Got ID? by Marc Valhara [Comp00]

IFDB page: Got ID?
Final placement: 29th place (of 53) in the 2000 Interactive Fiction Competition

Note: There are a couple of obscenities in this review.

I am being tested. That has to be it. How else to explain the fact that immediately after playing 1-2-3…, a game that practically dares you to stop playing and pummels you mercilessly with ghastly, brutal descriptions if you don’t, I end up with this game? This game comes across like a schoolyard bully, one who not only wants your lunch money but who wants to make sure you know that you’re weak and ugly, too. It misses no chance to sneer at and belittle both the player and the PC.

Get this: you play a high school kid, and your goal in the game is to buy beer with a fake ID so that you can bring it to the party at the house of the most popular girl in school, so that maybe she’ll let you sit at the lunch table with her cool clique for the rest of the year. Talk about a concept that I could not relate to — when I was in high school, sitting with the so-called “popular” kids would have been my idea of a punishment, not a reward. Combine this with the fact that from the first sentence, the game makes clear that the PC is less a character than a laundry list of faults: fat, ugly, stupid, deceitful, shallow, etc. etc. Take, for example, this description of the shirt you’re wearing:

Glittery, sparkly, metallic-looking fabrics are all the rage this
season. Unfortunately, they're also extremely expensive. To
compromise, you've glued tinfoil to the front of your tee shirt.

So the game sticks you in this role, and wastes no opportunity to remind you that the character you’re playing is pretty much a waste of oxygen. Then, on top of all that, the game is designed to fling taunts at the player as well. For example, if you do the most obvious thing at the beginning of the game, in fact the thing that is necessary to continue the story, a little sign appears. The game won’t let you alone till you read the sign, reminding you of its presence every turn. What does the sign say? The sign says YOU SUCK. See what I mean about bullying? I half-expected it to print “An asshole says what?”

Now, let me back off a step or two. It’s true that the game is an insult machine, and that I did not enjoy the abuse it heaped on me. However, it may have chosen this approach as a part of its overall tone, which attempts to be a kind of gonzo, over-the-top parody. A parody of what, I’m not sure, since the game seems to hold pretty much everything and everyone in contempt. Perhaps it wants to be a kind of dark, cutting satire — certainly the reference to Jonathan Swift embedded in one of the locations would suggest that it aspires to that kind of humor, but the difference is that “A Modest Proposal” had a point to make, and this game does not, or if it does, the point gets buried under an avalanche of condescension.

However, it wasn’t unremittingly awful. I laughed at a few points. I can envision somebody who might even enjoy this kind of tone, and for that person, the insults would probably fit right in, and might even be funny rather than annoying. I have a small suspicion that this game was written by the same person who wrote Stupid Kittens — they share a few things, like their in-your-face tone and their fascination with dead cats and with refuting cutesiness (oooh, real tough target.) This game feels like what Stupid Kittens might be like if it was more interested in being like a traditional IF game than in being a dadaist excursion. It didn’t appeal to me at all, but perhaps it might appeal to somebody.

After all, it’s not as if the game is badly implemented. All the words seem to be spelled correctly. Its grammar betrays no glaring errors. It’ll insult you, but at least it will do so correctly. Similarly, with the exception of one major bug, its implementation is tested and clean. The puzzles, while rather arcane, all make some kind of sense within the extremely exaggerated world of the game. Of course, that doesn’t make their content any more appealing. In fact, one major portion of the game is unpleasantly reminiscent of I Didn’t Know You Could Yodel — will IF authors never cease to be fascinated with flushing toilets?

Excremental obsessions aside, I found I had a more difficult time than usual with the puzzles in the game, and I think it was because I found the insults so offputting that my travels through the game became more and more desultory. In addition, the hints weren’t as much help as they might have been because, like the rest of the game, they’re working hard to make you feel like an idiot. They mix in fictional and factual hints pretty much indiscriminately, and they don’t give you any hints as to which is which. Between these two factors, I hadn’t solved the game when, after about 110 minutes of play, something happened that forced me to go back to a very early restore. Faced with the prospect of playing through the whole tedious thing again, I declined. I had been itching for a reason to quit anyway, and relished the fact that it was finally my turn to tell the game to go fuck itself.

Rating: 3.9

Spodgeville Murphy and the Jewelled Eye Of Wossname by David Fillmore [Comp99]

IFDB page: Spodgeville Murphy and the Jewelled Eye Of Wossname
Final placement: 25th place (of 37) in the 1999 Interactive Fiction Competition

The 1996 IF competition was won by a Graham Nelson game with the highly improbable name The Meteor, the Stone, and a Long Glass of Sherbet. Since then, every year we’ve had at least one entrant with a long, silly name. In 1997, there was The Obscene Quest of Dr. Aardvarkbarf and Phred Phontious and the Quest for Pizza. In 1998, we had I Didn’t Know You Could Yodel. And this year, David Fillmore brings us Spodgeville Murphy and the Jewelled Eye of Wossname. Is there a causal relationship here? Probably not. More likely, a long and goofy title allows the author to set up some basic expectations about the work at hand. In essence, titles like this say: “Check me out! Boy, am I wacky! Prepare to be taken on a zany and madcap adventure through an absurd universe!” However, the comparison with Meteor is instructive in the following way: having set up the above expectation, Nelson subverted it by using a silly and comedic scenario (riding an elephant next to an aristocratic airhead) as the entry point into what became a rather atmospheric and austere cave adventure. The surprise value of this shift lent strength to the sense of wonder that the game worked to impart. His successors, on the other hand, have struggled vainly to live up to the wacky promise of their titles, providing a few funny moments along the way but generally falling far short of the joy of coherent absurdity. Wossname, sadly, is no exception.

The game certainly does have its funny moments. Its introduction effectively parodies the genre of Enchanter, Beyond Zork, and Path to Fortune with lines like this: “Another champion must be sought; an idiot unskilled in anything but adventuring…” The title page pulled off a good joke by presenting the game with a dramatic flourish, crowned with a grand-looking box quote from Shakespeare, a quote which turned out to have no relevance at all to the game, and very little meaning in general. (“It is an old coat.”) Finally, typing “Zork” leads to one of the best easter eggs I’ve ever found in a competition game. Go on, try it — I won’t spoil it by trying to describe it. But for every funny moment, there were several more that just fell flat. The “full” score listing might have been funnier if not for the fact that last year’s Enlightenment did the same thing with much more panache. Several allusions to various sources (the Zork games, Indiana Jones) were so obvious as to belie any cleverness. Lots of other attempted jokes were just, well, not that funny, and little is more tedious than unsuccessful attempts at humor (as anybody who has watched a lame sitcom can tell you.)

Adding to this tedium is the fact that the game is plagued with a number of errors, both in writing and coding. Now, the writing errors were much less frequent, and many had to do with formatting — strange line breaks, random strings of spaces and the like. Misspellings and grammar errors were relatively few, though at one point the game does manage to misspell the name of its own main character. Coding errors, however, were abundant. For example, every time you climb a particular object the game dutifully reports that you clamber onto it, reprints the room description with additional information now available to you, then inexplicably protests that you’re already on the object. At another time, the ceiling falls in, but this cataclysmic event has absolutely no effect on anything sitting on the ground. “Drop all” just doesn’t seem to work. Most egregious, though, is the fact that the final puzzle hinges on an item which, as far as I can determine, is never mentioned in any description. I only found it accidentally, through the fact that the parser includes scenery objects in its response to commands like “get all”. I felt clever for solving the puzzle by tricking the parser, but it didn’t make me any more impressed with the game. What’s more, I spent the half-hour before that floundering around in circles, trying to figure out what in the hell I could possibly be missing. Normally I ascribe this sort of thing to lack of beta-testing, but the credits indicate that no less than seven people tested the game, so I don’t know. Perhaps the time it took them to read the title preempted their ability to test the whole game?

Rating: 5.2

The Commute by Kevin Copeland [Comp98]

IFDB page: The Commute
Final placement: 26th place (of 27) in the 1998 Interactive Fiction Competition

Imagine if this was your day: You start out in your kitchen, where you drink your coffee and eat your toast. Then you try to figure out the layout of your two-room house (the two rooms are a kitchen and a hallway). All the while you’re experiencing one epiphany after another about how much you love your life, except for having to go to work. Then you get your motorcycle helmet (which you think of as a “helmut”) and your keys and head off to your important meeting on your motorcycle. Unfortunately, you get a flat tire almost immediately. Then you wait around while your hands get busy and fix the flat, a process which takes 30 seconds (I think you worked in an Indy 500 pit crew before you got your office job.) Then you get another flat tire, which you fix in an amazing 14 seconds. You get 8 more flat tires in the space of 6 minutes. Then you decide to make up for lost time by driving “just above the speed limit,” and wouldn’t you know, you get pulled over. The cop notices that you don’t have your wallet, and kindly sends you home to fetch it. The drive home takes 7 seconds, and you drive your motorcycle through the house, because you have no idea how to get off of it. You haven’t a clue where your wallet is, and when you try to get it, you think to yourself “I may not need that. I may, in fact, have it already.” So you drive back out of the house and onto the road, but the same cop finds you, and sends you back home again, because you of course do need your wallet and don’t have it already. But something about your hallway just makes you think otherwise. So back you go, and the cop pulls you over 5 more times before you decide to point your bike at an embankment and end your “leisurely drive” by smashing into the concrete at 98 miles an hour. OK, so maybe that last part doesn’t happen, but you sure wish it could.

This is the experience simulated by The Commute, an incredibly frustrating DOS game. The first difficulty I had was with the interface, which looks like a traditional parser, but isn’t. A typical interaction with it goes something like this:

What shall I do? > GET ALL
I'm sorry, I don't quite understand (my mind is elsewhere).

What shall I do? > X FLOWERS
I'm sorry, I don't quite understand (my mind is elsewhere).

What shall I do? > EAT
I'm sorry, I don't quite understand (my mind is elsewhere).

It goes on, but you get the idea. Traditional commands, abbreviations, and disambiguation are replaced by the same markedly unhelpful error message. What’s worse, sometimes it pretends to understand things it doesn’t. For example, in the Hall you can say “GET KEYS AND HELMUT” (yes, the game forces you to misspell the word “helmet”,) and the parser will respond “Yes, I’ll need these.” Fair enough. But when you get out to your bike and try to “WEAR HELMUT”, it says “I’m sorry, I don’t have that here.” Turns out the parser only pretended to put it in your inventory — all you really picked up were the keys. Other times, it seems to willfully misunderstand you. My favorite example is when I typed “GET OFF BIKE” and Commute responded “I’m assuming you want me to get on the bike. OK, I’m on!” The game is full to brimming with this kind of frustrating stuff — it’s clear that the lack of an interactive fiction tool like Inform or TADS really hurt this game, much more than it hurt the other DOS game in the competition, I Didn’t Know You Could Yodel.

OK, so it had a lousy parser. This can be overcome, right? What I couldn’t overcome, at least without a walkthrough, was the “road from hell”, where every few seconds you either get pulled over or get a flat tire. At first, this was very frustrating. Then it just became funny. The point of the game seems to be that going to work sucks. This is a point on which I didn’t need much convincing, but if I got pulled over 6 times and got 8 flat tires on the way to work, I would be thinking that LIFE sucks, work or no work. Especially since all I get at home is a partner who keeps urging me to get out of the house, which I don’t mind doing since I can’t even go back to bed, seeing as how I don’t have one. Finally I consulted the walkthrough and found out how to get past the road from hell. Turns out some rather non-intuitive commands are necessary. For example, not to spoil it or anything, but the command to find your wallet is “HUG DAUGHTER.” Why didn’t I think of that? Unfortunately, even with those gentle nudges (OK, violent shoves), I got to work and couldn’t open the gate because I didn’t have a parking pass, even though the pass was in the wallet I had with me. Once I figured out that I just couldn’t see the pass because the only place I know how to look in a wallet is in a hallway, I deleted the game. My life has sucked much less ever since.

Rating: 2.0

I Didn’t Know You Could Yodel by Michael R. Eisenman and Andrew J. Indovina [Comp98]

IFDB page: I Didn’t Know You Could Yodel
Final placement: 24th place (of 27) in the 1998 Interactive Fiction Competition

If you enjoyed Dan McPherson’s My First Stupid Game, you’re sure to love I Didn’t Know You Could Yodel. Yodel is much larger and better programmed than My First Stupid Game, but the writing and the puzzles are at about the same level. For example, McPherson’s game featured a time limit imposed by the need to pee — in Yodel, unhappy bowels are the feature attraction. However, where the former ended once you had relieved yourself (onto a picture of Barney the dinosaur, no less), the latter is just beginning. Flushing a toilet is the gateway to sprawling vistas of strange riddles, terse descriptions (interspersed with broad cut-scenes), and mostly-nonsensical plot developments. I’m generally not a big fan of the kind of “Dumb and Dumber” humor with which Yodel is permeated. In addition, I found the first puzzle both irritating and illogical. (A key falls off a bookshelf, but it’s not on the floor! Where is it? In the next room! Why? Who knows?) Consequently, I gave up and started using the walkthrough about 15 minutes into the game. I’m happy to say, however, that I’m not altogether sorry that I did.

For one thing, let’s give credit where it’s due: the authors have programmed a text-adventure engine in (according to them) a combination of Modula-2, C, C++, Garbano, and (Intel x86) Assembler, and their simulation of the Infocom interface is not half bad; they even included a free implementation of Hangman. Unfortunately, in the era of Inform, TADS, and Hugo, “not half bad” is really not that great. The engine is missing a number of conveniences, among them the “X” abbreviation for “EXAMINE”, a “VERBOSE” mode, and the “OOPS” verb; I think these conveniences should basically be considered de rigueur for any modern text game. Moreover, while the game was relatively bug-free, the ones I did encounter were doozies: at one point the game crashed completely when attempting to go into Hangman mode, and at another point the “key found” flag was apparently not reset on a restore, making the game unsolvable. Still, despite these flaws, I salute anyone with the energy and the skills to code, from scratch, an Infocom-clone with Yodel‘s level of sophistication. Also, the program had a couple of touches that I thought were pretty cool — at several points during the game, an inset sub-window popped up which presented a parallel narrative thread (“Meanwhile, back at the ranch…”). This technique worked quite well, and I think it has a lot of potential for expanding the narrative range, and breaking the limitations of the second-person POV, to which IF usually limits itself. The gimmick was also used at the end of the game to provide a fairly enjoyable epilogue describing the eventual fate of every character you met along the way, a la Animal House. Finally, I did enjoy the free Hangman game, though its puzzles and its insertion into the game were just about as illogical as everything else in Yodel.

Which brings us to the plot. I won’t give away too much about the plot in Yodel, mainly because I didn’t really understand what little plot there was. All I’ll say is this: don’t expect anything to make any sense. There are several moments in the game that I found quite funny, but they are swamped by long stretches of bizarre, inexplicable, or adolescent japes. I would be very surprised if anyone (outside, perhaps, of the authors’ circle of friends) is able to solve the game without a walkthrough. Many of the riddles (and yes, there are many many of them) left me baffled, even after I knew the solution. Moreover, the abrupt, patchwork nature of the game gave me the impression that in several situations only one action would do, and how anyone would guess that action is beyond me. By the way, if you’re offended by descriptions of “swimsuit babes acting out your wildest fantasy” or borderline-racist, stereotypical depictions of Indians (Native Americans, not Bengalis), then Yodel is probably not the game for you. If, on the other hand, you’re in the mood for something lowbrow, then grab a walkthrough — Yodel is not entirely without its rewards.

Rating: 4.0