Invasion of the Angora-Fetish Transvestites from the Graveyards of Jupiter by Morten Rasmussen [Comp01]

IFDB page: Invasion of the Angora-fetish Transvestites from the Graveyards of Jupiter
Final placement: 44th place (of 51) in the 2001 Interactive Fiction Competition

Note: This review contains one exasperated, Dennis-Miller-channeling expletive.

One of the first things that happens when Invasion (this year’s entrant in the traditional comp sub-contest of “I-have-a-longer-sillier-name-than-you”) begins is that it plays a song with a creeping bass line and a Shirley-Manson-like female vocalist. “Hey,” I thought, pleased, “that sounds a lot like Garbage!” Little did I suspect how closely that comment would come to resemble my assessment of the game as a whole. Invasion claims to be “an interactive tribute to everything Ed Wood“, the famously awful director of such cinematic nadirs as Plan 9 From Outer Space and Glen or Glenda. This, you might think, would give it some wiggle room in the quality arena. It turns out, though, that there’s “entertainingly bad” and then there’s just “bad”, and sad to say, Invasion falls into the latter category. I played it for about 45 spleen-piercing minutes before finally giving up in a raging tide of annoyance, frustration, and sheer exhaustion. With my last shred of curiosity, I glanced at the walkthrough and discovered — Good Lord! — that the game is huge, and that there are tons of things I didn’t even find. I can’t imagine the sort of person it would take to find all these things and play this game through to completion.

Whoa there, Paul. Aren’t you being a little harsh? Well, in a sense, yes. This game obviously wasn’t put together overnight. For one thing, it’s a Windows executable, and anybody who’s tried an MS visual language knows that those forms are fiddly to arrange. It’s got its own parser (of sorts), a hit points system, timekeeping, and lots of other stuff. So it clearly was the product of some effort. In another sense, though, I don’t think my view is that harsh at all. This game is loaded with bad, irritating, horrible factors, things that you can’t help but suspect were put in there on purpose to annoy you. Little details like, oh, capitalization, punctuation, putting spaces between words, blank lines between text blocks, printing the contents of a room with the room description, and other such niceties are handled… shall we say… capriciously. I’d give an example but, unsurprisingly, the game provides no scripting function, and randomly clears the output window every so often, making even my Isolato Incident method quite impossible to carry out. More aggravation: image windows pop up every so often, which can’t be controlled from the keyboard — a special trip to the mouse is required to shut these down.

But this is all cosmetic, right? Sure, so far. Oh but don’t worry, there’s lots more. The game occurs in real time, and NPCs flit in and out of rooms like angry insects, sometimes changing locations as much as, oh I don’t know, once every two to three seconds, which makes it darn tough to actually interact with them, since by the time you’re finished typing the command, they’re gone. Not that they’re worth much when they stick around, as they tend to spit out uninformative, unpunctuated, and often just plain uninteresting phrases, on the rare occasion that they have any responses implemented at all. The game also throws random information at you without explaining it in the slightest. For example, at some point, you’ll see a flash of light in the sky and the game will print “** Quest : killer on the loose **”. Huh? Whaddaya mean, “Quest”? What am I supposed to be doing? How do quests work in this game? Who’s giving me a quest, and how does a flash of light tell me that there’s a killer on the loose anyway? Should you fail to figure it out within some set amount of time or moves, the game abruptly ends. Sometimes the parser ignores input altogether; a command like “drop all but nutribar” will drop everything… including the nutribar. And there’s only one savegame allowed. And there’s a money system that is seriously whacked. And… ah, fuck it. Who wants pie?

Rating: 1.8

You Are Here by Roy Fisher [Comp01]

IFDB page: You Are Here
Final placement: 25th place (of 51) in the 2001 Interactive Fiction Competition

I’m looking over the lists of comp games from past years, and I think I can say that You Are Here is the first comp game I’ve seen whose main purpose is to serve as advertisement. Sure, the “IF as ad” idea isn’t new. We’ve seen jokey endorsements like the wonderful Coke Is It!. We’ve seen bonus releases advertising new commercial games, as Zork: Undiscovered Underground did for Activision’s Zork: Grand Inquisitor. In the comp, we’ve even seen games that supposedly served as demos for their fuller, more epic, and (natch) as yet unreleased versions (e.g. And The Waves Choke The Wind or, in a somewhat different sense, Earth And Sky.)

You Are Here, though, is of a different breed. It’s a real promotion, and it’s not advertising a game, but rather a play — Trina Davies“Multi User Dungeon”. Of course, given that the play is taking place (or rather, “took place”, since I’m writing this review in October but won’t release it until the show has ended its run) in Edmonton, Alberta, Canada in early November makes it highly unlikely that I will be attending it. Hey, if it were showing in Denver, I’d probably buy a ticket. But an international flight for the sole purpose of playgoing isn’t exactly within my means, and I suspect the same is true for the vast majority of comp judges. Consequently, it could be argued that as an advertisement, You Are Here can hardly be anything but a staggering failure, so supremely mis-targeted it is. Thus, I can’t think it was entered in the comp with any particular hope of pumping up the house receipts for “Multi User Dungeon” — it must want to be evaluated on its merits as a game. Fair enough.

So what about it? Well, results are mixed. On the plus side, this game was obviously not just thrown together for the sake of media saturation. It’s a substantial piece of work, just about the exact right size for the comp. It uses a heretofore-unseen setting, simulating the environment of a MUD right down to emotes and the “who” command, and does a darn good job of it. Unlike our beloved ifMUD, this MUD is more in the hack-n-slash mode, a standard cliché-medieval environment in which you select your gender by choosing between wearing a “Barbarian loincloth” and a “Valkyrie breastplate.” It contains several entertaining moments, such as the couple whose hookup is spilling over from their MUD personas into their real lives, or the woman making a vain attempt to become one of the “Wizards” (i.e. coders) of the MUD before having spent a substantial amount of time there. Best of all, there’s an NPC companion who is a thoroughly entertaining replica of a typical MUDizen. I particularly enjoyed the things he’d shout out (like “Whodaman? Whodaman?”) when we’d win a battle. There was also one puzzle I really enjoyed solving — it involved a mix of experimentation, lateral thinking, and object combination that worked for me.

So much for the positives. The game is also burdened by a number of problems. There are typos and grammar errors sprinkled lightly throughout. There are bugs, including a Vile Zero Error From Hell that spits out a screenful of “Programming Error:” messages. Far worse than these is the game’s greatest sin, a sin of two parts. Part the first: the game closes off without warning — performing a completely standard action causes one of the puzzles, one most people won’t encounter until much later, to become unsolvable. This is bad enough, but it’s grievously exacerbated by part the second: You Are Here‘s “about” text claims that “it is impossible to get yourself into a situation where you cannot solve the game.”

Okay, bad enough to actually design a game this way, but to design it that way and claim that it isn’t designed that way? No, no, no — don’t do that! Granted, it’s possible that the problem is with the programming and not the design, but either way, I ended up floundering around for quite a while, sure that the game wasn’t in an unwinnable state because, after all, the game told me it wouldn’t be! Actually, it’s occurring to me at the moment that it’s also possible I just wasn’t clever enough to find out the alternate solution. If that’s the case, all complaints are retracted. But until I find out otherwise (and given that the game provided no walkthrough, it may be a while), my verdict stands: a clever, interesting game (especially for a promotional work), flawed by some minor errors, a serious design weakness, and a false claim.

Rating: 7.2

Fine-Tuned by Dennis Jerz as Dionysius Porcupine [Comp01]

IFDB page: Fine-Tuned
Final placement: 18th place (of 51) in the 2001 Interactive Fiction Competition

Dammit, people, stop this! I played Fine-Tuned for an hour, and loved it. Aside from a few spelling mistakes and stray bugs, it was a delightful game with terrific writing, fun characters, and a great plot. But the further we get into that plot, the more broken the game becomes, until it finally implodes with a fiery crash that can even bring down the whole interpreter. Naturally, this happens at a climactic point in the story.

This experience SUCKS. It makes me wish I could give negative ratings. It’s much worse playing a game that would be great except for how horribly broken it is than it is playing a game that’s weak but bug-free. It’s IF interruptus.

PEOPLE: TEST YOUR GAMES. IF YOUR GAME IS BROKEN, DO NOT ENTER IT IN THE COMPETITION. FIX IT BEFORE YOU ASK PEOPLE TO PLAY IT. THAT IS ALL.

Rating: 1.0

The Isolato Incident by Anya Johanna DeNiro as Alan DeNiro [Comp01]

IFDB page: The Isolato Incident
Final placement: 22nd place (of 51) in the 2001 Interactive Fiction Competition

Okay, first: When I say “Alan” in this review, I’m referring to the programming language, not the author. Second: it’s always bugged me that Alan provides no scripting capability, but it’s never annoyed me more than it did for this game. That’s because this is the first Alan game I’ve encountered that’s been more about language than interactivity, and I desperately wanted to keep a copy of my interaction with the game so that I could refer back to its language when I wrote this review. I finally ended up hacking together a solution by periodically opening the scrollback buffer (thank you Joe Mason for porting Arun to Glk!) and copy-and-pasting the contents into a text file. Now that I’ve got that text file to peruse, I’m becoming even more aware of the strangenesses in the game’s use of words.

The main gimmick is obvious from the start: the entire game is written in the first person plural voice — as in, “Wait, we must stop.” Sometimes an approach just makes me sit back and say “wow, never seen that in IF before” and this was one of those times. The game is apparently from the point-of-view of a monarch, and therefore it’s fairly easy to assume that all this plurality is due to the use of that kingly favorite, the “royal we.” However, there are hints here and there that the “we” doesn’t just refer to the monarch and his subjects, but to some sort of actual multitude. For example, the narrator offhandedly mentions that “We like to coif our hair into shape, exactly like each other.” Each other? Granted, this could refer to the hairs themselves, but that’s not the only reference to multiplicity. For instance, in the first room description, we (that would be the “reviewer’s we”, dontcha know) see this:

Cozy Throne Room.
This is where we rest, tarry, and make our fears vanish. There is
enough room for all of us here.

Is this monarch of such tremendous girth that most rooms fail to hold him? Well, probably not, given the reference to “razorthin hips” in the response to “X US” (the game cleverly replies to “X ME” with “‘me’? We’re not aware of that word.”, thereby deftly employing a parser default response to further delineate the main character.)

All this would be quite enough to take in, but the game has other plans up its sleeve, too. To confusion of voice, The Isolato Incident adds a pile of words whose meaning has simply been displaced. Take this sentence: “We watch our bees, smear their history on our arms and legs.” That’s not some sort of metaphor about honey; instead, it’s a recontextualizing of the idea of bees and the idea of history into an entirely new grid. All this, and we haven’t even left the first location yet! After spending some time with the game, I started to figure out why my response felt familiar: it resembled my reaction to Dan Schmidt‘s 1999 entry For A Change. I’d look at a passage like this:

The Crux Of Our Landscape.
Still, there is much to be admired here. The green slopes are
flatter; thus, the cleft of the wind is much stronger. There are also
choices etched in the road. South leads to the nearly endless royal
road, and to the east of us is the bonegrass field and (further east)
the treasury. We can also pitter-patter back to our hut to the north.

and run it through my hastily-constructed mental filter. “Okay, ‘cleft of the wind’ probably just means a breeze. ‘Choices etched in the road’ is probably indicating that this is a crossroads.” This filter felt more natural as the game progressed, but I never stopped feeling at a distance from the PC, and therefore unable to invest any particular emotional commitment into his struggles.

The game’s not-terribly-surprising twist ending might have removed this barrier, but as it happens, I still felt just as distanced from the game even after it revealed another layer of itself to me. I think this occurred because even after the twist, the game didn’t do much to connect with any particular reality to which I could relate. In the interest of not giving away the surprise, I’ll refrain from going into detail, except to say that the ending happened suddenly enough, left enough context unexplained, and raised enough further questions that it didn’t give me much of that feeling of satisfaction that we tend to expect from the ends of stories. For me, a narrative layer a little more grounded in reality would have done wonders for my emotional connection to the game. As it was, I could admire the prettiness of the words, but only from a remove.

Rating: 7.5

[Postscript from 2020: In the context of 2001, The Isolato Incident wasn’t submitted pseudonymously. However, as of 2020, the author has transitioned to using the name Anya Johanna DeNiro. I wrote Anya, asking whether I should credit her as Alan or Anya. At her request, I’m crediting the game to her as Anya, but noting that she wrote as Alan at the time.]

Greyscale by Daniel Freas [Comp01]

IFDB page: Grayscale
Final placement: 13th place (of 51) in the 2001 Interactive Fiction Competition

There are some strange anomalies about Greyscale. Take this, for instance: the game is centrally concerned with words, to the point of scattering literary quotations all around, spending nine locations on a library stocked with classic works, offering generous doses of original poetry (apparently by the author), and throwing in for good measure another room whose puzzle revolves around novel titles. Yet for all this concern with literature, Greyscale is shockingly careless with its own prose.

This is a game profusely littered with grammar errors of every stripe. Run-on sentences are everywhere. In fact, punctuation in general is a serious problem. Compound words lack hyphens. Commas are conspicuously absent, except at the end of independent clauses, where they stand in for periods. We’re even treated to the ever-popular it’s/its error. Given all these major weaknesses in the game’s writing, I struggled to give much credit to its literary pretensions — if you want me to think that you take language seriously, start with your own.

This contradiction isn’t the only one in Greyscale. There are also some instances of what I suppose I’d call “false advertising.” For instance, the game’s credits text claims this:

Finally, throughout the game you will undoubtedly come across various
writings. They have all been attributed to their authors in a fairly
straight-forward manner...

Actually, not so much. There are some textual passages whose authors are clearly marked, but then there are others that are only labeled with “S.C.” or some similar set of initials. If you’re fairly well-read (or bored enough to do a web search) you can probably determine what the initials stand for, but in no way does that make them “fairly straight-forward” attributions. Okay, so that’s a minor quibble. For a more important example of such contradictions, observe this suggestion in the game’s info text:

You may notice that when you start the game you are given no obvious
goal, but as you examine your surroundings and interact with the game
the goals and the story behind the game will become clear.

Once again, not so. I spent a good two hours with this game, and pretty much felt the entire time like there was no particular plot, no real backstory, and that the only goals I could discern were the typical goals of plotless IF: wander around, pick up what’s not nailed down, identify puzzles and try to solve them. There were hints throughout of another narrative layer, and the ending confirms these hints, but that’s a far cry from what I’d call an actual story.

In point of fact, the majority of the game consists of wandering around the author’s fantasy house. How do I know it’s the author’s fantasy house? Simple: he embroidered his name on the handtowels. All throughout the place are rich-dude features like marble, seashell-shaped sinks, mahogany furniture, deep pile carpet, massive gardens, statuary, and so on. The kitchen has a freaking stainless steel floor, for heaven’s sake.

This idea is a few degrees off of the well-known and deeply-dreaded “here’s an implementation of my house” genre, but only a few. There are some puzzles, at least, but they’re not really original enough puzzles to compensate for the poor writing, misleading claims, and the general vacuousness of the setting. It’s not that the game was particularly offensive, but it felt sloppy, empty, and lacking in imagination. What I hope is that this practice run will enable the author’s next game to achieve a level of polished prose and compelling story that this one just didn’t quite reach.

Rating: 4.3

2112 by George K. Algire as George K. George [Comp01]

IFDB page: 2112
Final placement: 24th place (of 51) in the 2001 Interactive Fiction Competition

Unlike the other game at the IF Archive by this title, 2112 is not an adaptation of the 1976 Rush song. There are no Red Stars of the Solar Federation, no Temples of Syrinx… really, no Ayn Rand-inspired dystopian sci-fi whatsoever. Instead, this game just happens to be set in the year 2112, and casts the PC as a middle school student taking a field trip to humanity’s scientific outpost on the planet Mars.

The futuristic trappings are there, but I wouldn’t exactly call this game science fiction. Its vision of the future is more or less a straight transplantation of present-day life into a century from now, with very little extrapolation for change. The students travel to Mars in a Boeing 797, and upon reaching the planet, the PC finds a Starbucks, a Gap, even a “2113 Dodge Aries Planet Hopper.” As the author jokes in the readme, “It’s a shame they don’t offer a prize for most corporate name-dropping in a single work.” The game reserves a little sneering for the various corporate presences, but I’d hesitate to call it satirical — the swipes are rather too blunt to deserve that label. Of course, the game was so large that I didn’t reach the ending in two hours, even after I spent the second hour more or less typing commands straight from the walkthrough, so there may have been a stinger that I missed later on in there, tying the whole thing together and making some kind of point. More on the size a little later.

This not-quite-science-fiction, not-quite-satire game was also written as a Windows executable, using a homegrown parser. Every year, the IF competition seems to attract one or more of these, and I have to say, I find it rather interesting that there are enough people willing to write their own parsers and world models to actually provide a number of new creations, all with their own from-scratch code, for each and every annual IF competition. I’ve mentioned before that the urge to keep reinventing the wheel is quite a foreign one to me, and that I tend to dread these homegrown entries, as their parsers are much more likely to be problematic, snide, and annoying. Due credit, though: 2112 has one of the best homegrown parsers I’ve ever seen. Yes, it still breaks rule #1 of Paul’s Parser Manifesto: “Parsers must not pretend to understand more than they do.” One small favor is that its violation applies only to verbs, as in the following exchange on the occasion of finding a stuck hatch:

>pry hatch
You don't figure doing that would help you much.

Well actually, I did figure doing that would help me. That’s why I typed it. Turns out the game would have responded exactly the same way if I had typed “rpy hatch.” However, on the positive side, the parser has a very useful and ingenious way of disambiguating. For instance:

>drop note
. . . note
Which of the following do you mean? 1) the small yellow note, 2) the
pile of notebooks? Just hit 3) to forget it.

After issuing this question, the game disables all keys except 1, 2, and 3, thus preventing accidental input while preserving (through the last option) player freedom. I thought this was a great way to prevent the pernicious “Let’s try it again: Which do you mean, the note or the note?” problem. 2112 also had several fun features available, such as a customized game window, appropriate (and sometimes startling) sounds, and multicolored text. It even provided most of the features I’ve come to expect from IF, such as scripting capability and undo, though I was hesitant to use the latter because it required restarting the former.

Usually my screed on homegrown games is that nifty features don’t matter as much as a solid parser. 2112, though, has both. You’d think I’d be satisfied. Well, it turns out that reasonable game design is nearly as much of a must as a good parser, and it’s here that 2112 doesn’t quite make it. I’d played the game for about an hour and couldn’t figure out what to do next — the game was telling me I was still in the preface, despite my having explored a couple dozen rooms and solved a variety of puzzles. So I checked out the walkthrough, and guess what? I’d failed to find a vital item in the first 10 moves of the game, and there was no way to recover that item, nor to substitute its use in the puzzles that involved it. I had to restart, and let me tell you, I was gritting my teeth.

From that point, I was going straight from the walkthrough, and although I did this for a straight hour, I still wasn’t able to finish the game. What this means to me is that 2112 is in no way a two-hour game. Consequently, it dodged the pet peeve I expected it to hit (shoddy homegrown parsers) and ran smack into two others (games inappropriately large for the competition, and games that close off without warning.) Oh, I almost forgot to mention: the game suffers from a number of spelling and grammar errors, too. Make that three pet peeves. 2112 is a slick piece of work, and it didn’t need TADS or Inform in order to be as richly interactive as it needed to be. What it did need, however, was to take a few lessons from the game design ethos that the IF community has evolved alongside its development systems.

Rating: 6.6

Journey From An Islet by Mario Bencroft [Comp01]

IFDB page: Journey From An Islet
Final placement: 12th place (of 51) in the 2001 Interactive Fiction Competition

First of all, how big a coincidence is it that I’m playing two games in a row penned by New Zealanders? Are we seeing the harbingers of a Kiwi revolution in IF? Well, maybe not. Journey From An Islet isn’t a bad game, but it doesn’t give much context for either the PC or the story, and the result feels a bit like walking around in a painting. The beginning of the game deposits you on a mountaintop, with only these words by way of introduction:

You have seen many strange and wonderful places in your travels, but
the world where you have fallen remains quite dark and enigmatic.
What will time bring; how will you continue your journey...?

Fair questions, but I was hoping I could get some others answered, like: “Who is the PC?”; “Why is he/she traveling?”; “How did he/she get to this islet in the first place without a boat or something?” These questions never got answered — not even close, really — and consequently I felt pretty disconnected from the gameworld even as I explored it. Granted, even some of the most revered IF offers empty PCs and no explanations, but those games (like the Zork series) tend to offer an absorbing setting and tons of clever puzzles, which help shift the emphasis away from questions about the story. Journey is pretty sparse in every department, and I found it pretty hard to engage with.

Actually, I should amend my earlier statement. The game isn’t sparse in every department — one thing it provides is a fairly thorough implementation of first-level nouns. Of course, given that most of the game concerns itself with describing a pretty landscape, most of those nouns have to do with the landscape, too. Usually, I find exploration satisfying, and feel pleasantly immersed by deeply-implemented description, but for some reason, this game’s text just left me cold. I think perhaps that vivid, forceful landscape description is a lot harder than it looks. Take, for example, the game’s description of a mountain path overlooking a forest:

Southwestern mountainside
A narrow path twists dangerously around cliffs and chasms as it
passes down the mountainside. Protruding crags cast weird shadows
against the snow. A dark green carpet of dense treetops rolls across
the west, smothering the ground, not penetrated by sunlight.

Compare this with a similar passage from Andrew Plotkin‘s A Change In The Weather:

Rocky Outlook
A wide angular tongue juts out from the hillside. The park stretches
off to the north and west, a vast expanse of bright meadowland,
patched with dark woods and stitched with streams that glitter in the
sunlight. In the distance, a lake reflects white fire from the
setting sun.

In the first passage, the room name is as one might identify the spot on a map, while in the second, the name reflects the direct experience of the PC. In the latter passage, we get striking, original images — a “tongue” of rock, a lake of white fire — whereas in the former, the images are flatter, more clichéd: “weird shadows”, a carpet of treetops. Finally, Plotkin maps inanimate landscape features onto active verbs, further strengthening the imagery by relating the woods to patches, the streams to stitches. The Bencroft passage attempts the same trick by having the treetops “roll across the west”, and indeed that’s a stronger point of that passage, but the sentence ends up tripping over itself by throwing a final descriptive clause that is too distant from its object and unlinked by any connective phrases, making us pause to figure out whether it’s the ground or the treetops that the sunlight isn’t reaching. And once we’ve made that pause, we have to wonder: how is it that we know from way up on the mountain whether or not the sunlight is penetrating the trees beneath?

I don’t intend that breakdown to demonstrate that Journey‘s prose is awful — in fact, it’s quite serviceable throughout. However, while serviceable prose describing a puzzle can be pretty transparent, it is unable to carry landscape descriptions all on its own; these require something stronger. For this reason, I was most engaged with the game when it was describing puzzles, and least so when it was in its more common contemplative, exploratory state. Between the flat writing and the lack of context, I found it difficult to care what was going on in the game — it all seemed a little arbitrary.

The game employed some visual tricks that were helpful. Crayon sketches were scattered judiciously throughout, and unlike Arrival‘s crayon-work, these sketches had the effect of creating a soft, watercolor ambience rather than a childlike one. Also, the game selects the background color based on the time of day, and this too is an effective trick. Still, these techniques weren’t enough, for me, to counterbalance the sluggish prose, and I left the game feeling pretty unmoved. I know from experience that about the only way to become a better writer is to practice, and I look forward to seeing the author’s next game, to see that improvement in action.

Rating: 5.3

To Otherwhere And Back by Greg Ewing [Comp01]

IFDB page: To Otherwhere And Back
Final placement: 28th place (of 51) in the 2001 Interactive Fiction Competition

For the past several years, the IF community has created a variety of “mini-comps” in the Spring of each year, competitions where the games are instructed to stick to a particular concept. These concepts can range from a required image like “a chicken crossing a road”, to the inclusion of a particular element (romance, dinosaurs, the supernatural), to a stipulation about the game structure itself (include the verb “use”, disallow the player from having any inventory.) Furthermore, for as long as there have been Spring mini-comps, they have had an effect on the Fall “maxi-comp,” because inevitably some author has a great idea that fits with the mini-comp, but doesn’t manage to finish by the Spring deadline, so instead polishes the game further and enters it in the Fall comp.

This spillover effect has given us such past treats as Downtown Tokyo. Present Day., and Yes, Another Game With A Dragon!, and now To Otherwhere and Back, a game originally intended for Emily Short’s Walkthrough-comp. The concept behind this particular mini-comp was that entrants had to produce games (or transcripts) that conformed to a particular walkthrough; as a further twist, this walkthrough was in the form of an unpunctuated telegram, containing strings of commands like “TAKE NEXT TURN SMOOTH DUCK DOWN” and “LOOK UP DRESS BOOK SHIP PACKAGE PRESENT BOWL”, which could be broken up in any number of clever ways.

To Otherwhere and Back meets the challenge ably, and in doing so, emphasizes an underrated IF technique: cueing. What we learn from games like this is that IF can prompt even quite unusual input from the player, as long as the setup has been executed with skill and the cue delivered fairly clearly. For example, in order to get me to type the first command from the walkthrough, the game presented me with this situation:

The screen of the debugging terminal is covered with code and
variable dumps. You stare at it with bleary eyes, trying to find the
last, elusive bug that you've been chasing for the last 37 hours
straight. You're so tired, you're having to make a conscious effort
to think.

That first command was, of course, “THINK.” That’s not something I’d usually type in at an IF prompt, because most games just give a canned answer to it, if they give any answer at all. This piece of text, though, was enough to cue me that in this situation, that command might produce something useful, and indeed it does. It’s not that good cueing leads the player by the nose — in fact, the first thing I typed after reading the text above was “DEBUG”, which actually put me into the game’s debugging mode, hilariously enough. But after that didn’t work, I looked at the text again, and was able to discern the right move without looking at the walkthrough. This sort of dynamic is the essence of good cueing, and TOAB does it over and over again. Of course, what’s also true is that Alan‘s heavily restricted parser and the shallowly implemented game world had me looking to cues quite a lot, but in this game that paucity of options was quite appropriate.

What TOAB doesn’t quite manage, though, is to construct a coherent plot. Granted, hewing to a deliberately challenging premise while telling a story that makes sense is quite a tall order — most of the entrants into the walkthrough-comp either came up with some arbitrary reason why those words would be strung together (as in Adam Cadre‘s hilarious Jigsaw 2), or relied heavily on the dream/surrealism/hallucination device to justify the necessary contortions. TOAB pursues the latter option, and its story ends up feeling more than a little arbitrary as a result.

Still, the game applies itself to the walkthrough’s odder moments in some very clever ways, and provides some good laughs, such as the Polish phrasebook that “contains translations of many phrases useful to a traveller in Poland, such as ‘Please develop this film’, ‘How much is the sausage?’, and ‘Am I under arrest?'”. Overall, I enjoyed TOAB, and while the fiction element of it wasn’t so great, its interactivity techniques got me thinking. That’s not a bad track record for a comp game, no matter what comp it might belong to.

Rating: 7.1

No Time To Squeal by Mike Sousa and Robb Sherwin [Comp01]

IFDB page: No Time To Squeal
Final placement: 4th place (of 51) in the 2001 Interactive Fiction Competition

Sometimes two heads really are better than one. Take Robb Sherwin, an author with writing ability and panache to spare, but whose comp games have traditionally been major-league bugfests. Combine with Mike Sousa, whose Comp2000 entry At Wit’s End proved that he was capable of thorough, polished implementation and taut pacing, though his prose didn’t particularly draw attention to itself (for good or bad.)

The result is a game that uses each author’s strengths to its best advantage. NTTS had me on the edge of my seat almost immediately, invested in the characters and sweating through the rapidly mounting tension. That sick, scared, hollow-stomached feeling isn’t one I tend to enjoy, even when it’s produced by fiction — that’s why serial killer horror is a genre I usually avoid — but I have to admit, this game did an excellent job at producing it. Very short scenes, whose interactions are limited to a few, very obvious moves, pile rapidly atop one another, screaming towards a conclusion that left me breathless, saddened, and a little confused.

Right about then, the game did something that really pissed me off. Of course, I didn’t know at the time to be pissed off about it — I only found out later, after spinning in frustrated circles, trying to make progress. And even though this move is one of the major surprises in NTTS, I’m going to spoil it now, because to my mind, it’s a terribly unfair trap lying in wait for people who approach IF like I do. You’ve been warned.

What happens is that NTTS appears to end tragically. It then offers the standard “Please enter RESTORE, RESTART or QUIT” prompt, and indeed, you can restore or quit from this prompt, and those functions will work as advertised. RESTART, however, doesn’t really restart the game but instead moves it to its next section. Now, it’s true that this is not a new idea. At least one other game pulls a similar trick, but in that game, no matter what you type at the question’s prompt, the letters RESTART appear. NTTS, however, offers a system prompt at which some responses will generate system actions and other responses will generate game actions.

This is a very, very bad idea. You know why? Because I chose RESTORE, that’s why. I restored my game, trying to “win” that first section, and failed, not knowing that failure was the only option. I was about to restore again, but I just couldn’t think of anything new to try, so I checked the walkthrough, and found out that the way to solve this “puzzle” was to type RESTART at a system prompt that really wasn’t. This is dirty pool. If you’re going to sneakily integrate system prompts with the game, at least have the courtesy not to make the feature into a puzzle, because solving a cheating puzzle isn’t any fun.

I approached the rest of the game with wariness and caution, unwilling to get too drawn in, which is too bad because NTTS apes Photopia‘s viewpoint-fragmentation (though not so much its time-fragmentation) to great effect, in the service of telling an interesting, multi-layered story. Of course, it was a story that still left a few major plot danglers swinging even when it reached its real conclusion, not to mention threw in cultural references from Jack The Ripper to Lewis Carroll without much to support them. Still, it was engaging stuff, and was peppered with one or two really clever puzzles. The overall design was solid, save for the one flaw, but that flaw was so glaring, I really can’t ignore it. No Time To Squeal demonstrates that great things can happen when two IF authors combine their strengths, but unfortunately, it also shows that even teams still have their weaknesses.

Rating: 7.4

Stick It To The Man by Brendan Barnwell as H. Joshua Field [Comp01]

IFDB page: Stick it to the man
Final placement: 40th place (of 51) in the 2001 Interactive Fiction Competition

Oh man, what a bummer. Here’s this game — I’m playing it, exploring the first scene. It doesn’t take me long to realize that I love the writing. I only wish I could write dialogue and point-of-view descriptions that sound as natural as this. So I spend about a half hour exploring that first scene as thoroughly as I can: checking out all the rooms, talking to all the characters, really digging it. My IF time is up for the night, so I save my game.

Next day, I restore. Things seem a little stranger. Some paragraphs are repeating, weirdly. Some of the dialogue doesn’t exactly seem appropriate to the scene, and some of the scenes appear to lack the appropriate dialogue. About then is when I choose an option and — bang. Interpreter crash. Oh, no! So I restart, try another route. Another crash. Another restart. El crasho.

Oh, NO! Oh, yes. Oh, man. Oh well.

Rating: 1.0