A New Day by Jonathan Fry [Comp97]

IFDB page: A New Day
Final placement: 10th place (of 34) in the 1997 Interactive Fiction Competition

A New Day is an ambitious piece of work which attempts to examine IF metalevels in a fairly original way. Its author bills it as his first real work of interactive fiction (he dismisses Stargazer, his entry in last year’s competition, as a kind of instructional prelude to his actual IF writing career); in Fry’s words, A New Day is the first thing that is “for better or worse, truly a Jonathan Fry game.” More often than not, it’s better. Although the game certainly packs some frustration and confusion (the unwelcome kind, not the pleasurable kind), it also provides some fresh surprises and a thought-provoking premise.

I found the plot a little difficult to follow, but from what I could piece together, the game opens shortly after its author has died (apparently electrocuted by his laptop), leaving his IF work in progress an incomplete shambles and ruining his plans to enter the competition. In addition, something else has emerged on which the author hasn’t planned: an entity who calls himself Winston. Winston claims to have been created as a part of the game, but gained sentience all on his own, along with some measure of control over the game’s virtual setting. He further contends that he himself has entered the game in the competition so that you (the player) could help him investigate the author’s death. Thus in the first few moves of the game we already have the real author (who appears in the acknowledgments section), a fictional representation of the real author, the game, the game’s characteristic representation of itself (or an aspect of itself), the player, the player’s murky fictional avatar within the game (just what is the interface simulating?), etc. Things get even more complicated from there.

Clearly, A New Day wants to position itself in the avant-garde of IF and explore fictional levels in the manner of experimental modern fiction. This is certainly a worthwhile project (and one that has been touched upon by many games including A Mind Forever Voyaging, Piece of Mind, and Bureaucracy), and A New Day manages to break some intriguing ground along the way. However, the game is by no means an unqualified success. The author overuses one off-the-wall prose technique in one section of the game, a little of which would have gone a long way. Also, I found the puzzles often to be counterintuitive and confusing. Finally, the game gives the impression of having bitten off a bit more than it can chew. I found myself wondering if the author had carefully thought through all the semantics and implications of the levels he imagines — by the end it all seems a bit of a muddle. Still, A New Day has some shining moments, and the author is right to think that it’s a significant step up from Stargazer. I look forward to the continued maturation of Jonathan Fry’s artistic voice.

Prose: The prose is smooth in some areas, faltering in others. On occasion the author still suffers from the awkward phrasing which plagued him in Stargazer, but it’s clear that a significant improvement has been made. The Athens section does a nice job of communicating the feel of the city (or so it seemed to me, but then I’ve never been to Athens), and other parts of the game neatly sidestep the necessity for strong prose by deliberately excluding description. [SPOILERS AHEAD] In addition, the author pulls a wild prose stunt about 2/3 of the way through the game, breaking down the most basic conventions of words and sentences in order to simulate a software crash. This works wonderfully at first; Fry uses an well-judged combination of sense and nonsense to convey the barest notion of setting. However, it becomes pretty tiresome after a while (and the nature of the puzzles dictated that I would be seeing a lot of that area). Fry finds the right balance of gibberish with text for his experiment, but misses the mark in measuring how much is too much in the larger context of the game. [SPOILERS END]

Plot: I’ve recounted much of the plot above, so I’ll just say here that I found it to be one of the most complicated, but also one of the most predictable, of the competition games I’ve played so far. The levels of representation certainly do get entangled (perhaps moreso than the author bargained for), [SPOILERS AHEAD] but some elements, such as the “revelation” that Winston was the murderer and the final, climactic scene inside the guts of the computer, were strictly pro forma. The combination makes the game feel rather more gimmicky than it should, as if the stylistic devices haven’t been considered beyond their immediate surprise value. [SPOILERS END]

Puzzles: I found A New Day‘s puzzles to be rather difficult and counterintuitive on the whole. The last puzzle was especially tough, but more because I wasn’t clear on exactly how the setup of wires and sockets and etc. was arranged. I’m inclined to think that this is more a fault of the prose than necessarily a shortcoming in the puzzle itself –however, in its present form the unclear prose made a difficult puzzle quite impenetrable for me. I also found many of the puzzles to be rather gratuitous, working against rather than with the flow of the story. Examples that come to mind are the tourist’s handbag and the password in the garbled section.

Technical (writing): The writing was fine on a technical level.

Technical (coding): The game included some nice coding touches, including an exits list on the status line which was context-sensitive depending on what section the game found itself in. Also, Winston was quite thoroughly programmed, which helped to flesh out his character and deepen his effectiveness. Overall, Fry’s coding job was admirable.

OVERALL: A 7.7

Temple of the Orc Mage by Gary Roggin [Comp97]

IFDB page: Temple of the Orc Mage
Final placement: 26th place (of 34) in the 1997 Interactive Fiction Competition

Temple of the Orc Mage does not bring new meaning to the term “dungeon crawl”. It’s a generic, Dungeons & Dragons style quest for a magical gem. Of course, there’s nothing inherently wrong with this, and Temple doesn’t do it exceptionally badly. However, it doesn’t do it exceptionally well, either. The game occupies a sort of limbo between a bland interactive story, with little plot (besides “find the treasure”) and character development, and a bland RPG, with arbitrary magic items and valuables strewn around a dungeon setting so conventional that anyone who’s read a few D&D prefab modules could recite its elements before ever seeing the game (an underground river, a ruined bedchamber, deep pits, tapestries).

This is not to suggest that the game is altogether bad. In fact, it often succeeds at some of the things that an RPG is best at: creating a sense of atmosphere, providing the thrill of vicariously handling fabulous wealth and magic, and giving the feeling that each obstacle overcome simply draws one’s character deeper and deeper into the difficulties. However, there are many important things missing as well, not least of which is any sense of logic to the dungeon and the items found within. For example, how is it that you find fresh meat in a kitchen strewn with cobwebs? How is it that you are the first one to seek after this treasure? Or if you’re not, what happened to everyone else? The game starts with a strong sense of story, and several nice narrative touches, then rapidly devolves into a sort of “just because” logic that poisons any sense that the eponymous Temple is anything more than an arbitrary collection of rooms and magic items. It’s as if the game wants to be a hybrid of IF and RPG, but adopts the least interesting conventions of each category while ignoring the best, making itself a rather dull concoction.

I think that there’s a place for such a hybrid. I’ve always liked Rogue and Rogue-like games, and I think that there’s something to be said for the idea that it’s much easier to find a computer game to provide an immersive RPG experience than it is to find a lot of like-minded peers to provide it. I can envision an IF/RPG game which combines the best elements of IF, including strong story, interesting puzzles, and the feeling of “being there”, with the joys of Rogue — abundant magic and mystery, a strong sense of score, ever-increasing risk and reward, and the feeling that there’s always a possibility of finding some ultra-rare artifact, hidden away in the code for discovery by the lucky and the strong. Recent discussions about RPG-style combat in IF have even tempted me to believe that such a system could exist without being boring or pointless. Now, I admit that I’m much more of an IFer than an RPGer, so there may be such a product out on the market right now which I’m missing simply because I never sought it out. However, one thing is quite clear to me: Temple of the Orc Mage is not it.

Prose: I thought that the prose was actually one of the best features of Temple. More often than not it succeeded in drawing vivid portraits of places and items. The intro is captivating (though it could stand to be broken up a bit), and some of the room descriptions have nice atmospheric touches, bringing in temperature or quality of light to engage the senses. Sometimes the style can become a bit overly utilitarian (listings of exits) or terse (“The ceiling is low and wet. Light filters in from cracks in the wall and ceiling. Water drips slowly from stalactites above. The air is cold.”), but overall I didn’t find it too jarring.

Plot: There was only the most rudimentary of plots: you have decided to brave the scary dungeon to find big money and become a hero! This is a tried-and-true IF convention, so much so that it has become a bit of a cliche. Sometimes cliches can work to an author’s advantage. Not this time.

Puzzles: Too often, the puzzles were either simple (try all your keys until you find the one that opens the locked chest/door) or required just examining the right object. OK, well, maybe those two are the same thing. Still, I generally felt that the puzzles had no rhyme, reason, or thought behind them. They felt generally tacked-on, and on the few times I got stuck, I discovered that the solution to the puzzle is something I would never have guessed, because there were no hints to suggest it. Example: [SPOILERS AHEAD (highlight to read)] There’s a twenty-foot wide pit blocking your way. The solution? Jump over it, and the game tells you “Propelled by the boots, which you now believe to be magical…”[SPOILERS END]

Technical (writing): There were a number of technical errors in the writing, but many (though not all) of these are attributable to typos rather than actual ignorance.

Technical (coding) I found no serious bugs in the game, but there was a distinct lack of implementation for nouns and synonyms. For example, the game describes water in at least a third of its rooms (in fact, there’s a room called the Dry Room, notable simply for its absence of water), but doesn’t know the word “water.” Also, a number of times in the game “examine” will turn up a hidden artifact while “search” returns “You find nothing of interest.”

OVERALL: A 6.0

Leaves by Mikko Vuorinen [Comp97]

IFDB page: Leaves
Final placement: 29th place (of 34) in the 1997 Interactive Fiction Competition

You might think that a game called Leaves would have something to do with leaves. You’d be wrong. The game’s actual theme is escape: you, as the main character, must escape from a heavily guarded complex. Who are you? It’s not clear. Where are you? It’s not clear. Why are you there? It’s not clear. Why do you want to escape? It’s not clear. What is clear is that Leaves isn’t much concerned with having a story, but rather with setting up a sequence of linear, one-solution puzzles, the completion of which leads to a full score but not much narrative satisfaction.

Now, by the author’s own admission, he came up with most of this stuff when he was fourteen, so the immaturity of the work is fairly understandable. In addition, Leaves is better than the only other ALAN game I’ve played, Greg Ewing’s Don’t Be Late from last year’s competition (though this may be due more to improvements in ALAN rather than any particular ingenuity on the part of the author of Leaves). Finally, since the author is Finnish, it may be that English isn’t his first language, which would help to explain the middling quality of the writing. However, all these considerations aside, the fact remains that this is an immature piece. There’s no story, the writing is mediocre, and several of the puzzles are based on a crude, adolescent fascination with sexuality.

On the positive side, ALAN was coded well. I found no bugs in the code, and although many synonyms were unusable (including an inability to substitute an adjective for a noun, though that may be the language’s design rather than the author’s failing) many surprising responses actually were anticipated. I’m hopeful that, since ten years have passed since Vuorinen came up with the design for Leaves, his abilities have grown. It would be wonderful to see him create the first really high-quality adventure in ALAN, since he clearly knows the language well enough to create a bug-free game.

Prose: There’s nothing particularly wrong with the prose in Leaves. Overall, it’s really quite serviceable. Of course, there’s nothing particularly wonderful about it either. Really, the main thing that the prose fails to do is to give a stronger sense of story. Room and object descriptions in IF can be used to create a marvelously vivid narrative which slowly accretes as the story is explored. The prose in Leaves doesn’t do this. Rather, it provides brief, functional descriptions which never transcend their basic, practical level.

Plot: Well, there isn’t much of a plot to speak of in Leaves. You are imprisoned for some reason, and must escape. Outside of your prison is a forest, inhabited by one poorly drawn character, a cow, and a big rock. Past this, there’s the obligatory underground maze, strewn with a couple of artifacts which the game does not bother to attempt explaining. This is less a plot than a string of dimly conceived settings, each serving as nothing more than a stepping-stone to the next.

Puzzles: The puzzles in Leaves range from the nonsensical (directions which can’t be taken, no explanation given) to the simple (cut wires with a wire-cutter.) For the nonsensical ones, there’s nothing to do but try the limited number of options at hand; pretty soon you’ll hit on the right one. For the simple ones, the answer is pretty much the same, except fewer alternatives need be tried.

Technical (writing): Impressively, I found no grammatical or spelling errors in this game. The same can’t be said for many competition games penned by native English speakers.

Technical (coding): The game was also bug-free. It would be wonderful to see a well-designed game coded with this much care.

OVERALL: A 5.6

Glowgrass by Nate Cull [Comp97]

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

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

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

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

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

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

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

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

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

OVERALL: A 9.4

Coming Home by Andrew Katz [Comp97]

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

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

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

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

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

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

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

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

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

OVERALL: A 1.2

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

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

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

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

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

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

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

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

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

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

OVERALL: A 6.3

Pintown by Stefan Blixt [Comp97]

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

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

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

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

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

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

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

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

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

OVERALL: A 1.5

The Town Dragon by David A. Cornelson [Comp97]

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

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

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

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

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

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

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

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

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

OVERALL: A 5.4

Zero Sum Game by Cody Sandifer [Comp97]

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

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

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

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

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

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

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

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

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

OVERALL: A 5.3

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

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

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

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

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

>aspen
"Aspens are my favorite trees."

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

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

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

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

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

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

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

OVERALL: An 8.9