Finding Martin by G.K. Wennstrom [misc]

[This review appeared in issue #45 of SPAG. The issue was published on July 17, 2006.]

In an era of bite-sized IF, Finding Martin is a 12-course meal. Actually, it’s more like one of those progressive dinners, where you go from one house to the next, a different course at each house, for a total of 12 courses in the evening. Except it’s more like going to one of those every night for two weeks.

Seriously, this game is HUGE. This is the kind of game where you might find an item with ten different modes, many of which can be used to adjust the item to one of its 720 different settings (and some of which do other things entirely), settings which are split into twelve different themed sections, many of which give hints, some of which give red herrings, and some of which perform game functions. I am not exaggerating. And that’s just one item out of dozens and dozens you’ll find in this game way way way before you get anywhere near finding Martin himself.

If you love yourself a big, juicy puzzlefest, Finding Martin is cause for celebration. It’s several times larger and more complex than anything Infocom ever attempted, and it’s generally quite well-implemented. I encountered a number of glitches in my journey through the game, but they were all minor — typos, missing synonyms, and underimplemented parsing mostly. There are a few logic errors here and there, but nothing game-crashing, and in fact very little that even caused me any trouble with a puzzle. Moreover, these problem areas are a very small percentage of the game itself, and this is a game that implements some highly complex behavior. A few errors here and there are quite forgivable in a game this ambitious in scope.

As for the puzzles themselves, the news is again mostly good. Most of the challenges are logical, and some are quite clever indeed. In particular, there’s a puzzle (or maybe it would be more accurate to call it a suite of puzzles) toward the end of the game that is astoundingly intricate and deeply satisfying, the kind of a puzzle that would make up the entirety of another game.

It’s a time-travel scenario that takes the groundwork laid by Sorcerer and expands it by an order of magnitude, asking you to consider the relations between a number of different time-slices as well as to coordinate the actions of multiple past selves with the actions of your current self in order to bypass certain barriers. However, well before you reach that puzzle you’ll have made your way through a large number of obstacles that should scratch any inveterate puzzler’s itch.

Not only that, the puzzles frequently build on each other, and most of the goals require several components to achieve. Finding Martin‘s world can feel astonishingly layered and convoluted. I frequently found that the discovery of a new item or command would add new dimensions to the pieces of the game I’d already uncovered, and that their interactions would open up new avenues for exploration.

Of course, the flip side to this is that such a discovery would often compel me to explore the game’s giant world yet again, trying the new key to see if it would unlock any heretofore unseen doors. At time, the gameworld feels like an obsessive-compulsive’s paradise, but at least most of the interactions seem logical once they’ve been found.

Unfortunately, not all the puzzles manage to meet the same high standards. There are a number of read-the-author’s-mind stumpers spread throughout the game. Some of these just require induction stretched absurdly far, but for several others I still have no idea how I was supposed to come up with the solution.

There’s another category, too: puzzles whose solution required some kind of cultural referent which I lacked, a la Zork II‘s baseball puzzle. Finding Martin‘s pedigree consists mostly of geek lore like Monty Python and Douglas Adams, and that stuff I’ve got covered, but a couple of puzzles require knowledge of Asian customs that I only learned from the walkthrough.

On the flip side of read-the-author’s-mind are “puzzles” whose solution is entirely arbitrary but so heavily clued that the game pretty much just tells you what it is. Imagine a dark room with a description along these lines: “It’s impossible to see anything in this room — this must be what a cinnamon roll feels like when it’s in the oven!” And lo and behold, you just happen to find a cinnamon roll later in the game, so when you bring it into the dark room and eat it, the cinnamon-oriented olfactory sensors in the walls detect it and turn on the lights, just as they’ve been programmed to do by the house’s exceedingly eccentric and patient owner. That example isn’t from the game, but there are several puzzles in there that are cut from the same cloth.

The substandard puzzles are a minority, and they certainly aren’t enough to ruin the game, but my advice is: don’t be afraid to bust out the walkthrough. Yes, sometimes you may find that a perfectly logical solution was staring you in the face, but other times you’ll be relieved to just take the rather farfetched solution and move on with your life. Happily, the author is kind enough to provide a walkthrough on her web page that is broken up into 5-point clusters so as not to give away too much at once.

However, if I may offer one more piece of advice: download the full walkthrough from that page and tuck it away somewhere on your hard drive. Otherwise, you may find yourself, as I did, stuck two-thirds of the way through the game and panicking because the author’s site has gone down. Luckily for me, the page came back up the next day and I found some cached bits on Yahoo in the meantime, but I could have saved a good deal of time and stress if I’d just had the full walkthrough to fall back on.

Finally, take heed of the author’s advice in the intro text: save your game a LOT. There were quite a number of times I found myself returning to an earlier savegame because I was trapped without a necessary item, or I wanted to undo something I’d done a bit improperly a few hundred moves earlier. Actually, that brings me to one of my chief gripes about Finding Martin: it sets a few arbitrary limits, ostensibly in the name of realism but functionally just to irritate the player. Chief among these is an inventory limit. Let’s face it: this is not a game that holds realism particularly dear. Many of its puzzles consist of caprice and whimsy, and its entire plot is metaphysical to say the least. However, for some reason it decided that the player should only be able to carry a limited number of objects, and it failed to provide any kind of bottomless sack-type object to circumvent this limit.

Not only that, there’s a puzzle component that steals items when they’re dropped on the ground. Even more confoundingly, commands like PUT ALL ON TABLE are met with the response, “One thing at a time, please.” And of course, there are many many journeys to pocket worlds whose obstacles require that the player has brought a particular item. Frequent were the times I cursed at this game for the way it forced me into numbingly dull inventory management tasks when I wanted to be having fun instead. Also, there are several instances of the game being pointlessly obtuse, along these lines:

>READ BIG BOOK
First you'd need to open it.

Come on. This is 2006 — we know by now that READ implies OPEN. Such obstructionist world-modeling benefits nobody.

I’m not sure if responses like this one and the response to PUT ALL are TADS default behavior. I do know that I sometimes wished this game had been written in Inform, so that I could get certain pieces of the Inform default functionality. Besides the lack of a sack_object, I was jonesing hard for an OBJECTS verb that would let me see all the items in the game I’d found up to that point. Similarly, a FULLSCORE command that told me all the puzzles I’d solved so far would have been most welcome, especially given how many times I had to restore back to an earlier saved game. Finally, having just played Bronze, I really missed conveniences like GO TO that allow me to traverse the game world without rattling off memorized directions to the parser.

Okay, I’ve been complaining for a while, which makes it sound like I didn’t enjoy the game. That’s not true — overall I had plenty of fun. It’s just a similar feeling to what I had when playing Once And Future, another enormous old-school puzzlefest. Like OAF, Finding Martin provides lots of opportunities to feel that satisfying click as logical components snap together, but forces a little too much tedium on the player after that click has happened.

It’s the figuring-out that’s the fun part of a puzzle, not the follow-through of putting twenty pieces in just the right place once you know where they’re supposed to go. Several of this game’s puzzles would have been much more fun if they’d provided some way of automating that follow-through once the player has demonstrated understanding of the basic concept.

Enough about the puzzles anyway. What about the story? Well, actually, the story is pretty much MIA for the first third or so of the game. We begin with a reasonably compelling premise: your brilliant but peculiar friend Martin has disappeared, and his family has asked you to explore his house in hopes of finding him. Why you and not, say, the police? Well, it seems that you may just be close enough to Martin’s highly bizarre mindset to understand how to find him when the police wouldn’t even be able to get in the door. Strong echoes of Hollywood Hijinx abound as you poke through rooms laden with fascinating devices and hidden exits, but there’s not much more story to be had for a while.

Finally, the game begins doling out plot in awkward lumps, but about two-thirds of the way through, these lumps smooth out and the story begins to tie together as more and more interconnections between Martin’s family and friends, as well as his past, present, and future, reveal themselves. By the time I was rolling toward the endgame, I had felt genuinely moved several times. In fact, a couple of times Finding Martin hits a real IF sweet spot, where the solution to a puzzle not only advances the story but carries strong emotional content about the PC’s role in the other characters’ lives. I recall one moment in particular that gave me goosebumps, as I figured out how something I had done in a past time-travel scenario had affected the future, and how someone in that past had sent a message forward in time to me.

Remember how I mentioned the game’s geeky pedigree? There are a number of references woven throughout the story that are pulled straight from the geek handbook: Star Trek meets Hitchhiker’s meets Tolkien. Some of these made me smile, and some made me squirm. At times I felt like saying, “Yes, yes, I get it. You like Monty Python.” Also, the writing around these references can sometimes feel a bit flat and ingratiating, as when the PC encounters a used paperback:

>x novel
It's a book by Douglas Adams, entitled "So Long and Thanks for All the Fish". Apparently this is the fourth book in the "Hitchhiker's Guide to the Galaxy" trilogy. It occurs to you that publishing the fourth book of a trilogy must be the toungue-in-cheek behavior of someone with a fantastic imagination and an audacious taste for the bizarre.

Ho ho ho. Nothing like belaboring that “fourth book in the trilogy” joke. I get it — you like Douglas Adams. Also, “tongue”.

Aside from that, though, the writing worked well. Most of the time it was transparent, but there were some clever twists and turns throughout, as well as a few good jokes. Having finished this game at last, and finally found Martin, I have to express my admiration. It must have been an unbelievable amount of work to put together a game of this size and scope, and for the most part it’s done really well. If you’re hungry for puzzles, Finding Martin should keep you fed for several weeks. Even if you’re not a puzzler, grab a walkthrough and explore this game — there are pleasures here for many tastes.

Moonmist [Infocom >RESTART]

IFDB page: Moonmist
[This review contains many major spoilers for Moonmist. Also, I wrote an introduction to these Infocom >RESTART reviews, for those who want some context.]

The day arrived at last when Dante and I had played all the Infocom Zork (and Zork-esque) games, a list that numbered nine. When we set off down this path, I had decided to tack on one more game to put our agenda at an even ten items, and the game I picked was Moonmist. This was a bit random, but it was one of the Infocom games I’d never finished myself, and I’d stumbled across mention of it as one of the earliest video games to include a gay character. Since Dante is genderqueer and an LGBTQ+ activist, this piqued my interest enough to make it our tenth foray.

>SEARCH FOR GAY CHARACTER

Let’s address the gay character thing first — it won’t take long because there isn’t much to see. Her name is Vivien Pentreath, a bohemian artist whom the game describes as “a tall, tawny-haired woman of vintage beauty and uncertain age” who speaks in “an attractively low voice”. We don’t get to learn much about Vivien, as the game is quite spare in its descriptions of nearly everyone and everything, and in fact in two separate playthroughs Dante and I learned virtually nothing more about her than what I just listed. We got to the end of Moonmist and thought, “Where was the gay character?”

Well, it turns out that Moonmist is actually several games in one. At the very beginning, the game innocuously asks you your name and your favorite color. We said red for the color, and our interlocutor brightly replied, “Jolly good! The spare bedroom is decorated in red!” Just a bit of personalization, we thought. But craftily enough, that one choice in fact dictated numerous things about the plot of our playthrough — the identity of the murderer, the nature of the hidden treasure, the location and contents of clues for us to find, and so forth. Dante and I played through the red and yellow variants of Moonmist, and for the reasons I’ll talk about below, weren’t interested enough to keep going with the other versions.

That meant that we didn’t get to explore the blue plotline, which heavily implies that Vivien was in love with a woman named Deirdre, who in every plotline seems to have been the victim of a mysterious death. In Moonmist blue, Deirdre’s death was a suicide and Vivien pretends to be her ghost in order to get revenge on the character Lord Jack Tresyllian, Deirdre’s lover at the time of her death. Now this was 1986, so Vivien’s queerness was pretty deeply submerged, especially since this was an introductory level Infocom game, and therefore aimed at least partially at children. But it’s fair enough to call her a gay character, in the blue playthrough anyway. In the games we played, she was pretty much just wallpaper.

>SMILE

Also, like many of the characters in this game, she is tall. Lord Jack is tall. Montague Hyde is tall — his description calls him “a tall, foppish art and antiques dealer”, and he and Vivien together are a “tall graceful older couple,” which certainly puts a coat of heteronormative paint on her at the very least. Then there’s Lt. Ian Fordyce, “a tall blond.” His girlfriend is Iris Vane, about whom the game says, “Her height and figure would make her a perfect high-fashion model.” So, I’m guessing… tall?

All that would be amusing enough, but there’s one more character, the PC’s close friend Tamara Lynd, whose engagement to Jack, sightings of a ghostly “White Lady”, and recent survival of a murder attempt drive the plot. Here’s what the game says when Tamara appears:

Someone comes running out of the wing to greet you. She’s a beautiful red-haired young woman of average height. You recognize her as your friend, Tamara Lynd.

Poor Tamara — she must feel dwarfed in such company. Well, at least she can commiserate with the butler, Bolitho, “a short white-haired gentle man.” Do the characters’ heights figure into the mystery? No they do not. Well, at least not in the red and yellow versions. Authors Stu Galley and Jim Lawrence are just oddly obsessed with making sure we know how tall (or not) everyone is.

That opening scene also gave us the most bananas Infocom bug I’ve ever seen, even weirder than Zork II‘s mysterious blast of air. After being greeted by Tamara, we moseyed into the foyer with her, and tried this:

>ask tamara about white
[Which white do you mean, Bolitho or the White Lady?]

>bolitho
[Which vyou're drvrtlike lek omeuohl was about gdkglm imyxl do you mean,
Bolitho or the White Lady?]

Uh, say what? All I can think is that some kind of funky text compression must have been happening inside that cramped z-machine, and an unexpected disambiguation scenario made it barf out some gibberish we were never supposed to see. It was hilarious.

Cover image from Moonmist

Also good for comedy: the game’s use of the PC’s name. While our selection of favorite color changed vast elements of the plot, our selection of name mainly just let every character address us by first name. This wouldn’t usually be so funny, except for the fact that, inspired by all the Zorks we’d finished, Dante chose the name “Lord Dimwit Flathead.” So, for example, after Tamara rushed out to see us, the game says:

“Dimwit!” she cries with outflung arms.

Other amusing moments:

>ask tamara about white lady
"I've told you all I know in my letter, Dimwit."

>ask jack about punchbowl
"You know as much as I do, Dimwit."

[Congratulations, Lord Dimwit! You've won the game!]

More unintentional comedy sprang from some uses of the game’s default object description, “You look over the [object] for a minute and find nothing suspicious — for now.” Fair enough — it gets the air of melodramatic mystery across. However, sometimes Galley and Lawrence apply it a bit too broadly:

>x sea
You look over the ocean for a minute and find nothing suspicious -- for now.

I’m watching you… OCEAN.

>SEARCH FOR DESCRIPTIONS

When it isn’t provoking inadvertent laughs, Moonmist often generates quite a lot of frustration due to its shallow implementation. For one thing, the game makes the very odd choice of frequently eliminating room descriptions, providing them instead in its feelies. Infocom was always trying to come up with new angles on copy protection, to somehow make the game dependent on its printed matter. Often this works out to entering some kind of code, as in Sorcerer‘s infotater or The Lurking Horror‘s ID card. Sometimes games hide key information amongst a bunch of fun fluff, as in Zork Zero‘s Flathead calendar or Beyond Zork‘s “Lore and Legends of Quendor” handbook.

Moonmist, I’m sorry to say, takes this whole notion a step too far. The feelies include a tourist brochure of the castle that describes each room, but the game decides that since you’ve got those descriptions in hand, it doesn’t need to provide them. Sure, this accomplishes the usual necessity of providing key mystery-solving information in the feelies only, but it’s also incredibly disruptive to immersion. The overall effect is of wandering around a mostly blank landscape, and having to flip back and forth between the game and a document to get a sense of what’s there. Not only that, the game fails to implement many of the objects listed in the brochure’s descriptions, breaking mimesis even further.

Even when it’s not leaning on its feelies, Moonmist doles out its text quite parsimoniously, especially when it comes to conversation. All those tall NPCs rarely deign to divulge much, providing stock “dunno” responses to most queries, and generally remaining rather terse even on subjects they’ll respond about. (Though, the fact that they kept calling us “Dimwit” lightened the annoyance a bit.)

Objects, too, tend to be rendered with sparse brushstrokes. Most of them lack descriptions at all. They just don’t yield anything suspicious — for now. Generally, when an object doesn’t provide that default description, it’s because that object somehow matters to the plot, or rather a plot. Quite often we would find empty hiding places for things, because we weren’t in a plot branch that used the hiding place. For example, observe the difference between these mounted animal trophy heads in the game room (which, as Dante pointed out, has multiple senses of the word “game”):

>x buffalo
You look over the stuffed buffalo head for a minute and find nothing suspicious -- for now.

>x rhino
You can see nothing special inside it.

You can bet that there is something special inside the rhino’s head in some other favorite color’s plot configuration, because otherwise Moonmist would not have bothered with implementing that object as a container. This kind of thing makes for a number of moments which feel like they should be interesting discoveries, but instead land completely flat.

Screenshot of the first few moves of Moonmist, including us naming our character Lord Dimwit Flathead

>LOOK THROUGH GAME

“Flat” was the adjective that kept coming to us as we explored the game. Even when something dramatic is supposed to happen to enhance the plot, Moonmist tends to handle it with a small non-interactive infodump. For example, discovery of the ghost in the red plotline happens when the PC spends a moment in a certain outdoor location. Here’s how it went for us:

>nw
(You open the door and close it again.)
(You are on the path.)
This is an area behind shrubbery by a steep cliff overlooking the sea. In the dim light, you can barely see a path leading north along the cliff. A priest hole and a lever are on the outer wall.

>turn on lantern
Okay, it is now on.

>n
You start to follow the path, but it's too tricky in the dim light, so you turn back.

Out of the dark comes a figure with long blonde hair, dressed all in silvery white and glowing with an almost unearthly light. The ghost approaches you, her cold eyes shining. In a moment, she sees you and freezes.

>ask ghost about deirdre
She says, "Please don't speak, just listen! I'm really Deirdre, and I'm alive. Jack tried to murder me, and I think he murdered Lionel! He pushed me down the well, but an underground stream carried me quickly to sea, where I was rescued by a yacht.
I have come back to Tresyllian Castle in disguise -- both to frighten him and to find some proof of Lionel's murder. And to incriminate Lord Jack for my own 'murder' by planting the tiny red jewel from my necklace in the clothes he wore that night -- but then I lost it in the drawing room."
She goes on, "But now that you're on the case, I can leave the country with the yacht captain. Find proof of Lionel's murder, and we both can rest easily!" She races off down the path.

(Congratulations, Lord Dimwit! You've identified the ghost!)

Plop. That “don’t speak, just listen” told us that it didn’t really matter what we said to Deirdre — as long as we addressed her in any way at all, everything was going to come spilling out. It’s pretty easy to be a detective when the victim runs up to you and gives you the solution to the crime. We identified the ghost, I guess, but we felt pretty flat afterwards.

In fact, some of the game’s mystery infrastructure felt like it had never been filled out at all, so instead of finding clues we found placeholders labeled “clue”. Really:

>look under punchbowl
You find the first clue underneath, so you take it.

“The first clue”? Not something like “a neatly folded piece of parchment paper”, just… “the first clue”. At moments like this, Moonmist really feels more like a board game than an interactive fiction. Rather than trying to immerse the player in a fictional world and an unspooling story, the game lays its mechanics completely bare and marks them as mechanics, just to make sure we know where we are in its structure.

That’s pretty much how it went for our whole traversal of the red plotline — squinting to uncover rare descriptions, interspersed with occasional anticlimaxes as the game popped up plot fragments like targets in a pinball machine. We got to the end and said, “Okay then!” Out of curiosity, we then decided to play through the yellow variation, only to run across one of those puzzles whose solution is so unintuitive we would never have come up with it sans InvisiClues. After that, we both felt done with the game, uninspired to plod through the other two branches.

I suspect that the version 3 z-machine bears some of the blame for Moonmist‘s shortcomings. Stuffing even one full mystery plot into that 128K is a pretty tall order — 4 is just too many for such a small format. Still, the idea of a mystery that can go a bunch of different directions when you replay it is a fundamentally cool idea, even though the authors and the technology really couldn’t support it in a way that felt satisfying. Give Moonmist credit for stretching, even if its reach ultimately exceeded its grasp.

Also to Moonmist‘s credit: the general concept of a kooky old house with tons of embedded secrets is a great IF setting, and this game did it before it was a chestnut. Hollywood Hijinx is cut from the same cloth, and released almost the same time. Plenty of other games have followed suit, but Moonmist was a pioneer.

Maybe this game was just ahead of its time, simply a more expansive and ambitious attempt than the state of the art could maintain. It didn’t land very well with us, but a more updated version might. I wonder if Rian Johnson would ever be open to an IF Knives Out game? With the proper writer attached, I’d play that in a heartbeat.

Letters From Home by Roger Firth [Comp00]

IFDB page: Letters From Home
Final placement: 12th place (of 53) in the 2000 Interactive Fiction Competition

Graham Nelson once described interactive fiction as “a narrative at war with a crossword.” Letters From Home takes a definite side in this battle by being an interactive narrative where the main goal is to complete a crossword, and whose entire purpose is structured around puzzle-solving, the “crossword” part of the metaphor.

The explicit connection with that metaphor is just one of the many pieces of Nelsoniana scattered throughout the game. From the introductory text, to the Jigsaw (grandfather clock and Titanic mementos) and Curses (sprawling mansion filled with relics of distinguished ancestors) references, to the somber traces of wartime, the whole thing comes across as a loving tribute to Graham. Being a Nelson admirer myself, I couldn’t help but be impressed by the various clever nods to him peppered throughout this game. There’s also a hilarious Zork allusion in a throwaway parser response and even a passing reference to the author’s own Cloak Of Darkness demonstration page for the various IF languages.

The main attraction in Letters, though, is the puzzles. This is one of those games whose plot is thin to nonexistent, and whose mimesis gets shattered (literally) in the course of puzzle-solving. The game isn’t particularly straightforward about announcing what your objective is supposed to be, but it comes clear after a bit. At first, Letters seems to be a standard-issue “collect your inheritance by solving puzzles” game a la Hollywood Hijinx, but the plot and the mimesis both evaporate rather quickly as it becomes clear that the real point of the game is collecting the letters of the alphabet by finding things that represent or resemble them in some way.

For example, you find a cup of tea, and sure enough, it represents the letter T. Once you get the hang of it (hint: leave your sense of realism at the door), most of these puzzles are fun, and a few are quite remarkable. Some, though, are marred by ambiguous writing. For example, one of the necessary objects is described as stuck to a skylight. Perhaps because of architectural styles where I live, I don’t expect that I’ll be able to reach up and touch a skylight — they tend to be placed in high ceilings. Consequently, I thought that the puzzle was to find a way to reach this object — I climbed stuff, searched for a ladder, tried to haul furniture into the room, all to no avail. Finally, I turned to the hints, which just said to… take it. I did, and it worked.

Now, part of the problem here was no doubt my fault: I should have just tried taking the item. However, I’d submit that if you’re writing descriptions (especially terse descriptions like those in this game) where critical puzzle pieces depend on how the player envisions the room, there had better be a lot of clues in place to make sure that you’re communicating clearly. Letters From Home sometimes fails to do this.

I didn’t finish the game in the two-hour judging period — no great surprise since I’m guessing there are twenty-six letter puzzles, some of which require multiple steps. In addition, there’s a time limit, which I blithely exceeded. So I don’t know much about the ending, and probably missed half the puzzles. I doubt the ending has much of a punch — there’s virtually no narrative in this game, and solving the puzzles is its own reward. As for the half I missed, if they’re anything like the half I found, I’ll bet they’re a lot of fun, though occasionally needlessly frustrating.

Letters was coded quite well — I only found one bug, though a rather amusing one. The game’s time limit is 12:00 noon, and it creates atmosphere by having the village chimes toll on the hour. However, once it gets past noon, the chimes toll thirteen times, then fourteen times, and so on. The funny thing is, the game is so unrealistic that at first I didn’t even notice the oddness of the extra chimes. In a world where everything keeps turning into letters of the alphabet, and abstract concepts like letters can be carried around in your inventory, what’s a little extra chiming?

Letters From Home is a fun, lexicographically oriented puzzlefest that needs a bit more work on writing and coding before it can reach the Nelsonian level to which it aspires. This review has been brought to you by the letters “G” and “N”.

Rating: 8.2