Mystery Manor by Dana Crane as Mystery [Comp01]

IFDB page: Mystery Manor
Final placement: 43rd place (of 51) in the 2001 Interactive Fiction Competition

I played this game on Halloween. I was alone in the house. The lights were off. There was a full moon outside. I was experiencing an eerie lull in the trick-or-treating. I could not have been more primed to be creeped out, frightened, and made into a paranoid wreck. Sadly, even when conditions are perfect, this game falls far short of effectiveness in the creep-out arena. The only thing that’s really scary about it is its writing. Observe, IF YOU DARE:

A swirl of icey air rushes past you, with bringing the sound of a womans screams. Just as you are about to make a run for it , the bloody decapitated body blocks your way. Holding her head in front of your face, so she may get a good look at you, the bloody head whimpers, “You are not the one” with that the ghost flees with a ear piercing scream.

Hmm, let’s see. “Icey” instead of “icy”. “With bringing the sound”? “Womans screams” instead of “woman’s screams”. Bizarre space before the comma (following “run for it”.) “The” bloody decapitated body? It was never mentioned before this. “Holding her head… the bloody head whimpers” — very funny misplaced modifier. “With that” should begin a new sentence, and there should be a period after “the one”. “A ear piercing scream” instead of “an ear-piercing scream”. And that’s just three sentences! It’s too bad this game didn’t give out points every time I spotted an error, because if it did, I think I’d have earned 524,000 points out of a possible 200, earning me the rank of Gibbering Grammarian.

Oh, or how about this: forget the writing errors — what if the game gave out points every time I spotted an implementation error! Man, I’d have scored big-time during scenes like this:

LOOK
You are in the dining room [...] The room is dark, lit only by
reflections from lightning outdoors.

X TABLE
This is a nostalgic oak dining table. The surface reflects the
overhead lighting. It has a beautiful oak finish.

So the table’s surface reflects the overhead lighting, even when there is no overhead lighting! Oooh, spooky! Elsewhere, a whiskey bottle contains more spirits than just the alcoholic kind:

OPEN BOOZE
You open the bottle of whiskey.

DRINK WHISKEY
I don't think you'll get anything out of the bottle if it isn't
opened. Your mouth is dry, palms moist.

OPEN BOOZE
The bottle of whiskey is already open!

DRINK WHISKEY
I don't think you'll get anything out of the bottle if it isn't
opened. Your mouth is dry, palms moist.

I keep opening it, but some invisible force stops me from drinking it! Don’t look now Scooby, but I think that whiskey bottle is… HAUNTED! Too bad, because I could really have used a belt at that point.

Then there were the numerous problems that were probably ADRIFT‘s fault rather than the game’s. There’s the famous “Nothing special” line whenever you EXAMINE <any word the parser doesn’t know>, including EXAMINE PARSER. Always a pleasure. There are the pop-up graphics that I think failed to pop up. (I’m guessing this based on the fact that I had files like “UfloorPL.bmp” in my directory, yet X UPPER FLOOR PLAN yielded no graphics.) There are the “cannot draw map — too complex” errors that the mapper gave me EVERY SINGLE FREAKING TURN after a while. There’s this sort of interaction:

X REFRIGERATOR
It is a large stainless steel refrigerator, with magnets strewed
about the surface. You don't notice any kind of fingerprints or
smudges on it. The refrigerator is closed.

OPEN REFRIGERATOR
You open the refrigerator.

LOOK IN REFRIGERATOR
It is a large stainless steel refrigerator, with magnets strewed
about the surface. You don't notice any kind of fingerprints or
smudges on it. The refrigerator is open.

Yes, I know it’s open, but what’s inside it? Apparently the ADRIFT parser searches on keywords and just ignores those other tiresome words that might happen to surround the keywords, thus neatly avoiding pretty much the entire concept of prepositions. My favorite extreme example of this tendency (from this game anyway):

[THIS SUPPOSEDLY SCARY STUFF STARTS TO GET REALLY BANAL AFTER A WHILE]
Take what?

“Hey man,” says the ADRIFT parser, “I don’t care what else you say — as long as you type “GET” anywhere in there, I’m going to ask, ‘Take what?’ Um… not that I’ll be able to handle it if you actually answer me.” Okay, one more example then I promise I’ll quit:

LIE IN BED
You can't lie in the bed.

LIE ON BED
You can't lie on the bed.

LIE DOWN
You lie down on the ground.

LIE DOWN ON BED
I don't understand what you want me to do with the bed.

GET UP
You stand up.

LIE DOWN ON BED
You stand on the bed.

Yay! Endless hours of fun. Not the sort of fun that the game seems to expect me to be having, but still. The endless well of humor from a terrible game was just the thing to lighten up a potentially scary Halloween night. Too bad that sort of thing doesn’t factor into the rating.

Rating: 2.3

About my 2001 IF Competition Reviews

In 2001, I entered the IF Competition for the first time since 1996. My entry, Earth And Sky, was inspired by the Marvel comics I’ve loved since age six, and was entered under the Marvelicious pseudonym “Lee Kirby”. The previous year, I’d written a long and very heavy non-competition game called LASH: Local Asynchronous Satellite Hookup, which was partly about the antebellum South of the U.S., and had me reading many a slave narrative for research. After that, I wanted to write something lighter and more fun, and I’d never yet played superhero IF that I found really satisfying, so I wanted to make some.

Earth And Sky was also intended as the first episode in a series of games, and I would end up entering the other two episodes into the Comp as well, but that’s a topic for a later time. The game took 8th place — oddly, the same exact ranking as my 1996 entry, Wearing The Claw. Of course, while I was writing these reviews, I didn’t know that, so as I had in 1996, I played the games partly with an eye toward checking out my competition as well as the competition.

Weirdly, this was also the first and only Comp where I didn’t review the winner, because I’d been a beta tester for it. Jon Ingold‘s excellent All Roads took the top prize that year, and I was happy to have contributed a little to it. It’s strange collecting the reviews now though, and knowing that this site won’t contain a review of the 2001 winner. (Well, not anytime soon anyway. Who knows, maybe I’ll come back around to reviewing it?) The other game I skipped was called Begegnung am Fluss, which I couldn’t play due to my total inability to read German.

I do have the ability to read English, much to the disadvantage of many 2001 games. My patience for terrible writing decreased steadily throughout the competition, and I didn’t really start with that much. At one point, I started fantasizing about getting points every time I spotted an error, which I imagined would award me a score of “524,000 points out of a possible 200, earning me the rank of Gibbering Grammarian.” The Gibbering Grammarian found himself giving lessons on things like the use of definite vs. indefinite articles, and creating a special label for what I called “NASTY FOUL IT’S/ITS ERRORS”. I was inspired by the Vile Zero Error From Hell, a particularly nasty way of crashing the Z-machine, since NFIEs tended to have the same effect on my brain and mood.

Similarly, I really turned into Mr. Cranky around implementation issues, and in particular non-standard development systems. Just as bad were the games that applied outmoded ideas to modern systems, as I’d really had it with mazes, inventory limits, and so forth. But despite my grumpiness and anxiety about my own game, I still found much to delight me in this year’s competition, and just as much to intrigue me and push my thoughts forward about the medium itself. As in 1996, I hardly minded losing to such stellar work.

One more thing: in the fall of 2001, the shadow of 9/11 loomed large. It was a bizarre time to be an American. One unfortunate game ran afoul of this circumstance by presenting a sympathetic portrayal of terrorists. Another year, I might have had a different reaction, but in October of 2001, it just didn’t work for me.

I posted my reviews for the 2001 IF Competition games on November 16, 2001.