What’s next for >INVENTORY

With the publication of my Identity review, I’ve now completed the journey of reprinting every IF Competition review I wrote between 1996 and 2004. There are over 300 of them!

As I said in this blog’s first post, I intend it to house not just my comp reviews, but everything else I’ve written about IF. So now that the comp reviews are all here, I’m going to cast around for everything else of mine I can find on the topic (newsgroup posts and SPAG editorials excepted… for the most part) and get it in here.

That means a few different things:

  • Essays I’ve written about IF
  • Interviews I’ve given
  • Solicited reviews I’ve written
  • Reviews I wrote for the onetime paying home of longer works, Mark Musante’s IF-Review
  • Reviews of commercial adventure games
  • Miscellaneous stuff — correspondence, haikus, IF material from my other blog, etc.

I’m also planning to spruce up the site a bit with easier indexing of its material, and better links from IFDB. In addition, along the way I’ve found it in me to write some new stuff too! The Infocom >RESTART reviews are the first piece of that — so far I’ve written up my experience of playing Zork I and Zork II with my teenage son, and there’s more of that to come. (You can probably guess which one is coming next.)

Beyond that, I’ve found myself curious about what lay beyond the horizon after 2004 in comp-world, so I’ve decided to play and review some games from 2005. As you might expect, this will happen in fits and starts — my life has changed considerably since that era — but so far it’s been a lot of fun. So once I’ve collected and deposited all the stuff I listed out above, there will be new comp reviews! Uh, of very old games. But still new to me!

So although the 1996-2004 comp reviews are done at last (after 16 months!), there is a lot more inventory to unpack! I hope someone finds it useful — it’s been tons of fun to revisit it all.

About my 2004 IF Competition Reviews

2004 was a year of endings for me, in terms of my IF hobby. First, to my great relief, I was able to complete the final game in my Earth and Sky trilogy, and what would turn out to be my final competition entry. To my great amazement, that game ended up winning the 2004 competition, which was a fantastic way to go out.

In addition, 2004 was the final year where I attempted to review all the comp games, or at least all the comp games that weren’t written by known newsgroup trolls. There were a few different reasons for this, as I explained in a “postscript” post on rec.games.int-fiction. Those included some amount of burnout on my part, and my growing sense of guilt about the part I played in making the competition such a black hole at the center of the IF community’s galaxy. I alluded much more blithely to what was really the central fact behind it all: my life was changing. In November of 2004, I knew that my wife was pregnant, and that our child was expected in June of 2005. Reasonably, I didn’t see myself devoting 6 weeks in November of that year to hardcore IF playing and reviewing.

I don’t think I realized at the time just how much being a parent would completely consume my time and energy. I certainly didn’t realize at the time that I would also be starting a new job immediately after Dante was born. When I wrote that postscript, I expected that I’d still be playing and reviewing longer games even after leaving the comp crunch. Well, some of that happened, but for the most part, not so much. Dante’s birth marked my exit, more or less, from the IF community. I handed off SPAG to new editor Jimmy Maher, more or less withdrew from the newsgroups, and pretty much checked out of IF, at least until the 2010 PAX East convention where Jason Scott screened an early cut of Get Lamp.

Even after that, right up to now, my involvement has been sporadic. I don’t expect that to change anytime soon, though populating this blog has been a wonderful way to revisit those IF-heavy years of my life, and to spur me towards more reviewing ideas, such as the Infocom >RESTART project. More about that, and the future of the blog, after this last batch of comp reviews.

Comp04 was a great one to go out on, and not just because I won. There were some games I really loved, including the time-travel mindbender All Things Devours, the sci-fi drama Trading Punches, and my favorite of the year, a trippy psychological journey called Blue Chairs, whose protagonist happens to be named… Dante. Blue Chairs, incidentally, was written by Chris Klimas, who would go on to create Twine and therefore have the biggest impact on the competition since Whizzard himself.

That’s all in the future, at least the future of the guy who published these reviews on November 16, 2004 — one last big comp hurrah.

About my 2003 IF Competition Reviews

For me as an author, 2003 was a frustrating year. I had entered part 1 of a trilogy into the 2001 competition, and (amazingly) won the 2002 competition with part 2. I had every intention of completing the set with a 2003 entry, and in fact even publicly announced that I would do so. By June, though, it was very clear that I wouldn’t make it. There were a few different reasons for this, from accelerated real-life demands to a ballooning project scope caused by more ambitious design goals, but nevertheless it was a very disappointing outcome to me. I had really wanted that unbroken run.

For me as a critic, 2003 had different frustrations. The IF Competition had become a massive center of gravity in the community, which meant that it sucked up all the energy and feedback, certainly for the few months it took place, and pretty much overall for the year as well. The perfect emblem of this dysfunction, to my mind, is the 2003 comp entry Risorgimento Represso, by Michael Coyne.

RR is a fantastic game — sumptuously implemented, brilliantly designed, beautifully written. It is also a full-length game. There’s no way anybody finishes it in 2 hours, at least not outside of just charging through the walkthrough. So I played it, and loved what I saw of it, but did so in the context of six weeks where I’m trying to play and review 29 games, and cut each one off after two hours. As it became clear that RR was much bigger, I turned to hints so that I could see more of the game. I would have enjoyed it more without doing so, but it was a choice between more enjoyment or more exposure, and I wanted to be able to review the game with as broad a perspective as possible. So I sacrificed enjoying a work that its author had surely labored over creating.

I hate being placed in this position, so in my review I let the game have it with both barrels, estimating that I’d seen a third of it, so only giving it a third of the score it deserved. As it turned out, RR placed second, and in my capacity as SPAG editor I routinely interviewed the top three placing authors from the comp. I was a little abashed at doing so with Michael, having lambasted his game for its length, so I went straight at the topic in my interview:

SPAG: Okay, let’s get it out of the way. Though Risorgimento Represso got excellent reviews, one frequent complaint was that it is too long a game for the competition. Since I was probably one of the loudest complainers on that point, it’s only fair you should get to air your side here. How do you respond to the criticism that your game was too large for the comp?

MC: By placing 2nd. : )

Well, really, it boils down to a question of timing and exposure (no, I’m not talking about photography, bear with me).

My game was largely completed in June, and went through beta-testing up to the end of August. At that point, I had a fairly polished, large-scale game. I could have released it publicly, where it would have been largely ignored, for a number of reasons. First-time author, Comp03 looming, and so on. The competition and the subsequent fall-out really chews up the last 4 months of the IF Calendar, and releasing a game outside the competition during that period just didn’t seem reasonable.

So there you have it. The competition pulls in games that don’t belong in it, because if you release those games outside the competition, even a month or two beforehand, you may as well not release them at all. I found this a deeply discouraging place to be. I tried to do my part in counteracting it — encouraging SPAG reviews of non-comp games, and even releasing a full-length non-comp game myself — but the immensity of the comp had gathered a momentum all its own. My banging against it affected me more than it affected the situation, I suspect.

However, while the downside of the comp’s centrality was that it gathered everything to it, the upside was that it gathered so many good things to it. The 2003 games had some fantastic experiences among them, even besides Risorgimento Represso. The winning game, Slouching Towards Bedlam, was stupendous, and made me a little bit relieved I hadn’t managed to finish part 3 of Earth and Sky for that year’s comp. Other highlights included The Recruit, Scavenger, and Episode In The Life of an Artist.

I also benefited from my history with the comp, as I got to enjoy the return of many a previous entrant. Mikko Vuorinen was back with another goofily incongruous exercise in icon-subversion, Mike Sousa brought a bunch of veteran authors into a group-writing exercise, and Stefan Blixt and John Evans returned with more half-baked entries in the line of their previous ones. Well, those last two weren’t so much fun, but best of all was the reappearance of Daniel Ravipinto, whose last game was in 1996 and who excelled once again. He brought with him a wonderful co-author named Star Foster, whose horribly untimely death in 2006 is one of the saddest stories in amateur IF.

I posted my reviews of the 2003 IF Competition games on November 16, 2003.

About the Infocom >RESTART Reviews

>INVENTORY started as a pandemic project. I’d known for a long time that I wanted to get my many comp reviews, and various others, off of my student website, but it wasn’t until the spring of 2020 that I found myself with the time and motivation to get this site started. My son Dante was 14 at the time, and all these new reviews, brought into the light, piqued his interest.

So he started reading, and learning about the 1990s IF cast of characters — Graham, Zarf, Rybread, and so forth. He also learned about IF history as it stood up to that point, and in particular how Infocom loomed large for all of us at that time. We’d talked about Infocom before — in fact, when he was five we played Zork together for about 45 minutes, resulting in much cuteness.

Meanwhile, revisiting those old reviews started to give me a hankering to spend some time in the Infocom worlds again. So I decided to replay some Infocom games, and Dante decided he’d like to join in. Because we (and a whole lot of IF-ers) started with Zork, I thought that’s where we could restart. I listed out what I think of as the 9 Zorkian Infocom games:

  • Zork I
  • Zork II
  • Zork III
  • Beyond Zork
  • Zork Zero
  • Enchanter
  • Sorcerer
  • Spellbreaker
  • Wishbringer

Then, to make it a nice even list of 10 games, I added Moonmist, more or less at random. It was a game I’d never finished, it seemed like it was going to be on the easier side, and it had a little historical significance, apparently, for being one of the first games featuring a lesbian character. Dante is an LGBTQ+ activist, so I liked that connection, though as it turns out the depiction is very slight indeed.

Even before I embarked on this replay project, Dante had been exploring newer corners of the IF world — Lock & Key, Counterfeit Monkey, Steph Cherrywell’s games, and some others. So he was familiar with the basic idiom and mechanisms of these games. Essentially, he was right about where I was at his age in 1984, except that his primary text game experiences had been with 21st-century interactive fiction. Plus, he’d been playing video games of all sorts pretty much since he could talk, as opposed to me whose only other video gaming came at the pizza parlor, skating rink, or occasional arcade. Oh, and those friends’ houses lucky enough to contain an Atari 2600.

A vintage Infocom advertisement, with an image of a brain and the caption "We unleash teh world's most powerful graphics technology".

So our Infocom odyssey was a combination of me revisiting childhood memories, with dim recollections of puzzles and landscapes, and him seeing these vintage games through fresh eyes, his expectations shaped by a far more evolved version of text games and computer games in general. I’m still the faster typist between us, so I sat at the keyboard and read aloud, while he directed the action. We transcripted all our interactions, so that I could remember how they went when I wrote the reviews. We also used the invaluable Trizbort to map our progress, generally starting out with the automapping and then inevitably abandonding that when some mazy thing confused its relatively simple algorithm.

If I remembered a puzzle’s solution, I’d try to keep my trap shut and give him the pleasure of solving it for himself, though sometimes if we crossed the line between fun flailing and ragequit flailing, I might drop a subtle hint. More often than not, I didn’t remember the puzzle either, so we could genuinely collaborate on solving it. When we got really stymied we’d turn to the invaluable .z5 Invisiclues at the Infocom Documentation Project, but that wasn’t terribly often.

So as I write about these games, I’m writing about that experience. I’m not trying to write the definitive history of an Infocom game — for my money Jimmy Maher has got that territory 100% nailed down. Instead, I’m presenting an idiosyncratic and personal account of how Dante and I experienced those games — how I felt upon returning to those oft-trod trails and how Dante’s insights illuminated them for me like a trusty brass lantern.

We started Zork I on August 5, 2020, and finished Moonmist on December 20. Given sufficient time and interest, there may be more to come! Note that all of these reviews will be spoiler-laden — they aren’t written to promote a game but rather to analyze an experience, so I won’t shy away from getting specific.

About my 2001 IF Competition Reviews

In 2001, I entered the IF Competition for the first time since 1996. My entry, Earth And Sky, was inspired by the Marvel comics I’ve loved since age six, and was entered under the Marvelicious pseudonym “Lee Kirby”. The previous year, I’d written a long and very heavy non-competition game called LASH: Local Asynchronous Satellite Hookup, which was partly about the antebellum South of the U.S., and had me reading many a slave narrative for research. After that, I wanted to write something lighter and more fun, and I’d never yet played superhero IF that I found really satisfying, so I wanted to make some.

Earth And Sky was also intended as the first episode in a series of games, and I would end up entering the other two episodes into the Comp as well, but that’s a topic for a later time. The game took 8th place — oddly, the same exact ranking as my 1996 entry, Wearing The Claw. Of course, while I was writing these reviews, I didn’t know that, so as I had in 1996, I played the games partly with an eye toward checking out my competition as well as the competition.

Weirdly, this was also the first and only Comp where I didn’t review the winner, because I’d been a beta tester for it. Jon Ingold‘s excellent All Roads took the top prize that year, and I was happy to have contributed a little to it. It’s strange collecting the reviews now though, and knowing that this site won’t contain a review of the 2001 winner. (Well, not anytime soon anyway. Who knows, maybe I’ll come back around to reviewing it?) The other game I skipped was called Begegnung am Fluss, which I couldn’t play due to my total inability to read German.

I do have the ability to read English, much to the disadvantage of many 2001 games. My patience for terrible writing decreased steadily throughout the competition, and I didn’t really start with that much. At one point, I started fantasizing about getting points every time I spotted an error, which I imagined would award me a score of “524,000 points out of a possible 200, earning me the rank of Gibbering Grammarian.” The Gibbering Grammarian found himself giving lessons on things like the use of definite vs. indefinite articles, and creating a special label for what I called “NASTY FOUL IT’S/ITS ERRORS”. I was inspired by the Vile Zero Error From Hell, a particularly nasty way of crashing the Z-machine, since NFIEs tended to have the same effect on my brain and mood.

Similarly, I really turned into Mr. Cranky around implementation issues, and in particular non-standard development systems. Just as bad were the games that applied outmoded ideas to modern systems, as I’d really had it with mazes, inventory limits, and so forth. But despite my grumpiness and anxiety about my own game, I still found much to delight me in this year’s competition, and just as much to intrigue me and push my thoughts forward about the medium itself. As in 1996, I hardly minded losing to such stellar work.

One more thing: in the fall of 2001, the shadow of 9/11 loomed large. It was a bizarre time to be an American. One unfortunate game ran afoul of this circumstance by presenting a sympathetic portrayal of terrorists. Another year, I might have had a different reaction, but in October of 2001, it just didn’t work for me.

I posted my reviews for the 2001 IF Competition games on November 16, 2001.

About my 2000 IF Competition Reviews

By 2000, the Comp had become the center of the IF community, for good and for ill. The good: artistic achievement continued to explode outward in every dimension. Comp00 delivered a bumper crop of stunners. I rated 7 (of 51) games a 9.0 or above, more 9.x scores than I’ve given any set of comp entries before or since. Those games came up with delightful variations on the Infocom themes, haunting new versions of old cliches like the one-room game, and writing that was simply fantastic. October of 2000 was an awesome time to be an interactive fiction fan, as your hard drive could suddenly fill up with one incredible experience after another.

Even the games that weren’t roaring successes were often bold experiments. This was the year of the breathtaking attempt, like Ad Verbum‘s astonishing linguistic gymnastics, Being Andrew Plotkin‘s POV shenanigans, or, gods help us, a full text adventure recreation of, and expansion on, Return To Zork. There was comedy (very hard to do well in IF), there was dada, there was brilliant subversion. There was even a game that tried to reverse the roles of the player and the writer! This year also saw the first comp entries by future winners (and all-around rock stars) Emily Short and Jon Ingold.

Basically, because the IF Comp had acquired a reputation for producing excellent games, it garnered a lot of attention, and because it garnered a lot of attention, people kept funneling their best work toward it. This attention economy had a dark side, though, which is that people also began to exploit the focus and feedback that the Comp generated. We’d seen some of this before, but the trend really accelerated in 2000, as people threw in “games” that were really more like pamphlets, or protests, or proselytization.

Combine with this the fact that there were no less than fifty-three games entered, to be judged over a six-week period. I reviewed 51 of those games, skipping over Happy Ever After and Infil-Traitor, which had known bugs required recompilation before the games were viable.

Consequently, my patience strained and then snapped when I was presented with games that weren’t really games at all, but rather (as I viewed them) abuses of my time, purchased with the general good will of the IF Competition’s overall reputation. In addition, I had (and have) zero time for obnoxious snipes at development systems or community members, disguised as comedy. Homebrewed games continued to bedevil me, and there was a new development system on the scene (ADRIFT) whose UI was cool, but whose parser was not up to snuff. And oy, do I ever want people to learn the difference between its and it’s.

Deadline misery was entirely self-created, though. Looking back, I’m rather astonished that I played 51 games and wrote 51 reviews in the course of six weeks. It’s easy to see why I stopped doing that once I became a parent. It’s harder to see how I ever did it at all.

I originally posted my reviews for the 2000 IF Competition games on November 16, 2000.

About my 1999 IF Competition reviews

Photopia was a meteorite. It landed, and changed everything. I would argue that it was Adam Cadre’s 1998 comp-winner that moved interactive fiction out of Infocom’s shadow once and for all. In a swift, brilliant stroke, it proved that IF could be popular and artistically successful without puzzles, without linear time, and to some extent without meaningful choices. Assumptions molded by IF’s commercial history melted away in Photopia‘s light.

That change had a huge effect on the 1999 competition games. In my reviews I found myself referencing Photopia the way I used to reference Infocom, as a benchmark that set expectations for both authors and players. That year’s comp was full of Photopia-alikes, most of them pretty unfortunate. It’s a bit reminiscent of how in the comics world, the excellent landmarks of Watchmen and The Dark Knight Returns set off a 15-year wave of “grim and gritty” superheroes, from authors and editors who thought those books were successful because they were dark rather than just both dark and successful.

Photopia was also a high-profile breaker of formal boundaries in IF, but it was far from the only one. 1999’s comp saw formal experimentation blossoming in lots of really interesting ways, and in reviewing the games I found myself evolving a terminology for how to talk about aspects of IF that the games were teaching me to understand. For instance, this year is where I started talking about levels of nouns. Quoting from my review of Hunter, In Darkness: “In this terminology, first-level nouns are those nouns that are mentioned in room descriptions. Second-level nouns are those nouns mentioned in the descriptions of the first-level nouns. Third-level nouns are in the second-level noun descriptions, and so on. The deeper these levels go, the more detailed and immersive the textual world.”

Unfortunately, this year also saw a wave of buggier, more broken games. Where Comp98 had 27 games, Comp99 had 37, and much of the difference was made up by substandard clunkers that were turned in before they were ready for public consumption. My opinions about this got shriller and shriller the more of these games I had to endure.

I was fully invested in contributing to the world of IF criticism at this time, so much so that I had become the editor of the SPAG webzine shortly before the 1999 competition. I’d continue in that role for about six years, collecting reviews and essays, and publishing issues more or less quarterly. My biggest annual IF effort and commitment, though, remained the competition. I wrote these 37 reviews in the space of six weeks, and although there was a fair amount of chaff, finding a great game still thrilled me like nothing else.

I originally posted my reviews for the 1999 IF Competition games on November 16, 1999.

About my 1998 IF Competition reviews

When the 1998 Interactive Fiction Competition came around, the indie IF scene in rec.*.int-fiction was well-established, and me in it. By that time, I’d written a game, written lots of reviews, and become a regular in newsgroup conversations. The groups themselves had established clear dynamics, with authorities, troublemakers, helpers, jesters, you name it. The community even pulled together a massive April Fool’s joke called Textfire, a fake IF sampler from a fake IF company. Comp98, though, brought us all up to a new level.

It kind of blows my mind to reread my reviews from that year, knowing the future as I do now. I’d love to tell my 1998 self that decades on, I’d hike in the Grand Canyon with one of the authors, see the sights of Austin with another, collaborate on a game with a third (for a company created by a fourth), and so on. I have relationships with some of these folks going way back to those formative days, thanks especially to the IFMud, founded the year prior. One Comp98 author even became a professional game designer, scooping up a bunch of BAFTA awards a few years ago.

The competition itself had by this time evolved its own set of tropes. Rybread Celsius was one of these, a surprisingly beloved figure with a cult following I never quite grasped. Another was the prevalence of Inform, followed closely by TADS, alongside the “first attempt” and homebrew games that appeared in every comp. The competition itself had become an institution by this point, inspiring lots of mini-comps throughout the year — Chicken-comp, the IF Fan Fest, etc — and these in turn fed into the main competition.

My own reviewing style reached maturity this year, settling into the format I kept for the rest of my comp reviews: basically three paragraphs and a score. Sometimes more, if the mood struck, but my comp reviews had evolved from basically filling out a form to writing a little mini-essay about each game. I more or less took my Comp97 review format, got rid of all the bold headings, and massaged those categories (plot, puzzles, prose, technical writing/coding) into the rest of the review. The artificiality of the headings still sticks around to some extent — sometimes I can see myself going out of my way to cover each base — but my voice was getting more natural the more I wrote.

I also evolved in my approach to spoilers. Where tons of my Comp97 reviews had spoilers in them, always flagged with big capital letters, I managed to mostly avoid them in the Comp98 reviews. There are a couple of exceptions, where a point I was making really demanded a concrete and accurate example, but more often I’d file the serial numbers off the game’s specifics so that I could provide an example that fulfilled the spirit of my point without giving away any of the goods.

Finally, I worked to keep in the front of my consciousness the fact that this is an all-volunteer endeavor, done by enthusiasts who should be rewarded for their enthusiasm wherever possible. I tried to find something to appreciate even in games I really hated, or at least offer some constructive criticism for how the next one could be better. It didn’t stop the occasional flame, but that was reserved for when I felt like a game really should have known better.

I originally posted my reviews for the 1998 IF Competition games on November 16, 1998.

About my 1997 IF Competition reviews

Playing and reviewing every game from the 1996 competition was a bit of a journey for me. At first, I was checking them out with an eye toward assessing the competitors to my own entry. That faded pretty quickly after I played Delusions, which was so much better than Wearing The Claw that I gave up all hope of winning then and there.

Delusions remained my favorite game of all the entries that year. It just blew me away. Once I played it and wrote about it, I knew that I wanted to share what I’d written, and in the spirit of fairness I committed to playing and writing about all the games. (The spirit of fairness did not extend so far as to rewriting the notes-y reviews I’d already completed. The deadline was a tough one.)

Some of my other favorites came toward the end of that queue, including Tapestry, Small World, and the ponderously named eventual comp winner The Meteor, The Stone, and a Long Glass of Sherbet. I had started playing these games to check out my competition, but I finished them in love with the competition. Sure, there were clunkers, and some outright painful experiences, but for a kid enchanted by Infocom, there was also this bouquet of brilliant new Infocom-like games, and even more thrilling, some games that opened up territory that Infocom had never touched.

So well before the 1997 comp, I was excited to play all the games, and write much more definitive reviews of each one from the outset. I settled on a format of three paragraphs, plus a similar breakdown to what I’d provided in ’96 — sections on prose, plot, puzzles, and technical prowess for both writing and coding. I discarded “difficulty” as a category, because it had proven irrelevant for so many of the Comp96 games.

Well, I bit off a little more than I could chew. By the time I got to the end of the judging period for all 34 comp games (10 more than I’d reviewed the previous year!), that format had beaten me up pretty well. But again, out of a sense of fairness, I didn’t want to alter it midway through the journey. I knew, though, that I’d need to take a more scaled-down approach in the future. I also grappled a lot with how to handle spoilers in my Comp97 reviews. I kept finding myself wanting to reinforce my points with specific evidence from the games, but doing so meant spoiling puzzles or plot.

As I revamp these reviews for >INVENTORY, I’ve taken out some spoiler tags that seem overly cautious to me now, but I’ve left quite a few in. Where there’s danger of spoiling major plot or puzzle points, I either provide a warning in red declaring “spoilers from here on out” or some equivalent, or I blank out the text of the spoiler and put red begin and end tags on it. Where I do this, you can highlight the text to see the spoiler. Fair warning, though: if you’re using a screen reader to read these posts, such color trickery obviously won’t work, so you’ll need to rely on the “spoilers begin” and “spoilers end” tags. Apologies for this — I got better over the years.

1997 was also the first year of the cool comp randomizer, meaning that rather than playing the game in filename order, I played them in an entirely random order. As always, I’ll post the reviews in the order that I played the games, since I often find myself referring back to previous reviews in the course of writing new ones. Finally, I apparently found it necessary to post an apology for my occasional irascibility, alongside some further explications of my opinions about unfinished games and cliched settings.

For the 1997 IF Competition games, I’ll provide:

  • IFDB page
  • Final comp placement
  • 3 paragraphs of overall discussion
  • Assessments of the following attributes:
    • Prose
    • Technical achievement, split into writing and coding subcategories
    • Plot
    • Puzzles
  • Overall score

I originally posted my reviews for the 1997 IF Competition games on January 1, 1998.

About my 1996 IF Competition reviews

The 1995 IF Competition knocked me out. That year, the comp was split (for the first and only time) into two divisions: Inform and TADS. Both of the winning games were fantastic, and the “finishable in two hours” rule broke them out of the Infocom mold that had thus far dictated almost all amateur IF.

The Infocom canon still dominated my own mindset and outlook on IF at that time. I’ll break out phrases like “Infocom-level prose”, and reference various Infocom games to provide a frame of reference for my views on the comp games. 1996 was also the year that Activision released Classic Text Adventure Masterpieces of Infocom, a CD-ROM collection of every Infocom game plus the top 6 games from the 1995 IF Competition. The fact that those amateur games could get the “official” Infocom imprimatur took my breath away. I wanted in, badly.

In 1996, I submitted my own game to the comp, Wearing The Claw. I also decided I’d play and submit scores for every game that had been entered. I did so, running through the games in alphabetical order by filename, which worked out to almost alphabetical order by game, but not quite. So that I could decide what scores to give, I took notes during gameplay, tracking how well the game measured up in categories like prose, puzzles, plot, technical achievement, and so forth.

Having seen reviews posted for the 1995 games, and hoping for a lot of feedback on my own work, I decided quickly to turn my notes into “reviews”, but as the scare quotes should tell you, they’re not exactly worthy of the name, especially the early ones. Even through the process of writing about the games, I was learning how I wanted to write about the games, which was sadly a little inequitable for the games that fell in the early part of the alphabet, and especially for the one that started with “Aa”. Sentence fragments abound, and much of what I wrote was more for myself than anyone else.

By the time I got to the final game, Tapestry, which was brilliant and ended up taking second place, I’d developed a more coherent approach. That approach would also change over the years, but at least it didn’t shortchange Daniel Ravipinto the way that it had Magnus Olsson, author of Aayela. That said, I’ve cleaned up these reviews a little, at least standardizing the punctuation and capitalization.

For the 1996 comp game reviews, I’ll provide the following:

  • IFDB page
  • Final comp placement
  • Intro sentences
  • Assessments of the following attributes:
    • Prose
    • Difficulty
    • Technical achievement, split into writing and coding subcategories
    • Plot
    • Puzzles
  • Overall score

I originally posted my reviews for the 1996 IF Competition games on December 3, 1996.