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!)

Aunt Nancy’s House by Nate Schwartzman [Comp97]

IFDB page: Aunt Nancy’s House
Final placement: 33rd place (of 34) in the 1997 Interactive Fiction Competition

When I began learning Inform, one of the first things I did was to put together a little simulation of the cottage I was living in at the time. It was great fun making a text adventure out of my current environment, adding both magic and realism as I saw fit. That Inform program would have easily been finished in time for submission to the 1995 IF competition, but I didn’t submit it. My reasoning at the time was that even though it was fun for me to walk around my virtual cottage, it would be really boring for other people. Now that I’ve played Aunt Nancy’s House (hereafter called ANH), I know I made the right decision.

According to its author, “Aunt Nancy’s House is actually based on my aunt’s (soon-to-be-former) house, and was created as a way of teaching myself Inform. There are no puzzles, the idea is mainly to wander about in an interactive environment and have fun.” Well, “wander” was certainly there, but “fun” wasn’t, at least not for me. Basically ANH simulates an empty house. That’s it. I have no doubt that creating this simulation was pretty exciting for the author, but without that connection to the subject material, other players are going to be bored.

ANH taught its author how to use Inform — I look forward to when he applies that knowledge to the creation of a game.

Prose: The game’s prose wasn’t outstanding, but it served its purpose.

Plot: ANH has no plot.

Puzzles: ANH has no puzzles. (Hey, puzzleless IF!)

Technical (writing): I spotted a few grammatical errors in the game, which I’ve passed along to the author.

Technical (coding): ANH has a number of bugs, which I’ve also forwarded to the author, but for a first exercise in learning Inform, it was put together pretty well.

OVERALL: A 2.9

[Postscript from 2020 — This game inspired one of my favorite reviews ever from Andrew Plotkin, one I still recall to this day. Relevant excerpt: “…somehow I get the impression that the author has spent a lot of time being bored in this house. I mean — I wandered around, I turned on the tv and the video game machine, I turned them back off, I poured myself a soda. Then I went back upstairs. Yeah, I’ve spent a lot of time at relatives’ houses that way.”]

Sylenius Mysterium by Christopher E. Forman as “whomever wrote it” [Comp97]

IFDB page: Sylenius Mysterium
Final placement: 18th place (of 34) in the 1997 Interactive Fiction Competition

[Because of the nature of Sylenius Mysterium, any or all of this review could be considered a spoiler. In addition, spoilers are present for Freefall and Robots. You have been warned.]

There seems to be this strange impulse in the text adventure community to recreate the experience of graphical arcade games using the Z-machine. The first evidence I ever saw of this trend was Andrew Plotkin‘s “Freefall”, a z-machine Tetris implementation using realtime opcodes to reproduce the geometrical game with ASCII graphics. Others have followed, including Torbjörn Andersson’s “Robots”, which recreates one of the earliest video games, and a DOOM implementation which I haven’t played. I have to say that this notion baffles me. When I first saw “Freefall”, I thought it was good fun. It struck me as a typically amazing Plotkin programming exercise which showcased the versatility of the z-machine. But it didn’t become an arcade staple on my machine. As a text adventure, it was pretty wild. As Tetris, it was pretty average. I played it once or twice to see what it could do, then deleted it. “Robots” I kept, but I don’t play it.

Now here’s Sylenius Mysterium (hereafter called SM), the bulk of which is a textual emulation of a horizontally scrolling run-and-jump game, a la Pitfall or Super Mario Brothers. This kind of thing used to come up as a joke on the IF newsgroups from time to time, and now here it is, a real game. Unfortunately, SM demonstrates the reason that those games were implemented graphically in the first place. Namely, it’s silly to implement an arcade game in descriptive mode. (“You begin walking right.” “You execute a running jump.” “Beneath you is a low wall.”) These types of structures are what graphics are best at doing, and they were being done 15 years ago. It’s both more fun and less confusing to see an arcade environment in graphics, and if even ancient computers are capable of doing so, what’s the point of making a text adventure which simply produces an inferior copy of the original? Playing SM just made me wish that the author had sacrificed portability and implemented the arcade section in graphics. Hell, even cheesy ASCII graphics would have made for a more fun experience than one long room description reading “A panoramic landscape, parallax layers of empty, ruined buildings, scrolling by with your movements.” It seems to me that text is good at certain things and so is graphics, and to make a text version of Pitfall makes about as much sense as a joystick-and-fire-button version of A Mind Forever Voyaging. It’s great to know that the z-machine has realtime capabilities to produce a text arcade game, but surely those capabilities can be put to better use.

SM does have a prologue which operates in a traditional text adventure mode, and this section of the game is quite well-done, with the exception of a number of problematic bugs. The game does a very nice job of defining an engaging and convincing setting and characters, as well as creating a sense of nostalgia for the old gaming consoles. The Atari system was my first introduction to videogames that could be played at home, and I have many fond memories of days spent at friends’ houses playing Missile Command or Donkey Kong or Pitfall. In fact, the game evoked nostalgia so well that my disappointment was all the sharper when I realized that its “arcade” section was nothing more than realtime text.

Prose: The prose in the IF section of the game was really quite accomplished, so much so in fact that it sent me to the dictionary a couple of times to confirm the meaning of unfamiliar words. All the game’s elements, from the sterile quiet of a mall after-hours, to the almost exaggerated “skate punk” main character, to the loving descriptions of the old-time game consoles, were written in a style that I found quite rich and absorbing.

Plot: The plot in SM is mainly a device to whisk the player to the arcade section. The plot of that section is (intentionally, I think) extremely pure and simple: find the bad guy and undo his evil deeds.

Puzzles: Again, the puzzles outside the arcade section were few, and those inside the arcade section can’t really be called “puzzles” in the traditional sense, though I would argue that the game does propose an interesting juxtaposition between the challenges of a Mario Brothers-style arcade game and IF puzzles — the two are closer than they are sometimes thought to be. Those puzzles within the IF section were usually quite simple, though from time to time bugs arose that made the simplest actions seem unintentionally like puzzles themselves.

Technical (writing): The writing was technically excellent.

Technical (coding): Here there were a number of problems. I was keeping a text file of all the major bugs I found until I realized that the author had provided no email address (not even an anonymous remailer for comp97) to which bug reports could be sent. Suffice it to say that there were a number of situations, both inside and outside the arcade section, that needed much improvement. That being said, however, I’m willing to forgive quite a bit from someone who takes on a project as ambitious (even though I personally don’t find it to be very interesting) as the arcade section of SM. That section suffers from game-killing bugs of the “FATAL: No such property” variety (or at least it does under WinFrotz), but the working sections of it seemed to work quite well, and I salute the serious effort it must have taken to create them.

OVERALL: A 6.8

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

Of Forms Unknown by Chris Markwyn [Comp96]

IFDB page: Of Forms Unknown
Final placement: 20th place (of 26) in the 1996 Interactive Fiction Competition

Potential for an interesting game totally ruined by buggy coding. The game was put together in 3 weeks, and I’m afraid it shows. The author wisely admits that the game is highly derivative of So Far — this would be fine if not for the fact that So Far actually worked, and Of Forms Unknown does not. I quit after wrestling extensively with the illogic built into the game’s coding structure and finally going to the hints, following the explicit instructions for solving a puzzle (the frame, rope, and light bar), and finding that even after following the instructions, the puzzle remained unsolved.

Prose: Struggling to reach Plotkin level. The pieces of prose which are the most successful are the ones most imitative of Plotkin. The rest is utilitarian, with the exception of the prose which makes no sense at all.

Difficulty: Impossible. The game’s buggy coding made progress impossible for me well before I got to the bug the author discussed on rec.arts.int-fiction. Of course, this means that the point at which I quit actually was a passable point, but to my mind if the walkthrough doesn’t get you where you need to be, the game is impossible.

Technical (coding): Extremely poor. From small points like the lack of a new_line after some inventory calls to rather glaring problems such as the broken frame puzzle (try tying a rope to the frame, then tying something to the rope, then walking away holding the tied object — works mighty easily!) and the fact that dropped objects all seem to become concealed somehow.

Technical (writing): No errors that leaped out at me. However, to be fair, I didn’t see the whole game.

Plot: In So Far, the lack of a coherent plot was a bit frustrating to me, but I could hold my frustration in abeyance because of the game’s many fine features. This game offers no such redemption, and suffers greatly from being an imitation springing from a cliché (the college dorm room as starting point).

Puzzles: Ranging from highly illogical to basically logical but impossible to complete. For example, lighting a dark room (whose description reads “You can’t see a thing”) by saying “turn on light” not only goes against the logic of the description (isn’t the light switch one of the things you can’t see?), but also against one of the most standard conventions of interactive fiction, which suggests that even a light switch in a dark room is inaccessible without a faint light by which to discern it. Delusions had the answer to this — Forms does not. Another example is the dials in the shaft — what is the logic behind setting them all to 0? Only the arbitrary logic of the game, such as the decision that for some reason bringing a light source into a cave through the door extinguishes that source for no good reason.

OVERALL — A 1.5

Introducing >INVENTORY

I started writing reviews of interactive fiction games in 1996. I think it’s only old people who start stories with, “In those days…”, but apparently the shoe fits, so in those days, the IF community was small, cohesive, and centered in a couple of Usenet newsgroups: rec.arts.int-fiction and rec.games.int-fiction. For those who weren’t there, newsgroups were essentially discussion forums, consisting wholly of text — posts and threads. “Arts” was about creating IF, and “games” was about playing it. (“Rec” meant “recreation” — there were various top-level hierarchies that… you know what, it doesn’t matter.)

The text-only medium of newsgroups was perfect for text adventure aficionados, and while they thrived, those groups were the fertile soil from which sprung many of the pillars that support even today’s IF scene: Inform, TADS, the IF Archive, and most importantly for my purposes, the Interactive Fiction Competition.

The comp, as it was affectionately known, started in 1995 as a way to spur the creation of more short IF — see in those days most authors were trying to ape Infocom by writing long, puzzly games that would have fit nicely onto store shelves in 1985. The comp changed that, dramatically. Kevin Wilson, founder of the comp, gave it just one rule: every game had to be winnable in under two hours. The first year saw 12 games entered. The next year: 26. And it took off from there.

Opening screen of Andrew Plotkin's A Change In The Weather
A Change In The Weather, winner of the first IFComp, Inform division

I was on fire for IF in those days. I couldn’t get enough of the newsgroups, the games, the languages. I spent my nights immersed in learning Inform, creating little worlds and gleefully walking around in them. The competition was the perfect opportunity for me to actually finish one of these virtual puzzleboxes and send it out into the world in hopes of feedback. That first attempt was called Wearing The Claw, and while I find it rather cringey to look back on now, it did at least land in the upper half of the 1996 comp — 8th place. And boy did I get a lot of feedback on it!

In those days, you see, there was a strong culture of feedback in place, and the comp helped that culture grow explosively. Tons of people would review the comp games, and as an author, you could get a cornucopia of input that would help you understand where you went right this time and how to do better next time. It was invaluable, and I wanted to be part of it, so I reviewed every 1996 comp game.

Then I reviewed every comp game (with a few exceptions) every year all the way up through 2004, which not coincidentally was the year before my son was born. I also wrote reviews of various other IF and IF-adjacent games, and spent several years editing a text adventure webzine called SPAG.

For a couple of decades now, those reviews and writings have been housed on the personal web site I created back in the 90s with my trusty copy of HTML For Dummies. However, my crystal ball tells me that this web site’s days may be numbered. It lives on a legacy server at the University of Colorado (where I still work), and nobody is super excited about hosting old student websites from the 20th century anymore. Plus, those old reviews are absolutely festooned with dead links and ugly typography.

Enter >INVENTORY. This blog will eventually house all my writing about IF, including every comp review, every IF-Review entry, every XYZZY Awards solicited review, and everything else I can think of. >SUPERVERBOSE will remain my primary blog, and new writing about IF will go there as well as here, but >INVENTORY, as its name suggests, will house the exhaustive trove that currently lives on my old web site.

As time permits, I’ll be transferring comp reviews into this blog, where they can be searched, indexed, googled, and so forth. Once that project is done, I’ll start on all the other IFfy stuff I’ve written over the years. It’s quite possible I’ll append some of it with reflections or current thoughts as the mood strikes me.

In my first innocent post to rec.games.int-fiction, I called myself “a major devotee of IF.” While many other passions have laid their claims upon my time, that fire still smolders inside me, and I look forward eagerly to revisiting the many happy hours I spent with IF games and IF arts. As with everything I write, I hope it proves enjoyable and/or useful to somebody else out there too.