The Meteor, the Stone, and a Long Glass of Sherbet by Graham Nelson as Angela M. Horns [Comp96]

IFDB page: The Meteor, the Stone, and a Long Glass of Sherbet
Final placement: 1st place (of 26) in the 1996 Interactive Fiction Competition

I was very impressed with Sherbet, a highly inventive adventure which puts yet another imaginative spin on the Zork mythos. The game’s prose is at a very high level of quality, its world is very well-designed, and several aspects of the documentation (the context-sensitive hints and the diplomatic “briefing”) were very well done indeed. I didn’t get through the entire game in the two hours allotted, and I found myself resorting to the hints quite a lot. Often, this was because a logical puzzle had me stumped, but the first two times were due to puzzles which didn’t offer enough alternative syntax. Unfortunately, these two situations inured me to looking at the hints, thinking perhaps that my other obstacles were due to syntax problems as well. Apart from this one flaw, Sherbet was a truly excellent piece of work — well-plotted with clever puzzles, a strong sense of unfolding narrative, and rife with the pleasures of revisiting an old friend in a new context.

Prose: The game’s writing consistently maintains an exceptional level of quality. The vacuous’ Amilia’s ramblings serve exquisitely to define her character, and the “briefings” concisely draw the player’s diplomatic situation while quietly evoking Zorkian echoes. I found myself just a little confused by some of the cave descriptions, but this was mainly due to the sense of scope which the author unerringly conveys.

Difficulty: As I mentioned, the game was too difficult (and large) for me to complete in the two hours allotted for judging time, and part of this difficulty arose from problems with the first two puzzles. After finally summoning the bird of paradise, I spent a good fifteen minutes trying to pour, put, rub, insert, or otherwise attach the sherbet to the elephant before finally resorting to the hints only to discover that the game demanded I “throw” the sherbet glass. However, in other spots the difficulty of the game was quite legitimate and logical, as in the instance of the ladder problem, which was another solution I found in the hints rather than finding it myself.

Technical (coding): On the whole, the game was very well coded, and I never found the kind of irrational flaws which can snap the suspension of disbelief in interactive fiction. There were a few spots where the game suffered from a lack of synonyms, especially the elephant (as described above) and the hook (one must again “throw rope over hook” but cannot stand on the table or hamper, lasso the hook, simply “throw rope” , “put rope on hook”, or even “throw rope onto hook”.) When these problems are eliminated , the game will be very strong indeed.

Technical (writing): Sherbet is a well-written and well-proofed piece of work in which I don’t recall noticing any technical mistakes.

Plot: It was a great pleasure to get embroiled in the plot, and the premise of the main character as a diplomat rather than an adventurer provided a break from cliché married with a plausible reason for the snooping called for by the game’s structure. I’m looking forward to the endgame, which I hope will offer a tie between the game’s diplomatic beginnings and its Zorklike middle.

Puzzles Mostly discussed above in “Technical (coding)” and “Difficulty.” Many of the puzzles were real pleasures (panning and the ladder come to mind) and the twist on treasure collecting (giving all the treasures to the Zork adventurer) was brilliant. Once the puzzles are better coded the game will be really first-rate.

OVERALL — A 9.3

Rippled Flesh by Ryan Stevens as Rybread Celsius [Comp96]

IFDB page: Rippled Flesh
Final placement: 24th place (of 26) in the 1996 Interactive Fiction Competition

Having already played the author’s other competition entry, I sincerely dreaded playing this one. Probably my low expectations contributed to my feeling that this game was actually slightly better than Punkirita Quest. Sure, the writing is still riddled with errors, and sure, the plot and premise still make absolutely no sense, and yes, the coding is very poor and the design even more so, but at least this time I had some faint grasp of what was supposed to be happening. Perhaps this derives from the fact that Flesh takes a more realistic setting and thus less needs to be explained by the author’s inadequate verbal skills. Of course, that doesn’t mean I liked it — just that it was less painful than the other game. Progress? Perhaps — I’ll just try to judge the game on an objective basis rather than on its dubious achievement of being a better piece of work than Punkiritia.

Prose: The descriptions were weak, and the overall feel of the game evoked walking through the brain of a mental patient — a series of non sequiturs, loosely tied together by an irrational framework. The writing suffered under so many errors that they seriously occluded the author’s ability to communicate, and this problem was compounded by the fact that many (most, actually) of the objects and rooms in the game seemed to have no real purpose or function.

Difficulty: I found it possible to move through the game without much trouble, which is a good sign; at least the language problems didn’t render the game so opaque that it was simply impossible to complete without a walkthrough. Mainly the point of the game simply seemed to be finding one’s way through a maze of rooms — the one real puzzle (the wardrobes) had its effect spoiled by the fact that one didn’t really gain much of anything by solving it.

Technical (coding): Coding problems abounded. Nothing fatal, but certainly plenty of the nonsensical and downright baffling. For example, how about those lights that get turned on so brightly that they blind the character, yet in the next turn the room is still dark?

Technical (writing): Really quite terrible. My only hypothesis is that the author is a student (rather than a speaker) of English, and a rather poor one at that. A dictionary and a spell-checker would improve things immensely — then the proofreading can begin.

Plot: No, there wasn’t one. A bunch of random events tied together by a whacked-out ending does not a plot make.

Puzzles: I mentioned the game’s only real puzzle above. Other than that, the game’s “puzzle” was just walking through the exit in each room until finally arriving at the “win game” room. Nothing much made sense, and so the whole experience ended up being unsatisfying. The real brain-twister is why the author chose to enter this piece into the competition in the first place.

OVERALL — A 2.0

Reverberations by Russell Glasser [Comp96]

IFDB page: Reverberations
Final placement: 13th place (of 26) in the 1996 Interactive Fiction Competition

This game was strong on good intentions, but rather weak on execution. The plot of the pizza delivery boy who foils the giant conspiracy was clever and lots of fun to play through, but the enjoyment was dampened by several technical problems in the game’s interface. Witty remarks abounded, and some unlikely actions were anticipated quite hilariously, but the positive effect of these features was counterbalanced by some logical errors in the game’s construction. It was a fun game, and with some polishing could be a real gem of IF, but in the state it was in for the competition, its great ideas were bogged down by flawed coding and language.

Prose: In some areas the prose was outstanding — economical descriptions which brought off the flavor of an object or area without getting mired in detail. In other areas the prose failed to note rather important aspects of a scene (the most grievous offense occurring at the very first room of the game.) Finding the clever responses was the greatest pleasure in the game, though sometimes the “SoCal” references felt quite self-conscious; overall the game’s prose was like the game itself: strong ideas weakened by problems in key areas.

Difficulty: I never found myself resorting to the hints, but I was occasionally forced to solve problems in the game by exploiting the logical errors in its structure. For example, the beginning sequence gives no indication that a pizza needs to be delivered — I didn’t find out until I tried to leave town and the game told me “You aren’t leaving town until you deliver that pizza.” What pizza? Why, the one never mentioned in the initial room description! Consequently, the game was somewhat difficult, but for the wrong reasons.

Technical (coding): The game suffered from several coding problems, including not only the one mentioned above, but a disappearing door (to the mayor’s office), a store manager who only notices stealing when it conflicts with the plot, a pizza box and note which drift from room to room, and several rooms which do not contain text for items mentioned in their description. On the other hand, there are some shining moments in the coding as well, such as tailored responses to YES and NO.

Technical (writing): The writing’s occasional proofing errors provide a bit of unintentional humor, such as when the game describes the district attorney as being “only… uh, ten years old than you!”

Plot: The plot of the game was great! The fun and zaniness of foiling the conspiracy made the game’s technical errors much more forgivable. Several moments in the plot were even quite inspired, and felt intuitively right in the unfolding story. Examples include kicking the window while hanging on the ledge and throwing the bomb in the sewer.

Puzzles: Some of the puzzles (such as getting past the security guard and getting rid of the bomb) were quite good and managed to achieve the subtle balance between the problem logically blocking the narrative and the solution advancing it. The puzzles that presented real problems were based on coding flaws rather than conceptual ones, such as the initial pizza problem and the final rope problem, which defeats so many attempted verbs that one feels like jumping off the building.

OVERALL — A 7.9

Ralph by Miron Schmidt [Comp96]

IFDB page: Ralph
Final placement: 12th place (of 26) in the 1996 Interactive Fiction Competition

The concept of Ralph is great fun — the idea of nosing around as a dog gives the author the ability to take advantage of some of the most fun aspects of the text-based interface, putting the player into the canine mindset with dog’s-eye-view room and object descriptions and action responses. Consequently, Ralph gives a hilarious rendition of the canine experience, and the little moments this provides (for example, the reactions to “examine me”, “bite blamant”, and “dig hole”) are the best parts of the game. On the negative side, however, the game’s puzzles are fairly illogical (perhaps I would understand them better if I were a dog, but I don’t think so), and one particular problem was poorly coded enough to give it a real “guess-the-verb” feeling. Ralph was fun for the first hour I played it, but I was frustrated with having to turn to the walkthrough and find that I had already thought of the solution to the problem that was stumping me, but hadn’t phrased it in exactly the way the author demanded.

Prose: The prose in Ralph is unquestionably its best feature. Lots of really clever, funny touches make the game a real joy to read, and I found myself trying all kinds of things because I knew that I would more often than not get a chuckle out of the answer. Of particular note are the reactions to “dog-specific” verbs like “scratch”, “bark”, and “wag”, which give great context-specific responses.

Difficulty: Unfortunately, I found it impossible to progress beyond 0 points without the help of the walkthrough. Even more unfortunately, this was because I had chosen the syntax “put sheet in hole” rather than “block hole with sheet” — this is the type of difficulty I don’t enjoy.

Technical (coding): Apart from the above-mentioned problem, I found the coding quite competent. Especially noteworthy was the simulated dynamic creation of objects (when holes are dug). The author smoothly created the impression of being able to dig an infinite number of holes by a combination of smart coding and a cleverly worded cap on the number of holes dug.

Technical (writing): The prose was technically very strong. I found no errors in grammar or spelling.

Plot: While the plot was quite simple, I didn’t find this to be a problem, since the viewpoint character was a very simple creature himself. The experience of commanding a dog to do random things provided a very funny perspective on animal behavior.

Puzzles: This was the weakest part of Ralph. I found the puzzles quite baffling, especially the “guess-the-verb” one but the others as well. For example, why would a human scrabbling in the ground for ten seconds be able to find a bone which had already eluded a more efficient canine nose?

OVERALL — An 8.4

Piece of Mind by Giles Boutel [Comp96]

IFDB page: Piece of Mind
Final placement: 16th place (of 26) in the 1996 Interactive Fiction Competition

This story seemed to struggle to find its voice, vacillating between the chilling (the voice in the boxes), the satirical (the copyright man), and the bubblegum epic (participating in the adventures of Jeff Steele, Galactic Hero, and battling the Chromium Knight). The writing never seemed to settle into one style, and as a result the entire work felt disjointed, as it was not the result of a unified vision, but rather a collection of “wouldn’t this be neat?” concepts, halfheartedly strung together. The other lasting impression left by the game is one of frustration, since a bug prevents players from winning. Consequently, although Piece has some interesting moments, it fails as a whole.

Prose: Lots of the writing was really quite winning, and provided several nice moments of humor (the improvised songs) and drama (the opening sequence). I just wish the story could decide what it wanted to be, because the amalgam lacked an overarching purpose. One final note about the prose: I found several of the puzzles quite difficult because the room description seemed to belie the character’s willingness to do the action necessary to solve the puzzle. Examples are smashing the television and touching the computer screen. I think that room descriptions play a very complicated role in defining the character’s traits, and while the contradicting room descriptions were an interesting experiment, they didn’t work for me in this case. Perhaps if I’d gotten more sense of desperation, or if the character-defining traits (“I’ve managed to avoid smashing it so far.”) were described in less of an offhand way, I’d be more inclined to lead the character to do things that it is described as wanting to resist.

Difficulty: Due to the phenomenon described above, I found myself consulting the walkthrough quite often. Of course, then there’s the separate issue of the game’s unsolvability. Frustratingly, this bug sets the difficulty at “impossible.”

Technical (coding): Having a game-killing bug prevents Piece from getting a high score on coding. Apart from the fact that the game is unwinnable, I found the coding to be pretty smooth, although I think Inform is capable of handling things more smoothly. For example, when walking into the copyright office without clothes, the game should prevent the player from entering rather than allowing entrance only to revoke it.

Technical (writing): The writing was relatively free of typos (though I think I noticed one in one of the box quotations, unless the author is playing subtly on the meaning of the = sign.) and grammatically correct.

Plot: Well, I’m not sure I ever really understood the plot, since I never got to see the endgame. The concept of a character who is aware it is being controlled is an interesting one, and I think one with great potential. Unfortunately, that potential is not realized here, due to the game’s schizophrenic approach.

Puzzles: As mentioned above, the structure of the room descriptions made some of the puzzles quite difficult. Others, though, had their share of wit and pizzazz. I especially enjoyed the copyright man.

OVERALL — A 5.4

The Land Beyond The Picket Fence by Martin Oehm [Comp96]

IFDB page: The Land Beyond the Picket Fence
Final placement: 14th place (of 26) in the 1996 Interactive Fiction Competition

Picket is a gently whimsical fantasy without much of a plot, whose main interesting feature is its interface. I haven’t played much DOS executable IF before (Inform, TADS, and Infocom games seem to monopolize my time), and it was an interesting experience to play a piece of IF in different colors from my normal white letters on blue background. The different colors of background and text lent a distinctive mood to the piece, and the effectiveness of this technique makes me realize some of the special effects we sacrifice in the name of platform independence. A small sacrifice, perhaps, but a pity nonetheless. As to the content of the game, it was basically average — nothing too irritating or pointless, but nothing astounding or groundbreaking either. It provided a pleasant hour’s entertainment, with a few jarring moments where the prose deviated from standard English. All in all, an enjoyable if unspectacular game.

Prose: There were a few moments in the prose where it was clear that the writer did not speak English as a first language, but the fact that those moments were noticeable as exceptions to the general trend means that overall the writer did a fine job of writing in an unfamiliar language. The descriptions were sometimes a little thin, especially with the game’s two NPCs, but in general the fairytale fantasy mood was well-evoked by the writing.

Difficulty: I found this game’s difficulty to be pitched a bit below average. I never needed to look at the hints, and felt that I progressed through the narrative at a satisfactory pace. I finished the game in a little under an hour, which may mean that it was a little too easy if a two-hour playing time was intended (I’m certainly not the quickest IF player, as earlier reviews may indicate). However, I never felt disappointed with anything being “too easy” — easier than usual, perhaps, but never to an annoying degree.

Technical (coding): There were a few coding problems, and in fact one fatal bug which first made some of my possessions disappear after a restore and then kicked me out of the game altogether. Also, some fairly common verbs (“throw”, and the “character, command” mode of interaction) were not implemented, which was a little disappointing. Aside from these problems, the coding was smooth and relatively bug-free.

Technical (writing): As I mentioned above, there were a few instances of awkward grammar which indicated that the writer was not quite comfortable enough with English to sound like a native writer. The problems were relatively infrequent, and had less to do with spelling or grammar errors than with awkward or unusual constructions.

Plot: Well, the only plot here was a basic “find the object” quest, though cast in much less epic/heroic terms than usual, which was refreshing. There wasn’t much of a sense of unfolding narrative, and many objects were either totally unexplained (the key to the gnome’s treasure room tied around a swan’s neck with a red ribbon? How did that happen?) or so convenient as to be ridiculous (how handy that the scientist just happens to have a powerful fungicide that can kill the problematic mushrooms!), causing the game to feel less like a plotted story than an excuse for stringing puzzles together.

Puzzles: The puzzles were rather average pieces, some quite derivative (the “key tied around an inaccessible animal’s neck” is of course a direct crib from Zork II.) The ordinariness of the puzzles contributed to the game’s low level of difficulty — they weren’t too difficult to solve, because they seemed quite familiar, and those that weren’t derivative were of the “just-happen-to-have-the-perfect-item” type.

OVERALL — A 6.7

Phlegm by Jason Dyer as Adjacent Drooler [Comp96]

IFDB page: Phlegm
Final placement: 17th place (of 26) in the 1996 Interactive Fiction Competition

A thoroughly whacked-out romp through realms of surrealism only barely touched on by Nord and Bert, Phlegm is pretty low on logic, but quite high on goofy gags. Perhaps its funniest moment comes in its opening screen, where it bills itself as “An Interactive Interactive”; it’s the kind of joke that’s only funny the first time, but since it is the first time, it worked for me. Also, in spite of the author’s assurance that it is impossible to make a mistake that renders the game unwinnable, I managed to do it, and I wasn’t even trying! (For the record, it’s because I put the toy elephant in the cart and then torched it with the flame-thrower.) Phlegm wasn’t really hilarious, but it provided a number of smiles, and even its puzzles were logical in an illogical kind of way. In many ways, the game is like its opening joke — lots of fun at the moment, but not anything you’d ever want to repeat.

Prose: Lots of cleverly funny little touches, from Leo the lemming whispering “Rosebud…” to the “Lil’ Terrorist brand Flame-thrower.” The prose was generally lots of fun to read, even if at times the silliness became a wee bit more irritating than amusing.

Difficulty: Well, I found myself looking at the hints quite a lot, but I’m not sure whether that’s because the puzzles were simply difficult, or difficult to take seriously. For some reason, I found myself unwilling to agonize about how to handle the guitar-playing lunatic, and wanted to look at the hints in order to see more of the jokes, since a game like Phlegm suffers quite drastically from a reduction in pace. So I suppose you could say it was a difficult game, but then again I’m glad I approached it the way I did — a plotless work like this one begs to be finished rather than battered.

Technical (coding): The coding was on the whole quite strong. I only found one weak spot, which was the fact that I discovered that I could carry the powder as long as I was holding the grail — it didn’t need to actually be inside the grail. Somehow I don’t think this is what the author intended.

Technical (writing): The writing was pleasantly error-free, which made the humor much more accessible and easy to digest.

Plot: Well, I couldn’t really say there was much of a plot, but on the plus side I don’t think much of an attempt was made at one either. So the game was plotless (aside from the very most basic “get-the-treasure” motivation), but it didn’t suffer all that much from being so.

Puzzles: Some of the puzzles were quite funny, and extremely reminiscent of Nord and Bert, especially those involving the needle. Then again, some others (the flame-thrower, for example), failed to be a lot of fun in their irrationality. In general, though, I’d call the puzzles successful in what I deduce to be their aim — parodying typical IF problem (the references to Balances were especially funny) and providing nutty goals in an off-kilter universe.

OVERALL — 8.5

Maiden Of The Moonlight by Brian P. Dean [Comp96]

IFDB page: Maiden of the Moonlight
Final placement: 7th place (of 26) in the 1996 Interactive Fiction Competition

This is a game that has a great deal going for it, but unfortunately has a few downfalls as well. First, the positives: the accompanying text file does an excellent job of setting the scene, and the prose is atmospheric and shadowy enough to produce some genuine chills from the experience of exploring the haunted manor. I enjoyed piecing the story together from the text fragments found in various places in the manse, and felt a genuine interest in how the story was going to turn out. Unfortunately, I wasn’t able to find out in the two hours allotted, and therein lie some of the problems. Some of the puzzles are quite unfair, the most grievous offender being a room which delivers the equivalent of instant death — destruction without warning of the player’s light source, and no mechanism provided for stumbling about in the dark. That same light source must be used with painstaking care, or it sputters out frustratingly early, and the author provides no alternative (or at least, none that I could find.) This was especially maddening so soon after seeing how well Aayela manipulated the same trope. Maiden is both exciting and irritating — it promises drama and intrigue, but many of the obstacles to be overcome along the way are simply brute force barriers, with none of the subtlety of the best interactive fiction.

Prose: The author’s prose does a very nice job of conveying the desolate, decrepit mansion. Descriptions of rooms, objects, and the moonlight peeking into various locations were all quite literate and strong. Also, the Baron’s notes gave his voice a credible Victorian timbre — of course, the Baron was supposed to have lived in the 17th century, so maybe that isn’t such a good thing.

Difficulty: Well, some parts of the work were quite easy to get through, and the pace flowed through them quite smoothly. However, they were stopped dead by the light source puzzles, which made a first-run solution of the game basically impossible.

Technical (coding): Everything was quite smoothly coded. I can’t think of any problems I encountered.

Technical (writing): I’m writing this review a few days after last having played the game, so my memory may be faulty on this count, but I don’t recall any faulty grammar or spelling.

Plot: As I mentioned above, I found Maiden‘s unraveling plot quite engrossing, which made it all the more frustrating to have to be continually restarting the game after my lamp sputtered out. Still, I’m looking forward to returning to the game after the judging period ends in order to find out how I can break the Baron’s curse over his daughter and her paramour.

Puzzles: Addressed in “difficulty”; some were very straightforward, and others were quite impossible. One which I found particularly thorny was the problem of the spikes atop the iron fence. The way I had envisioned the fence was with tall, sharp spikes, while the solution to the puzzle was more suited to something along the lines of barbed wire. Perhaps a more vivid description here would alleviate the problem.

OVERALL — An 8.3

The Curse Of Eldor by Stuart Allen [Comp96]

IFDB page: Curse Of Eldor
Final placement: 21st place (of 26) in the 1996 Interactive Fiction Competition

Well, this is a case of what could have been. What could have made for a fun, enjoyable game was brought down by a few fatal flaws: buggy coding, poor writing, and some clichéd settings and puzzles. I gave up on the game after about an hour, looked for the walkthrough and couldn’t find it. (I’m assuming there was one and I’m just too blind to figure out where it was. However, I didn’t appreciate the fact that the help info said to type “HELP” and then the topic I needed help with, but didn’t ever seem to respond to that command structure) Looking at the source code, I see there was a councillor who gives me the details of my mission — unfortunately, this councillor never showed up when I ran the game. Also, while I commend the author for writing an engine that comes as close as it does to emulating Infocom, it was missing some key features, such as “verbose”. Fix up the code, proof the writing, and you could have yourself a playable game. Unfortunately, the version that was entered in the competition is no such animal.

Prose: Once in a while the prose would reach a level where I enjoyed reading it. All too often, though, it was simply one trite cliché after another (A dragon regards you sleepily, the men are gathered around the roaring fire, etc.) The other problem with the prose was its uneven level of detail. Some things in room descriptions were described at length — some other obvious features (a twelve foot pit, for example) were not described at all. Also, some simple errors (a room description which tells of an exit leading east when the exit really leads west) lead me to believe that the game was not well beta-tested.

Difficulty: Well, considering that from the outset something I needed to complete the game was hidden by buggy coding, I’d rate the difficulty right at “impossible.”

Technical (coding): As I’ve said, quite spotty. Not to take away from the author’s accomplishment of creating a free-standing text adventure engine — this is obviously quite respectable. However, it’s not all that respectable if it doesn’t work. Example bugs are (of course) the councillor, the “help” command that doesn’t help, and the fact that basic commands like “verbose” and “again” are unavailable.

Technical (writing): Unfortunately, the writing was littered with quite a few errors, especially spelling errors and simple grammar errors. For example, lots of it’s/its errors, which is a pet peeve of mine. Clearly this work was not proofread (at least, I hope it wasn’t proofread!).

Plot: I found it too difficult to get past the bugs to find the development of anything I could reasonably call a plot.

Puzzles: Once again, the real puzzle was figuring out where the bugs are in the game’s code. From looking at the source code, the puzzles I looked at were fairly well-worn (picking a lock with a wire, making an animal sneeze). However, to be fair I didn’t come across all that many puzzles on my own, so there may be some better ones that I missed. Gee, a walkthrough or hints would have helped!

OVERALL — A 2.2

Lists And Lists by Andrew Plotkin [Comp96]

IFDB page: Lists and Lists
Final placement: 11th place (of 26) in the 1996 Interactive Fiction Competition

Well, Andrew Plotkin is nothing if not inventive. The implementor of Z-Machine Tetris brings us another novelty — a programming language and interpreter set up entirely within the z-machine run-time. Andrew’s Scheme implementation is interesting and even, to a point, fun. I definitely look forward to sitting down with it for a longer period of time and working at learning what it has to teach. (I never thought a text adventure could help me build my resume!) However, after a certain point the problems stopped being fun and started being work — I’m already working at learning two languages; learning a third is definitely worthwhile, but not my idea of leisure time. And thus I discover a criteria I didn’t even know I had for the competition entries — I want them to be an escape from work, rather than (pun intended) “Return to Work”

Prose: Very little of it, but of course it conforms to the high Plotkin standard of quality.

Difficulty: I found Lists to be quite difficult going, but then I’m just working on learning C++ and Inform now, so Scheme was a bit of a leap in abstraction for me. The feeling was reminiscent of just beginning to learn UNIX after years of working on DOS (and, to a lesser extent, Macs and Windows).

Technical (coding): Andrew is the god of Inform coding. All hail Andrew.

Technical (writing): Well, of course the main place this came up was in the online manual for the language, which naturally had no errors in spelling or grammar, and in fact was written in a fun jocular style.

Plot: No. No, not really at all.

Puzzles: Well the problems were definitely puzzling, and certainly not your standard Interactive Fiction type of puzzle, either. Lists certainly gives a mental workout, but then again so does Calculus I.

OVERALL: An 8.0