the game and went through according to the walkthrough, still employing the occasional judicious PURLOIN or GONEAR when something looked like too much trouble to bother with. It doesn’t get any better. Rather than mutating entirely into the Bastard Reviewer From Hell, I’ll just say that it would seem Mr. Travaglia should have requested editorial control rather than just giving permission carte blanche, since I’d be rather surprised if this is the game he wants representing his work as IF.

My advice is to spend your time reading the stories on his archive if cruel humor is your cup of tea. They’re sure to be more entertaining and less frustrating than this game, which turns out to be less of a Bastard and more of a luser.

Rating: 3.4 (so close, but ah well, there you are)

[Postscript from 2021: This game was my first introduction to Howard Sherman, a name that lives in infamy for me. A fine explanation of him is available at the archived version of Dave Gilbert’s blog, to which I’ll just add one thing: the guy he threatened to sue for daring to publish a negative review was ME. Pathetic.]

Unraveling God by Todd Watson [Comp02]

IFDB page: Unraveling God
Final placement: 12th place (of 38) in the 2002 Interactive Fiction Competition

And so the legacy of Photopia continues. Here we have a linear, puzzleless narrative, told in small portions out of chronological order, each of which is preceded by a blank screen with one word in the center. Sound familiar? Of course, there are differences: all segments are told from the same point of view, and rather than being a vision of tragedy, Unraveling God is more of a morality tale in the familiar Things Man Was Not Meant To Know tradition. I also don’t mean to suggest that UG is some sort of lame rip-off. It isn’t. I don’t think this game is trying to be Photopia, but is using many of the tools that Photopia used first in order to tell its story.

What we may in fact be seeing is the development of a new subgenre of IF; maybe fragmentation is such an effective way to tell a puzzleless IF story that it’s bound to become a time-honored technique in story-heavy games. The story and the writing are certainly the feature attraction in this game. You play Gabriel Markson, a scientist who has stumbled across a way to freeze organisms in suspended animation without the use of cryogenics. You are also, as a number of well-judged character details indicate, not a very nice guy. The game’s prose does a fine job of portraying the PC as a complex villain, someone who has elaborate mental structures dedicated to justifying his behavior, and this portrayal makes his opportunities for redemption meaningful. There are one or two logical gaps in the story, but for the most part events interlock nicely, which also lends power to the story’s climax.

The technical elements, unfortunately, weren’t as trouble-free. To begin with, UG started with the inherent disadvantages of the ADRIFT parser, and didn’t manage to overcome them with careful compensation like The PK Girl did. Because the game is more or less puzzleless, the parser’s deficiencies didn’t hurt it as much as they hurt this year’s other ADRIFT game, A Party To Murder, but they were still fairly irritating. In addition, this game had its own unique problem, which was that it was plagued by a mysterious lack of articles. For instance:

X FOLDER
A typed label on the manilla folder reads, "Time Magazine draft
article." Manilla folder is closed.

GET FOLDER
You take manilla folder from the desk.

OPEN IT
(manilla folder)
You open manilla folder.

This kind of thing happened throughout the game, and kept reminding me of that old Saturday Night Live skit from the 80s where Tonto, Tarzan, and Frankenstein sing or read well-known works like “The Raven”: “Once upon… midnight dreary… While pondered… weak, weary…” The frequent injection of unintentional comedy doesn’t do much for a dramatic story. The grammar errors didn’t help either.

Still, I found some value in UG despite these flaws, and there’s one more thing I’d like to point out about it: this game is pretty clearly a work of Christian IF, and it is Christian IF done properly. I’m not a Christian, and I’ve been offended in the past by games like Jarod’s Journey whose overt mission is an evangelical one. This game chooses a richer path, which is to tell a story set in a world in which Christian myths turn out to be true, and exploring the consequences and subsequent choices for the characters once this revelation occurs. It’s not exactly great religious literature, but it does manage to portray a Christian world without condescension or arrogance. Because it allows a little complexity into its world, UG ends up a more thought-provoking and rewarding piece of work than the sort of Christian IF that just wants to shout scripture at the player.

Rating: 6.9