The Edifice by Lucian Smith [Comp97]

IFDB page: The Edifice
Final placement: 1st place (of 34) in the 1997 Interactive Fiction Competition

You’re an ape, spending your days hunting for Food and fleeing from Enemies. You have these little thumbs, too, that set you apart from the Others. Suddenly one day, a huge black Edifice appears before you, arousing your wonder and suspicion. I can almost hear “Also Sprach Zarathustra” in the background: Daaaaaaaa, Daaaaaaaaa, Daaaaaaaaaa….. Da-Dummmmmmm! However, from this highly derivative beginning, The Edifice ventures quickly into much more original territory. It seems that once you enter the monolith, you find yourself able to enter various stages of human development, from the discovery of fire to protecting your village against plundering marauders. The idea works very nicely, putting the player into puzzle-solving situations which blend very naturally into the game’s environment and using the edifice itself as a sort of frame around the smaller narratives as well as a hinting device.

One section of the game in particular I found really remarkable. On the second level of the edifice, you find yourself as a very early human, living in a family unit in the woods. Your son has a fever, and to cure him you must find the Feverleaf, which can be made into a healing tea. However, no Feverleaf seems to be available anywhere, until you stumble across a Stranger. Unsurprisingly, however, the Stranger does not speak your language, and so you are faced with a problem of communication. The game does an incredible job with simulating this situation. I was astonished at the level of realism which this character was able to achieve, and at the care that must clearly have gone into fashioning this interaction. I’ve rarely seen such a thorough and effective establishment of the illusion of interactivity. The Stranger did not of course respond to English words in understandable ways. However, you could point to objects, or speak words in the Stranger’s language, and gradually the two of you could arrive at an understanding. It was an amazing feeling to be experiencing this kind of exchange in IF… I really felt like I was learning the Stranger’s language. It will always remain one of the most memorable moments of this 1997 competition for me.

I spent a lot of time on this one encounter, but I spent more time on the first level of the edifice, where you learn how to fashion a spear, how to hunt, and how to cook your meat over a fire. All of the puzzles in this section were logical, and the implementation was characteristically thorough and rich. However, this level is also where I ran into the game’s one major flaw: its scoring system. Upon typing “score”, you are told something along the lines of “You have visited two levels of the Edifice and solved none of them. You are amazingly discontent.” However, sometimes “amazingly discontent” changes to “very content.” for reasons that aren’t at all clear. Moreover, I did everything that the etchings indicate on that level, but the game still insisted I had not solved it. I worked on this until I got so frustrated with it that I just went up to the next level. I’m not sure whether these irregularities in the scoring system were intentional or not, but I found that they were the only significant detractions from an otherwise excellent game.

Prose: The author did a superb job with the prose. Objects and rooms were described carefully and concisely, and in fact their descriptions often changed to reflect the character’s expanding knowledge. In the beginning, words are simple and their meanings often archetypal: Rock, Enemies, Others, etc. As the game progresses and the character continues to evolve, the diction becomes more complex and the meanings more specific. This is the type of effect that a graphical game could never achieve, since it arises from the nature of the prose itself. That the game can achieve this effect shows that it is very well written indeed.

Plot: I didn’t finish the game, so I’m not sure whether the mystery behind the edifice is ever revealed. From what I saw, the game’s plot was a clever device to put the player into various moments in the history of human development. Its central device is rather clearly lifted from 2001: A Space Odyssey, but other than that it’s an excellent frame story around fascinating vignettes.

Puzzles: I think the language puzzle was the best one I’ve seen in interactive fiction this year. Certainly it was the best in the competition — it advanced the narrative, developed the character, achieved a new kind of IF character interaction, and packed a powerful Sense of Wonder. The other puzzles I encountered were also very good, arising quite intuitively out of the game’s situation and objects. My only frustration was with the elements of the game which suggested I had more to solve but never seemed to indicate what those things were.

Technical (writing): The Edifice‘s prose was quite error-free.

Technical (coding): Aside from the problems with the scoring system, the coding was outstanding. Synonyms abounded, and almost all logical or intuitively available actions were accounted for.

OVERALL: A 9.2

Down by Kent Tessman [Comp97]

IFDB page: Down
Final placement: 20th place (of 34) in the 1997 Interactive Fiction Competition

Because it’s hard to discuss Down without discussing its premise, this entire review should be considered spoilery.

Well, Down is the first Hugo game I’ve ever played, so I know that many of my initial reactions to it were actually reactions to the Hugo engine and interface itself. These first reactions were mainly positive. I used the DOS version of the Hugo engine, and found that its presentation was clean and asethetic. There were some nice effects available from using colored text, and an attractive menu system. Room descriptions looked good, with bold titles and slight indentations at the start of their descriptor sentences. Having sized up this interface and found it good, I was ready to enjoy Down, a game written (as I understand it) by the same person who created Hugo itself.

Unfortunately, I ran into difficulty right away. The game presents a puzzle within the first few moves, announcing that the player character’s leg is broken, making walking impossible. OK, so what’s the logical solution? How about crawling somewhere? Regrettably, “crawl n” brought the response “You’re not going to get anywhere on just hands and knees–you’ll have to try and figure out some way to walk.” OK, shoot. So I can’t crawl anywhere either. I spent the next 20 minutes trying to figure out how to leave the initial location. Finally, frustrated to the breaking point, I turned to the walkthrough, only to find out that what I needed to do was “crawl west.” Hey, wait a second! I thought I wasn’t going to get anywhere on my hands and knees! I guess I can after all. The game has several instances of this kind of problematic prose, making it difficult to progress without a walkthrough.

However, the story is worth experiencing, walkthrough or not. The author presents a very realistic and highly compelling puzzle-solving situation: you are the survivor of a plane crash. You must help your fellow passengers and somehow prevent the plane from killing you all when it explodes, as it inevitably will. This situation is a natural one for interactive fiction: you must traverse a limited area, under pressure from a time limit, solving very real puzzles with dozens of lives in the balance. Even though there are some problems with the prose and puzzles, it’s still a memorable feeling to crawl through the wreckage, a situation made even more evocative by the fact that it really could happen to most anyone.

Prose: The prose often does a nice job, especially with broad, sweeping tones such as setting up the feeling of urgency associated with the plane and with rendering the human tragedy caused by the crash. It’s in smaller moments that it fails, and the failure is not so much one of tone or voice as it is one of diction. The words chosen are simply not the correct ones to convey what turns out to be the case. For example, a seat is described as “almost against the wall,” but when you look behind it you see a small boy. Well, to me when something is almost against the wall, the distance in between is a matter of inches, certainly not something a child could fit into. Down would have benefited from words more carefully chosen.

Plot: The plane crash is definitely a very strong foundation upon which to build a plot, and Down exploits many things about that situation quite well. Interestingly, however, there are some narrative hooks on which resolution is never delivered. For example, I fully expected to be able to radio for help from the cockpit, so that my fellow survivors and I could get the medical attention that we need. Instead, there wasn’t even a radio mentioned. Also, you meet two passengers (husband and wife), one of whom is injured and bleeding badly. I thought perhaps this was a puzzle, and that I needed to help stop the bleeding. Not the case — apparently they were just there for scenery. The man never gets help from his wound, even at the end. I found this ending unsatisfying, though that’s not necessarily a bad thing. It makes sense that even after serious heroics, survivors of a plane crash would still find themselves in a very difficult situation, but it’s not the kind of resolution I’m used to.

Puzzles: The puzzles in general didn’t make a whole lot of sense to me. I liked the splinting puzzle, since it was logical and fit well into the story’s flow. However, other puzzles like that of the tree lodged in the plane didn’t ring true to me. Would you really set a huge fire inside something that you thought might explode? Wouldn’t you spend your time helping other passengers take shelter in the woods instead?

Technical (writing): I found no errors with the writing.

Technical (coding): The game’s implementation was solid as well.

OVERALL: A 6.3

CASK by Harry M. Hardjono [Comp97]

IFDB page: CASK
Final placement: 31st place (of 34) in the 1997 Interactive Fiction Competition

Well, a game subtitled “my first stab at Interactive Fiction” doesn’t inspire much confidence. CASK is another one of those “I wrote this game to learn Inform” games that seem to be so popular this year. None of the other languages, even AGT, have inspired this particular genre of competition entry this year (with the possible exception of Mikko Vuorinen’s Leaves, written in ALAN), and I think it’s worth ruminating on the reasons for that. Inform is a sophisticated system, and there certainly have been no dearth of complaints on the IF newsgroups about how difficult it is to write programs with its C-like, object-oriented structures. Nonetheless, many people (including some of the people complaining on the newsgroups) have been able to use Inform well enough that they felt the results of even their first efforts were worthy for submission to the competition.

I think that part of the reason for this is that Inform’s libraries are comprehensive and detailed enough that even the barest shell .z5 game seems rich with possibility — dozens of verbs are implemented and ready to use, and creating simple rooms and objects is quite easy. The depth to which the Inform libraries are crafted allows even a designer’s first efforts to seem, at first blush, on a par with simpler Infocom adventures. Moreover, Inform enjoys a special place in the ftp.gmd.de hierarchy: besides being lumped in with all the good, bad, and indifferent systems in if-archive/programming, it also resides in if-archive/infocom/compilers. Consequently, anyone who came to IF by way of Infocom can stumble upon it in their first visit to the archive, simply through connecting to the most familiar word and then saying “Wow, the Infocom compiler is here?” I know that’s how it happened for me. Inform’s .z5 format is a nice piece of wish-fulfillment for all of us who wish that we could still get a job at Infocom. So just because Inform is granted this privileged association with Infocom, does that mean that a certain set of its users feel that their first efforts are on Infocom’s level, without a substantial amount of effort on the part of the author? Perhaps, but all these pieces combined don’t explain the trend I’ve seen this year. I’m not sure what the rest of the explanation is, but I do know this: I hope the trend won’t last. It doesn’t add a lot of quality interactive fiction to the archive, just a lot of shoddy Inform examples.

Which brings me up to CASK. The idea here is that you’re trapped in the basement of a winery, abducted for no apparent reason by your new employers. You must use your wits and the objects about you to make your escape. However, the real truth is that you’re trapped in a below-average interactive fiction game, which was entered in the contest for no apparent reason by its author. You must decipher vague prose, evade coding bugs, and defy logic to escape. Luckily, it doesn’t take too much time as long as you have help. Bring your walkthrough! CASK helped its author learn Inform. Let’s see that knowledge applied to the creation of a quality IF game.

Prose: There were a number of areas in which the vagueness of the prose contributed rather unfairly to the difficulty of the puzzles. [SPOILERS AHEAD] For example, at one point in the game you find a rusty saw, whose description reads “It is a rusty saw.” (Oooh! Now I understand! Glad I examined that!) When you try to cut something with the saw, the game tells you “You cut your fingers on the saw. Ouch!” Now, I’m no genius, but I do know which end of a saw to hold. It’s the handle, right? There’s nothing in the description suggesting that this saw doesn’t have a handle, so how would I cut my fingers? Is the handle sharp? Turns out you have to wrap a cloth around the saw then cut a hole with it. Though it seems to me a saw with a cloth wrapped around it isn’t going to have much cutting power. [SPOILERS END] Dealing with prose like this makes me feel like the character is supposed to be woozy and probably blind and pretty clueless as well. I hope the effect is unintentional.

Plot: Oh, I’m sorry. I gave away the plot earlier. You have to escape from a basement.

Puzzles: There are really only a few puzzles in this very short game, several of which involve having a switch in the right position (though figuring out which position is right is largely a matter of guesswork. Luckily the switch has only two positions, so even the brute-force solution doesn’t take long). There’s also a bit of outfox-the-parser, some find-the-bug, and a good deal of figure-out-what-the-hell-the-prose-means.

Technical (writing): The writing featured several entertaining errors. In one room (of the three total in the game) you can see that the room “has relatively few noteworthy” aside from “an old heavy machinery”.

Technical (coding): This game could definitely have used a great deal more testing. Object descriptions repeat when they shouldn’t, and some trapped responses behave in bizarre ways.

OVERALL: A 3.1

A Bear’s Night Out by David Dyte [Comp97]

IFDB page: A Bear’s Night Out
Final placement: 5th place (of 34) in the 1997 Interactive Fiction Competition

So you’ve played the plundering adventurer. You’ve been the mage, and the detective, and the stellar patroller. You’ve stepped into the shoes of priests, tourists, English lasses, time travelers, and picnic-weary bridge-lovers. You’ve even played a dog. Time for A Bear’s Night Out (hereafter called ABNO), which puts you into the persona of one of the most unlikely heroes ever seen in IF: a teddy bear. The game is based around a magical “Velveteen Rabbit” premise — when the humans fall asleep, the stuffed animals get up to roam the house. When the night comes, you must set to work, gathering various objects so that your owner, who is perfectly wonderful but somewhat disorganized, will be ready to take you to the Teddy Bear Picnic tomorrow. This charming idea is carried out with aplomb by ABNO‘s lovely prose. The author has obviously taken a great deal of care to ensure that everything from room descriptions to library messages assist in constructing the player character, a cuddly, fuzzy teddy bear owned by some fellow named David. For example, to the command “jump”, the game responds “Full marks for cute and furry, but none for achievement.” This kind of care with implementation really helps a player become immersed in the setting and the characters.

Interestingly, ABNO bills itself as “An Interactive Children’s Story.” Perhaps this is from some misconception that playing a teddy bear is an activity suitable only for children. Whatever the reason is for the description, I think it’s a mistake; the difficulty of its puzzles makes ABNO a mighty tough game for kids. This is not to say that the story’s content is unsuitable for children in any way — it certainly is not. However, several of the puzzles had me stumped, and I suspect the same would be true for the majority of kids who encountered them. Some of these difficulties are due to some missing verbs: [SPOILERS AHEAD] for example, one of the crucial puzzles in the game requires you to ride the cat, but the word “ride” isn’t implemented. [SPOILERS END] Other puzzles are difficult, well, just because they’re difficult. Many key elements of the game are unreachable without first solving several interrelated puzzles, none of which by themselves are enough to significantly advance the story. The game provides a fine hint system, and its puzzles are logical and fit well into the story. However, the textual clues that surround them still fall a bit short of sufficiency; several of the messages given by the game fail to indicate the significance of the particular actions as well as they should.

This point aside, ABNO is a delightful game. It is well-written and, for the most part, well-coded, including a number of details which serve to enrich the childlike, enchanted game world. For example, the television runs a very funny infomercial for a hardware z-chip, to turn your computer into “the interactive fiction machine of your dreams!” The cat’s random event routines create an endearing illusion of feline unpredictability. Judiciously chosen box quotes enhance the game’s sense of magic and wonder. Finally, perhaps the best touch of all, all the elements of the full score are written alliteratively: “furry fashion” for wearing your coat, “kindness to kittens” for petting the cat, etc. The combined result of all these details is a world well worth visiting by children and adults alike.

Prose: ABNO‘s prose is without a doubt its best feature. The writing strikes just the right tone, soft and forgiving, much like the game’s protagonist. The author clearly understands how much the game’s prose serves to shape the main character. For example, describing the door leading outside as “A tall and forbidding locked door” performs several functions in one concise phrase: “Tall” reminds us that we are playing a short teddy bear, to whom ordinary objects seem quite imposing. “Forbidding” reminds us that our character is used to the home — the outside world is large and scary. And of course “locked” lets us know that we won’t be getting through it without a key. The game’s prose is full of this kind of well-crafted prose. Bravo.

Plot: Here the game falters just a tiny bit. The idea of playing a teddy bear is great, but the plot of gathering items for the picnic doesn’t lend much of a sense of urgency to the game. It’s sweet, and it serves, but it doesn’t propel the narrative with much strength. Instead, it seems more of an excuse to take our furry protagonist around the various areas of the house so that we can experience them at a bear’s eye view.

Puzzles: [SPOILERS AHEAD] As discussed above, the puzzles aren’t terrible or unfair or irrational, but some of them are a bit illogical (an answering machine crashing to the floor fails to wake my owner?), and others are somewhat counterintuitive (a soft little teddy bear can hit a pipe with enough force to dislodge the sludge that gravity isn’t affecting?). [SPOILERS END] In addition, as I mentioned some of the puzzles aren’t really as well-clued as they should be. At their core, the puzzles are good, but they could use another round of testing to iron out the kinks.

Technical (writing): I found no technical errors in the game’s writing.

Technical (coding): Aside from the fact that “ride” should have been implemented as a verb, the game’s implementation was quite solid.

OVERALL: An 8.3

Congratulations! by Frederick J. Hirsh [Comp97]

IFDB page: Congratulations!
Final placement: 30th place (of 34) in the 1997 Interactive Fiction Competition

This game started out with such promise. It cleared the screen, then gave a good paragraph outlining the situation: you’ve just had a baby, and are awed with the responsibility inherent in your new life as a parent. You’ve brought your baby home, and prepare to face your new challenges. Wow, I thought. What a great setting! The baby can provide realistic character interaction because although IF characters are only capable of very simple responses, that’s all a baby is capable of, too! Not only that, there are several natural puzzles inherent in the situation of new parents — the game can be challenging, fun, and maybe even educational. I shouldn’t have gotten my hopes up. The first clue that all was not well in Congratulations! was the first room description: “You are in your comfortable living room. There is a room to the north and stairs to the west.” Wow, I feel like I’m there! OK, so there’s no need for sarcasm — it was a disappointment, just like most of the rest of the game. The in-game instruction book felt woefully inadequate (especially since the last game I played was Poor Zefron’s Almanac), the puzzles were lame and the implementation was lazy. It was also short, though in this case the brevity was a blessing.

All of the text in the game (with the exception of the opening paragraph) is terse and uninformative. Details are nowhere to be found, and in fact even full sentences seem pretty scarce from time to time. For example, a common distress message is “Baby cries!” Articles, anyone? I’m always a little puzzled when a piece of text IF offers so little in the way of text, but Congratulations! does just this. It almost feels like a skeleton of coding, waiting to be fleshed out by a real game. You know, paragraphs and such. I’m not sure whether this sparseness has to do with lack of effort, inability to write, or what, but it detracts greatly from the game experience.

Unfortunately, the coding seems to adhere to the same standard as the writing. Room headers appear in caps or lower case more or less at random. The response to “examine baby” is “As you gaze into your baby’s eyes, it stretches out its arms, opens its mouth, and barfs on you.” Mildly funny once, nonsensical and irritating after that. A reasonable command like “put diaper on baby” is met with:

Baby wails!
Putting things on the baby would achieve nothing.
 Baby cries!

It goes on like this. If having kids was as difficult and tedious as playing Congratulations!, our population problem would be solved.

Prose: I think “minimalist” is the key word here. How about these room descriptions: “bedroom: You are in your nice bedroom.”; “cute baby nursery: You are in your cute baby nursery.”; “Kitchen: You are in your brand new gourmet kitchen! To the south is your pleasant living room.” You get the idea. The same applies to object descriptions, character responses, and pretty much everything else written by the author. The Inform library’s stock responses seem florid and baroque by comparison.

Plot: Stop the baby from crying. Yes, that’s it. Hope I didn’t give away too much.

Puzzles: It’s not that the puzzles themselves are all that bad, just that the poor implementation makes a lot of the puzzles into wrestle-the-parser problems. For example, I have a baby and a diaper. What do I do? “Put diaper on baby?” No. “Diaper baby?” No. “Baby, wear diaper?” No. “Give diaper to baby?” No. “Cover baby with diaper?” no. “Wrap diaper around baby?” No. That’s how most of it goes.

Technical (writing): Aside from the occasional period missing off the end of a sentence or letter missing a word, the writing was technically fine. What there was of it, anyway.

Technial (coding): As I’ve outlined above, the coding left quite a bit to be desired. Many synonyms were missing, many illogical situations were allowed, and the commands available were far too restrictive.

OVERALL: A 3.9

[Postscript from 2020 — This game became infamous in the IF world as “the one where you can put your baby in the blender.” Such an action never occurred to me, but it certainly fits in with the slapdash implementation I experienced.]

Poor Zefron’s Almanac by Carl Klutzke [Comp97]

IFDB page: Poor Zefron’s Almanac
Final placement: 7th place (of 34) in the 1997 Interactive Fiction Competition

Right about the time that Poor Zefron’s Almanac (hereafter called PZA) starts feeling like another humdrum sword-and-sorcery game, it executes a nice surprising twist. To say too much more would be to give the game away, but the fact that the author bills PZA as “an interactive cross-genre romp” is a clue toward its direction. This twist made the game refreshing and fun again, especially after the frustration it caused me when I began playing it. More on that later. PZA does several things very well, one of which is its eponymous book, a tome owned by your wizardly master Zefron and left behind after his mysterious disappearance. This almanac contains a feature unique to all the CONSULTable items in IFdom (as far as I know): it can be BROWSEd. Browsing the almanac brings forth a random entry from within its pages; not only is it great fun to read these random entries, it also gives a sense of how thoroughly the almanac has been implemented. This device would be most welcome in other IF… how I’d love to browse the Encyclopedia Frobozzica or the Hitchhiker’s Guide to the Galaxy! Just having the book at hand lent a sense of scope and excitement to PZA.

Unfortunately, my first 45 minutes or so of playing this game were extremely frustrating. PZA suffers from a couple of serious design flaws, the gravest of which is its repeated violation of the Fifth Right (from Graham Nelson’s “Player’s Bill of Rights”): not to have the game closed off without warning. Because of a fairly flexible (but extremely temporary) magic spell that becomes available at the very beginning of the game, I found myself repeatedly stranded, unable to proceed and forced to RESTART. This happened again later on in the game — I committed a perfectly logical action and found out hundreds of turns later that this action had closed off the endgame. This is a frustrating experience, and one that could easily have been avoided with a few minor changes to the game’s structure, changes which would not have had any discernible effect on puzzles or plot. In addition, there are a few areas in which the player character can be killed without warning, always an unwelcome design choice. PZA is (as far as I know) Carl Klutzke’s first game, so chalk these flaws up to education. I look forward to playing another Klutzke game as well-implemented as PZA, but designed more thoughtfully.

One nice element of PZA was its facility with IF homage. The game’s “cluple” spell not only had a name that sounded straight out of Enchanter, it was virtually identical to that series’ “snavig” spell. The almanac itself (as well as a number of other features) was a skillful allusion to The Hitchhiker’s Guide to the Galaxy. Finally, the XYZZY command response is one of the more clever I’ve seen in a while. Clearly PZA‘s author is a devotee of the old games, and his devotion shows in his work. I am hopeful that his next piece of IF will live up to his worthy aspirations.

Prose: The prose in PZA is generally very good. Rooms, objects, and random events are described concisely but with attention to detail. Some of the locations are rather sparsely treated (for example, the town consists of one location), but such skimping is always done in service of the plot, and more detail would serve to distract rather than to enrich.

Plot: This is definitely the strongest point of PZA. The game starts out with an engaging hook, and after the twist I was definitely enjoying the direction of the story quite a bit. In addition, the author has manipulated the scoring system in such a way as to give the feeling of multiple endings. Granted, many of those endings amount to one version or another of “*** You have died ***”, but not all of them. There are more and less successful solutions to the story, and they are integrated so naturally into the endgame text that they almost escape notice. One of the nicest implementations of multiple endings in the competition.

Puzzles: Here there were problems. What happens to PZA is that its individual problems are well-considered, and their solutions are perfectly logical. However, when the actions that comprise those solutions are attempted in other areas of the game, they all too often drive the narrative into a blind alley from which there is no escape. It’s one of the hardest balancing acts in interactive fiction: how to have sensible puzzles logically integrated into the game, without making the narrative too linear, which in their elements create no dead ends for the player. PZA doesn’t pull it off.

Technical (writing): I found no technical errors in the writing.

Technical (coding): Once I played PZA on WinTADS, I had no problems with it. I started out trying to use it on my old DOS version of TR, and before I could even get one command out it was giving me TADS “Out of Memory” errors. Whether this is a bug in the program of the interpreter, I don’t know enough about TADS to say.

OVERALL: An 8.0

E-MAILBOX by Jay Goemmer [Comp97]

IFDB page: E-Mailbox
Final placement: 27th place (of 34) in the 1997 Interactive Fiction Competition

Well, if there’s a prize for shortest competition game, E-MAILBOX will win it hands down. Clocking in at just under ten minutes, it barely gets off the ground before telling you either that you’ve won or that you’ve just met your death by having your body’s cells torn apart from one another. Not much of a menu, but at least either way the end comes quickly. The game purports to be “A true story based on actual events that occurred to a real individual,” but is written in a broad, exaggerated tone that is probably meant to be burlesque. It’s funny, in a limited kind of way, but it’s hard for the game to do very much when it ends so quickly.

One thing that it does do well is proves that an AGT game can hold its own in a modern competition. E-MAILBOX is short, yes, but it’s fun while it lasts. I used Robert Masenten’s AGiliTy interpreter for the first time, and found that it produced output that was well-formatted, easy-to-read, and even sometimes (gasp!) aesthetically pleasing. The game achieves a few nice special effects — nothing that couldn’t have been done with Inform or TADS (I don’t know enough about Hugo to say one way or the other) but nothing to sneeze at either — and generally works imaginatively with the text format. Of course, one wonders whether E-MAILBOX was kept so short in order to disguise the limitations of its programming system. There is virtually no navigation within the game, and the very linear design prevents most parser experimentation. Thanks to the handy AGT counter, I know that E-MAILBOX has a grand total of 4 locations, some of which only respond to one command. This game is a brief bit of fun, but the jury’s still out on whether AGT can match up to more modern systems when it comes to more substantial works.

There are some interactive fiction games that are epic, and may take even a great player a three-day weekend to complete (without looking at any hints, of course). Then there are those which could take up a day or two, and those (many of the competition games, for instance) which might fill a long lunch break. Play E-MAILBOX over a 15 minute coffee break. You’ll have some fun and still have time for a brisk walk.

Prose: I found the prose in E-MAILBOX to be pretty over-the-top. As I say, I think it was intended as burlesque, but its outrageousness seems forced. It comes across as the prose of a voice which is promising, but has not quite fully matured. It’s not exactly the sophomoric arrogance of something like Zero Sum Game — more an overly sincere zaniness.

Plot: The plot is so short and simple that it’s hard to tell much without giving away the ending. Basically, it centers around trying to send an email message. (See, I told you: short and simple.)

Puzzles: Well, I never found anything that I thought really qualified as a puzzle. The actions necessary are either entirely obvious, or entirely obscure but well-prompted by the parser.

Technical (writing): I found no errors in E-MAILBOX‘s writing.

Technical (coding): As I said above, the game does a nice job for something so short. The author makes an AGT game fun to play, which in my experience is no small feat. A well-implemented piece of work, short work though it may be.

OVERALL: A 5.8

Friday Afternoon by Mischa Schweitzer [Comp97]

IFDB page: Friday Afternoon
Final placement: 16th place (of 34) in the 1997 Interactive Fiction Competition

You work in a cubicle. When the printer breaks, you’re called upon to fix it. You write programs and then write the documentation for them. But you’re not a nerd! This is the premise behind Friday Afternoon (hereafter called Friday), Mischa Schweitzer’s game set in corporate cubicle culture. Friday isn’t Dilbert by any stretch of the imagination — it’s less a spoof on that culture than it is a puzzle-solving game using the cubicled workspace as its backdrop. It starts with a relatively simple goal (finish the items on your to-do list), throws in a few puzzles to complicate things, and goes from there. These puzzles are well-done — they don’t serve to advance the plot very much (since there is no plot to speak of), but they feel natural to the setting, and their solutions are usually sensible and intuitive. In fact, several puzzles can be solved by relatively mundane actions, but the feeling of putting together the logic to find the right mundane action is quite satisfying.

A less pleasant part of Friday is its construction of yet another annoying player character. This character’s main motivation seems to be a desire to prove the fact that he (see below) is not a nerd, by way of going on a date. Now, maybe many people do struggle with this kind of identity crisis, but for the narrative’s purposes it makes the main character seem shallow and unappealing. The character’s gender is never specified by the game, but one section in particular shows that the character is very probably a male, and very definitely a sexist. The unfortunate thing about this is that none of it is really necessary. The sexism demonstrated by the calendar puzzle could just as easily have been pushed off onto other characters without touching the main character. The date doesn’t have to prove that the character isn’t a nerd — it could just be a date, like regular people go on without having to prove something to themselves. As it is, Friday contributes to some rather unattractive stereotypes about the type of person who works in a cubicle.

Of course, this is not to say that the game sets out to make a grand point — I’m quite sure that it doesn’t. According to the author, the game started out as a light satire of his own office. I have no doubt that this early version was a great success, since the core of the game is entertaining and clever. For the competition version, he added a couple of puzzles, and removed all the inside jokes and Dutch words. The result is definitely generic enough to feel like it applies across the board. I work in a financial aid office as a counselor, but several of the puzzles still felt like they could have happened to me. Overall, Friday Afternoon is an enjoyable game and a nice utilization of an underused subgenre in IF. (What happens when the protagonists of college games graduate? They become the protagonists of office games!) It’s flawed by some problems with the player character, but is aided by fine characters, very good puzzles, and solid implementation.

Prose: The prose in Friday definitely has an odd feel to it, as if something is just a bit off. I attribute this to the fact that the author is not a native English speaker — the awkwardness is probably due to a very slight discomfiture with the language. Of course, this is not to say that the prose is bad. It usually does its job quite well, conveying humor and frustration effectively. There’s just a slight unnatural feeling to it.

Plot: There isn’t much of a plot in Friday. It’s basically yet another variation on the “check items off of a list” flavor of IF. Of course, the great thing about Friday is that by placing the to-do list in an office setting, the game gains a very realistic feeling. I really do deal with situations every day where I have a list of things that need to be completed before I can leave work, and so the logic of a game written around such a list feels quite genuine. This device allows the game to escape the aura of contrivance that mars other “recipe” games.

Puzzles: The best feature of Friday is definitely its puzzles. They fit so seamlessly into the setting that I’d be willing to bet that the author has faced several of them in real life. Puzzles like repairing the glasses require several steps, wherein each step is logical and natural but also requires a bit of resourcefulness. Solving puzzles like these provides a feeling of accomplishment that no simple mechanical or lock-and-key puzzle can give.

Technical (writing): There was a slight flavor of awkwardness to the writing, but to the author’s credit it didn’t often manifest itself in outright errors.

Technical (coding): I found no bugs in Friday.

OVERALL: A 7.7

Sunset Over Savannah by Ivan Cockrum [Comp97]

IFDB page: Sunset Over Savannah
Final placement: 6th place (of 34) in the 1997 Interactive Fiction Competition

Sunset Over Savannah (hereafter called Sunset) is one of the most impressive, enjoyable, and successful games of the 1997 competition. Interestingly, it shares a strategy with another very successful game, She’s Got a Thing for a Spring: both games present a natural world where fantasy-style magic is subtle to the point of nonexistence, but which nonetheless is suffused with wonder, divulging incredible sights that move the spirit as strongly as ever did any of Gandalf’s fireworks. The game takes place on a beach whose implementation is exquisitely complete, a small space which allows a great number of options within it… narrow but very deep. In itself, implementation of this depth carries a kind of magic, the kind of delirious sense of possibility inherent in all the best interactive fiction. The magic goes beyond this, though. The puzzles in the game (at least, the ones I had time to solve) are focused on a single theme: finding magic and wonder in a seemingly mundane world. As you wander the game’s beach and find ways to ferret out its secrets, those secrets display themselves in fiery sequences of enchantment and glamour. It’s an effect whose emotional impact could not be duplicated in a graphical game, only imitated. The arresting visuals would be there, but they would only carry a pale shadow of the reverential awe conveyed by the author’s excellent prose.

In a gutsy choice, Cockrum centers his game around emotional transition, presenting a player character whose inner state is conflicted: you’re at the end of your vacation (shades of Trinity), and the experience has made you reassess your life, especially in relation to your mind-numbing job. Is it possible that the best thing you could do is to quit, and try to set your feet on another path? In pursuit of the answer to this question, you wander the beach at Tybrisa Island, near Savannah, Georgia (hence the game’s title,) discovering amazing sights in your explorations. Going further than simply making an emotional journey the subplot of his game, Cockrum focuses the action upon it. The game’s “scoring” system does keep track of puzzles solved, but does it in emotional rather than numerical terms, starting with “conflicted” and moving through “astonished”, “respectful”, etc. I thought this innovation worked brilliantly. As someone who is interested in experimenting with the concept of score in IF, I was greatly pleased to see a game whose scoring system fulfilled the basic purpose of a score (keep players posted on their progress) and went beyond it in such a flexible and artistic way. The fact that the “emotion register” on the status bar changed not just in response to progress in puzzle-solving, but also to smaller changes in game state (switching briefly to “refreshed” after a quick dip in the ocean, for example) lent a depth of characterization to the player’s avatar which was perfectly suited to the medium of IF. I hope that authors take the lesson from Sunset that score can serve not just as a gaming metafunction, but also as a primary driver for the plot.

The game’s design is also first-rate. Following the example set by LucasArts’ games, Sunset is impossible to put in an unsolvable state. Impressively, it achieves this degree of closure without ever resorting to arbitrary, contrived, or artificial devices. Instead, the gaps are covered so naturally that they often enhance the game’s sense of realism. For example, if you pry a brick from the stony path, then lose that brick beneath the waves, the game says “With the path breached, you could probably excavate another brick.” It’s simple, it’s natural, and it prevents the irrevocable loss of an important item. The game’s structure is tight and smart, forgiving and flexible. In addition, there are several touches which reveal significant care and attention on the part of the author. Sunset provides very thorough instructions for players new to IF, a document into which the author clearly put great deal of effort. It also presents a thoroughly implemented hint system, and several sections of documentation, including credits, a list of features, and a listing of the author’s design philosophy, in which he acknowledges his debt to LucasArts. The puzzles are difficult, and there are a few bugs in the implementation, which are why this game stopped just short of being a perfect 10 for me. Once those bugs are fixed, Sunset Over Savannah will be one of the best games ever to have emerged from the interactive fiction competitions.

Prose: The game’s prose is of a very high quality. Cockrum faultlessly conveys the mood of the beach in Sunset‘s room descriptions. The prose employed at the magical moments was breathless with a sense of wonder, imparting just the right amount of awe and astonishment without going over the top into cheesiness or melodrama. And as someone who works in a job that I find less than thrilling, I thought that the sections dealing with the emotional turmoil brought be examining such a situation and trying to figure out what to do about it were expertly handled.

Plot: I think the game’s plot is a master stroke. Sunset has as much or more thematic unity as any interactive fiction game I can think of, and this unity lends a sense of sweep to the plot which makes the game such a powerful experience. Sunset establishes its focus from its first few sentences, and from that point on every piece of the game is an elaboration or variation on that conflicted, questioning theme. This seamless melding of plot and design made Sunset seem like more a work of art than a computer game.

Puzzles: This is where I stumbled just a bit. However, I’m not yet convinced that my stumbles are entirely the fault of the game. For one thing, the game’s environment is so rich that I didn’t get around to really focusing on puzzles until I’d played for about an hour, at which point I only had an hour left to concentrate on puzzle-solving before the competition time limit ran out. However, during that time I found it difficult to solve any puzzle, and I finally turned to the hints with about a half-hour left. What I discovered was that often the answers to the problems I was having were things that never occurred to me because of my unconscious, implicit assumptions about the depth of the game’s implementation. [SPOILER WARNING] For example, at one point I need a thin line to tether something, and the solution is to take the strap off of the swimming goggles I’ve found. It simply never occurred to me to take this tack in the game, though it’s something I would have come up with pretty quickly in real life. Why? I just assumed that the goggles were implemented to be all of a piece — I didn’t realize that the game designer had put enough care into them to make the strap detachable. [SPOILERS END] I solved two major puzzles in the game, and I look forward to returning to it and solving more. I’ll do so with a new paradigm in mind, and the fact that Sunset can make me change my perspective in such a way is a testament to its implementor’s prowess.

Technical (writing): I found no technical errors in Sunset‘s writing.

Technical (coding): There were a few bugs in the game’s implementation. I found one action which provokes no response from the game. Another action is supposed to change the setting in a particular way and fails to do so, even though the game tells you it has succeeded. There were one or two “guess-the-word” problems. I don’t think any of the game’s problems will be too difficult to fix.

OVERALL: A 9.6

A Good Breakfast by Stuart Adair [Comp97]

IFDB page: A Good Breakfast
Final placement: 23rd place (of 34) in the 1997 Interactive Fiction Competition

This one was a tough decision. It’s a good game in many ways, but the version initially submitted for the competition has a serious bug which makes it unwinnable. The author submitted a fixed version in November, more than a month after the contest began, and moderator Kevin Wilson left it up to each judge to decide how to assign ratings in light of the situation. It’s a hard choice — obviously the author worked hard on the program, so perhaps it’s fair to allow him to correct such a gross mistake so that the entire game would be available for review. On the other hand, the contest did have a deadline, so is it fair to allow authors to evade that deadline, especially if the decision is made based on the enormity of the flaw in the original submitted game? As I understand it, the bug was not due to any error on Kevin’s part, but rather to authorial oversight: can it be ignored?

I gave it some serious thought, and my decision was: no. The deadline is part of the challenge: you must submit the best current version of your game as of the deadline, and the judges will make their decisions based on the version you submit on that day. “The best current version” means completed, proofed, and playtested (and played through at least once to make sure it’s winnable, thank you.) Wearing the Claw was thoroughly tested and debugged last year before I entered it, and even then the competition release had a major problem which I would dearly love to have fixed. But I didn’t even ask, because it was after the deadline, and I felt that it would have been cheating to ask that a fixed version of my game be judged when everyone else’s had to stand on its own merits as submitted. Consequently, I’ve decided to rate A Good Breakfast (hereafter called AGB) in the version that I downloaded, right along with all the other games, on October 9.

Even in the broken version, there’s a lot I liked about this game. The bug simply stops forward progress about 2/3 of the way through the game, so I did see a majority of it before being forced to quit. Basically, the premise of AGB is based around a simple, long time limit. You’ve just awoken, famished, after a long night of drunken revelry. You must comb through your demolished house and put together, as the game’s title suggests, a good breakfast. Eventually, if you don’t eat, you die. Now, a great deal of logic gets sacrificed along the way to this goal. Elements occur in the plot which are highly contrived and very obviously only there to drive the narrative. However, the situation is delivered with a great deal of panache, and some interesting side roads to explore on the way to finding that sought-after bowl of cereal. In addition, there are a couple of good puzzles to be found in the game.

Interestingly, aside from the serious, game-killing bug, the code wasn’t all that buggy. There was a television that wasn’t implemented properly, but there was also a much more complicated computer and robot which were bug-free (as far as I could tell, anyway). The author seems to have some proficiency in Inform, so I’m betting that the game didn’t go through much beta testing. Once it does, it will be an enjoyable way to spend a couple of hours.

Prose: The prose is one of the better features of this game. It’s generally judiciously chosen, and often quite funny. AGB memorably captures the feeling of waking up in one’s house after a wild party has occurred there, from the TV set festooned with silly string to the strange inability to find one’s clothes. Suzy the robot is sufficiently endearing, and the computer exaggerated to the right point for laughs. The game’s prose has a distinctly British flavor (more so than many other games submitted by UK residents) which also adds to its charm.

Plot: AGB uses the typical, simple adventure plot of constructing a desired object from various widely scattered parts. The post-party setting provides just barely enough plausibility for this scattering, and adds a touch of absurdity that makes questions of plausibility seem less important anyway. Of course, I didn’t reach the end of the game, so I can’t report on the plot in its entirety, but from what I saw, the plot (like those of many competition games) was very simple and served its purpose more than adequately.

Puzzles: On the whole, the game does a very nice job of blending its puzzles with the main narrative flow, allowing them to naturally arise from the setting and situation. Examples of this are the dirty bowl and the high shelf. Other puzzles, like Suzy’s game of “onny-offy”, are more arbitrary, but still quite forgivable. Then there are puzzles which seem quite gratuitous, adding a layer of pure contrivance to the plot, and which probably would have been better left out or redesigned (I’m thinking here of the milk puzzle). On balance, the majority of the game’s puzzles are well-designed and competently implemented.

Technical (writing): I found no technical errors in the writing.

Technical (coding): As I mentioned above, the game’s major downfall is that it has a bug so serious that it prevents players from being able to progress past about 2/3 of the way through the game. The author has obviously already caught this bug, and so it shouldn’t be a problem in future versions of AGB. Beyond that, there are definitely some bugs in the game, but in proportion to the game’s size they are few in number.

OVERALL: A 5.3