IFDB page: Sabotage on the Century Cauldron
Final placement: 23rd place (of 36) in the 2005 Interactive Fiction Competition
This game’s opening text suggests using the CREDITS command, and that command responds with a list that shouts out “My English teachers at VLEKHO”, which was apparently a Belgian university back in 2005. When somebody credits their English teachers, I start to worry that I’m going to be facing a game with broken English, but Sabotage is actually fine on this count. There are little typos and errors here and there, but I’ve seen plenty of games by native speakers whose English is much worse. There are some descriptions, turns of phrase, and explanations that struck me as a little odd, but those were at least mechanically correct, albeit baffling.
No, where this game really spins out is its tone. At the beginning, the PC wakes up in a spaceship sleeping cabin, naked and inexplicably “covered in dirty oil” (unless this is one of those turns of phrase, and the game just means to say something like “grimy” or “grungy”.) He’s yelled at by a comically inept character called “Captain Paddywhack”, who then immediately exits. There’s a bedside note that says “Note to self: sabotage the ship, return to earth, and get Spaika!!” Spaika is apparently the PC’s dog, and later on it turns out that the PC is some kind of mental patient, which I suppose would explain the otherwise bizarre behavior of writing an incriminating note to yourself and leaving it lying around.
The other document available at the game’s start says this:
‘You are one lucky shkhamooh! You have won a 98% FREE VIP evacuation flight to Huhubahubbalah! Since earth has become a truly miserable place, this is undoubtedly the happiest moment of your life.
…and so forth like that. Okay — “Paddywhack”, “skhamooh”, “Huhubahubbalah” — this game is going to be very silly. And it is, for quite a while, not to mention tiresomely juvenile. There are a LOT of bathrooms and toilets, including one wacky scenario where the PC actually becomes a toilet (in a dream). After you shower the dirty oil off yourself, there are no towels, but instead a button you press that makes big hands grab you and pull you into a compartment where you’re blow-dried, like some kind of nude Dr. Seuss or Jetsons scene.
But the aforementioned sabotage requires setting a bunch of bloodthirsty (and rather poorly described) monsters loose on the ship, and suddenly the game lurches into survival horror territory, with gory death scenes, bloody handprints, bodies scattered on the floor, and so forth. You have to fight for your life multiple times, decide whether to kill your closest ally in order to get back to Earth, and inject yourself with “disinfectant” to cure infection of your wounds. (I’m guessing this means antibiotics, since it was made before the days when our head of state thought maybe injecting bleach would be a good idea.)
These tones do not work well together, and neither one was done terribly effectively. Separately, they both feel like approaches that teenage boys might find fun, but I can’t believe even that audience would enjoy this weird melange. Of course, even if they did, they’d probably trip over the numerous implementation problems in this game. There’s a room with an exit to the west that’s described as an exit to the east. There’s an absolutely infuriating inventory limit, which at one point in the survival horror section made me choose between weapons, medicine, and light. There are lots of state-tracking failures, resulting in things like somebody who has gotten medicine continually asking for it, or a message after taking a dead guy’s walking stick that says, “He falls down.” (He was already lying on the floor.)
Then there’s the message that just made me stop playing. I was already at two hours, but I felt like I was pretty close to the ending, and by that point I was going straight from the walkthrough (which is more like suggestions for a walking tour), so I thought I’d power on to the end, until I found myself once again attacked by a monster, right next to the monster I’d already shot. The monster has a silly name, so I’m just going to substitute “[monster]” in the exchange that followed:
>shoot [monster]
(with the ZXQ-239 laser gun)
Which [monster] do you mean, the dead [monster], or the [monster]?
>[monster]
Let's try it again: Which [monster] do you mean, the [monster], or the dead [monster]?
Oh, TADS. It’s been years, and I didn’t miss that behavior one bit. Because I know this to be a notorious TADS error, I’m not inclined to blame the author for it, but at the same time, in combination with everything that had come before, it was more than enough to make me quit the game for good.
Rating: 5.2