Cerulean Stowaway by Roger Descheneaux [Comp03]

IFDB page: Cerulean Stowaway
Final placement: 9th place (of 30) in the 2003 Interactive Fiction Competition

There’s a list in my head of annoying, old-school features that I never want to see again in an IF game. If you’ve read many of my reviews, you could practically recite them by heart: Mazes. Light source timers. Hunger timers. Today, “pointless inventory management” has officially joined that list, and the game that made it official was Cerulean Stowaway. This is the game that gave me six thousand awkward and bulky things to carry, most of which would be important later in the game (though, of course, it’s impossible to tell which ones until you need them and don’t have them.) Then it enforced limits on both number of items (“You’re carrying too much already.”) and weight of items (“Your load is too heavy.”) It gave me a pair of overalls with a bunch of pockets, but didn’t know the word “pocket.” After that, it put me in a bottleneck situation, where I couldn’t get all my inventory into the small space I needed to enter, forcing me to leave some things behind.

As it turns out, there were ways to make sure my inventory wasn’t lost, but due to some odd choices in item description, these options were far from clear. (More about implementation issues later.) As you might have guessed, the items I left behind were both necessary and irretrievable, forcing me to restore back to a much earlier save and replay a large chunk of the game when I realized I didn’t have a crucial puzzle component. Then there were the numerous times where the game put me in a time-critical situation, but wouldn’t let me perform a task because of its arbitrary inventory limits, forcing me to once again restore back to an earlier save, shuffle items around, and replay the sequence. All this, apparently, in the name of realism. In the game with the alien spaceship and the unguarded U.N. construction site that apparently anybody with a bit of spare time can sneak onto and sabotage. Before very long, I was about ready to fling my six thousand items straight at the head of the next living creature I saw. Sadly, that didn’t help, and once again, I found myself typing RESTORE.

This was made all the more frustrating by the fact that Stowaway is, for the most part, a pretty good game. It’s an old-fashioned puzzlefest with a nameless PC and a rollercoaster adventure plot. (By the way, does anybody still think this sort of game is a dying breed? For all the carping I see on the newsgroups about how so-called “literary” IF has taken over and nobody wants to write fun games anymore, I still find myself playing several of these every year. They’re not an endangered species, people.) It’s got some colorful writing, a fun story, and is capable of producing genuine tension and horror at times. I guess that’s why I typed RESTORE rather than QUIT. Any game that sets pointless, arbitrary limits that severely impede the player is a game that drains itself of pleasure, but all the same, I continued to grit my teeth and power through because I really wanted to see what happened next.

Frequently, I was rewarded, because even the losing endings are written with verve and liberally sprinkled with interesting details. Actually, I say “even the losing endings”, but I don’t think I ever saw the optimal ending, which brings up one of the game’s design flaws, albeit an understandable one: the hint system. Listen, I really understand the desire not to include a walkthrough, but if you do your hinting some other way, you simply must make sure that somebody who is a dope about puzzles (like me) or who is just nearing the end of a 2-hour judging period (also like me) can obtain enough information to reach the winning ending. Otherwise, you risk having a player leave your game unsatisfied… like me. Stowaway‘s location-based hints succeed most of the time, but even after I asked for hints in every single location (or at least, I think I did) I still ended up with 151 points out of 161 on my best playthrough. Sure, I saved humanity, but I was left feeling like I’d still failed.

A word, too, about those 161 points: don’t let the high point total fool you. I was mightily discouraged and alarmed to find myself an hour into the game with only 13 points out of 161, but the points mount up very rapidly indeed in the second half of the game, and so what I thought was an indicator of a much-too-large-for-the-comp game turned out to be a false alarm.

Implementation throughout Stowaway was inconsistent. Description levels tend to go pleasantly deep, especially towards the beginning of the game, and for the most part, the prose in these descriptions is utilitarian at worst, and quite enjoyable at best. On the other hand, sometimes those descriptions can be misleading or too vague. For instance, you may find a “small metal box” containing a couple of clothing accessories. Got it pictured in your mind? Good. Would a mop fit into it? Wrong! It does indeed fit.

Imprecise descriptions like this haunt Stowaway in several spots, and in one area the game is guilty of burying an obvious and important feature of the landscape in one of a dozen first-level descriptions. That’s the sort of thing a game should either do all the time (like last year’s Out Of The Study), or not at all. There are also a couple of places where objects are implemented, but with insufficient synonyms, which can fool players into thinking the objects aren’t implemented after all. Finally, I also encountered a couple of flat-out bugs, such as the time the game told me I’d managed to move part of my inventory (during one of my many inventory-management exercises) when in fact nothing of the sort had happened at all.

On the plus side, I found only a couple of tiny punctuation errors (which seemed pretty clearly to be typos rather than ignorant mistakes), and no spelling or grammar errors at all. That’s a big plus factor in my book. So: sharpen the descriptions, stomp the bugs, improve the hints, and for the love of God get rid of the inventory limits. Once those things happen, Cerulean Stowaway will be a really fun text adventure game. Right now, it’s less than optimal, just like my unlucky character.

Rating: 7.0

Sweet Dreams by Papillon [Comp03]

IFDB page: Sweet Dreams
Final placement: 20th place (of 30) in the 2003 Interactive Fiction Competition

Ooh, it’s always so exciting to start into a new bunch of competition games, and what a start this was! Sweet Dreams has to be one of the more surprising comp games I’ve ever seen, because it’s not a text adventure. Instead, it’s more or less in the style of early LucasArts games like Maniac Mansion or the first Monkey Island — a fully graphical experience whose pixelated protagonist wanders around the landscape, picking up and using items, solving puzzles, and chatting with NPCs via a “TALK TO” sort of system. Over the years I’ve heard rumblings about work on a LucasArts type of engine for amateur games, and I’m not sure if this is the product of that effort or something Papillon did all on her own, but whatever the source, the product is fairly impressive.

I thought the graphics were pretty attractive in a low-res way, the music enhanced the setting nicely (although it tended to halt and restart abruptly rather than fading out and back in when it looped), and the interface was intuitive enough that I was able to use it right away without much attention to the instructions. Aside from a couple of irritating technical glitches (about which more later), I’d be very excited indeed to see more games of this type and quality. In fact, there was one moment, when I maneuvered the PC to a bookshelf and took down a book to read, that I got a jolt to my spine, feeling magically transported to those happy days I spent playing LucasArts’ Indiana Jones And The Last Crusade, pulling down one hilarious joke after another from its bookshelves. That is, until I started reading the books in Sweet Dreams, which mostly tended to be something like this:

The Human Battery: How the power of positive thinking can be put to
work not only to cure disease but also to solve the energy crisis.

Or they were about fairies, or crystals, or the zodiac… et cetera. And there we have the factor that’s going to limit the appeal of this game. The characters, plot, and setting are all feather-light and sweet verging well into treacly. It’s set in an adorable little cottage, with adorable portraits of fairies and unicorns hanging on the wall, and serving as a tiny private boarding school to four adorable little girls. Actually, these girls are supposedly adolescents, but they look all of eight years old, save for the bizarre breastlike protrusions that they display in profile. The story involves giving your wonderful best friend a beautiful present for her sixteenth birthday, then making a magical journey into an enchanted land of dreams filled with colorful flowers and friendly animals and… well, some people are bound to find the whole thing just unbearably twee. I have a pretty high sugar tolerance myself, and was able to swing with the tone and enjoy it for the most part, but even I felt myself on the edge of diabetes too often. On the other hand, it would certainly make a great game for kids, so long as a couple of its major technical problems got resolved.

Primary among these problems is the main character’s unfortunate tendency to get stuck while exploring narrower parts of the geography. The first time it happened, I spent a frustrating five minutes trying to get her to budge from behind the piano, until I finally realized that the secret was to try to maneuver her using the arrow keys instead of the mouse. Three directions would fail, but one would get her to run in a tiny circle, and if I interrupted this circle fast enough, I could break her out of her self-imposed cage. This running-in-circles thing is something she does a lot, usually when you’re trying to maneuver her close to a boundary, and when it happens she seems more like a trapped insect than a charming little girl.

These boundary difficulties exacerbated the other problem with the game engine: its insistence on the PC being right next to an object before she can interact with it. Sure, it makes perfect sense that you can’t pull a book from the shelf if you’re across the room from it, but I’d have much preferred it if any command to interact with an object on screen was treated as meaning “walk over to the object and then…”, so that I could avoid the numerous times the game told me “You’re not close enough to it.” As for the rest of the game, I’d say it was above average. There were a couple of very satisfying puzzles, a couple of so-so ones, and a couple that just seemed arbitrary. The one I had the most difficult time with was one that exposes the limitations of graphical games — it was relying on somewhat subtle color shading differences, and my laptop monitor wasn’t making a clear enough distinction between them. The story was, of course, cute, and despite the rather cloying nature of the game as a whole, I ended up mostly enjoying it. Once it gets a bit more technical polish, and so long as you don’t mind a very high sweetness level, Sweet Dreams will make an outstanding piece of amateur graphical IF.

Rating: 8.2

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.

Zork II [Infocom >RESTART]

IFDB page: Zork II
[This review contains lots of spoilers for Zork II, and some for Zork I as well. Also, I wrote an introduction to these Infocom >RESTART reviews, for those who want some context.]

Dante and I fired up Zork II right after finishing Zork I, and yep, it’s another text game from the early 1980s. There’s still no “X” for “EXAMINE”, still lots of obviously amazing things described as “nothing special”. We were more ready for that this time, which perhaps threw more light on the next layer of dissonance between that era of text adventures and the mid-’90s renaissance: the specific affordances introduced by the Inform language and libraries.

>COMPARE INFORM TO INFOCOM

Dante cut his IF teeth on Inform games, so he found interactions like this pretty annoying:

>put string in brick
You don't have the black string.

>get string
Taken.

>put string in brick
Done.

Inform would have simply handled this at the first command with the bracketed comment “[first taking the black string]”, then moved right on to “done”. (Some later Infocom games took initial steps down this road too.) Furthermore, we couldn’t refer to the resulting compound object as a bomb, even though it was clearly a bomb — granted, that’s not something Inform would have done automatically either, but it is a pretty frequent occurrence in modern text games.

Another instance Inform handles nicely but Zork II does not:

There is a wooden bucket here, 3 feet in diameter and 3 feet high.

>in
You can't go that way.

>enter
You can't go that way.

>enter bucket
You are now in the wooden bucket.

Again, Inform would have simply filled in the blank with “[the bucket]”, unless there were multiple enterable objects or map vectors in the player’s scope. And even then, it would have asked a disambiguating question rather than simply complaining, “You can’t go that way.” In fact, we could go that way.

Finally, Inform provides authors with a couple of easy facilities for avoiding “I don’t know the word [whatever]” when the player tries to reference nearby nouns. Those two magical tools are scenery objects and aliases. Thus, where Zork II gave us this:

Cobwebby Corridor
A winding corridor is filled with cobwebs. Some are broken and the dust on the floor is disturbed. The trend of the twists and turns is northeast to southwest. On the north side of one twist, high up, is a narrow crack.

>examine cobwebs
You can't see any cobwebs here!

Inform would have allowed an author to create a scenery object called “cobwebs”, and give it aliases like “webs”, “broken”, and “cobs”, so that even if she didn’t want to write a description of them, references to any of those nouns would result in a message along the lines of “You don’t need to refer to that in the course of this game.” That object could appear in multiple rooms, which I’m guessing is the flaw Zork II ran into here, since it clearly knew the word. I should also mention that it’s not just Inform that helps with extra objects, but the more relaxed memory constraints of the .z5 and .z8 formats (not to mention Glulx) compared to the .z3 that Zork II inhabits. Those early Implementors were trying to fit so many clowns into one tiny little car.

In any case, it’s worth a moment to just meditate in gratitude to Graham Nelson and his helpers for creating so many little helpful routines to smooth out the IF experience. Text adventures are forever changed, for the better, as a result of that language and its libraries. (That’s not to take anything away from TADS or Hugo, of course — I’m just thinking of how z-machine games specifically advanced.)

Box cover from Zork II

While the early z-machine had some pretty austere limits, some other limits were built into the Zork II experience by design. I’m thinking here of the inventory limit and the eternally damned light limit, which was even more frustrating here than in the previous game. I dunno, I suppose it’s possible that there was some technical root for the inventory limit, but it sure feels like it’s imposed in the name of some distorted sense of “realism”, a notion which flies out the window in dozens of other places throughout the game. Even if we accept the magic, the fantasy, and the allegedly underground setting (with features that feel less and less undergroundy all the time), there are just many things that make no physical sense, like easily scooping a puddle into a teapot. We can do that but we can’t carry however many objects we want to? (Again, Inform rode to the rescue here with the invention of the sack_object.)

That light limit, though. There’s no technical reason for it, and it caused us to have to restart Zork II TWICE. Not only that, it’s even crueler than its Zork I version, both because there is no permanent source of light in the game (unlike the lovely ivory torch from part 1) and because there are so many ways in which light can be randomly wasted by events beyond the player’s control. Chief among these are the Carousel Room and the wizard.

Zork I had a Round Room too, and it was entirely harmless. The Carousel Room is another story. It’s the kind of thing that sounds like a fun way to confound players, and it is, but in the case of my playthrough with Dante, we didn’t defeat it until very late in our time with the game — probably about the 75% mark of the time we spent on the game overall. That means a lot of our transcripts consist of us trying to go a direction, failing, trying again, failing, rinse, repeat, all the time ticking through that light limit, since of course all the rooms involved are dark. And it’s not as if the game makes it obvious what or where the puzzle to stop the room even is.

By itself, this direction-scrambling behavior would be quite annoying. When coupled with the fact that our light source is on an unalterable timer, it’s infuriating. Now add to that an NPC who can come along and waste your time with spells like “Float”, “Freeze”, or “Feeble”, all the time wasting yet more light, and you have one deeply frustrating game mechanic. This is that hallmark of early text games, where forced restarts were seen as adding to the “challenge.” A challenge to one’s patience, certainly. As before, Dante sat out those replay sessions.

>EXAMINE WIZARD

Since we’ve arrived at the topic, let’s talk about the Wizard of Frobozz. As has been extensively documented, Zork began life as a mainframe game, too large to fit into the microcomputers of its day, so when its implementors formed Infocom to sell it on the home PC market, they had to split up the mainframe game into pieces. That meant that the nemesis of the original game, the thief, appeared and was dispatched in the first installment of the home-version trilogy.

The thief was compelling. He could pop into your world at the most inconvenient times and create havoc, but you also couldn’t finish the game without him. With him gone in the first game, who would serve as the new adversary? Enter the Wizard. Dante was excited the first time the Wizard showed up — “It’s the title!” he said. The Wizard is a compelling character too — unpredictable like the thief but with a much larger variety of actions. He can cause a wide range of effects, but sometimes he screws up and doesn’t cause anything at all. Other times, he thinks better of meddling, and instead “peers at you from under his bushy eyebrows.”

When the wizard would show up, and the game would unexpectedly print out a stack of new text, our pulses would quicken, thinking that we’d stumbled onto something exciting. This effect reminded me to tell Dante about the days of external floppy drives — when I first played Zork II, the entire game couldn’t fit in the computer’s memory, so whenever something exciting was going to happen, the game would pause and the disk would spin up, so that the new data could be read into memory before it was displayed to the player. The excitement that accompanied that little light and whir — for instance, when leading the dragon to the glacier — was equal to any thrill I’ve subsequently gotten from a video game.

Map from Zork II

Of course, in the case of the wizard, it would turn out that nothing cool was happening. In fact it was just the opposite — we were generally about to get stymied in some amusing but nevertheless aggravating way. The wizard obviously gets more frustrating as he keeps repeating and repeating, but the variety and comedy in his spells, not to mention that sometimes he fails completely or casts something you don’t hear, really helps temper the annoyance. That said, this game is rich enough to encourage a flow state, and when the Wizard shows up to somehow block your progress, it really disrupts that flow.

Those blockages are ultimately detrimental to the game, on a level I doubt its authors were even thinking about. Parser IF is full of pauses — an indefinite amount of time can pass in between each prompt. However, the player is in control of these pauses’ length, and when we’re barreling through a game, either replaying old stuff to get somewhere or carried on the wings of inspiration, the pauses hardly feel like pauses at all. It’s more like an animated conversation. When the Wizard comes along, though, he’s a party-crasher who grinds that conversation to a halt. Suddenly we are being forced to pause, and cycle through more pauses to get through the pause.

Perhaps in some games, such a forced break would create contemplation, or an opportunity to step back and think of the bigger perspective. That wasn’t the case in Zork II, at least not for us. It just felt like our conversation had been interrupted, and we had to wait for the intruder to go away before we could continue having fun. This feels qualitatively different from the thief, whose arrival would shift the tension into another register, and whose departure may have resulted in loss of possessions, but never in paralysis that simply drained precious turns from an implacable timer.

On the other hand, the wizard has some excellent advantages over the thief. Infocom didn’t make the wizard part of the solution to a puzzle, the way the thief was, since that would have been redundant. In Zork I, the thief would foul up your plans, and had to be eliminated (though not too soon) in order to progress. Instead of this, Zork II themes its entire late game around fouling up the wizard’s plans. This conveys the sense that unlike the thief, the wizard has a separate agenda, one that isn’t centered around the player. That adds a small but significant layer of story to this game that isn’t present in its predecessor.

The way we frustrate the wizard is by getting into his lair, and doing so is one of the game’s most satisfying puzzles. The locked, guarded door to the lair starts with an arresting image: “At the south end of the room is a stained and battered (but very strong-looking) door. […] Imbedded in the door is a nasty-looking lizard head, with sharp teeth and beady eyes. The eyes move to watch you approach.” Getting past this door means disabling both the lizard and the lock, and each requires solving multiple layers of puzzles. For the lizard, it’s solving the riddle room, then finding your way to the pool, then figuring out how to drain it. For the key, it’s getting rid of the dragon, then rescuing the princess, then figuring out that the princess should be followed to the unicorn.

Then, of course, there’s the step of determining that the key and the candies are the necessary ingredients for the door. We tried many things before that! (In the process, we found one of the weirdest Infocom bugs I’ve ever seen — more about that in a moment.) And yet, even after solving it, we didn’t even have half the points! Experiences like this are what make Zork II feel so rich. Layering of puzzles, and then opening up an even bigger vista when they interlock, makes for a thrilling player experience.

Okay, so as promised, the weird bug with the lizard door:

Guarded Room
This room is cobwebby and musty, but tracks in the dust show that it has seen visitors recently. At the south end of the room is a stained and battered (but very strong-looking) door. To the north, a corridor exits.
Imbedded in the door is a nasty-looking lizard head, with sharp teeth and beady eyes. The eyes move to watch you approach.

>look through mouth
You can't look inside a blast of air.

>examine air
There's nothing special about the blast of air.

A blast of air??? What in the world is this? Dante and I never figured it out. There’s never a blast of air anywhere in the normal course of gameplay that I can find. Yet there it is in the Guarded Room, invisible but waiting to be found, apparently as a synonym for “mouth”. It gives all the usual stock responses — e.g. “I don’t think the blast of air would agree with you” as an answer to “EAT AIR”, but is simply inexplicable. Stumbling across it was one of the weirder moments I’ve ever had with an Infocom game.

There were some other amusing bugs as well:

>put hand in window
That's easy for you to say since you don't even have the pair of hands.

>roll up newspaper
You aren't an accomplished enough juggler.

>throw bills at curtain
You hit your head against the stack of zorkmid bills as you attempt this feat.

>put flask in passage
Which passage do you mean, the tunnel or the way?

We played the version of the game released in Masterpieces of Infocom — at the time that compilation was released, Zork II was 14 years old, and had sold hundreds of thousands of copies. The fact that these bugs remain is a consolation to every IF author who eventually abandons a game, its final bugs unsquashed.

Screenshot from the opening screen of Zork II

>EXAMINE PUZZLES

Blast of air notwithstanding, that lizard door isn’t the only great puzzle in Zork II. The hot air balloon is another all-time winner. Figuring out the basket, receptacle, and cloth is fun, but once the balloon inflates, its ability to travel within the volcano feels magical. That balloon/volcano combo is one of the most memorable moments in the entire trilogy, and the whole section — including the bomb, the books, and the way it ties locations together — is a wonderful set piece.

The dragon puzzle is another great one. For us, it wasn’t so much a “How can we lead the dragon to the glacier” as it was a “Whoa, the dragon is following us. Where can we go?” I quite like that Zork II allows both of these routes to arrive at a solution. The placemat/key puzzle, while less flexible, is brilliant too, though it feels rooted in a time when people would have seen keyholes that a) could be looked through and b) might have keys left in them. Such a real-world experience was simply not in Dante’s frame of reference. In fact, I remember struggling with that puzzle when I was a kid, too — my dad stepped in and helped me with it, possibly aided by having lived in the kind of house where this could be a legitimate solution to an actual problem.

There are also some lovely structural choices in Zork II. The sphere collecting and placement is a great midgame — getting each one is exciting, and putting them on the stands feels appropriately climactic for the end of the second act. Similarly, the demon is a good creative variation on Zork I‘s trophy case, one who offers a marvelous sense of possibility once he’s satisfied.

We tried a variety of things with his wish-granting power, some rewarded and some not. We focused at one point on the topiary, one of the most enticing red herrings in the trilogy. We kept thinking there must be something to do with it. But “demon, destroy topiary” and “demon, disenchant bushes” got us nowhere. On the other hand, “demon, kill cerberus” was rewarded with comedy, if not progress:

“This may prove taxing, but we’ll see. Perhaps I’ll tame him for a pup instead.” The demon disappears for an instant, then reappears. He looks rather gnawed and scratched. He winces. “Too much for me. Puppy dog, indeed. You’re welcome to him. Never did like dogs anyway… Any other orders, oh beneficent one?”

Our first successful try was “demon, lift menhir”, which certainly got us where we needed to go, but much more wondrous was the notion of the demon granting us the wizard’s wand. Several times, Zork II had given us that wonderful IF experience of a broad new vista opening in response to overcoming some obstacle — the balloon and volcano is a prime example, as are the riddle and the Alice areas. When we obtained the wand, it felt like another whole range of possibility opened up. This sense eventually shrank, of course, but it didn’t fully go away either. For one thing, just the ability to “fluoresce” things and end our light source torture felt like a miracle. Of course, it screwed us up for the final puzzle, but more about that a bit later.

We also tried “demon, explain bank”, which didn’t work, but I sure wish it would have. As had many adventurers before us, we struggled mightily with the Bank of Zork. We eventually blundered around enough to get through it, but at no point did we feel a flash of insight about it, or an epiphany of understanding. I hesitate to call this an underclued puzzle. I think it’s just bad — maybe the worst puzzle in the trilogy. Dave Lebling later revealed that even other Infocommers couldn’t keep it straight.

The oddly-angled rooms are another infamous Zork II puzzle, in this case infamous for requiring knowledge of baseball in a way that excluded non-Americans. I contend, though, that this isn’t even the worst part of the puzzle. Even if you do understand baseball, and even if you do make the connection between those rooms and a baseball diamond, the puzzle is still unreasonably hard to solve. Say somebody told you in advance that this is a baseball-themed puzzle, and that to solve it you’d have to traverse through the rooms like you’re running the bases. What would you do? If you’re anything like me, you’d envision the typical diagram of a baseball diamond. It looks like this — the first hit on a Google image search for “baseball diamond”:

Diagram of a baseball diamond

If you conceive this diagram as an IF map, the pitcher’s mound is north of home plate, and the other bases extend in cardinal directions from the mound. So starting at home plate, to run the bases, you’d go: NE, NW, SW, SE. Right?

Well Zork II, for reasons I don’t understand, tips the diamond on its side. To run the oddly-angled bases, you have to pretend that home plate is west of the pitcher’s mound, and therefore travel SE, NE, NW, SW. That reorientation delineates the difference between “Oh, ha, it’s a baseball diamond!” and “How in the hell is this a baseball diamond?” So take heart non-Americans (and Americans who don’t know the first thing about baseball) — that “inside baseball” knowledge isn’t nearly as helpful as you might think.

The other puzzle that really stymied us was the riddle. For those who haven’t played in a while, the riddle is this:

What is tall as a house,
round as a cup,
and all the king’s horses
can’t draw it up?

This was an interesting one for me to observe. I remember solving it quite readily when I played Zork II as a kid. For whatever reason, the words just clicked for me. Dante, on the other hand, really grappled with it. He took about thirty different guesses over the course of our playthrough before I started feeding him hints. The guesses fell into a few different categories:

    • Contrived answers: a gigantic egg, an osmium sphere (because osmium is so dense)
    • Jokey reference answers: the Boston Mapparium (an enclosing stained-glass map globe that he learned about from Ken Jennings), an enemy city support pylon (referencing The City We Became by his fave author N.K. Jemisin), a geode (from the same author’s Broken Earth trilogy)
    • Logical guesses, albeit not very Zorky ones: power pole, pipe, subway
    • References to this game or the previous one: rainbow, tree, menhir, dragon, xyzzy, the letter F, barrow, glacier, carousel, lava tube, gazebo, cerberus, balloon, hot air balloon, cave, carousel room, mine, coal mine
    • Just off-the-wall pitches: hill fort (a Celtic thing inspired by “barrow”), tentacle, squid, octopus

Finally I started hinting around pretty heavily to think about holes in the ground, but even then he said “hole”, “bore hole”, and “quarry” before he got to “oil well”, which wasn’t even the game’s intended answer but which still provoked the success response because it contained the word “well”.

Riddles have a big risk/reward proposition as an IF puzzle. If you solve one, you feel so chuffed and clever. But if you don’t solve it, you may just be stuck, especially in the absence of any other hinting mechanism. Perhaps in the days where players were willing to sit with stuckness for extended periods of time, the calculus was a little different, but now puzzles like this flirt with ragequit responses, which I would argue has turned into a failure on the game’s part.

The final puzzle of Zork II felt like a mixed bag to us. It’s intriguingly different from Zork I, which basically led you to the ending after you’d deposited all the treasures. In Zork II, you can get all the points but not be finished. Indeed, the response to “SCORE” at this point is:

Your score would be 400 (total of 400 points), in 753 moves.
This score gives you the rank of Master Adventurer, but somehow you don’t feel done.

There’s one more puzzle to solve, and for us it was difficult enough to require a hint, something we’d managed to avoid for the rest of the game. Nevertheless, we ended up satisfied, feeling that it was tough but fair — essentially it requires being lightless, something that willingly surrenders in the battle we’d been fighting the whole game. We completely missed the hint — a fairly obscure phrasing on a can of grue repellent — and therefore floundered.

For us, the barrier to solving this puzzle was the flip side of the sense of possibility that the wand allows. For example, the ability to make things fluoresce with the wand so fascinated (and relieved) us that we never walked in there without light. Our continued frustration with light limits also made this behavior very enticing. On top of that, it seemed like no coincidence that “Feel Free” was a double-F, like a more powerful version of the wizard’s spells. Oh the number of places where we pointed the wand and incanted “Feel Free”, to no avail. On the other hand, having solved this puzzle with hints prepped us to solve on our own a very similar puzzle in Enchanter, but that’s a topic for another post.

I think I’ve spent more time in this post criticizing Zork II than I have singing its praises, so it may be surprising when I say that this is my favorite game of the trilogy. I have plenty of affection for parts 1 and 3, but to me this is where the best parts of Zork fully jelled. The humor works wonderfully, the imagery is fantastic, and the structure mixes richness and broadness in a way that makes for wonderful memories of gaming excitement. And sure, its bad puzzles are bad, but its good puzzles are great — deeply satisfying and marvelously layered. Zork I established the premise, and Zork III deconstructed it, but Zork II fulfilled it, and in the process provided me with many happy hours that I loved revisiting with Dante and his fresh eyes.

The Moonlit Tower by Yoon Ha Lee [Comp02]

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

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

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

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

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

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

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

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

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

Rating: 9.3

TOOKiE’S SONG by Jessica Knoch [Comp02]

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

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

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

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

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

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

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

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

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

Rating: 8.7

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

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

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

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

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

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

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

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

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

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

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

Rating: 8.2

Coffee Quest II by Anonymous [Comp02]

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

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

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

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

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

Rating: 3.1

MythTale by Temari Seikaiha [Comp02]

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

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

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

You can see a bonfire and a metal barrel here.

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

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

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

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

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

>tie
What do you want to tie?

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

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

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

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

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

Rating: 6.3

The Temple by Johan Berntsson [Comp02]

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

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

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

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

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

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

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

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

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

Rating: 6.8