Stiffy Makane: The Undiscovered Country by Adam Thornton as One Of The Bruces [Comp01]

IFDB page: Stiffy Makane: The Undiscovered Country
Final placement: 30th place (of 51) in the 2001 Interactive Fiction Competition

Note: If you’re offended by obscenity, profanity, depravity, and what have you, please don’t read this review. In fact, if you are such a person, please avoid any further encounters with anything that has the word “Stiffy” in the title, up to and including this review and (for God’s sake) this game.

The original Stiffy Makane, a game authored by Mark Ryan and occasionally known by its full title, The Incredible Erotic Adventures of Stiffy Makane, earned its place in the annals of… er, in the history of IF by being fairly vile in subject, extremely terrible in execution, and very (unintentionally) funny. It became the standard by which all other awful, poorly implemented, ridiculously puerile “adult” IF is measured. It even inspired a MSTing co-authored by one “Drunken Bastard” who, one gathers, may go by a number of other aliases as well.

In short, this was not a game crying out for a sequel. Yet, here we have it. SMTUC is extremely vile in subject, fairly good in execution, and very (intentionally) funny, which makes it a real treat for anybody who can stomach an extremely vile game for the sake of humor. For those of you in this category, I’m loath to spoil any of the game’s wonderful, awful surprises, and I encourage you to heartily ignore any whispers of “moose cock” and suchlike that you may hear around the less reputable corners of the newsgroups. At least, ignore them until you play the game, and then don’t hesitate to join in. For those of you not in this category: listen, I already warned you once, so just stop reading already!

SMTUC opened my eyes to several things that I could have happily lived my entire life without seeing, and put several images in my head that will no doubt haunt me to my grave, but it was a good time for all that. For one thing, it lovingly parodies not only the original Stiffy (not a tough target), but also an entire subgenre of games, the redheaded stepchild of IF: “X Trek” (also not a tough target, but what the hey.) These would be pornographic pieces of IF, mostly written in AGT, devoted to detailing the sexual adventures of Star Trek characters. Such things, I’m told, exist — I’ve never sought or played one, due no doubt to my timid and puritan spirit.

In fact, there’s even an entire newsgroup devoted to them, alt.games.xtrek. I’ve never visited (see above for reasons), but rumors have filtered down to me that it’s become a hotbed… er, a haven for attempts to write legitimate IF erotica, a form of which I have never seen a successful example, though I’ll grant I haven’t looked very… er, searched with much diligence. SMTUC is not an attempt at erotica, but rather a gleeful poke (okay, I can’t keep avoiding it — double entendres ahoy from this point forward) at “adult” IF as it stands. There’s the requisite Horny Chick, whose uniform is just ever so “hot and chafey”, and who, when coaxed out of it, is more than happy to perform the most obliging acts on the PC. One of my favorite lines of hers:

>feed rohypnol to terri
"No thanks, I already took some."

There’s the aptly named Hot Chick, whose function the game makes clear:

The Hot Chick here is, as you have come to realize after innumerable
runs through the holodeck, the reward for your puzzle. The logic is
simple and always the same: jump through some hoops, get to fuck the
girl. If only real life were so easy!

Indeed. Up to this point, the game is a standard, serviceable parody of AIF, with a few gleeful jabs at people on the periphery of the r*if community, such as Espen Aarseth, Chris Crawford, and Brandon Van Every. I’m not sure which I liked more, the IF-related parodies or the AIF-related ones.

However. The game does continue beyond this point, and it’s here where we really cross the boundary into “the undiscovered” (at least by Stiffy, anyway.) I hate to spoil anything (and the following will be a medium-level plot spoiler, for those of you who care), but it’s essential to the point I want to make that following these two fairly standard AIF bangs, Stiffy fucks (and is fucked by) a giant, hairy, male Space Moose. This Moose is Stiffy’s mentor in the brave new world of homoeroticism, and thanks to the adroit manipulations of a not-at-all-neutral author, Stiffy has no choice but to enjoy it.

And so we come to the thing I liked best about SMTUC: the game’s (brace yourself) feminism. Yes, we get two scenes of the standard AIF objectification of female sexuality, though even these are subverted somewhat, given that one of the “women” is actually a rather unenthusiastic robotic hologram, and the other expresses strong dissatisfaction with the experience (“Barcelona sighs deeply, pushes you out into the hallway and snarls, ”Scuse me. I gotta go tickle the Elmo. Bye now.'”) After this, though, the Moose makes Stiffy his bitch, and suddenly the predatory PC gets scored upon rather than scoring. (Well, he still scores — one point, to be precise — but you know what I mean.)

By upending the traditionally male exercise of porno IF and making its PC the object as well as the subject of penetration (and penetration by a moose, no less), SMTUC takes a sly swipe at what’s really offensive about most AIF: the fact that it takes one of our most intimate, personal human behaviors, and reduces it to an exercise in hoop-jumping, involving thoroughly dehumanized players. Honestly, I have no idea whether this was at all Adam’s (oh sorry, “Bruce’s”) intention, but that’s how it struck me. Is it some kind of revolution or great step forward? Nah, but it was fun to see (and hear, and read about) Stiffy hoisted, as the saying goes, by his own petard.

[Oh, I’m out of paragraphs and forgot to mention the music and graphics. So: Yay music! Yay graphics! (Well, except for one particular graphic that, however appropriate it may have been, I just can’t say yay to. You know the one.)]

Rating: 9.2

Hunter, In Darkness by Andrew Plotkin as Dave Ahl, Jr. [Comp99]

IFDB page: Hunter, in Darkness
Final placement: 8th place (of 37) in the 1999 Interactive Fiction Competition

[Several sections of this review could be considered plot spoilers when viewed from the proper angle. You have been warned.]

Actually, Wumpus and Wumpus II are in ‘More Basic Computer Games.’ Which
has 84 games, and is indeed by David H. Ahl. Wumpus rules. All IFers
should play it. Indeed, play it before the competition so that you have
a sense of our collective roots. Then marvel at where we’ve come.”
— Adam Thornton, 9/18/99

Hmmm. I didn’t follow this advice, but I remember Hunt the Wumpus. It’s a classic computer game, but pretty primitive. It involves locating a target within a grid of rooms, avoiding deathtraps and teleportation traps (the latter of which was adapted for a clever, though irritating, tribute in Zork I). It is almost nothing like Hunter, In Darkness. And yet… And yet one wonders why Adam was exhorting us so enthusiastically to play this game, preferably before the competition. I suppose we’ll find out our answer soon enough. In the meantime, let’s examine the game before us. It is a marvelous game, gritty and atmospheric with writing and coding savvy to spare. It is a true “cave crawl”, with much of the action involving literally crawling through sections of a remarkable cave, rife with tight passages, underground pools, and dangerous rock formations. And it is also an update of Hunt the Wumpus… sort of. As in the original game, you play a hunter, armed with a crossbow and five bolts. You can smell your prey from several rooms away, and must struggle with dangerous pits and threatening bats. But that is where the similarity ends. Where Wumpus was bare, even abstract in its depiction of the cave, Hunter is rich with description. In fact, the levels of description can run so deep that the detail of the game becomes almost dizzying, as in the following example:

>L
Narrow Ledge
This ledge is barely two feet wide at most. You try not to feel like
it's angled slightly outward. The pit stretches above and below you; but
you can see no way to climb from here, either way.

A rope hangs across the pit, a gentle arc well above your head.

>X PIT BELOW
You can make out the pit floor. It's only two or three body-lengths
down; but the stone formations directly below you look vicious.

>X FORMATIONS
Sharp spires rise directly below you -- some chance result of dripping
minerals and flowing water. If you try to descend farther, you'll slip
and probably fall into them.

I have a terminology I’ve made up to talk about this sort of thing. In this terminology, first-level nouns are those nouns that are mentioned in room descriptions. Second-level nouns are those nouns mentioned in the descriptions of the first-level nouns. Third-level nouns are in the second-level noun descriptions, and so on. The deeper these levels go, the more detailed and immersive the textual world. Most text adventures don’t even fully cover the first-level nouns, but Hunter does, and often many of the deeper levels as well. The result is a cave environment that feels hauntingly, sometimes terrifyingly, real. I have crawled through a few caves in my life, all of which were much safer (thankfully!) than the cave depicted in Hunter; the game matched my experience quite accurately, adroitly capturing the spelunker’s combination of awe and fear.

Along with being extremely well written, Hunter is also brilliantly designed and implemented. I went through the game several times and not only did I find no bugs whatsoever, I also discovered that the game very cleverly allows multiple routes to the same puzzles. There aren’t many puzzles in the game, but those that exist are very good indeed, and quite original. They belong to that rare breed of puzzle that is perfectly integrated with the story and the environment, and is a great pleasure to solve because it requires lateral thinking within a very logical framework. I didn’t find any multiple solutions to them, though seeing the care with which this game was designed, I wouldn’t be surprised if some existed. In addition, there is at least one point at which I think you can make the game unsolvable, but the situation only comes up because almost every logical action is implemented. I kept finding myself surprised at just how many actions were accounted for. Even those that were disallowed were often disallowed with a message that was specific to the particular circumstances of the PC, and that sometimes gave a clue as to how to proceed. As impressive as all this was, I was even more wowed by the way that the game subtly arranges itself so that it appears to allow a very wide scope of action, but in fact moves the PC through a specific plot. I can think of several junctures where multiple choices are possible, all of which lead, very logically, to the same point. This is a game that clearly took great care with its design, extending the illusion of freedom a long way while maintaining a fairly specific structure.

Also, several rooms have initial descriptions which describe the experience of arriving in the room, and the features that are most salient at first. Once this description has been displayed, further looks at the room will stabilize into a more settled description, one which takes details into account and bears reading multiple times. Attention to detail like this just permeates the game, and makes it one of the most engrossing competition entries I’ve ever had the good fortune to play. Its origins do sometimes undercut it a bit, such as when the fearsome beast is first revealed as a Wumpus — the comical tone of the name jars against the serious and deadly atmosphere of the rest of the game. However, the contrast between the original Hunt the Wumpus and this game is amazing. It’s like the difference between a limerick and a Stephen King novel. Follow Adam’s advice — play Hunt the Wumpus (there are several versions available on the web) and then try Hunter, In Darkness. You too will marvel at where we’ve come.

Rating: 9.8

[Postscript from 2020: In response to my epigraph at the top, Andrew Plotkin wrote: “If you *didn’t* see that post, by the way, it’s because Adam cancelled it almost immediately.

He was a beta-tester, but he posted that on his own, without consulting me
first. I more or less blew my top at him, and he apologized and killed the
post.

I spent the next weeks worried sick that it might have Ruined The Effect
for some hapless player. Fortunately, the whole mess turned out to be
trivial next to the lack-of-walkthrough problem. Heh.”]

Acid Whiplash by Anonymous (a.k.a. Rybread Celsius Can’t Find A Dictionary by Rybread Celsius and Cody Sandifer) [Comp98]

IFDB page: Acid Whiplash
Final placement: 23rd place (of 27) in the 1998 Interactive Fiction Competition

“This is terribly, terribly unfair. I’m really sorry. But I just started laughing hysterically, and it’s not what the author intended. In the middle of an intense ending sequence, I read the line:

‘My blood pumper is wronged!’

I just lost it. It’s a very ‘Eye of Argon’ sort of line.”
— Andrew Plotkin, reviewing “Symetry”, 1/1/98

“It takes guts to do *anything* wearing a silver jumpsuit.
My point:
I bet Rybread wears *two* silver jumpsuits while he writes IF.”
— Brad O’Donnell, 1/6/98

I hope my title line isn’t too big a spoiler. I guess I can’t feel too guilty about giving away something that’s revealed in the first 3 seconds of the game. Anyway, it would be impossible to talk about this game without talking about Rybread Celsius. Yes, Rybread Celsius. The man, the myth, the legend. There are those who have called him “A BONA FIDE CERTIFIED GENIUS” [1]. There are those who have called him “the worst writer in interactive fiction today” [2]. There are even those who have called him “an adaptive-learning AI” [3]. Whatever the truth behind the smokescreen, opinion is clearly divided on the Celsius oeuvre. He appears to have an enthusiastic cult following who look at his works and see the stamp of genius, paralleled by another group who look at those selfsame works and see only barely coherent English and buggy code. I have always counted myself among the latter. Works like Symetry and Punkirita Quest set my English-major teeth on edge. I have never met a Rybread game that I’ve liked, or even halfway understood. But Acid Whiplash is different.

First of all, I need to say that I’m going to call it Acid Whiplash, for several reasons:

  1. I’m not sure what the game’s real name is supposed to be.
  2. The other name, while it may be (is!) perfectly true, is just too long to write out.
  3. Acid Whiplash is just such a perfect name for this game.

I’ve never dropped acid myself, but I’m guessing that this game is about the closest text game equivalent I will ever play, at least until my next Rybread game. The world spins crazily about, featuring (among other settings) a room shaped like a burning credit card (???), nightmarish recastings of Curses and Jigsaw, and your own transformation into a car dashboard. Scene changes happen with absolutely no warning, and any sense of emerging narrative is dashed and jolted about, hard enough and abruptly enough to, well, to give you a severe case of mental whiplash. Sounds like a typical Celsius game so far, right? But here’s the best part: stumbling through these hallucinogenic sequences leads you through a multi-part interview between Cody Sandifer and Celsius himself, an interview which had me laughing out loud over and over. Sandifer is hilarious, striking the pose of the intensely sincere reviewer, taking each deranged Celsius word as gospel, and in the process manages actually to illuminate some of the interesting corners of his subject, and subject matter. And Rybread is… Rybread, no more or less than ever. Perhaps being changed into a dashboard while listening makes the whole thing funnier — I’m not sure.

As usual, my regular categories don’t apply. Plot, puzzles, writing — forget about it. Acid Whiplash has no real interaction or story in any meaningful sense. (There is, however, one very funny scene where we learn that Rybread is in fact the evil twin of a well-known IF author). If you’re looking for a plot, or even something vaguely coherent, you ought to know that you’re looking in the wrong place. But if you aren’t familiar with the Way of the Rybread, or even if you are, I recommend giving Acid Whiplash a look. It might shed some light on what all these crazy people are talking about… but don’t expect to understand the next Celsius game.

[1] Brock Kevin Nambo

[2] Me. (Nothing personal.)

[3] Adam Thornton

Rating: 5.2 (This is by far the highest rating I’ve ever given to Rybread. In fact, I think it beats his past 3 ratings from me put together!)

Sins Against Mimesis by Adam Thornton as “One of the Bruces” [Comp97]

IFDB page: Sins Against Mimesis
Final placement: 9th place (of 34) in the 1997 Interactive Fiction Competition

Few things are more unfunny than an in-joke that you’re not in on. On the other hand, an in-joke that you are in on can be hysterical, as it provides not just the pleasure of humor but also the feeling of community that comes from shared experience. Sins Against Mimesis is definitely a very in-jokey game, and consequently not for everyone. However, having been a longtime (since 1994) lurker and sometime participant in the rec.*.int-fiction newsgroups, I was part of the audience at which the game was aimed, and I have to admit that I found a lot of the in-jokes really funny. In fact, one of the most fun parts of the game was to play name-that-reference — kind of the IF equivalent of listening to a World Party album or a Dennis Miller routine. Of course, the nature of the game (and the fact that it was written pseudonymously) also invites us to play guess-the-author. I’m casting my vote for Russ Bryan. I’m not sure why — something about the style just struck me as a little familiar and rang that particular bell in my head. Or maybe it’s just a masochistic desire to humiliate myself publicly by venturing an incorrect guess. I’ll find out soon enough, I suppose.

If you haven’t played much IF, and in fact even if you haven’t spent much time on the IF newsgroups, most of this game is going to mean very little to you. Even its title is an allusion: to Crimes Against Mimesis, a well-crafted series of articles posted to the newsgroups by Roger Giner-Sorolla (whatever happened to him, anyway?) a year or so ago. The rest of the game continues in that vein. The opening paragraph alludes to Jigsaw. The score of the initial part of the game is kept in IF disks which magically pop into the player’s inventory every time a correct move is made. In some ways, this familiar, almost conspiratorial approach is a weakness. Certainly in the context of the competition it won’t endear Sins to any judge who stands on the outside of the privileged circle at which the game aims itself. Even for an insider, the constant barrage of “if you’re one of us, you’ll know what I mean” references can start to feel a little cloying. However, the game is cleanly coded and competently written, and on the first time through I found it quite entertaining.

There aren’t many games which I would highly recommend to one group of people and discourage others from playing, but Sins is one of them. If you’re an raif and rgif regular, I think you’ll find Sins quite funny and entertaining. If not, forget it. It’s bound to be more baffling and irritating than anything else.

Prose: The prose is generally somewhere between functionally good and rather well done, with occasional moments of brilliant hilarity. The best one has to be when the game is in “lewd” mode and the player amorously approaches the plant: “Your embrace becomes hot and heavy and you surrender to the delights of floral sex.” An LGOP reference and an extremely bad pun at once! Can it get any better?

Plot: The plot is based around several clever tricks which are quite funny at the time, but aren’t worth repeating. If you’ve already played, you know what they are, and if you haven’t played yet I won’t give away the jokes. Like the rest of Sins, the plot is funny the first time through but won’t wear well.

Puzzles: Actually, this was the weakest part of the game. Many of the puzzles can be solved by performing extremely basic actions, which of course hardly makes them puzzles at all. Others, however, depend either on extremely specific (and not well-clued) actions or on deducing something about the surroundings which is not included in object or room descriptions. For a game so adamantly self-aware, it’s ironic that Sins falls into some of the most basic blunders of puzzle design.

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

Technical (coding): I found no bugs either.

OVERALL: An 8.3