The Test by Matt, Dark Baron [Comp01]

IFDB page: The Test
Final placement: 47th place (of 51) in the 2001 Interactive Fiction Competition

The Comp01 blurb for The Test includes the following words of warning:

Warning: This game is hard and requires large amount of thinking power, do not attempt if you expect to complete it in 5 minutes. Hints are available, and for the faint hearted a walk through.

Warnings like this are a big red flag for me (even when they aren’t run-on sentences), because they very frequently lead to games whose puzzles require authorial telepathy to solve. In addition, they carry a most unwelcome undertone of condescension, as if the author is sneering, Wile E. Coyote style, “Who among you has the brainpower to solve a game created by such a Sooper Genius as myself?” This implication of superior intelligence is especially hard to credit when the very sentences that express it are improperly punctuated and lack crucial articles (“requires large amount”?). So I went into The Test with my hackles raised, and my expectations low.

But, whoa! Apparently they were not anywhere near low enough. I don’t mean to be harsh, but this game is just awful. The writing alone is enough to sink the game by itself. A sample room description:

You don’t want to be here unless running on conveir belts is your kind of thing. You’re in some kind of factory, in a think passage way standing on a conveyer belt, which is going backwards into a big machine which crushes stuff between giantic steel teeth.

Okay, first of all: “conveyer”; “gigantic”. Game, meet Dictionary. Dictionary, meet Game. Second of all, “a think passage way”? What the hell is that? There are some things even spell check can’t save. Finally, how about mentioning some of the crucial items in the room? Like, say, maybe the exit door.

As it turns out, the puzzles don’t so much require authorial telepathy as they demand an almost insatiable appetite for tedium. The solution to one combination lock puzzle requires that the player try every number, starting from 1, in sequence and try to observe a pattern in the lock’s reactions. Oh yeah, sounds like fun. And they get worse from there. I can’t think what would motivate someone to even attempt the game’s last puzzle — what possible reward could it have to offer? Maybe that’s what the title really refers to — it’s a test of just how much you can put up with before you quit. I hope I passed, but I have a feeling most other judges will have caught on much quicker than I did.

Rating: 1.8

Carma by Marnie Parker [Comp01]

IFDB page: Carma
Final placement: 16th place (of 51) in the 2001 Interactive Fiction Competition

Gotta love those juxtapositions. Right after I write a review where I spend an entire paragraph being a Grammar Cop, including several sentences about a comma splice, I fire up Carma. This game depicts the clashes between a wanna-be writer and the punctuation that said writer has heinously abused throughout his/her career. In fact, the primary complainant is an outraged comma, and that comma’s chief grievance is, you guessed it, splices. What can I say? It’s my kind of game. Even better, it’s done quite well, on the whole.

Carma uses the graphics and sound capabilities of Glulx to delightful effect, especially in its charming illustrations of punctuation marks dressed up to suit various occasions. One of my favorite scenes occurs when you ask the comma about splices. Suddenly, the scene dissolves, to reform as the archetypal spaghetti western town. Ennio Morricone’s theme from The Good, The Bad, and The Ugly wafts over the speakers. We see graphics of a variety of punctuation marks, dressed up as stereotypical Western characters, and the comma (in cowboy hat and serape, naturally) marches towards you, ready for a duel to the death. It’s hilarious. The graphics in Carma are very well done indeed, and the music is pleasant, effective, and not overused.

Even aside from these, there are some significant programming achievements in Carma. Animations show up here and there, never to excess but adding pleasure with their presence. In fact, one of the best of these comes with instant replay and reverse replay capabilities, so that it can be savored over and over. Finally, in the most impressive piece of implementation, the game offers a punctuation test, in which the player can deposit punctuation marks into various unpunctuated sentences via the mouse. The game even gives a little giggle when you arrange a sentence into its most clever or unusual variant. Of course, the game fails to take account of all correct variants, which diminishes the joy somewhat.

There are other implementation problems as well. In one of the only sections of the game containing significant interaction, guess-the-verb problems are rampant. In another section, my attempts at interaction ended up freezing the game completely. To its credit, Carma warned me that there might be problems with what I was attempting to do, but this is rather cold comfort in the face of a crashing game. Features so problematic that they cause fatal crashes are features that should not be offered.

As I implied above, Carma is not a very interactive work of IF. Great swaths of it consist mainly of hitting the space bar to allow the graphics to advance to their next frame, or to prompt the next piece of text. In fairness, the game is upfront about this, even going so far as to issue a stern warning before the first prompt: “This is not a ‘game,’ so you will enjoy it more if you don’t approach it as a game.” People looking for a great deal of interactivity should look elsewhere.

In addition, as the presence of scare quotes in the above warning suggests, one of the great ironies of Carma is that it is itself quite imperfect when it comes to punctuation. Aside from the fact that the punctuation test excludes valid variants, there are also occasional howlers in there like “People v.s. Wanna-Be Writer.” Fortunately, Carma‘s cheerful and self-deprecating attitude saves it from looking too ridiculous by these errors, and even if it is more of a show than a game, it’s a show well worth watching. You might even learn, something. 🙂

Rating: 8.9

SURREAL by Matthew Lowe [Comp01]

IFDB page: SURREAL
Final placement: 45th place (of 51) in the 2001 Interactive Fiction Competition

The author’s notes for SURREAL contain the following statements: “I am currently fourteen years old and I enjoy playing text adventures.”; “SURREAL is the first text adventure I have ever written so I hope that it’s alright.”; “I hope you like it.” So now I’m in a bit of a pickle. I didn’t like the game, because it had lots and lots of problems. But I hardly want to crush a first-time author, especially somebody so young who enjoys text adventures not as nostalgia, but on their own merits.

So this seems like a good time to reiterate my general reviewing philosophy: basically, I’m here to help. I never want my reviews to come across as nasty jabs, and if they do, it’s because of my own deficiencies as a writer and critic. Instead, I hope that these reviews offer worthwhile feedback to authors, and that they communicate some of my ideas and knowledge about IF. The point is not to smack somebody down for writing a bad game, but rather to report on my experience with that game so that the author’s next game can be better. Now, that being said: SURREAL was not a strong game.

Let’s talk first about the writing. It’s pretty apparent that the game’s landscapes are inspired by the Myst series, and that’s not always such a bad thing. There are moments throughout where a vivid picture arises from a paragraph, or even a sentence. However, grammar is a serious problem through the entire game. Poor grammar is a writer’s bane, because as a rule, it impedes the communicative arts; the prose in this game is no exception to that rule. Take these sentences, for instance:

You are standing in the fresh outdoor air again, a spray of salty water hits you in the face. The weather has taken a turn for the worse as dark clouds roll across the sky like and army of black horses marching to war.

The first sentence is a run-on, meaning that it’s really two sentences held loosely together by a comma. What this does to me as a reader is basically to pull the rug out from under me. I read the first part of the sentence, then hit the comma, which signals to me that I’m about to read something related to the first clause, probably either a dependent clause or an appositive. Instead, I get hit with another independent clause, and consequently I have to stop and try to figure out what the connection is. A moment later, I realize that there is no connection, because it’s just a run-on. But by then it’s too late — I’ve already been thrown out of the prose. All this happens very quickly, but the result is devastating to the story’s power, because it makes me remember that I’m reading words on a screen rather than inhabiting a surreal world.

The second sentence has a more obvious problem: instead of “like an army of black horses”, it says “like and army of black horses.” Typos like this are similar to heavy static on a TV screen. If we’re looking closely, we can see what’s supposed to be there, but after a while, it hardly seems worth the effort. Words are the game’s only conduit to our minds, and if the words don’t make sense, the game doesn’t either. There are also several NFIEs, but I have taken a deep, cleansing breath and promised not to rant about those.

Implementation is also a serious issue. The game is apparently programmed in GAGS, a precursor to AGT. Now, why in 2001 someone would want to use such a primitive development tool is a complete mystery to me. Even if one is too intimidated to broach something like Inform, TADS, or Hugo, there are plenty of newbie-friendly languages that are far more robust than GAGS. That choice of tool alone limits the game’s audience severely, since it’s only playable via MS-DOS, and even among DOS users, there are plenty of people who are unwilling to put up with a rudimentary parser and absent features from a modern text adventure.

On top of that, some of the most important items in the game are unimplemented, even with a “That’s just scenery” sort of description. No matter how much one loves text adventures, parser-wrestling is just not fun, and tools like GAGS make for lots of parser-wrestling. There is promise in a game like SURREAL, but it’s a promise largely unfulfilled. My advice to the author is to learn a high-level IF language (it’s not that hard, really!), review basic grammar, employ proofreaders and beta testers… and write again!

Rating: 2.5