IFDB page: Waldo’s Pie
Final placement: 18th place (of 36) in the 2005 Interactive Fiction Competition
I’ve played an awful lot of amateur IF, and that experience has changed me as a player. Where once I might have been easily swept up in a story, now I tend to be more robotic — methodically checking directions in case one wasn’t mentioned, examining every noun in every description, and often obdurately ignoring blatant story cues from the game, to make sure I don’t miss something crucial but under-clued. So it’s to the credit of Waldo’s Pie that I found myself emotionally involved very quickly, rushing along in character rather than acting like an automaton. The game casts the PC as a former clown, who is now just “concerned and loving parent, trying to fulfill a promise to your children.” That promise is to attend the circus, so when the circus suddenly shuts down, and the two boys disappear in an attempt to go to it anyway, well, I guess my own parental instincts kicked in, and I immediately dropped everything to set off after them.
I was pleased to find that the game handled this very smoothly, probably because that’s what it wanted me to do anyway. In those initial moves, Waldo’s Pie gave the impression of being able to handle whatever a frantic parent might do while searching for missing children. That is, up until I tried to ask an NPC about the boys, and got this:
I don’t know if you mean the boys, the any my two missing boys or the boys.
Whoa! There is so much wrong with this — apparently Alan surpassed the usual TADS disambiguation between identical items to throw in another grammatically mangled version of the topic, and on top of that randomly subtracted letters from the transcript it made of the response. (I added them back in for the quote above.) Unsurprisingly, I couldn’t actually refer to any of those things when rephrasing the question.
Well. Even setting aside bizarre responses that are probably caused by Alan rather than the author, the PC seems to have suffered some brain damage. He supposedly worked on a circus at the game’s main locale for many years, but has no memory of it. In fact, he encounters his own house, which he dimly remembers, but not so much that he doesn’t still have to solve puzzles to make anything work inside it. And once in the parlor, his perceptions get even stranger:
> S
In the Parlor
This is the parlor, a small and cozy room. There is a paisley easychair -- and someone sitting in it!
[…]
> X CHAIR
You focus your eyes on the person in the chair. There's something familiar about him... wait! You could never forget your best friend on Wheewhistle Island -- it's Boffo! And he is asleep in the chair, tossing and snoring rather fitfully.
What a strange way to perceive one’s experience, and as it turns out, there actually is a narrative reason for it. Finding that out bolstered my confidence in the game, but unfortunately it didn’t come to light until I’d run across several more problematic aspects. I ended up turning to the walkthrough about 45 minutes in, because I seemed to be out of options, only to discover that there was an object available whose description led me to believe it was attached to the landscape. Then I got a little further, and had to get myself unstuck again, this time based on a description that may have been culturally influenced — what the game calls a kitchen cabinet, I would have called something like a hutch, the difference being whether it’s freestanding or bolted to the wall.
Meanwhile, there are places where the game oddly short-circuits typical IF mechanics, likely out of a reluctance to implement them. This isn’t exactly a problem, per se, but it functioned as a barrier for me, given that it ran against the grain of my experience. Similarly, there’s quite a lot of realism in certain ways (for example, smooth management of a bulky inventory item) and absolutely none in other ways (you emerge from being covered head-to-toe in mud with no change in the PC’s description and no changes to carried items.) In addition, the game is kind of all over the place tonally — creepy moments of missing children superimposed on silly names like “Freeky Forest” or “Whoopdeville”.
When I finally got to the end, it all felt a little anticlimactic, especially since the rescue of the boys, which had motivated me so much at the beginning, ended up happening in the background, barely even mentioned in the ending text. As with the rest of Waldo’s Pie, it had definite strengths, and I wanted to like it a lot more than I did — both technical flaws and authorial choices got in the way.
Rating: 7.2