Four Mile Island by Chris Charla as Anonymous [Comp02]

IFDB page: Four Mile Island
Final placement: 33rd place (of 38) in the 2002 Interactive Fiction Competition

Note: I can’t really think of a way to review this game without including one major spoiler. So one major spoiler is included. Just FYI.

In Comp2000, Chris Charla entered a game called Infil-Traitor, which purported to be a rickety BASIC game from 1982, but was in fact a rickety BASIC game he had programmed himself the month before the comp started. I didn’t play that game because the compiled version had a fatal bug, so it fell to the bottom of my list and I never got around to actually recompiling it in order to try the playable version. Given that I only found out after the comp was over that the entry was submitted under false pretenses, I kinda thought I’d dodged a bullet there.

I was wrong, because he did it again. Four Mile Island comes with a long and detailed readme which tells the story of how the author used to work in a warehouse that some computer magazines had used as office space and found an old, never-published type-in computer game, typed it in and entered it in the comp with the permission of the author. Even if all this was true, it’d hardly make for a promising comp entry, but of course it isn’t true, it’s just a made-up cover to allow the author to create a near-perfect facsimile of an early Eighties magazine type-in adventure game.

Of course, the question that leaps to mind here, and I’m sure I’m not the only one asking this is: why? Those who played Infil-Traitor are no doubt asking, “For God’s sake, man, why twice?” I mean, sure, it plays just like a game whose source code might appear in a 1984 computing magazine. Yeah, it’s written in BASIC. Yeah, it’s got a two-word parser. Yeah, the plot is something about the Cold War and nuclear bombs. Yeah, it’s pretty buggy. Yeah, it’s got an annoying maze. I grant all these things.

But are they virtues? They were the best we could do at the time, but are they worth recreating? Not to me, they aren’t. I actually like being able to save my game. I think UNDO is a good thing. I think it’s kind of cool how a game can end now and I can actually read the ending text because it’s not running in a DOS window that shuts down after the program exits. An exact replica of a primitive game is no more fun to play than an actual primitive game. I think that’s one of those Zen aphorisms, or something.

Of course, that’s just me. We all have our preferences. And I’m quite sure that to some, my fascination with Infocom-style text adventures and their modern descendants would be just as quirky as someone else’s fascination with type-in games. So let’s hear it for the IF competition, which allows even the strangest retro-text-gaming passions some outlet. If somebody’s idea of a good time is to write up a BASIC two-word parser game that feels just like one I might have typed into my Atari 800 when I was 14 years old, more power to ’em. It just doesn’t happen to be my idea of a good game. Tastes vary.

Rating: 4.1

About my 2000 IF Competition Reviews

By 2000, the Comp had become the center of the IF community, for good and for ill. The good: artistic achievement continued to explode outward in every dimension. Comp00 delivered a bumper crop of stunners. I rated 7 (of 51) games a 9.0 or above, more 9.x scores than I’ve given any set of comp entries before or since. Those games came up with delightful variations on the Infocom themes, haunting new versions of old cliches like the one-room game, and writing that was simply fantastic. October of 2000 was an awesome time to be an interactive fiction fan, as your hard drive could suddenly fill up with one incredible experience after another.

Even the games that weren’t roaring successes were often bold experiments. This was the year of the breathtaking attempt, like Ad Verbum‘s astonishing linguistic gymnastics, Being Andrew Plotkin‘s POV shenanigans, or, gods help us, a full text adventure recreation of, and expansion on, Return To Zork. There was comedy (very hard to do well in IF), there was dada, there was brilliant subversion. There was even a game that tried to reverse the roles of the player and the writer! This year also saw the first comp entries by future winners (and all-around rock stars) Emily Short and Jon Ingold.

Basically, because the IF Comp had acquired a reputation for producing excellent games, it garnered a lot of attention, and because it garnered a lot of attention, people kept funneling their best work toward it. This attention economy had a dark side, though, which is that people also began to exploit the focus and feedback that the Comp generated. We’d seen some of this before, but the trend really accelerated in 2000, as people threw in “games” that were really more like pamphlets, or protests, or proselytization.

Combine with this the fact that there were no less than fifty-three games entered, to be judged over a six-week period. I reviewed 51 of those games, skipping over Happy Ever After and Infil-Traitor, which had known bugs required recompilation before the games were viable.

Consequently, my patience strained and then snapped when I was presented with games that weren’t really games at all, but rather (as I viewed them) abuses of my time, purchased with the general good will of the IF Competition’s overall reputation. In addition, I had (and have) zero time for obnoxious snipes at development systems or community members, disguised as comedy. Homebrewed games continued to bedevil me, and there was a new development system on the scene (ADRIFT) whose UI was cool, but whose parser was not up to snuff. And oy, do I ever want people to learn the difference between its and it’s.

Deadline misery was entirely self-created, though. Looking back, I’m rather astonished that I played 51 games and wrote 51 reviews in the course of six weeks. It’s easy to see why I stopped doing that once I became a parent. It’s harder to see how I ever did it at all.

I originally posted my reviews for the 2000 IF Competition games on November 16, 2000.

Some notes on IF Competition reviews

From 1996 to 2004, I reviewed almost every game submitted to the IF Competition. There were a few exceptions, though:

  • My own games, for obvious reasons.
  • The games for which I was a beta tester: Mother Loose and All Roads. Both of these games were excellent, but I didn’t review them since I felt like I’d influenced them.
  • The 1996 game Promoted!, which required the OS/2 operating system to run. (Though it has since been ported to Inform.)
  • The 2000 games Infil-Traitor and Happy Ever After, which had known bugs that required recompilation before the games were viable. I’m a bit persnickety about playing games in the state in which they were submitted on the deadline day, and I viewed those games as ineligible based on their initial brokenness.
  • The 2001 game Begegnung Am Fluss, which was in German.
  • Games written by newsgroup trolls (defined by me as people who have made multiple, unprovoked, personal attacks on newsgroup regulars), which I didn’t have the ability or inclination to review fairly.

Everything else, though, will be showing up here. I’m going to add every review as its own post, even though that will sometimes make for some pretty short posts, especially for reviews from the earlier years, before I came into my full superverbosity. My reason for this is that I’d like to be able to link directly to a review, rather than an anchor tag on a page full of reviews. I’m planning to add pages here that index all the games both by comp year and overall, and it will be way easier if each review is self-contained.

I’m also going to be leaning heavily on the wonderful Interactive Fiction Database, which contains a comprehensive catalog of interactive fiction works. For each game, I’ll provide a link to its IFDB page, and anytime I reference a game I’ll link to IFDB, just as I have above. I would love it if these posts can bring attention to some of the wonderful IF of the past. (Or even some of the dire IF of the past, if that’s for some reason what you fancy.)

Like much of >INVENTORY, my approach will be a bit experimental, and I expect to learn and iterate as I go. At the very least, I want to indicate which year’s comp contained the game, who wrote it, how it placed, and what score I gave it. A note about my scoring — although competition scores are always submitted as integers from 1 to 10, my own reviews add one decimal place to that score, because I often found that I wanted to express a bit more nuance. A high 7 feels different (to me) from a low 7… y’know? For the purposes of my submitted scores, I’d always round up on .5, so for example that lowest possible 7 would be 6.5, and the highest possible 7 would be 7.4. I also made it my practice to stop playing after two hours, whether I was finished or not, and base my score and review on that two-hour (or less) experience.

One last thing — from 1997 onwards, the competition game package came with a tiny little program that would provide you with a list of the games in randomized order. Like most judges, I can’t help but be influenced by the order in which I experience things, and playing the 1996 games in alphabetical order by title may have unfairly influenced some scores. Consequently, I always played the games thenceforward in a random order to eliminate that bias.

I will be posting my comp game reviews in the order I played them. As time went on, that sequence became a journey in itself, and reviews of later games would be influenced by reviews of earlier games. Never fear, the site will be searchable, and I’ll provide pages which list the games alphabetically.