1893: A World’s Fair Mystery by Peter Nepstad [IF-Review]

[I originally reviewed this game for Mark Musante’s site IF-Review, in 2009.]

IFDB Page: 1893: A World’s Fair Mystery

World Class

Peter Nepstad has performed a minor miracle. He has made money, significant money, as an IF author. According to a recent SPAG interview, he’s sold about 3700 copies, at a retail price of $15-$20, mostly $20. The majority of these sales came from brick-and-mortar stores where his game is for sale. Let me say that again. Peter Nepstad wrote a game himself, made deals to get it sold in stores as well as online, and has sold several thousand copies, netting thousands of dollars.

And all he had to do was work ridiculously hard, over a period of many years. The subject of Nepstad’s game is the 1893 World’s Fair that was held in Chicago, Illinois. Nepstad researched the fair thoroughly, collecting hundreds of photographs (over 500 of which are scanned into the game), and recreating historical artifacts from the era. Once the game was completed, he arranged for publication on CDs and got his product onto the shelves at gift stores in various Windy City attractions, such as the Chicago Architecture Foundation, the Museum of Science and Industry, and of course the gift shop at the World’s Fair site. He sought out press attention, garnering favorable reviews from (among other places) the Associated Press, the Chicago Sun-Times, and Games magazine.

Then there’s the game itself. People, this game is enormous, and has to be the product of an absolutely Herculean effort. Every time I thought I had a handle on how big it is, I’d discover some new aspect and have to revise my estimate upward. Here’s an example: there are some places in the game in which it is necessary to bring a light source. Guess how many rooms I searched before finding a light source? 273. Two hundred and seventy-three rooms. These weren’t crummy carbon-copy rooms either, not randomly generated locations from some teeth-grinding maze, but full-fledged parts of the game’s faithful historical simulacrum. Why do I know the exact number? Because after my first several hours exploring the game, I had to start keeping a spreadsheet just to track which places I’d visited, which puzzles they contained, which exits I’d tried, and so forth. Not only that, but the 4th dimension is implemented and important — some areas are only open at certain times of day, certain events only happen on a particular day, and missing an appointment can mean losing the game.

The experience of exploring this game is satisfying in itself. Between the epic scope, the detailed room descriptions, and the well-chosen photographs, I often got a frisson of time-travel sensation, a level of immersion that made me feel transported back across the centuries. The theme of the fair was a celebration of Columbus’s arrival in the Americas (the 21st-century political thorniness of which the author addresses in an afterword), and exploration is the order of the day both in the fair and in the game. In fact, once we reach the climactic endgame, the PC is literally tied to a chair to have the plot shouted at him, and while this would drive me crazy in most games, I didn’t mind at all in 1893 — it was almost a relief from having to maintain a gargantuan mental map and keep track of a variety of temporally spaced events. Dealing with the game’s size (330 rooms!) actually constitutes one of the most challenging aspects of 1893. There is a definite sense of overwhelm that lasts for a long time, until you finally get the game’s geography straight in your head.

There’s a pleasant sense of artistic unity to the interface, which consists of a text window, a graphics window, and a compass rose, garnished with just a bit of fancy Victorian filigree. Occasionally, the pictures and compass disappear for effect, but for the most part, we can always see exits at a glance, beneath a visual representation of the location. These photographs are a great touch, and some of the images Nepstad has chosen are absolutely wonderful, compelling images that would be interesting in any context, but are all the more arresting for accompanying such a thorough simulation of their original setting. The combination can create a potent sense of place.

The game presents a serviceable plot to motivate exploration: you play a detective called to investigate the disappearance of eight large and precious diamonds from one of the fair’s exhibits. The thief has hidden the diamonds all around the fair, ensconced within various puzzly contraptions, and scattered clues to their locations a la The Riddler. It must be said that this plot does not make a great deal of sense, and contains some serious holes — at least one of the diamonds is hidden in a way that seems logically impossible to me. Still, it marries traditional text adventure concerns to this large simulation, transforming 1893 from a model into a game. The simulation is huge enough to entertain a history buff without ever having to get involved in the puzzles, while the game aspects are engaging enough to gratify text adventure enthusiasts.

Nepstad has a keen sense of spectacle, and effectively conveys how breathtaking some of the fair’s wonders must have been to its visitors. In addition, he throws some fun twists and turns into the plot, generating moments of real excitement to punctuate the player’s long journey through his game. He demonstrates a real flair for action sequences — there are a couple of terrific set-pieces worthy of any period thriller. The whole thing winds up in an ending that I found absolutely spectacular, an enthralling finale that provides a fitting close to the game’s very slowly rising action. I finished 1893 feeling, overall, happy and satisfied.

Given all that, it feels a bit churlish to complain about the game, but it must be said that there were some aspects of 1893 that I found disappointing. Foremost among these is, believe it or not, its widespread underimplementation. I know I’ve just extolled the game’s largesse and emphasized how much work it must have taken, but while its scope is immensely broad, its implementation is often frustratingly shallow. Often the wonders of the fair seemed more like a background painting, because so many of them lacked descriptions. Worse, some of the basic functionality around them was all too thinly provided. For instance, when the PC finds a full pack of Cairo cigarettes:

>look in pack
There's nothing in the pack of cigarettes.

>get all from pack
I don't see what you're referring to.

>get cigarette
You pull a cigarette out and close the pack.

>smoke it
You'll have to open the pack of cigarettes first.

>open pack
Opened.

>smoke it
I don't know how to smoke the pack of cigarettes.

>smoke cigarette
I don't know how to smoke the cigarette.

>smoke cairo
You'll have to light it first.

This, this is the kind of thing that earns IF its reputation as perverse and obfuscatory. Who but the masochists among us (and I include myself) wouldn’t type QUIT after a sequence like this? It makes me wince to think about newcomers to IF (some of whom this game surely found) encountering such obtuse implementation. There were some serious parsing problems throughout the game — for instance, SEARCH means something different from LOOK IN, so you could search something and still not find a crucial item that “look in” would have found. Synonyms were lacking in numerous instances, and some very basic verbs were missing, such as WAVE, CUT, ARREST, and WASH. When I’d attempt one of these commands, the game would respond, “There’s no verb in that sentence!”, which is of course patently false. Poor parsing and thin implementation are a deadly combination, especially as the suspense ratchets up. As I said, Nepstad has a flair for action sequences, but the game’s failure to understand or meaningfully respond to reasonable commands could be a serious tension-deflater in crucial moments.

NPCs in 1893 suffered from the same sparseness, most lacking responses to all but a very few topics and actions. The details that are included with them are often well-chosen, so some (such as a small boy and a Japanese woman) manage to be evocative despite their flimsiness, but very rarely do any of them ever feel like real characters rather than code constructs. The biggest sin here is when characters fail to respond to actions that absolutely should compel them — for instance, as a suspect very very slowly escapes, the PC can go straight to the headquarters of the fair’s security staff, but inexplicably can’t get their attention: “They are all hustling about so quickly you find it impossible to interrupt any of them,” says the game. Really? I’d rather have seen the office empty than have the game so willfully deflect a logical action. It isn’t a virtue to turn underimplementation into a puzzle, and that’s what happens at several junctures in 1893. Sensible alternate solutions aren’t accounted for, and actions that deserve a response go begging.

In addition, there are some persistent problems with the game’s writing, led by my personal nemesis, the its/it’s error. I must have found at least 20 instances of this, a circumstance tailor-made to drive me crazy. In addition to mechanics, there are just some really weird, illogical pieces of description, such as the Mysterious Case Of The Androgynous Seamster(ess?):

A small loom of antique design, made entirely of wood, is being used by an old woman, moving the treadle by foot, and the shuttles by hand, while all around him, the new mechanical looms weave several pieces at once and in a fraction of the time.

>ask man about loom
I don't see any man here.

>ask woman about loom
The old woman doesn't seem to hear you.

>x antique
The loom looks almost as old as the man who is working at it.

(My emphasis.) Finally, there are a number of flat-out bugs in the game — freaky TADS errors, strange scoping problems, or moments when it simply does not respond at all to player input. And of course, there’s always the classic “Which buildings do you mean, the grand buildings, or the grand buildings?”

For the most part, this stuff boils down to “needs further testing,” but then again I can certainly see how there’s plenty of room for mistakes to remain in a game this huge. Moreover, I’m sympathetic to the fact that with all the nouns included in this game, the prospect of describing a significant number of them might feel too overwhelming to face. I’d posit that perhaps projects of this size, especially if they are intended to be commercial ventures, could use one more person “on staff.” That person could not only serve as first tester and copyeditor, but he or she could also perform the tedious but crucial duty of filling in descriptions for first-level nouns and coding for alternate solutions, providing richness that might be too much to ask of one implementor but which can make the difference between immersion and infuriation for the player.

I should mention that a number of details are well-attended — for instance, the “can’t go” messages in each room usually help the player out by naming the exits. The puzzles, for the most part, are also logical and well-cued. A few times, I found myself wishing that the game had given me a clearer indication towards some important aspect necessary for solving a puzzle — in particular, there’s a crucial demonstration that only happens once a day but is not announced anywhere I could find. Still, this was the exception. Most of the game’s puzzles (and there are many) are solvable and fun, and while there were a few instances where I turned to the hints, they turned out to be mostly due to my own boneheadedness. There were a few times when a puzzle stretched plausibility, such as the time I was handed a baby and treated it as just another inventory item.

Then again, I’m willing to believe that the business with the baby could have been a subtle joke on the game’s part. One of the more enjoyable aspects of 1893 is its light tone and affable wit. A few parts of the game are outright comedy, and hilarious comedy at that. An outstandingly pompous tour guide can lead you through the fair, speaking in the prose of the most overwrought Victorian novel, to humorous effect. There’s a wonderfully funny scene with a mouse, and some excellent parser responses, including one I can’t help quoting, from a room with a huge pillar of anthracite coal:

>kiss pillar
Too bad you missed Dr. Freud's visit to the fair, he would have loved to meet you.

Okay, it’s a comma splice, but still damn funny. Other nice touches include the occasional cameo by historical figures, such as when you spy Frank Lloyd Wright and Louis Sullivan discussing the design of the Japanese temple.

Alongside this clearly intentional comedy were some instances of a murkier sort. Sometimes I wasn’t sure whether the game intended a wink to accompany its message, such as this statement from the tour guide: “The French have often been called the most polite nation in the world, but France must surrender the palm to America.” I dunno, maybe cultural perceptions have shifted radically, but from my 2008 perspective, I thought, “Oh yeah, America is the capital of politeness. Trailed only by France.” Or take another instance, a pomological exhibit featuring a Liberty Bell replica made of oranges:

>x liberty
You pause for a moment, wondering what kind of person would spend his time making a replica of the Liberty Bell made entirely out of oranges.

Or, for that matter, what kind of person would spend his time making a replica of the 1893 World’s Fair made entirely out of TADS code? Is it dry self-deprecation or straight-ahead ingenuousness? Oh, and then there’s the mysterious matter of the “homacoustic commutator”, an object defined (as far as I’m concerned) with two nonsense words, and described thus: “The homacoustic commutator is equipped with an electric signalling device.” Say what? I had to conclude that the game was joking with me here. Either that or it decided to edge for a moment into a steampunk version of The Hitchhiker’s Guide To The Galaxy.

Actually, that’s not as outlandish a prospect as it might sound. There were a couple of cases where the game suddenly, jarringly threw in a dose of science fiction or magic, for no easily discernible reason. These moments are certainly exciting (and shocking) when they happen, but I think they weaken the game overall. In such a realistic simulation, these easter eggs deal a killing blow to mimesis, throwing me right out of any period immersion I might be feeling.

Speaking of easter eggs, I am ready to declare that 1893 has, hands down, the best easter egg I have ever found in any IF game. I don’t want to spoil it here, except to recommend that those who finish the game definitely try all the amusing actions laid out in the game’s afterword. There’s an easter egg tucked into this game that could practically serve as an entire comp game all by itself. That mini-game is plagued by much of the same underimplementation that appears throughout the rest of the game, but it also has the same great witty responses, the same sense of excitement, and the same clever puzzles as the rest of the game too. There are even easter eggs within the easter egg, if you can believe that. It’s terrifically impressive, in an “even his muscles have muscles” kind of way.

Other hidden actions might award the player a “bonus point”, and it’s a great feeling to get one of these, because it’s usually for some very satisfying action. 1893 isn’t shy about using the scoring system, and I think it exploits the system quite effectively, with the main score serving as a progress indicator and the bonus points as pure lagniappe. Speaking of bonuses, there are various fascinating historical texts embedded in this game, such as Lincoln’s first inaugural address, as well as some texts by Frederick Douglass and Ida B. Wells making the case for African-American representation at the Fair (though of course they don’t use that term.) I quite liked the way Nepstad handles race in 1893, presenting the accurate historical simulation but making sure to include the voices that at that time were protesting the exclusion of African-American culture.

There were a few parts where that accurate simulation broke down, anachronistic references to jacuzzis and homeless people, as well as this:

>buy banana
Any more bananas and you'd start to feel like Carmen Miranda.

Not exactly the thought an 1893 detective would be having, given the fact that Miranda was born in 1909. Still, these slip-ups were minor and rare against the huge tide of very well-researched content with which 1893 is overflowing. It’s a game that richly rewards exploration, that provides hours and hours of engrossing entertainment, that charms with its cleverness and awes with its magnitude. It has its flaws, but it’s well worth your twenty dollars.

Zork Zero [Infocom >RESTART]

IFDB page: Zork Zero
[This review contains lots of spoilers for Zork Zero, as well as at least one for Zork I. Also, I wrote an introduction to these Infocom >RESTART reviews, for those who want some context.]

The earliest game in the Zork chronology was one of the latest games in the Infocom chronology. Zork Zero emerged in 1988, two years after the company was bought by Activision, and one year before it would be shut down. Zork was Infocom’s most famous franchise by far, and this prequel was the company’s last attempt to milk that cash cow, or rather its last attempt with original Implementors on board. Activision-produced graphical adventures like Return to Zork, Zork: Nemesis, and Zork: Grand Inquisitor were still to come, but those were fundamentally different animals than their namesake. Zork Zero, written by veteran Implementor Steve Meretzky, was still a text adventure game.

However, there was a little augmentation to the text this time. Along with a few other games of this era, Zork Zero saw Infocom dipping its toe into the world of graphics. The text window is presented inside a pretty proscenium arch, one which changes its theme depending on your location in the game, and also provides a handy compass rose showing available exits. Some locations come with a thumbnail icon, many of which are pretty crudely pixelated, but some of which (like the Great Underground Highway) are rather memorable. Most crucially, several important puzzles and story moments rely upon graphics in a way that hadn’t been seen before in a Zork game, or any Infocom game for that matter. In order to make these nifty effects work in Windows Frotz, our interpreter of choice, Dante and I had to do a bit of hunting around in the IF Archive — thus it was that we solved our first puzzle before we even began the game.

>EMBIGGEN ZORK. G. G. G. G.

Once we did start, we found that graphics weren’t the only way Meretzky found to expand on the Zork legacy. He also expanded on it by… expanding it! Over and over again, we were knocked out by the scope of this game. It’s enormous! Our Trizbort map had 208 rooms, and that’s not even counting ridiculous location “stacks” like the 400-story FrobozzCo building or the 64-square life-sized chessboard. By contrast, our map for Zork I had 110 rooms, and Zork III had a meager 59. So many locations. So many puzzles. So many objects. So many points! You’ll score a thousand hard-won points in a successful playthrough of Zork Zero. Dimwit Flathead’s excessiveness is a frequent butt of Meretzky’s jokes in this game (e.g. a huge kitchen that “must’ve still been crowded when all 600 of Dimwit’s chefs were working at the same time”), but if Dimwit were to design an IF game, it would definitely be this one.

The largesse still doesn’t apply to writing noun descriptions, though. For example:

>X CANNONBALL
There's nothing special about the cannonball.

>X UNICORNS
There's nothing unusual about the herd of unicorns.

>X FJORD
It looks just like the Flathead Fjord.

Even this late in Infocom’s development, they still hadn’t adopted the ethos that the most skilled hobbyists would take up later, of enhancing immersion by describing everything that could be seen.

Similarly, inventory limits are still around to vex us, and they hit especially hard in a game like this, which is absolutely overflowing with objects. Because of those limits, we followed our tried-and-true tactic of piling up all our spare inventory in a single room. In the case of Zork Zero, we knew we’d be throwing a bunch of those objects into a magic trophy case cauldron, so we stacked them in the cauldron room. By the time we were ready for the endgame, that room’s description was pretty hilarious:

Banquet Hall
Many royal feasts have been held in this hall, which could easily hold ten thousand guests. Legends say that Dimwit's more excessive banquets would require the combined farm outputs of three provinces. The primary exits are to the west and south; smaller openings lead east and northeast.
A stoppered glass flask with a skull-and-crossbones marking is here. The flask is filled with some clear liquid.
A 100-ugh dumbbell is sitting here, looking heavy.
Sitting in the corner is a wooden shipping crate with some writing stencilled across the top.
A calendar for 883 GUE is lying here.
You can see a poster of Ursula Flathead, a four-gloop vial, a shovel, a box, a spyglass, a red clown nose, a zorkmid bill, a saucepan, a ring of ineptitude, a rusty key, a notebook, a harmonica, a toboggan, a landscape, a sapphire, a glittery orb, a smoky orb, a fiery orb, a cloak, a ceramic perch, a quill pen, a wand, a hammer, a lance, an easel, a wooden club, a bag, a silk tie, a diploma, a brass lantern, a notice, a broom, a funny paper, a stock certificate, a screwdriver, a gaudy crown, a ticket, a dusty slate, a treasure chest, a blueprint, a saddle, a fan, a steel key, a walnut shell, a manuscript, an iron key, a package, a T-square, a fancy violin, a metronome, a scrap of parchment, a proclamation, a cannonball, a sceptre and a cauldron here.

That certainly wasn’t everything, but you get the idea.

In fact, this game was so big that its very size ended up turning into a puzzle, or at least a frustration enhancer. Dante and I flailed at a locked door for quite a while before realizing that we’d had the key almost since the beginning of the game. We forgot we’d obtained an iron key by solving a small puzzle in one of our earliest playthroughs, and the key itself was lost in the voluminous piles of stuff we had acquired. When we finally realized we’d had the key all along, it was nice to open up the door and everything, but it also felt a bit like we should be appearing on the GUE’s version of Hoarders.

Not only did the scope of Zork Zero obscure the answers to puzzles like that, it also functioned as a near-endless source of red herrings. It’s possible to waste immense amounts of time just checking locations to see if you’ve missed anything, because there are just so many locations. The FrobozzCo building was of course an example of this, but even more so was the chessboard, which soaked up tons of our time and attention trying to figure out what sort of chess puzzle we were solving. Not only was exploring the whole thing a red herring, but so was making moves and doing anything chess-related!

The cover of Zork Zero

On the other hand, the game’s sprawling vistas can also evoke a genuine sense of awe, somewhat akin to seeing the Grand Canyon from multiple viewpoints. There was a moment in the midgame where we’d been traversing a very large map to collect various objects, and then the proper application of those objects opened up a dimensional gateway to an entirely new very large map. Shortly afterward, we realized that in fact, the puzzle we’d just solved had in fact opened up five different dimensional gateways, some of which eventually connected to our main map but many of which did not! Moments like that were breathtaking, not just because of all the authorial work they implied, but also because of the gameplay riches that kept getting laid before us.

Sometimes, to make things even sillier, the effects of the giant inventory would combine with the effects of the giant map. One of those offshoot maps mentioned above contained a special mirror location, which would show you if there was anything supernatural about an object by suggesting that object’s magical properties in its reflection. Super cool, right? Well yeah, except that inventory limits, combined with incredible object profusion, required us to haul a sliver of our possessions during each trip to the mirror, and each trip to the mirror required a whole bunch of steps to accomplish. (Well, there was a shortcut through a different magical item, but we didn’t realize that at the time, and in fact only caught onto that very late in the game, so didn’t get much of a chance at optimization.)

So yes, the mirror location was a wonderful discovery. Less wonderful: hauling the game’s bazillion objects to the mirror in numerous trips to see if it could tell us something special. But then when we found something cool that helped us solve a puzzle: wonderful! This is quintessential Zork Zero design — an inelegant but good-natured mix of cleverness, brute force, and sheer volume. The capper to this story is that there’s one puzzle in particular that this mirror helps to solve, but we fell prey to Iron Key Syndrome once again and somehow failed to bring that puzzle’s particular objects (the various orbs) to the mirror, obliging us to just try every single one orb in the puzzle until we found the right one.

>RECOGNIZE ZORK TROPE. G. G. G. G.

Those orbs felt pretty familiar to us, having just recently palavered with Zork II‘s palantirs. (Well, the game calls them crystal spheres, but c’mon, they’re palantirs. Or, as Wikipedia and hardcore Lord of the Rings people would prefer, palantíri.) However, familiar-looking crystal balls were far from the only Zork reference on hand. As I said, Zork Zero appeared late in Infocom’s history, and with the speed at which the videogame industry was moving, Zork I had for many already acquired the reflected shine of a bygone golden age. Thus, nostalgia was part of the package Infocom intended to sell with this game, which meant Zork tropes aplenty.

One of the best Zorky parts of the game concerns those dwellers in darkness, the lurking grues. In the world of Zork Zero, grues are a bygone menace. As the in-game Encyclopedia Frobozzica puts it:

Grues were eradicated from the face of the world during the time of Entharion, many by his own hand and his legendary blade Grueslayer. Although it has now been many a century since the last grue sighting, old hags still delight in scaring children by telling them that grues still lurk in the bottomless pits of the Empire, and will one day lurk forth again.

Oh, did I fail to mention that this huge game also contains an interactive Encyclopedia Frobozzica, with dozens of entries? Yeah, this huge game also has that. In any case, “the bottomless pits of the Empire” might sound familiar to longtime Zork players, or to readers of Infocom’s newsletter, which was for several years called The New Zork Times, until a certain Gray Lady‘s lawyers got involved. As NZT readers would know, there was a time before Zork was on home computers, before it was even called Zork at all. It was called Dungeon, at least until a certain gaming company‘s lawyers got involved.

In Dungeon, there were no grues in the dark places of the game, but rather bottomless pits — a rather fitting fate for someone stumbling around in a dark cave, but the game was more than just a cave. As the NZT tells it:

In those days, if one wandered around in the dark area of the dungeon, one fell into a bottomless pit. Many users pointed out that a bottomless pit in an attic should be noticeable from the ground floor of the house. Dave [Lebling] came up with the notion of grues, and he wrote their description. From the beginning (or almost the beginning, anyway), the living room had a copy of “US News & Dungeon Report,” describing recent changes in the game. All changes were credited to some group of implementers, but not necessarily to those actually responsible: one of the issues describes Bruce [Daniels] working for weeks to fill in all the bottomless pits in the dungeon, thus forcing packs of grues to roam around.

Sure enough, in Zork Zero prequel-ville, when you wander into a dark place, you’ll get the message, “You have moved into a dark place. You are likely to fall into a bottomless pit.” In fact, at one of the lower levels of the enormous map, we found a location called “Pits”, which was “spotted with an incredible quantity of pits. Judging from the closest of them, the pits are bottomless.” Across the cavern, blocked by those pits, was “an ancient battery-powered brass lantern”, another major Zork nostalgia-carrier. Fittingly, to get to the traditional light object, we had to somehow deal with the even-more-traditional darkness hazard.

Lucky for us, yet another puzzle yielded an “anti-pit bomb”, which when thrown in the Pits location causes this to happen:

The bomb silently explodes into a growing cloud of bottomless-pit-filling agents. As the pits fill in, from the bottom up, dark and sinister forms well up and lurk quickly into the shadows. Uncountable hordes of the creatures emerge, and your light glints momentarily off slavering fangs. Gurgling noises come from every dark corner as the last of the pits becomes filled in.

Thereafter, when the PC moves into a dark place, the game responds with a very familiar message: “You have moved into a dark place. You are likely to be eaten by a grue.” Luckily, the game provides an inexhaustible source of light in the form of a magic candle, so there are no terrible light timers to deal with. Some things, nobody is nostalgic for.

A screenshot from Zork Zero showing the message "You have moved into a dark place. You are likely to fall into a bottomless pit."

Lack of a light timer made it easier to appreciate this game’s Wizard of Frobozz analogue, the jester. Like the Wizard, this guy pops up all over the place at random times, creating humorous magical effects which generally block or delay the PC. Sometimes those effects are themselves Zork references, such as when he sends a large deranged bat swooping down, depositing the PC elsewhere as it shrieks, “Fweep! Fweep!” Also like the Wizard, his effects get less funny the more they’re repeated. And also also like the Wizard, he figures prominently into the game’s plot.

However, unlike the Wizard, he functions in a whole bunch of other capacities as well. He’s the game’s primary NPC, appearing to deliver jokes, adjudicate puzzles (especially riddles), occasionally help out, congratulate solutions, and hang around watching the player struggle. He’s not quite an antagonist but certainly not an ally, and you get the sense he’s controlling far more than he lets on. In other words, he’s an avatar for the game itself, and in particular the twinkling eyes of Steve Meretzky.

>LAUGH. G. G. G. G.

Meretzky’s writing is witty and enjoyable throughout — it’s one of the best aspects of the game. He clearly revels in tweaking Zork history, as well as in reeling off line after line about the excessive Dimwit, e.g. “This is the huge central chamber of Dimwit’s castle. The ceiling was lowered at some point in the past, which helped reduce the frequency of storm clouds forming in the upper regions of the hall.” Probably my favorite Zork reference was also one of my favorite jokes in the game:

>HELLO SAILOR
[The proper way to talk to characters in the story is PERSON, HELLO. Besides, nothing happens here.]

Meretzky is also not above retconning previous bits of Zork lore that he disagrees with, such as his Encyclopedia Frobozzica correction of a detail in Beyond Zork‘s feelies: “The misconception that spenseweed is a common roadside weed has been perpetuated by grossly inaccurate entries in the last several editions of THE LORE AND LEGENDS OF QUENDOR.”

Speaking of feelies, this game had great ones, absolutely overflowing with Meretzky charm. Infocom was still heavily into copy-protecting its games via their documentation, and in typically excessive fashion, this game did that many times over, providing a map on one document, a magic word on another, and truckloads of hints (or outright necessary information) in its major feelie, The Flathead Calendar. This calendar called out to yet another aspect of Zork history, the wide-ranging Flathead family, with members such as Frank Lloyd Flathead, Thomas Alva Flathead, Lucrezia Flathead, Ralph Waldo Flathead, Stonewall Flathead, and J. Pierpont Flathead. The game’s treasures are themed around these figures, which was not only a lot of fun but also allowed me to do a bit of historical education with Dante, who still references Flatheads from time to time when mentioning things he’s learning in school.

The feelies establish a playful tone that continues through to the objects, the room descriptions, and the game’s general landscape. There are also great meta moments, such as the “hello sailor” response above, or what happens when you dig a hole with the shovel you find: “You dig a sizable hole but, finding nothing of interest, you fill it in again out of consideration to future passersby and current gamewriters.” Also enjoyable: the response to DIAGNOSE after having polymorphed yourself, e.g. “You are a little fungus. Other details of health pale in comparison.”

Meretzky even brings in a trope from Infocom’s mystery games, in probably the most ridiculous joke in the entire thing. There’s a location containing both a cannonball and a number of “murder holes”, “for dropping heavy cannonballs onto unwanted visitors”. This is obviously an irresistible situation, and the results are worth quoting in full:

>DROP CANNONBALL THROUGH HOLE
As you drop the cannonball through the murder hole, you hear a sickening "splat," followed by a woman's scream!
"Emily, what is it!"
"It's Victor -- he's been murdered!"
"I'll summon the Inspector! Ah, here he is now!" You hear whispered questions and answers from the room below, followed by footsteps on the stairs. The jester enters, wearing a trenchcoat and smoking a large pipe.
"I'm afraid I'm going to have to order Sgt. Duffy to place you under arrest, sir." You grow dizzy with confusion, and your surroundings swirl wildly about you...
Dungeon
A century's worth of prisoners have languished in this dismal prison. In addition to a hole in the floor, passages lead north, southeast, and southwest.

None of these characters (except the jester) occur anywhere in the game outside this response. Sergeant Duffy, as Infocom fans would know, is who you’d always summon in an Infocom mystery game when you were ready at last to accuse the killer. By the way, the Dungeon isn’t locked or anything — it’s a gentle joke, not a cruel one. The only real punishment is having to traverse the huge map to get back to wherever you want to be. I’ll stop quoting Meretzky jokes in a second, but I have to throw in just one more, because of the surprising fact that it establishes:

>EAT LOBSTER
1) It's not cooked. 2) It would probably bite your nose off if you tried. 3) You don't have any tableware. 4) You don't have any melted butter. 5) It isn't kosher.

Turns out the Zork adventurer (or at least the pre-Zork adventurer) is not only Jewish, but kosher as well! Who knew? Though, given that the kosher objection comes last, after lack of cooking, tableware, and butter, their commitment may be a bit halfhearted after all.

The cover of Zork Zero's Flathead Calendar feelie

Amidst all the humor, Meretzky hasn’t lost his touch for pathos either, with a design that themes several puzzles around the sense of ruin and decay. For example, we found an instruction to follow a series of steps, starting from “the mightiest elm around.” In Zork Zero, this is an enormous tree stump. Meretzky has learned some lessons from Planetfall and A Mind Forever Voyaging about how to make a landscape that inherently implies its bygone better days. Even in the Zork prequel, the adventurer is traversing a fallen empire.

>REMEMBER PUZZLE. G. G. G. G.

Zork Zero isn’t just a prequel in narrative terms. As we kept finding old-timey puzzles like the rebus or the jester’s Rumpelstiltskin-esque “guess my name” challenge, Dante had the great insight that as a prequel, this game was casting back not just to an earlier point in fictional universe history, but to puzzle flavors of the pre-text-adventure past as well. Relatedly, as we ran across one of those vintage puzzles — The Tower of Hanoi Bozbar — he intoned, “Graham Nelson warned us about you, Tower of Bozbar.”

He was referencing a bit in Graham’s Bill of Player’s Rights, about not needing to do boring things for the sake of it: “[F]or example, a four-discs tower of Hanoi puzzle might entertain. But not an eight-discs one.” Zork Zero‘s tower split the difference by having six discs, and indeed tiptoed the line between fun and irritating.

However, if we’d been trying to do it without the graphical interface, the puzzle would have vaulted over that line. The game’s graphics are never more valuable than when they’re helping to present puzzles rooted in physical objects, like the Tower or the triangle peg solitaire game. Clicking through these made them, if not a blast, at least bearable. Those interactions do make for an amusing transcript, though — hilarious amounts of our game log files are filled with sentences like “You move the 1-ugh weight to the center peg” or “You remove 1 pebble from Pile #3” or “You are moving the peg at letter D.”

Just as some concepts are much easier to express with a diagram than with words, so are some types of puzzles much easier to express with graphics. Infocom had long been on the record as disdaining graphics, and indeed, I still think text has a scene-setting power that visuals can’t match. Meretzky’s descriptions of Dimwit’s excessive castle have more pith and punch than a visual representation of them could possibly muster. However, a picture is so much better than a thousand words when it comes to conveying a complex set of spatial relations. Even as early as Zork III‘s Royal Puzzle, Infocom leaned on ASCII graphics to illustrate those spatial relationships, because that just works so much better. Once they had more sophisticated graphics available, the range of Infocom’s puzzles could expand. It’s ironic that the first thing they did was to expand backwards into older puzzle styles, but then again it’s probably a natural first step into exploring new capabilities.

Going along with the overall verve of the game, those old chestnut puzzles revel in their old chestnut-ness. Zork Zero is a veritable toy chest of object games, logic challenges (e.g. the fox, the rooster, and the worm crossing the river), riddles, and other such throwbacks. Of course, there are plenty of IF-style puzzles as well. (There’s plenty of everything, except noun descriptions.) Sometimes these could be red herrings too — all the Zorky references kept leading us to believe we might see an echo of a previous Zork’s puzzle. Hence, for example, we kept attempting to climb every tree we saw, fruitlessly.

The IF parts of the game don’t hesitate to be cruel, either. I’ve mentioned that every single Zork game made us restart at some point — well Zork Zero was no exception. In this case, it wasn’t a light timer running out or a random event closing off victory, but simply using up an item too soon. We found a bit of flamingo food early in the game, and fed it to a flamingo… which was a mistake. Turns out we needed to wait for a very specific flamingo circumstance, but by the time we found that out, it was far too late. This flavor of forced-restart felt most like the experience we had with Zork I, where we killed the thief before he’d been able to open the jewel-encrusted egg. The difference is that restarting Zork Zero was a much bigger deal, because we had to re-do a whole bunch of the game’s zillion tasks.

A screenshot from Zork Zero showing Peggleboz, its version of the triangle peg solitaire game

On the other hand, while this game does have a maze, it is far, far less annoying than the Zork I maze. In general, the design of Zork Zero does a reasonably good job of retaining the fun aspects of its heritage and jettisoning the frustrating ones. Except for that inventory limit — interactive fiction wouldn’t outgrow that one for a while longer. And while there are a couple of clunkers among the puzzles (I’m thinking of the elixir, which is a real guess-the-verb, and throwing things on the ice, which is a real head-scratcher), for the most part they’re entertaining and fun.

Before I close, since I’ve been talking about old-fashioned puzzles, I’ll pay tribute to a moment in Zork Zero which beautifully brought together old and new styles. As one of several riddles in the game, the jester challenges the PC to “Show me an object which no one has ever seen before and which no one will ever see again!” Now, we tried lots of solutions to this — air, flame, music, etc. — but none of them worked, and none of them would have been very satisfying if they had worked. Then, at some point, we realized we had a walnut with us, and if we could open it, the meat inside would certainly qualify as nothing anyone had seen before.

Then, after much travail, we were able to find a magic immobilizing wand, then connect that wand with a lobster, which turned into a nutcracker. After that it was a matter of showing the walnut to the jester to solve the riddle. That was a satisfying moment, made up of connecting one dot to the next, to the next, to the next. But it wasn’t quite over:

>SHOW WALNUT TO JESTER
"True, no one has seen this 'ere me -- but thousands may see it in years to be!"

>EAT WALNUT
"I'm very impressed; you passed my test!

That final capper turned a good puzzle into a great one — a solution that felt smart and obvious at the same time. Unfortunately, eating that walnut wasn’t enough to defeat Zork Zero‘s hunger puzzle. (Not a hunger timer, mind you — a reasonable and contained hunger puzzle.)

For that, we needed to become a flamingo, and eat the flamingo food. RESTART!

Sophie’s Adventure by David Whyld [Comp03]

IFDB page: Sophie’s Adventure
Final placement: 16th place (of 30) in the 2003 Interactive Fiction Competition

Here are some things about this game: It is cute. It is buggy. It is huge.

About “cute”: the whole thing is written from the perspective of 8-year-old Sophie, the daughter of a couple of retired magic-users, both of whom seem sunk well into strangeness now, but then again perhaps they’d look a little different through someone else’s eyes. There were many moments in the game that brought a smile or a chuckle, and much of the writing found a place between overly edgy and overly twee. Sophie has a rather hardheaded perspective, or so she seems to think anyway, and while she’s really rather spoiled, she does have some valid points about the foibles of those around her.

For instance, her mother has an inexplicable predilection for decorating in bright colors, and Sophie quite reasonably finds things like her painfully bright quilt rather difficult to stomach:

> x bed
It's hard to look at your bed with the colourful quilt lying across over it like that but you know there's nothing very interesting in it because you were lying there only a few minutes ago. You remember when you were a kid (well, a younger kid than you are now anyway) you used to worry that there was an evil gremlin that lived under the bed who would creep out after nightfall and eat you. But when you got a bit older you realised that no self-respecting gremlin would be seen anywhere near a bed with a quilt like that.

> look under bed
You look under the bed, searching for the gremlin you were convinced as
a child was under there.

Nope, no sign of him.

Writing like this lends a wonderfully strong personality to Sophie as a PC. The NPCs, too, are distinctive and interesting, and the menu-based dialogue can be a source of great amusement. On the basis of the writing (leaving out, for now, the issues of “buggy” and “huge”), I’m strongly inclined to recommend this game for kids, except for the fact that there are several parts that are outright gruesome. Sophie encounters gory battlefields, piles of corpses waiting to be burned, and dead bodies lying in pools of blood.

Now, I don’t have kids, and haven’t read children’s books for a while, so I don’t have a good sense of what are considered “appropriate” levels of gore and violence in those stories. I’m also a believer that what’s appropriate for kids isn’t so much determined by their ages as their personalities. Nevertheless, just because Sophie is 8 doesn’t mean the game would be great for any 8-year-old. Personally, I was able to ignore the gore, and so found it charming, though it would have been a lot more charming were it not so buggy and huge.

About “buggy”: Sophie’s Adventure breaks frequently, and often in the most unexpected ways. For instance, this exchange:

> n
You can't go in that direction, but you can move north, northwest,
west, southwest and down.

> north
You can't go in that direction, but you can move north, northwest,
west, southwest and down.

> go north
You move north.

I’ve had games forget to implement exits before, or forget to mention them in the exits list, but I don’t think I’ve ever seen a game that forgets in one place to make the directional abbreviations available. I’m surprised ADRIFT even makes this possible — I can’t think how it would happen in a more robust development system. Speaking of ADRIFT, all its parser deficiencies are still hanging around like unwelcome guests: the way it pretends to understand more than it does, the way it asks questions but doesn’t listen to the answers, and the way it totally ignores prepositions (LOOK UNDER = LOOK BEHIND = LOOK IN = EXAMINE, except when it doesn’t.)

Another bizarre way that Sophie’s Adventure frequently breaks is in its menu-based conversations; once out of every 20 or so times, the game just wouldn’t understand when I’d enter a number to choose a menu option. There wasn’t any pattern to this that I could discern — the broken choices might be first, middle, or last entries in the menu. It was always very aggravating when it would happen. The game is broken in larger ways, too, or at least it seemed so to me. Several times, I’d get information that suggested a roadblock puzzle — you know, the old “you can’t go this way until you perform this task for me” routine. However, if I simply walked in the forbidden direction: success! No puzzle-solving required. This is either a bug or head-scratchingly odd design. There are also tons of typos throughout the game, some quite hilarious (“It also looks remarkably similar to Golem in Lord of the Rings.”) All in all, the game is a couple of betatesting rounds away from being ready for release, and maybe more, given that it’s probably difficult to test because it’s so huge.

About “huge”: there’s no maximum score listed in Sophie’s Adventure, so I’m not sure how many points are possible, but after two hours with it, I’d scored two points. There’s also apparently a “niceness” score, which not only never changed, but never even seemed to offer any opportunity to change. Also, even after circumventing quite a few puzzles via the bugs mentioned above, I still think I’d only seen a fraction of the game’s locations. I already gave my spiel on too-big-for-the-comp games in my review of Risorgimento Represso, and most of those points apply here as well. However, where that game felt disappointing because I hated to rush through something created with such skill and care, Sophie’s Adventure evinces sort a flip side to that problem, which is that gigantic games are much harder to get right.

I boggle at the amount of work that must have gone into this game, and so I don’t mean to badmouth it, but at the same time, I can’t help but feel it would be a much better game if it were much smaller in scope. Fewer locations, fewer puzzles, fewer things to go horribly wrong. It goes without saying that this game is totally inappropriate for the comp because of its size, but I wonder if it’s simply the wrong size full stop. I say this because frequently, object and room descriptions seemed freighted with resentment for even having to be written:

As cracks go it's not a very interesting one and you kind of wonder
why you're even taking the time to examine it.

Somehow you doubt the fate of the world relies on you examining rat
droppings.

East Road
The land from here on eastwards is desolate to the point of having a
not-very-finished look to it. If anything, it looks like whoever was
given the job of designing this landscape got bored and decided to
just scribble in a few trees and bushes and leave it at that. [...]

There’s the straightforward problem with these that I don’t know whether something is interesting until I examine it, so would rather not be chastised for wasting my time, but there’s also this: when the descriptions themselves start complaining about being boring, there’s probably too much stuff in the game.

I think the best thing that could happen to Sophie’s Adventure would be if it were scaled back considerably (say to a size that is finishable in two hours), tested and proofread much more thoroughly, and entered in the comp in that tighter and stronger form. Too late for all of that now — I won’t be returning to this game after the way it aggravated me — but these lessons can be learned for future games, by this author and others.

Rating: 3.0

Travels In The Land Of Erden by Laura A. Knauth [Comp97]

IFDB page: Travels in the Land of Erden
Final placement: 14th place (of 34) in the 1997 Interactive Fiction Competition

Erden is a sprawling, ambitious game which probably does not belong in the competition. This isn’t to imply that the game is without merit; on the contrary, it seems to have the potential to become an enjoyable fantasy excursion. However, the game is huge — I played for two hours and I didn’t even visit every location, let alone solve many puzzles. Moreover, Erden could use another few rounds of testing; I found several coding bugs and a plethora of grammar and spelling errors. In my opinion, the best thing that could happen to this game is thorough testing and proofing, then release in the spring of 1998, when we’ve all recovered from our competition hangover and hunger for substantial new adventures.

I can see why there’s a temptation to submit longer games to the competition. For one thing, there seems to be ongoing debate about the meaning of the “two-hour” rule: is it that your game can be any size but will simply be judged after two hours of play, or does it mean that your game should be winnable in two hours? And if it’s the latter, what do we mean with an imprecise term like “winnable?” Hell, with a walkthrough and a good headwind even Curses is winnable in two hours — that doesn’t make it a two hour game! Then also there’s the fact that historically, the games that have won or placed high in the competition (Weather, Sherbet, Delusions… the list goes on) have strained or outright flouted the two-hour convention. According to Whizzard, the idea behind the rule is to prevent new authors from having to be intimidated by the prospect of going up against a Jigsaw or Christminster, an epic game with a huge scope, and I think that this rule still has value, despite the beating it’s taken over the years. I tend to be of the opinion that the ideal size for a competition game is something that I (an experienced IF player, but no great shakes as a puzzle solver) can see 90-100% of in a two-hour sitting. I designed Wearing the Claw this way, and I appreciate competition games that do the same. However, the way it’s worked out in practice is that the large-scope games still slip in — perhaps not epics, but much more than vignettes, and they often succeed. And perhaps that’s for the best; after all, in a competition like this one (where the works are labors of love and the financial stakes are rather low) it’s better to have fewer rules and more flexibility, thus to encourage more entrants.

Still, what Erden demonstrates is that there is another advantage of keeping your competition entry small: focus. I don’t have an accurate idea of how big Erden is (since I didn’t see the whole thing, probably not even half of it, in my two hours), but it seems to me that if the author had concentrated her energies on a game perhaps a quarter of the size of this one, she would have had time for much more extensive proofing and beta-testing, and the result might have been a tight, polished gem rather than the rough and gangly work she submitted. In addition, she’d have had the opportunity to implement a taut and crystalline design structure, which is beneficial to any game writer. I think that after serious and detailed revision, Erden could be a fantasy odyssey on a par with Path To Fortune; at the moment, however, it is neither that nor a particularly thrilling competition entry.

Prose: The prose in Erden is often awkward, and can be difficult to read. Misplaced modifiers, unmarked appositives, and endless strings of prepositional phrases abound. The author also seems to have a particular dislike for commas, stringing clause after clause breathlessly together. I often reached the end of a sentence and found myself wondering how it had started. There are times in which this turgid prose style makes for some nice effects, as it gives a baroque feel to some of the game’s ornate artifacts. Other times, it’s just confusing. Overall, Erden could be made a much more evocative game with the help of some serious editing.

Plot: One interesting aspect of Erden‘s plot is that it feels much more “in medias res” than most interactive fiction. You enter the mysterious fantasy land after the dragon has already been vanquished. Of course, there are other quests to be undertaken, but the absence of the dragon helps to give the milieu a satisfying sense of history. That being said, I’m not sure that I gleaned much more about the plot. Certainly the retrieval of a mystical ruby is your main goal, and several subquests pop up along the way, some of which I didn’t even begin before my two hours ran out. However, what the meaning of the ruby is, or whether the plot offers any twists, turns, or even character development of any kind is still opaque to me.

Puzzles: I spent enough time traversing the land that I’m not sure I even encountered any puzzles. There’s apparently a lantern to be obtained, but the parameters of doing so were so broad that I have no idea how long it would have taken to succeed. I collected several objects whose use was not immediately apparent, but I’m not sure if they ever come in handy or not. There was one area of the game that seemed pretty clearly to hide a gateway to underground caverns, but once I thought I had found the answer to opening the gate, the parser was stubbornly unresponsive to my ideas. So I have no idea whether what I was seeing was an unsolved puzzle or a red herring. What’s more, the game lacked a scoring system so I wasn’t ever sure when I had done something important, but let me put it this way: I didn’t feel like I had done anything clever. Because of all this, I can’t venture much of an opinion about the puzzles in the game.

Technical (writing): There were dozens of writing errors in the game. Beyond the awkward, overloaded prose there were any number of misspellings and misplaced modifiers.

Technical (coding): Erden suffered from many niggling coding errors, especially missing or added new_lines. Some important scenery objects are missing (for example, the game describes huge hieroglyphics carved into a cliffside, the examination of which returns “You can’t see any such thing.”). Like the writing, the coding would benefit from an attentive overhaul.

OVERALL: A 6.3