Mentula Macanus: Apocolocyntosis by Adam Thornton [IF-Review]

[I originally reviewed this game for Mark Musante’s site IF-Review, in 2012. Mark is the source for editor’s notes in the text.]

IFDB Page: Mentula Macanus: Apocolocyntosis

File Under: Classic Knob

Note: Due to the nature of the game being reviewed, this review contains what the MPAA would probably call “pervasive language and strong sexual content.” Also, mild spoilers, both for this game and for Nabokov’s Lolita.

From the “sentences I never thought I’d write” department: I don’t think I’m well-educated enough to fully appreciate this Stiffy Makane game. With Mentula Macanus: Apocolocyntosis (MMA), Adam Thornton brings us what might be one of the most erudite and wide-ranging IF games ever, and what is certainly the most erudite and wide-ranging IF porn parody ever. Thornton has been talking about Mentula Macanus for quite a long time now — since 2001 at least, when he released his previous foray into Stiffiana, Stiffy Makane: The Undiscovered Country (SM:TUC). Hell, maybe longer, given that Google’s Usenet archive search leaves much to be desired. It always sounded to me like a gag — I mean really, a Stiffy Makane game all in Latin? Not even the guy who created an elaborate and technically accomplished science fiction Stiffy parody, complete with graphics and sound, would undertake such a thing, right?

Right. He didn’t. Instead, he spent a decade crafting an enormous, sprawling classical epic, with an expanded mission. Where SM:TUC was a gleeful takedown of so-called “Adult” IF, MMA sets its sights on a bigger target: IF itself. With tremendous innovation, technical polish, and abundant humor, Thornton upends the medium with a work that’s simultaneously traditionalist and transgressive, a layered and richly allusive delivery system for some highly demented and depraved content. It’s a hugely impressive achievement, and I can’t imagine anyone else pulling it off. I can’t imagine anyone else even trying.

But before I dive deeper, let me offer a little background, for those who need it and haven’t quit reading already. Way back in 1997, those innocent days when AGT didn’t yet signify “America’s Got Talent”, a guy named Mark Ryan unleashed upon the world a game called The Incredible Erotic Adventures of Stiffy Makane, which he apparently wrote in BASIC in the eighth grade, then inexplicably ported to AGT and uploaded to the IF Archive. Adam Thornton played it, and wrote a funny review, in which he called it “easily the most amusingly horrible work of IF I’ve ever seen.” (By the way, anybody who wants to witness how delightful the IF newsgroups were back in the days before their troll-induced decline could do worse than to read the ensuing thread. The Graham Nelson comment in particular made me laugh out loud.) This review pointed out the terrible writing, the repellent ending, the freaky non-sequiturs, the risible implementation (including, famously, the ability to DROP PENIS), and so forth. It helped propel the game to “legendarily bad” status, but even so, Stiffy would likely have been soon forgotten if not for what happened next.

Exactly one year and one day after the review, a pseudonym-cloaked Thornton and a still-anonymous co-author released a MST-ing of the game (remember Mystery Science Theater 3000?). A few years later, Adam entered the 2001 IF Comp with Stiffy Makane: The Undiscovered Country, a game which, as I said in my review at the time, “[makes] its PC the object as well as the subject of penetration (and penetration by a moose, no less.)” At this point, Stiffy and his stiffy had entered into the community lexicon as a shared in-joke, with Adam always in the vanguard. In fact, at this point, I’d say that Adam Thornton has made a career out of Stiffy Makane, which sounds much less promising than it’s actually turned out to be. Mentula Macanus: Apocolocyntosis is the zenith of that career.

ERUDITION

From the beginning, the game lets us know the territory it intends to cover. A rotating dedication name-checks people from the world of literature, like T.S. Eliot and Ezra Pound, as well as people from the IF world like Robb Sherwin and Graham Nelson. Then follows a bit of untranslated Italian — Thornton quoting Eliot quoting Pound quoting Dante. After that, the game throws you into a scenario in which you battle “the Gostak chief”, which will certainly remind some of us of Carl Muckenhoupt’s game The Gostak, which itself grew from a seed planted by C.K. Ogden and I.A. Richards, in their book The Meaning Of Meaning. Confused yet? MMA has a helpful bibliographic referencing system to help you along:

>X CHIEF
The Gostak chief [reference 2] [reference 3] is a giant of a man, with lank, thinning blond hair [reference 4]. He carries an enormous mace, which he wields as if it weighed nothing at all.

The Gostak chief aims a vicious blow at your head. You twist away desperately, skidding on the wet flagstones. The mace smashes into the stone, throwing a shower of sparks.

>REF 2
[Reference 2]: Ogden, C.K. and Ian Richards. The Meaning of Meaning, (citation unknown).

>REF 3
[Reference 3]: Muckenhaupt, Carl. The Gostak, passim.

>REF 4
[Reference 4]: Wolfe, Gene. The Sword of the Lictor, Chapter XXXVII, Terminus Est.

As if that weren’t enough, the game provides a parallel system of footnotes to complement its references, like so:

Curia Interior
The Curia is still under reconstruction; renovations won't be completed for quite some time [footnote 1]. For the time being, the Senate still meets over at Pompey's porch. Frankly, this place is basically just a construction site. Steps to the Forum lead down to the south.

An olive-colored velvet bag rests empty on the ground here.

[To look up a footnote, use FOOTNOTE number-of-footnote]

>NOTE 1
[To disable poncy footnotes, you can type PONCY OFF]

[Footnote 1]: The Curia Hostilia burned in 52 BC; Julius Caesar started its renovation, but the Curia Julia (named in his honor) was not completed until 29 BC during the reign of Augustus. I hope you now feel better-educated.

Keep in mind: this is a porn parody IF based on a character created by a horny 14-year-old [ed. note: That phrase seems redundant somehow.]. It keeps a sense of humor about itself, but at the same time, there’s a clear delight in classical history and the ancient world. Observe:

Cocceio's Cave
Cocceio's Cave runs arrow-straight from the town of Cumae, to the west, to the shore of Lake Avernus, to the east. It is a kilometer long and wide enough for two wagons to pass one another. It has recently been excavated on Caesar's orders [footnote 9], but it also makes for a very convenient road for petitioners seeking the Sybil. Regularly spaced torches light your way.

>NOTE 9
[Footnote 9]: Lake Avernus is a volcanic crater filled with water, which makes it an ideal protected harbor. Julius Caesar began construction of the port here, connecting Avernus to Lake Lucrino with a canal and thence to the sea. Cocceio's Cave was excavated to allow easy access by chariot to the war fleet housed in Avernus. The port (Portus Julius) became fully operational in Octavian's reign. Thus, it is probably slightly ahistorical to have Cocceio's Cave in this story, as it is likely an Augustan, not a Julian work; nevertheless, it's not badly out of place, and it's a really nifty Roman military construction, so in it stays.

The game’s erudition extends beyond Roman history and modernist poets. For instance, at one point there’s a hotel register you can examine, which yields entries like “Johnny Randall, Ramble” and “Harry Bumper, Sheridan.” Those entries don’t have a footnote or reference citation, but by that point I knew that there were very few arbitrary choices in the game, so I googled them. Turns out they’re from Nabokov’s Lolita — Humbert Humbert uses various false names in hotel registries as he searches for Lolita in the latter part of the book. Over and over, MMA rewards research and demonstrates an impressive range of literary reference. In fact, I’d say this game sent me to Google more than any other IF game I’ve ever played. Sometimes even that was fruitless, as in the time when Stiffy (under my control) attempted to venture into avian bestiality, making amorous advances toward a duck named Anas:

>FUCK DUCK
(Anas)
You, sir, are no Henry Miller [footnote 24].

>NOTE 24
[Footnote 24]: Hey, you know, it's kind of odd that "Anas" is so close to "Anaïs", isn't it? D'ya think?....nah, couldn't be.

Did Miller have some kind of sexual inclination toward waterfowl? Even Google couldn’t tell me, unless perhaps my Google-fu wasn’t up to par, which is always a possibility. I know that Miller had a passionate sexual relationship with Anaïs Nin, but whether the game’s Miller reference extended beyond the superficial similarity of names, I couldn’t tell. Again, that nagging feeling: I may have a Master’s degree in English Literature, but I don’t think I’m well-read enough for this Stiffy Makane game.

MMA‘s breadth of IF reference is equally impressive. Besides the fact that it expends herculean effort to expand the mythos of an otherwise extremely minor IF character, and the aforementioned Gostak shout-out, MMA touches on everything from Adventure to Scott Adams to Infocom to Losing Your Grip to Kallisti. In fact, at one point it even scores a two-for-one by including Madame Sosostris, who figures prominently in both Eliot’s The Waste Land and Graham Nelson’s Curses. Nelson, another IF author with an Eliot fixation, comes up again in a late-game scene, one that I thought really encapsulated MMA‘s humor:

Unreal City
Under the brown fog of a winter noon [reference 30]. A graveyard, of sorts, is to the south. A rather fetching garden lies to the west. A low, blocky palace, built of obsidian, looms to the east. A plaza stretches to the north under the towering bulk of an obelisk.

Identical men in dark suits and bowler hats scurry to and fro.

>REF 30
[Reference 30]: Eliot, T.S.. The Waste Land, III.208.

>X MEN
Each identical man (for they are all men) wears an identical dark suit and an identical bowler hat, carries an identical black umbrella [reference 31], and, incongruously, sports an identical nametag proclaiming, in bright red letters, "HELLO MY NAME IS GRAHAM." I had not thought death had undone so many [reference 32].

>REF 31
[Reference 31]: Rowson, Martin. The Waste Land, I.31.

>REF 32
[Reference 32]: Eliot, T.S.. The Waste Land, I.63.

>FUCK MEN
You see no Nelson's Column here.

A barrelful of Eliot references, several of which (the Unreal City, the bowler-hatted army) overlap again with Curses, collides with a British geographical/historical reference which also serves as a hilarious anatomical double-entendre about a founding father of modern IF. Deep respect jumps into bed with profound irreverence, and the result is quite satisfying. That’s Mentula Macanus: Apocolocyntosis.

NEW MISSION

Thornton’s 2001 Stiffy game (SM:TUC) was deeply, rightly scornful of its main character. As in the game that spawned him, Stiffy was an projection of a boneheaded eighth-grade boy’s sexual mentality, albeit this time seen from a more adult perspective: unsatisfying as a lover, profoundly clueless, misogynist, and homophobic. His ideal sexual encounter is with a Holodeck robot — “jump through some hoops, get to fuck the girl. If only real life were so easy!” — and even she is less than enthusiastic about the experience. SM:TUC demolishes the ludicrous tropes of terrible “adult” IF in part by demonstrating that mechanical sex is the opposite of eroticism.

MMA is a different story. The Stiffy of MMA doesn’t have a trace of homophobia, and is enthusiastically omnisexual (within limits, and even those are played for laughs.) He’s still an eager lover, but this time he’s a good one, as we can tell by the reaction of his partners. His encounters often have a joke at their center (as when Stiffy fucks some version of Archimedes, who teaches him the true meaning of “Archimedes’ Screw” and who exclaims, “My lever’s big enough. Just give me a place to stand and I’ll rock your world!”), but the joke isn’t at Stiffy’s expense. The descriptions embrace sensuality, in direct contrast to SM:TUC‘s anti-erotic prose.

What changed? The mission changed, that’s what. AIF was always an easy target, albeit a fun one, and between his review of the original Ryan game, his MSTing of same, and SM:TUC, Thornton seems to have said his piece about it. Mentula Macanus: Apocolocyntosis moves on to satirizing IF in general, especially the classic Infocom style. The game’s writing and design echoes this style — for all its transgressiveness, MMA‘s puzzles and prose are often quite traditionalist. Descriptions are generally concise, even terse, and there’s no attempt whatsoever to sidestep the artificiality of IF puzzles awkwardly grafted to a big long quest plot. There are no mazes, dragons, hunger puzzles, or other such tired figures, but there are heaping helpings of item-fetching, locked-door NPCs, and actual locked doors. The game is unapologetically an epic, old-fashioned puzzlefest, albeit one with a few differences.

Just the carnality itself is a major difference, really. Infocom was writing for a mass market which included children, so their games were necessarily quite chaste, even when they were trying to be otherwise. Credit to them for attempting something a little racy with Leather Goddesses of Phobos, but compared to MMA, even the “lewd” mode in Leather Goddesses of Phobos is ridiculously tame. Thornton’s game is IF sex comedy with the restraints taken off, and it works. It’s genuinely funny and sometimes even genuinely sexy.

It also uses its taboo subject matter to hilarious effect, blending perversity into IF as skillfully as I’ve ever seen. Take the puzzles, for instance. In 2002, I released a game called Another Earth, Another Sky, in which you play a super-strong PC and the solution to many puzzles is some variation of SMASH [object]. I thought of that game a lot when playing MMA, in which you play a super-virile PC, and the solution to many puzzles is some variation of FUCK [NPC]. The number of times that Stiffy’s stiffy is in some way the solution to a puzzle is both a great running gag and a great subversion of standard-issue IF object and NPC interactions. (MMA‘s version of the common light-source puzzle is particularly memorable.)

Sometimes, instead, the penis is the puzzle rather than the answer, as in the episode when Stiffy gets the clap and has to seek out a cure. The solution involves a regular IF activity — a mini-quest to seek out a medicinal herb and bring it back to the local doctor — but the context is something you don’t see in many other games. Not only that, the actual resolution of the quest turns IF convention its ear too, as we discover that the herb isn’t the cure at all, but simply serves to distract while the doctor administers a much more violent and unpleasant remedy.

Sex and gross-outs aside, MMA also provides a few great anti-puzzles, in which the obvious action is the correct one, but the game manages to make you think otherwise with persuasive writing. Take, for example, this bridge across a chasm:

A rickety footbridge — really, little more than flimsy-looking boards laid across twisted vines — spans the canyon to the west, swaying sickeningly in the breeze.

Makes you want to look for another way across the chasm, doesn’t it? I certainly did, based on my memories of a thousand other rickety IF bridges. They always collapse — that’s why they’re described as rickety. Plus, I’d already died many a death in MMA getting to this point. So I found a place to jump across the chasm, and failed. I failed tantalizingly, and thought I might succeed with a different approach. Nope. After a few more attempts, I returned to the bridge and decided to cross it, hoping I might get a clue from the inevitable death message. Instead, Stiffy crossed it. The end. The anticlimax was hilarious, and I loved the way the game played a joke on me by exploiting my IF experience. I realized later that I was also holding a set of instructions which explicitly told me to cross the bridge, but it had been so long since I’d looked at those, I forgot all about them. D’oh!

Alongside these are more typical IF puzzles, ranging from the simple (follow a recipe and get the desired result) to the rather clever (dress up as a prophet to fool a god into taking you into a new location.) MMA skewers IF, to be sure, but it isn’t just taking the piss — it’s a genuinely fun IF game on its own merits.

INNOVATION

Along with its transgressions and subversions, MMA brings a number of excellent IF innovations to the table. One of my favorites is how it handles repeated questions to an NPC. One of the weaknesses of the ASK/TELL conversation system (which MMA uses) can be a tendency toward repetition. The first time you ASK MIKE ABOUT FISH, Mike should tell you about the fish. But what happens if you repeat the command? Lots of games just would repeat Mike’s dialogue, which makes the NPC obviously robotic. However, that robotic behavior serves a gameplay purpose — if the player forgets some crucial nugget of information, the ability to retrieve that information shouldn’t be sacrificed in the name of character realism, or else you’re just trading one annoyance for another. In addition, topics sometimes have aliases, so the player may not even realizing that from the game’s point of view, she’s asking the same question twice. MMA comes up with a solution to this conundrum which I thought was rather ingenious:

>ASK SYBIL ABOUT FUTURE
"To seize the Golden Banana is a mighty deed, but the Son of Aeneas must look to the Son of Abraham to release it from its sheath."

>ASK SYBIL ABOUT BANANA
The Cumaean Sybil has already told you that you will need the help of a Jew to unsheath
[sic] the Golden Banana.

By having the parser intervene when a question is repeated, the player gets the needed information without the NPC having to behave like a tape recorder.

MMA also innovates at the design level, with an intricate story structure surrounded by a clever series of framing layers. It’s not uncommon for an IF game (or a traditional story) to start in the middle of some action, advance to a point where it looks pretty bad for the hero, and then flash back to tell the story leading up to that point. It’s quite a bit more unusual for the hero’s death to actually occur. Mentula Macanus: Apocolocyntosis solves this dilemma brilliantly, with a perfect marriage of its classicism and its game-nerd geekery. Not to mention that the response to “X ME” in this section is one of the funniest parodies I’ve seen of a standard Inform library message.

On top of this, there’s still another layer of narrative complexity, as seen in a section where the available range of action has drastically narrowed to only two possible commands, and very boring ones at that. Just when I was thinking “man, fast forward,” this happened:

[Here the original text is badly damaged and illegible for many pages. What we can piece together from the extant fragments of this section and the remainder of the work, however, is that Stiffy somehow becomes accepted as one of the Vikings. He wins his toga and the Banana back, acquires the honorific "Sven Stiffy" for his deeds, and meets up with a Druid leading a Pictish revolt. A brief and curious fragment from this last section survives.]

Thus the action shifts out of the previous trap, and MMA piles on yet another inventive application of scholarly mechanics to gameplay mechanics, letting us know that not only does the game have narrative layers in itself, there’s also a metanarrative outside of the story, in which the whole of MMA is in fact some kind of ancient text in translation, which has not survived in its entirety. Employing this device not only allows Thornton to skip past some of the boring or illogical sections (always with a comic purpose) and also reinforces the erudite side of MMA‘s ongoing juxtaposition.

These layers are great for comedy, but I think my favorite comedic innovation in MMA is its running gag of warned deaths. Insta-death is all over the place in IF, especially old-school IF, but MMA takes an approach which allows the whole thing to be a lot funnier: every time the player enters a command which will lead to instant death, the game issues a warning first. Then, if the action is repeated, the game delivers the insta-death:

>PUT PENIS IN OPENING
It is pitch black in there. Your cock is likely to be eaten by a grue [reference 6].

>PUT PENIS IN OPENING
Chomp! A grue bites your dick completely off, as was foretold.

*** You have been emasculated by a grue ***

There are dozens of these scattered throughout the game, leading to all manner of horrendous demises. Instant IF death is annoying (though UNDO mitigates it a lot), but I thought this was wonderful. Every time I saw one of these warnings, I gave a little tiny cheer inside, because I knew that the next thing I would get to do is steer Stiffy into another hilarious Wile E. Coyote calamity. The more of these there were, the funnier it got, as is the nature of the running gag. (The other great running gag: the game’s responses to failed attempts to fuck people. Or things.)

Also funny and clever was the CAST command, which lets us know the models for various characters in the game. These models spring from reality (Ron Jeremy as Stiffy), literature (Baldanders from Gene Wolfe as the Gostak chieftain), TV (Dr. Nick Riviera from The Simpsons as the aforementioned clap-curer), and Dungeons & Dragons (Froghemoth makes an appearance.) I particularly enjoyed seeing Thornton’s dogs expressing their separate personalities as the heads of Cerberus.

Finally, I have to mention the ending. I won’t give too much away, except to say that it’s one of the more entertaining ways I’ve ever had the plot shouted at me while tied to a chair. A fitting topper to this epic and bizarre game, it partakes of the epic and the bizarre on a grand scale, justifying the game’s subtitle and winding up with an excellent closing joke.

IMPLEMENTATION

Of course, smart references and clever ideas only get you so far — it’s in the execution that an IF game is made or broken. It should probably come as no surprise at this point in the review that I found Mentula Macanus: Apocolocyntosis to be outstanding in this department as well. The game isn’t completely bug-free — it would be very surprising indeed to find a game of this size that had no bugs or errors whatsoever — but it credits multiple rounds of testers, and their efforts shine through. The writing is similarly error-free. It rarely aspires to poetry, but it excels at finding that perfect word to make a graphic detail really vivid, whether you’re being splattered with filth in the sewers of Ostia or inhaling the mephitic vapors of a pit that leads to Hades.

Many many actions are accounted for with proper verbs and witty responses. Most first-level objects are described, albeit sometimes rather curtly. There are many fun surprises embedded for the curious to find, including one of the better XYZZY easter eggs I’ve seen in a while. (Actually, come to think of it, that only seemed like an Easter egg — it’s actually necessary to solve a puzzle.) There’s even the occasional spate of runic and/or Greek writing mixed in with the prose, thanks to Inform libraries written by Thornton himself.

MMA also pays good attention to detail and logic within the confines of its model world. For instance, Stiffy is often obliged to disrobe, whether for the purpose of solving a puzzle or just for a pleasant diversion to pass the time. Either way, it’s easy to forget to put his toga back on him, but invariably the other characters in the game notice when Stiffy is parading around naked, and usually have some witty remark to make about it.

Finally, in case I haven’t made this clear, Mentula Macanus: Apocolocyntosis is quite the extensive game. Every time I thought it was ending, it would instead open up a new vista of plot and setting, with more surprises and more hilarity. In addition to being long, it’s quite deep as well. I noticed this particularly in the Great Library of Alexandria, in which you can learn not just the key fact that helps the plot along, but all about much of the game world and even the greater historical context of its setting.

Glancing at the source code (which Thornton includes in the game package), I can see that there are many more responses I never even uncovered. The expansiveness of the game gives it great access to callbacks, both comedy kind and the IF kind (returning to a location or situation after time has passed and things have changed.) MMA wears its influences on its long, long sleeves, and by the end, it can count itself as an influence. It’s a bit like the question Stephen Colbert asked when he interviewed the band Rush: “You’re known for some long songs. Have you ever written a song so epic, that you were being influenced by your own song, because it happened so much earlier in your career?” This is a game that took a decade to produce, and it’s clear the time wasn’t wasted.

Mentula Macanus: Apocolocyntosis was the perfect finish to my mini-journey of reviewing all the 2011 XYZZY Best Game nominees. I rolled the dice and reviewed those games in random order, but the sequence turned out just right. Zombie Exodus was an oddball nominee, unfinished and not my cup of tea, while Six was an utterly charming comp entry. Cryptozookeeper beat them both with music, graphics, spectacular writing, and an epic scope. It took home the XYZZY award, and it deserves all the recognition it’s gotten, but for my money Mentula Macanus: Apocolocyntosis has the edge over even Cryptozookeeper. Its careful coding, clever design, thematic boldness and overflowing intelligence have made it my favorite game of the bunch. I look forward eagerly to whatever Adam Thornton has cooking for 2021.

Interview from SPAG [Misc]

[Duncan Stevens interviewed me in SPAG #31, the 2002 IF competition special. It’s rather odd to be interviewed in one’s own zine, but SPAG has a tradition of interviewing the top three finishers in the IF comp, and I won that year. However, when I won the next time, SPAG interviewed finishers 2-4. As with the other interviews, I’ve edited the text and added links as appropriate. The first paragraph is in my voice.]

For the annual competition issue, SPAG traditionally interviews the highest-placing authors in the comp, but I faced some rather unprecedented challenges when putting together this issue’s interviews. For one thing, since I won the comp, there really ought to be an interview with me, but for me to interview myself would be a little… unseemly, as Primo Varicella might say. As he has so often in SPAG‘s history, Duncan Stevens came to the rescue, crafting a set of interview questions which I could then answer without feeling too much like I had multiple personality disorder. Thanks, Duncan…

Paul O’Brian, author of Another Earth, Another Sky

SPAG: Well, you often ask SPAG interviewees to tell a bit about themselves, but SPAG‘s readers may not know much about you, so — out with it. Name, rank, and serial number?

PO: Okay, fair enough. I’m 32, which put me in my teen years during the Infocom boom — just about the perfect age to be, since I was old enough to understand and succeed at the games and young enough to have lots of free time to devote to them. I’ve lived in Colorado all my life, save for one ill-starred year in New York City, and I currently work in Boulder at the University of Colorado, where I got my degrees. My job there is in the Financial Aid office, as an “IT professional,” which basically means that I do all sorts of technical stuff, from programming to maintaining the network to creating queries that pull data from the university’s mainframe.

I’ve been married for a little over six years, to someone who isn’t an IF aficionado but who is wonderful about supporting my work and my ambitions. I’m very verbally oriented (you may have noticed) and love the complex uses of language. I also really enjoy programming, so of course I’m a perfect candidate to love IF. Aside from that, my other passions are music and comics, the latter of which has made the Earth And Sky series such a fun project to do.

SPAG: How did you get interested in IF, and what led you to start writing your own IF?

PO: The long answer to this question is the editorial I wrote for my first issue of SPAG, number 18. In a nutshell: my dad is a computer enthusiast, and we were sort of “first on the block” with a home computer — initially an Atari 400, then upgrading to the sooper-big-time Atari 800. The first games I played on those machines either came in cartridge form or on cassette tapes, but shortly after he acquired a disk drive, he brought home Zork I for us to try together. He loves to bring home the coolest new things, and that was especially true when I was a kid; at that point the cool new thing was Zork. He lost interest in it before too long, but I was enchanted, and became a major Infocom devotee for as long as the company existed.

I learned about the Internet right around the same time I was writing a paper about IF for a graduate class, and so of course some of my first Gopher searches were on “Infocom” and “interactive fiction.” That led me to Curses, and once I figured out that there was a freely available language that would let me write Infocom-style games, suddenly a childhood fantasy was within reach. Being an Infocom implementor is still my dream job — pity about living in the wrong time and place for it.

SPAG: You’ve written four games now. What keeps you writing IF?

PO: Well, in the case of the last game and the next one, it’s the fact that I’ve made a promise to myself and to the audience that I won’t leave the storyline hanging. Other than that, I suppose it’s just the fact that I seem to have an unflagging interest in the medium. My first game was written to fulfill my dream of writing an Infocom-ish game, as I said above. LASH was just an idea that grabbed me and wouldn’t let go, and I knew that IF was the perfect medium for it. A lot of the drive to write the Earth And Sky games has to do with the fact that I really, really wanted to play a good superhero game, and I wasn’t entirely satisfied with any of the ones that had been released up to that point. So I wrote it because I wanted to play it.

SPAG: Another Earth, Another Sky is the second in a series. What led you to make a full-blown series out of this story, rather than a single self-contained game?

PO: One of the things I loved about superhero comics as a kid was their episodic nature. I really dug the way the stories just kept going and going, with characters and themes woven through the whole thing, disappearing and reappearing as the saga unfolded. Now, with the emphasis on story arcs that can be collected into trade paperbacks, that’s becoming less true in comics, but when I decided to write a superhero game, I knew it needed to be episodic. Besides, I really wanted to take another shot at the competition, and didn’t want to write something so big that it wouldn’t be appropriate for the comp. Also, as a corollary to that, I guess, I really wanted more and faster feedback than writing the whole thing as an epic would have given me. LASH took a very long time to write, and I wanted my next piece to be a bit smaller in scope.

SPAG: The first installment was essentially a superhero game, but Another Earth, Another Sky has sci-fi elements along with the superhero aspect. Is the series becoming a sci-fi series, or are there more genre twists ahead?

PO: I wouldn’t say it’s becoming science fiction, really, and I didn’t set out to do any genre blending with this game. What is true, though, is that these games are heavily influenced by the old Marvel comics from the 1960s, particularly The Fantastic Four — one of the reasons I chose “Lee Kirby” as my pseudonym for the first game was to acknowledge my debt to Stan Lee and Jack Kirby, who wrote many of those early comics. The tropes of alien invasion and Big Science were intrinsic to many of Lee and Kirby’s stories, probably as an outgrowth of the science fiction comics that preceded that period’s big superhero revival, so that’s why you see those themes reflected in my games. Ultimately, though, I see superheroes as more a subgenre of fantasy than of science fiction, if the division has to be made.

SPAG: There seem to be allusions to other IF games here and there in AEAS — the setting for a large part of the game is reminiscent of Small World, the dome in the desert evokes So Far, the underwater scene has echoes of Photopia, and the touchplates reminded me of Spider and Web. Or am I imagining these connections?

PO: I wouldn’t say you’re imagining them, but I also didn’t consciously try to pay homage to any of those games with the elements you mention. However, I have played all of them, and there’s no question that everything that goes into my brain has an influence on me. Lots of people have mentioned the Small World connection, and I certainly remember feeling delighted with an IF landscape that formed a sphere, but the idea of having the PC be able to travel between disparate locales by means of superhuman leaps came more from old issues of The Hulk than from any particular IF game.

SPAG: The game is sprinkled with Emily Dickinson quotes. Any particular reason for relying on that particular poet?

PO: Well, aside from the fact that she’s pretty much my favorite canonical poet, Dickinson was also part of the genesis of the series. I went through a period where I decided to read every Dickinson poem, but I found it too exhausting to just read them one after another, so I interspersed them with comics. Indulging in this weird combination while thinking about what I wanted to write next gave birth to this superhero series where the codenames are some of Dickinson’s favorite touchstones, and the protagonists are named after the poet and her brother. The title and part of the inspiration for Another Earth, Another Sky came from the Dickinson poem that begins “There is another sky.”

SPAG: Will the third installment wrap up the series?

PO: That’s the plan at this point. I love writing these games, but it’s a little disheartening to realize that each episode takes about a year to complete. I certainly wouldn’t rule out further Earth And Sky games somewhere down the line, but I’ll be ready for a break from them once the third episode is finished.

SPAG: Any other plans for more IF writing?

PO: Beyond the third Earth And Sky game, I’m not sure. I think I’ll probably want to turn towards writing static fiction for a while, but I plan to keep editing SPAG, and I don’t see myself leaving the IF community unless it seriously deteriorates. So I’d say there’s an excellent chance I’ll find myself struck with some great IF idea and banging out code again sometime in the future.

The Recruit by Mike Sousa [Comp03]

IFDB page: The Recruit
Final placement: 7th place (of 30) in the 2003 Interactive Fiction Competition

Some games just feel like they come from deep inside the IF community. Take The Recruit, for instance: how many comp games not only include words of mine, but also go out of their way to compliment my work? Not many, I can tell you from sad experience, but not only does Recruit include pretty much the entire transcript from the 2002 XYZZY Awards ceremony, but when Another Earth, Another Sky is mentioned, this NPC message appears:

“I love that game,” says Fred. “I can’t wait for the third installment!”

Thanks, Mike! Er… Fred! I’m working on it! Anyway, I suppose that to avoid the illusion that sucking up to the judge gets you a good review and score, I should say here that I thought Recruit stank, but I just can’t do that. It was a fun game, if slight, whose puzzles are the star attraction. In fact, more than anything, it feels like a love letter to IF.

The premise, such as it is, is that you’ve been recruited (with the offer of a $50 reward) as a tester for “Real Life Interactive Gaming Simulacra” — in other words, IF puzzles constructed and brought to life. That puts Recruit in the unique position of being an IF game pretending to be reality pretending to be an IF game. In any case, the whole thing is more or less a hook on which to hang a series of puzzles, each of which has its theme: light source, NPC, attention to detail, and so forth.

The game is much more imaginative than this thumbnail description makes it sound. Each of the puzzles felt fresh to me, and the fact that they were explicitly molded around familiar IF concepts made their uniqueness stand out all the more. They also felt pitched at just the right level of difficulty — enough to make me think creatively, but not so hard as to send me running in circles and finally running to the hints, at least not for long. More importantly, each of the puzzles has fun with the concept it embodies, which makes the game a particular pleasure for those of us who have endured many far drearier versions of the same things. I’m not sure how well the game would work for somebody who was new to IF — it might make a fine learning tool, but I have a feeling it would feel more frustrating than educational to somebody who didn’t share its frame of reference — but for me it was a kick.

A great deal of the fun comes from the game’s writing, and I noted with admiration as I played through the game just how much Sousa’s writing has improved since his debut game Above And Beyond. [I’m about to spoil something, though I have no idea why it’s a secret to begin with.] Then I found out in the afterword that in fact, much of the writing wasn’t his, but was in fact done by collaborators like Robb Sherwin, Jon Ingold, and J.D. Berry. Why Sousa doesn’t simply acknowledge these co-authors upfront is a bit of a mystery to me — maybe he just doesn’t want players distracted by going through the game trying to figure out who wrote what.

Anyway, like every Sousa game, Recruit is coded very well, though not as exquisitely deeply as some of his past works have been. It was certainly bug-free, in any case, and quite responsive to most of the things I wanted to try. It also provides a fun list of AMUSING things to try after you’ve finished the game, which is a touch I always appreciate. After finishing The Recruit, I found myself just smiling, and thinking, “Cool!” Like several of the other games in this comp, it was IF about IF, but this time about just how much fun IF can be. It doesn’t provide much in the way of atmosphere or emotion, but it does pack the pleasures of good writing and interesting, interconnected puzzles, and that’s enough for me.

Rating: 9.3

About my 2003 IF Competition Reviews

For me as an author, 2003 was a frustrating year. I had entered part 1 of a trilogy into the 2001 competition, and (amazingly) won the 2002 competition with part 2. I had every intention of completing the set with a 2003 entry, and in fact even publicly announced that I would do so. By June, though, it was very clear that I wouldn’t make it. There were a few different reasons for this, from accelerated real-life demands to a ballooning project scope caused by more ambitious design goals, but nevertheless it was a very disappointing outcome to me. I had really wanted that unbroken run.

For me as a critic, 2003 had different frustrations. The IF Competition had become a massive center of gravity in the community, which meant that it sucked up all the energy and feedback, certainly for the few months it took place, and pretty much overall for the year as well. The perfect emblem of this dysfunction, to my mind, is the 2003 comp entry Risorgimento Represso, by Michael Coyne.

RR is a fantastic game — sumptuously implemented, brilliantly designed, beautifully written. It is also a full-length game. There’s no way anybody finishes it in 2 hours, at least not outside of just charging through the walkthrough. So I played it, and loved what I saw of it, but did so in the context of six weeks where I’m trying to play and review 29 games, and cut each one off after two hours. As it became clear that RR was much bigger, I turned to hints so that I could see more of the game. I would have enjoyed it more without doing so, but it was a choice between more enjoyment or more exposure, and I wanted to be able to review the game with as broad a perspective as possible. So I sacrificed enjoying a work that its author had surely labored over creating.

I hate being placed in this position, so in my review I let the game have it with both barrels, estimating that I’d seen a third of it, so only giving it a third of the score it deserved. As it turned out, RR placed second, and in my capacity as SPAG editor I routinely interviewed the top three placing authors from the comp. I was a little abashed at doing so with Michael, having lambasted his game for its length, so I went straight at the topic in my interview:

SPAG: Okay, let’s get it out of the way. Though Risorgimento Represso got excellent reviews, one frequent complaint was that it is too long a game for the competition. Since I was probably one of the loudest complainers on that point, it’s only fair you should get to air your side here. How do you respond to the criticism that your game was too large for the comp?

MC: By placing 2nd. : )

Well, really, it boils down to a question of timing and exposure (no,
I’m not talking about photography, bear with me).

My game was largely completed in June, and went through beta-testing up
to the end of August. At that point, I had a fairly polished,
large-scale game. I could have released it publicly, where it would have
been largely ignored, for a number of reasons. First-time author, Comp03
looming, and so on. The competition and the subsequent fall-out really
chews up the last 4 months of the IF Calendar, and releasing a game
outside the competition during that period just didn’t seem reasonable.

So there you have it. The competition pulls in games that don’t belong in it, because if you release those games outside the competition, even a month or two beforehand, you may as well not release them at all. I found this a deeply discouraging place to be. I tried to do my part in counteracting it — encouraging SPAG reviews of non-comp games, and even releasing a full-length non-comp game myself — but the immensity of the comp had gathered a momentum all its own. My banging against it affected me more than it affected the situation, I suspect.

However, while the downside of the comp’s centrality was that it gathered everything to it, the upside was that it gathered so many good things to it. The 2003 games had some fantastic experiences among them, even besides Risorgimento Represso. The winning game, Slouching Towards Bedlam, was stupendous, and made me a little bit relieved I hadn’t managed to finish part 3 of Earth and Sky for that year’s comp. Other highlights included The Recruit, Scavenger, and Episode In The Life of an Artist.

I also benefited from my history with the comp, as I got to enjoy the return of many a previous entrant. Mikko Vuorinen was back with another goofily incongruous exercise in icon-subversion, Mike Sousa brought a bunch of veteran authors into a group-writing exercise, and Stefan Blixt and John Evans returned with more half-baked entries in the line of their previous ones. Well, those last two weren’t so much fun, but best of all was the reappearance of Daniel Ravipinto, whose last game was in 1996 and who excelled once again. He brought with him a wonderful co-author named Star Foster, whose horribly untimely death in 2006 is one of the saddest stories in amateur IF.

I posted my reviews of the 2003 IF Competition games on November 16, 2003.

TOOKiE’S SONG by Jessica Knoch [Comp02]

IFDB page: Tookie’s Song
Final placement: 7th place (of 38) in the 2002 Interactive Fiction Competition

Apparently, it’s the Year Of The Squid. When I wrote Another Earth, Another Sky, I was pretty pleased about the squid. “How many other comp games,” I might have thought to myself, “are going to include a squid?” Turns out there’s a freaking avalanche of them. Well, maybe not an avalanche, but two others besides mine, in a field of 38 games, really is rather a lot. The squid in Till Death Makes A Monk-Fish Out Of Me! is essential to the plot, though, while the one in this game is more or less decorative, so I have to say that TDMAMOOM wins on Squid Points. On the other hand, Squid Points don’t figure into my ratings, nor, I believe, anyone else’s, so who cares?

Besides, this game has plenty of charming and wonderful assets of its own to recommend it. First of all, and still my favorite, are the altered library messages. I hereby nominate the following for Comp02’s most delightful response to X ME: “You are, and I say this in all honesty, as good-looking as you have ever been.” There are plenty more where that came from:

>break it
You raise your hand to strike, but something mysteriously holds you
back. It's as if a voice inside your head is telling you that random
violence is not the answer to this one.

TOOKiE’S SONG takes most of the standard Inform messages and, without substantially changing their content in most cases, tweaks their tone so that they fit in perfectly with the game’s lighthearted world. In those cases where the game does change the message substantially, it’s for the better, such as its replacement of “That’s not a verb I recognize” with “That’s not a verb you need to rescue your Tookie.”

“Your Tookie” is the PC’s beloved pet bloodhound, captured by rascally alien felines. These diabolical outer-space cats have, as they so often do, placed the PC in an artificial environment with a bunch of puzzles, promising that if those puzzles are solved, maybe they might consider freeing the dog. This premise is utterly arbitrary, and the game knows this and revels in it. The writing is joyful and funny throughout, and many of the puzzles are rather clever.

TOOKiE’S SONG (really don’t understand what’s up with that capitalization, but whatever) hangs out near “pure puzzle game” territory for much of its duration, with themed areas (after the seasons), themed treasures (different-colored gems), and parallel puzzles in the various areas. Design is generally strong, with alternate solutions provided for many puzzles, interesting connections between the areas, and a fun ending that provided more evaluation of my actions throughout the game than I had been expecting. The game also takes care to provide lots of extra flourishes, such as an EXITS verb, which lists available exits in a room, and a terrifically complete HELP/HINTS section.

Unfortunately, I can’t praise the coding uniformly, because I encountered a number of problems during my time with the game. Most severe among these had to do with the “story problem” puzzle. Yeah, that’s right — one of the game’s puzzles is a math problem, couched in the old standard form: “Alice leaves city A at 9:20 a.m., traveling east toward city B at a speed of 60 miles per hour…” and so forth. For the word-problem-phobic, there is an alternate solution available, but I’m not particularly in that group, so I worked it out for myself. Unfortunately, the game was unwilling to accept my correct answer, no matter how I tried to express it. I tried saying (answer changed to prevent spoilage) “5:00”, saying “five o’clock”, writing them on a sheet of paper and handing them to the puzzler, but no dice.

After employing the alternate solution, I learned that the game was looking for “FIVE P.M.” I really dislike being told I have the wrong answer when I actually have the right answer — call it residual math class trauma. There were other difficulties too, mainly with objects used in unexpected ways, or error messages that were either too strange to be right, or too vague to be helpful. Happily, the author seems quite dedicated to collecting bug reports, so I feel fairly confident that there will be post-comp releases that take care of these problems. Once those bugfixes are complete, I would recommend TOOKiE’S SONG without hesitation.

Rating: 8.7

About my 2002 IF Competition Reviews

2002 was the eighth year of the IF competition, and everything was pretty firmly in place. That includes the games and authors, who occupied the usual range from ugh to wow, and in fact pushed the top of that range back up above where I found it in 2001. It also includes me.

By 2002 I’d been reviewing comp games for many years, and I was very comfortable in the critic role. Without being too egotistical about it, felt like I could write reviews that would not only explain the my reaction to game and give useful feedback to the author, but at least sometimes do so in a way that would be useful for lots of aspiring authors, not just the one who wrote the game in question.

Writing all those other reviews had also made me deeply conversant with the history of the comp, which became increasingly helpful, as more and more comp games seemed to be in conversation with their predecessors. This certainly happened on the stylistic level — for example the “pure puzzle game” flavor I’d identified in previous years’ games like Colours and Ad Verbum continued in 2002 with games like Color And Number and (to a lesser extent) TOOKiE’S SONG. Koan was a tiny puzzle game in the spirit of In The Spotlight or Schroedinger’s Cat. Janitor was a cleanup game like Enlightenment and Zero Sum Game.

Dialogue with previous IF also happened at the thematic level — A Party To Murder called straight back to Suspect, Coffee Quest II to Little Blue Men, and so forth. Finally, at the most abstract level, games like Constraints clearly functioned as meta-commentary on the medium itself.

Knowing the domain as I did helped me to feel like I could be a good teacher for newer authors. But even better, closely examining my reaction to a game and explaining it to myself by writing about it, especially informed by a long history of doing so, was the very best way of being a student. The great thing about the IF comp is that it provides such a wide variety of approaches, so in getting analytical about my own responses, I can understand what works and what doesn’t work across a whole range of styles. Particularly helpful were games like The Temple, whose approach inspired my own future work.

2002 was my third time as a competition entrant, and much to my amazement, my first time as a winner. I was genuinely shocked to win the competition — I really did not think my game was the best one. (But who am I to argue with the judges? 🙂 ) My own favorite game of the 2002 comp, by a pretty wide margin, was Till Death Makes A Monk-Fish Out Of Me!. In my meta entry about the 2001 comp, I stupidly asserted that my not reviewing All Roads because I’d tested it was “the first and only Comp where I didn’t review the winner”, but of course this is not true! I didn’t do so in 2002 or 2004 either, because my games were the winners.

Besides Another Earth, Another Sky, the only games I did not review were Buried! and Castle Maze, because they were withdrawn and/or disqualified.

I posted my reviews of the 2002 IF Competition games on November 15, 2002.