Kurusu City by Kevin Venzke [Comp04]

IFDB page: Kurusu City
Final placement: 20th place (of 36) in the 2004 Interactive Fiction Competition

When I noticed the Japanese (or at least Japanese-sounding) names in Kurusu City, I wondered if this was maybe one of those IF games that’s heavily influenced by anime and manga, like The PK Girl from a couple of years ago. One look at the PC’s identification card removed all doubt:

>x id
   Huge eyes, rather angular features, and messy hair stare at you
   blankly from a faded image.  Text to the left and below reads:

      MIKI MAEDA
      49 BUECHE APTS

   Age:  15 Sex:  F Hair:  BRN Height:  5'0"

A five-foot-tall, fifteen-year-old girl with huge eyes and angular features? That’s anime, alright. The only piece missing was for her hair to be purple or blue or some color like that, but a purple-haired character comes along later to supply that element. Also like The PK Girl, there’s a distinctly odd quality to the PC’s point of view, but where in The PK Girl that element was sexism, here it’s just sex. There’s this weird, lascivious edge to much of the text, particularly in descriptions of the NPCs. Examine an NPC and you’re likely to hear that she (they’re pretty much all female) is “curvy” or is “wearing a tight pair of blue jeans.” At one point while interacting with an NPC, the PC feels “rattled and uncomfortable” due to the NPC’s “unbridled femininity.”

So the PC is an adolescent and a budding lesbian, who often thinks of others in terms of their sexuality. Fair enough, but the game doesn’t stop there. At one point, I happened into an instant-death ending that involved a horrifying and completely unexpected incestuous rape. The game’s ongoing fascination with the PC as a sexual subject (or object) felt rather distracting, and frequently a little creepy.

The main story winds around the game’s setting, a future (or alternate) world where robots govern humanity. For instance, when the PC decides to skip school, she finds that robot enforcers have been sent to fetch her back. Her goal is to take down the robocracy once and for all, and to do so she must wander around and talk to a lot of sparsely implemented NPCs. Actually, I have no earthly idea how she’s supposed to do it, because after an hour spent solving a couple of puzzles and restarting a whole lotta times, I found myself totally stuck. I turned to the hints, doling them out to myself slowly, but failed to progress further.

Finally, I looked at the entire hints file (it’s rot13 encoded), but still found no joy. The hints seemed to assume that I’d seen things that either I’d never seen or was too dull-witted to recognize. A scan of the newsgroups reminded me that this was the game where the author had released a better set of hints after the September 30th deadline had passed. Well, I guess I’m a bit of a comp stickler, because I think that’s cheating, or at least finessing the rules. My feeling is that you’re judged on what you submit as of the comp deadline. Whatever you release afterwards, whether it be hints, a patch that fixes a game-killing bug, or what have you, is not eligible for consideration, at least not by this judge.

So I continued to muddle through, and with about 20 minutes remaining found something that broke the game wide open for me. Unfortunately, at that point I only had 20 minutes left, so I wasn’t really able to see a huge amount of new material. My advice to struggling players is to revisit all locations frequently — though most of them remain completely static, at least one can change significantly during your absence.

Besides helpful hints, a few other things seem missing from the game. At one point, I examined a game object and was told “(This is the comic book that was mistakenly included in your game package.)” Actually, I think what you mean there is “mistakenly not included.” It may have been intended as a joke all along, a satire of Infocom‘s in-game feelie object messages, but if so, it’s too weak to really work.

There are a couple of other elements that might be intentional but come off as bugs. For instance, at one point I suddenly got a huge boost to my score and found myself with “a score of 27 points out of a possible 7.” The resultant rank was “Nice Sister”, which matched the action that had given me the huge score boost, but if this is a joke, it’s done so confusingly that not only is it not funny, it actually seems like a mistake.

I seem to have spent most of my review commenting on how strange and/or incomplete Kurusu City felt to me, so let me finish up by pointing out some well-done parts. There’s a nice feature in the game’s inventory code which prints out the results of an X ME before printing the inventory on the first time it’s used. Subsequently, it just prints the inventory. I thought this worked so well that I’d like to see it become an IF standard. Also, there’s a game-within-a-game that serves as an entertaining satire of the medium itself. There’s a nice multi-stage puzzle involving gaining a credential, and I found the story interesting enough that I felt sorry when time ran out. Mostly, though, my reaction to Kurusu City was a puzzled shrug.

Rating: 7.2

The Great Xavio by Reese Warner [Comp04]

IFDB page: The Great Xavio
Final placement: 11th place (of 36) in the 2004 Interactive Fiction Competition

I had a lovely time during my first half-hour with The Great Xavio. Similar to Infocom’s Sherlock, you play the “man of action” assistant to a prodigious but inscrutable thinker. In this case, you’re a graduate student named Hagerston, in unending thrall (the way only a graduate student can be) to your adviser, an odd duck named Dr. Rex Excalibur Todd. Dr. Todd is a logician, obsessed with debunking anyone who challenges the reign of empiricism, and that’s why he’s dragged you out of bed at 3 AM, to the hotel housing sensational magician The Great Xavio — your job is to prove that Xavio is a fraud.

These characters apparently feature in some short stories and a novel penned by this game’s author, and Dr. Todd in particular is obviously the product of tremendous affection. The premise provides plenty of room for exploration, and Dr. Todd’s constant presence at the PC’s elbow gives the game many opportunities for humorous metacommentary and the occasional helpful hint. There were a few irritating defects here and there, but after the first 30 minutes, I was enthusiastically looking forward to the rest of my time with Xavio.

Unfortunately, after that things began to unravel a bit, and oddly enough the unraveling started with a key and a locked door, a situation that replicated exactly what I’d discussed in my editorial for SPAG #34. It occurs as the PC is trying to get into a hotel room, a room to which he holds the key. I’d like to quote the exchange exactly, but it would be too much of a spoiler to do so, so here’s a slightly altered version of it:

>e
You can't, since the room door is in the way.

>open door
(the room door)
The door is locked. However, next to it there is a slot for your room key that might do something.

The elevator doors close

>unlock door
(the elevator door)
Unlocking generally requires a key of some sort.

>unlock door with key
(the elevator door with the room key)
That doesn't seem to be something you can unlock.

>put key in slot
The light above the slot flashes green, and you hear the door's lock click.

>e
You can't, since the room door is in the way.

>open door
(the room door)
You open the room door.

>e
Inside The Hotel Room

This was an incredibly aggravating interaction, made more so by the game’s sudden substitution of the elevator door as the default object for “door”, and because I kept needing to visit the room, it kept happening until I trained myself to behave as the game wanted me to. In my editorial, I argued that things like opening and unlocking a door to which you have the key should be handled automatically by the game, rather than forcing the player to manually go through all the fiddly steps of door and lock management. This argument brought several responses, which rightly pointed out that if that strategy is carried to its logical extreme, the game could just automatically do everything for the player — a game like this is more properly called a “book.”

Instead, the game should keep an internal model of the PC’s knowledge and intentions; it should automate fiddly steps only when they match the set of actions that the player knows how to do and clearly intends to do. Within that structure, I’d like to offer a further refinement to my argument: IF games should automate actions which require little to no thought on the part of the PC. Any of us who have spent time using hotel keys as described above know that it quickly becomes second nature. We don’t need to think through every step — rather, we form the intention of entering the room and habit takes care of the rest. I would so much rather have seen this:

>e
You swipe the room key through the slot; its light flashes green and
you hear the door's lock click. Opening the door, you step inside.

Inside The Hotel Room

See, there’s nothing fun about typing out PUT KEY IN SLOT and OPEN DOOR a bunch of times, and it actually weakens mimesis to force players through such menial moves, especially after the first time. I still grant that there can be plenty of good reasons to break this rule — in fact, I force a very similar card-swipe at the beginning of the first Earth And Sky episode. In that instance, I chose to do so for purposes of pacing and dramatic tension, but if the PC had to go through the door more than once, automating that passage would be the right thing to do.

I seem to have spent a lot of time discussing a small piece of this game, but that piece was emblematic of my experience with Xavio. Despite all the game’s appealing traits — its engaging characters, its friendly design, its entertaining story — I didn’t enjoy it as much as I wanted to. I ended up feeling like I’d played the beta version of something with great potential rather than something that was already great on its own. Erratic newlines and shaky punctuation contributed to my impression that the game wasn’t well tested, and so did basic mistakes like embedding dialogue into room descriptions so that it repeats every time you look at the room. In addition, there were some issues that may have been intentional, but were functionally bugs. For example, inside that hotel room with the difficult door, there’s a window on the north wall (again slightly altered to avoid spoilers):

>x window
The hotel's old enough that it's a window you can actually open.

>look through window
You look out the window. There's a thin ledge, just barely possible as a space to stand if what you saw wasn't a mirage. Looking out further to the northwest you can see a few cars crossing the Golden Gate bridge.

>x ledge
You can't see any such thing.

>open window
Nothing like a breath of fresh air.

>n
You can't go that way.

>enter window
That's not something you can enter.

>go out the window
You can't see any such thing.

So you tell me there’s a window, and that I can open it. You tell me there’s a ledge outside the window. Then you let me open the window… but don’t implement actually going out the window? What was the point of describing the ledge and making the window openable in the first place? Even worse, just typing OUT puts me back out in the hallway, where once again I have to go through that exasperating rigmarole with the key. Whether or not that was the intended implementation, I call it a big fat bug.

The game credits testers, but I can’t tell whether any of them are members of the IF community. If not, that may be part of the problem — it’s important to have at least one person in your pool of testers who is conversant with the basic standards of modern IF. They’ll notice things that novice testers will miss. To sum up in one word what this game lacks: polish. It just needs to be tightened up — formatting errors fixed, typos eliminated, underimplemented areas enhanced. Once that happens, the peculiar charm of Hagerston and Todd will be able to shine through unimpeded.

Rating: 6.7

Hercules’ First Labor by Bob Brown [Comp03]

IFDB page: Hercules First Labor
Final placement: 26th place (of 30) in the 2003 Interactive Fiction Competition

For me, the comp game experience begins from the moment I read the game’s title and blurb in Comp03.z5. What that meant for Hercules’ First Labor was that I was out of sync with it from the beginning. Not from its title, which is fine, but from its blurb:

My introduction to computers was the Scott Adams series of adventures
with the simplistic Verb/Noun parser and this game is in that vein.

I know that there are these people who have lots of nostalgic feelings about Scott Adams games, but I’m not one of them. I’m an Infocom guy, and have been since the beginning of my involvement with IF. Consequently, Scott Adams games tend to feel like cave paintings when what I’m really looking for is Degas and Monet, or at least Jack Kirby. I come to IF more for the fiction than the interaction (though they’re both important, of course), and my favorite games all have excellent writing in common. So, predictably, I’m not a fan of room descriptions that look something like “I’m in a Hotel Room by Door.” The “simplistic Verb/Noun parser” also feels like a straitjacket to me, and it’s that much worse when I don’t have access to the metacommands I’m used to, like UNDO, AGAIN, and, well, SAVE.

So I’m really not in the target audience for this game. Now, that being said, HFL pulls off the Scott Adams feel quite well, and the fact that it’s apparently coded in JavaScript makes the whole Verb/Noun thing a little more understandable. The presentation is attractive in the browser window, and even though it was frustrating not to be able to generate a transcript of my game sessions, I found the split-windowed interface (one frame each for status line, room description, parser responses, and input) effective and intuitive. The parser worked tolerably well (with some problem inconsistencies between “read” and “look”), though “pretty well” for a two-word parser is still pretty darn poor by today’s standards. The bare-bones nature of the setting made the puzzles very straightforward indeed — just use the very few verbs at your disposal to interact with the handful of objects you encounter and you’ll be finishing the game in no time. The verb USE is your friend. Similarly, there’s not much to say about the writing, because there just isn’t much of it.

“Homemade” competition games tend to be notorious for having underimplemented parsers, and for lacking some of the basic functionality that we take for granted in games produced by top-tier development systems; the homemade games I’ve encountered so far in this comp are no exception. However, this time around, new approaches have tried to turn these shortcomings into advantages. The way Sweet Dreams did it was to throw out the parser altogether, replacing it with a low-res avatar in a graphical environment. Thus was the whole parser problem avoided entirely, and this approach worked for me. The homemade interface still had its bugs and frustrations, but I found Sweet Dreams to be one of the least irritating comp games ever made outside of a mainstream IF development system. (That’s not to damn it with faint praise — I liked it well enough.)

HFL avoids the problem in a different way, by setting the player’s expectations from the very beginning, and enlisting the aid of nostalgia to make its simplistic parser actually seem like a feature rather than a bug. I’ll bet that for people with fond memories of playing Scott Adams games, the trick works really well. For me, though, it felt like just another substandard homemade parser, albeit ameliorated a bit by the fact that its simplicity was matched by that of the environment. So, while I acknowledge it as a good try, HFL left me cold. It did inspire me to my first comp game anagram, though. (“SA flirt’s core blur, eh?”) That’s worth a little something.

Rating: 3.7

Risorgimento Represso by Michael Coyne [Comp03]

IFDB page: Risorgimento Represso
Final placement: 2nd place (of 30) in the 2003 Interactive Fiction Competition

Okay, first things first. It’s time to welcome a talented new author. Michael Coyne has made a great game, so well-written and well-implemented that it’s almost always a joy to play. It’s on a par with most Infocom games, and exceeds them at many points. There’s cleverness and panache to spare, and the puzzles are mostly interesting and fun. It’s not perfect, of course. There are a couple of under-implemented commands (like LOOK BEHIND), a hackneyed puzzle or two, and some jokes (like the cheese one) are pressed rather too hard. It also could use a more compelling title.

Still, on the whole, this is a satisfying and enormously fun game. Well, what I saw of it, anyway. And therein lies the problem. I spent the last review (of Domicile) bemoaning games that are entered in the competition when they’re unfinished, undertested, and unproofread. Now, of course, I’m immediately hit with the opposite problem: a game that is exquisitely finished, betatested, and error-checked, but is still inappropriate for the competition, because it does not even come close to fitting within a two hour play session. When my two hours with RR ran out, I think I was maybe a third of the way through, and that was with a lot of leaning on the hints towards the end. Sure, it was fun while I played it, but I knew almost from the beginning that there was no way I would solve it in the allotted time, and I felt annoyed and disappointed by that. In my opinion, this game is no more appropriate for the competition than was the unfinished Atomic Heart, or the excruciatingly poor Amnesia. It’s too big. It is just too big.

I’ve written out and rehearsed my objections to overlarge comp games so many times that they almost feel self-evident to me now. But I realize that my experience doesn’t match with most people’s, so for those just tuning in, here are a few of my problems with giant comp games. First of all, the comp is a high-pressure playing time. I really try to finish all the games in the judging period, and to write a substantial review after each game. Plus, I have a life, so that means that my IFComp time is squeezed in at the edges of my life — lunch hours, laptop time on the bus to and from work, or late nights after my wife has gone to bed. It’s frustrating to carve out this time and then realize that it’s still not even close to sufficient for the game I’m playing.

Secondly, there’s a more insidious problem with trying to squeeze a big game into two hours. When I had only a half-hour left and huge swaths of the game left undiscovered, I turned to the hints. I did this not because I couldn’t have solved the puzzles on my own. Maybe I could have. But not in half an hour, and I wanted to see more of the game. Turning to the hints, though, does a disservice to a game like this. Well-constructed puzzles ought to be experienced fully, relished, and a well-written world should be enjoyed at leisure rather than rushed through. Trying to play this game in two hours will ruin it for many players, players who could have enjoyed it to its fullest potential were it released outside the comp.

Moreover, how many people are likely to come back and finish the game after the comp period is over? For all the comp games I’ve meant to do that with, I’ve almost never followed through, because after the comp is a frenzy of reviewing excitement, and then come the holidays, and busy times at work, and… whoosh. The game is well off my radar by the time I actually have time to play it. Then there’s the fact that I find it difficult to give a reasonable evaluation to a game that remains mostly unseen by me — it’s like trying to review a movie after watching the trailer and the first 20 minutes. These aren’t the only reasons I don’t like huge comp games, but that’s enough for now.

Still, with all that said, can I understand why somebody, especially a first-time author, would enter their huge game in the comp, even knowing all of the attendant problems? Of course I can. The fact that RR is a comp entry perfectly illustrates the problem with the current IF scene. The annual IF Competition is simply too important, too powerful. It’s become a cynosure whose glare eclipses everything else in the IF world. I love the competition — I think that much is clear from my ongoing participation in it — but I have come to really hate the way it’s turned into a gravity well for games. If you enter your game in the competition, it’s bound to get at least a dozen reviews, be played by the majority of the community, and maybe even become a talking point in IF discussions for years to come. Widespread familiarity in the community also may give it an edge in the XYZZY voting.

If you release your game outside the comp, what happens? Usually, almost nothing. Some games get released to not even a single, solitary post in the newsgroups, let alone reviews or discussion. Even humongous, excellent games like 1893, the products of hundreds of hours of work, sometimes cause hardly a ripple. So of course tons of games get into the competition that aren’t finished, or are way too big. How else to reap in attention what you’ve sown in work? I try to remedy the situation somewhat by continuing to release SPAG and hassling people to write reviews for it, but games routinely go a year or more without a SPAG review, and some games (Bad Machine comes to mind) seem never to get reviewed at all. It’s maddening to me, and I don’t know what to do about it, but I have to say I’m at the point where I’m seriously considering no longer writing comp game reviews, turning my review energies instead to non-comp games so that they’ll at least get attention and evaluation from somebody.

For this year, though, I’m committed, which brings me to the problem of score. From what I saw of this game, I thought it was outstanding, worthy of a 9.5 or above. But I just cannot bring myself to give it that score, if for no other reason than because I don’t want games that shouldn’t be in the comp to do well, since all that will do is encourage more of them. On the other hand, can I really justify giving a low score to such an obviously high-quality product, especially when I’ve already given Scavenger, another too-big game, a high score? Well, the difference between this and Scavenger is that with Scavenger, I felt like I’d seen the majority of the game, that the major puzzles were solved or almost-solved, and that most of what remained was denouement. With RR, though, I felt like I’d eaten the appetizer but had to leave before the entree.

My compromise is this. I’ll make it clear in my review that this is a great game, worthy of any IF devotee’s attention. Play it sometime when you can really enjoy it, linger over its many pleasures, and let the puzzles percolate in your head. Play it without a time limit. Savor it like I couldn’t today. Don’t let my low score fool you — it’s eminently worth playing, but I saw a third of it, and so I’m giving it a third of the score it probably would have gotten from me had it been the right size for the comp.

Rating: 3.2

Zork II [Infocom >RESTART]

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

Dante and I fired up Zork II right after finishing Zork I, and yep, it’s another text game from the early 1980s. There’s still no “X” for “EXAMINE”, still lots of obviously amazing things described as “nothing special”. We were more ready for that this time, which perhaps threw more light on the next layer of dissonance between that era of text adventures and the mid-’90s renaissance: the specific affordances introduced by the Inform language and libraries.

>COMPARE INFORM TO INFOCOM

Dante cut his IF teeth on Inform games, so he found interactions like this pretty annoying:

>put string in brick
You don't have the black string.

>get string
Taken.

>put string in brick
Done.

Inform would have simply handled this at the first command with the bracketed comment “[first taking the black string]”, then moved right on to “done”. (Some later Infocom games took initial steps down this road too.) Furthermore, we couldn’t refer to the resulting compound object as a bomb, even though it was clearly a bomb — granted, that’s not something Inform would have done automatically either, but it is a pretty frequent occurrence in modern text games.

Another instance Inform handles nicely but Zork II does not:

There is a wooden bucket here, 3 feet in diameter and 3 feet high.

>in
You can't go that way.

>enter
You can't go that way.

>enter bucket
You are now in the wooden bucket.

Again, Inform would have simply filled in the blank with “[the bucket]”, unless there were multiple enterable objects or map vectors in the player’s scope. And even then, it would have asked a disambiguating question rather than simply complaining, “You can’t go that way.” In fact, we could go that way.

Finally, Inform provides authors with a couple of easy facilities for avoiding “I don’t know the word [whatever]” when the player tries to reference nearby nouns. Those two magical tools are scenery objects and aliases. Thus, where Zork II gave us this:

Cobwebby Corridor
A winding corridor is filled with cobwebs. Some are broken and the dust on the floor is disturbed. The trend of the twists and turns is northeast to southwest. On the north side of one twist, high up, is a narrow crack.

>examine cobwebs
You can't see any cobwebs here!

Inform would have allowed an author to create a scenery object called “cobwebs”, and give it aliases like “webs”, “broken”, and “cobs”, so that even if she didn’t want to write a description of them, references to any of those nouns would result in a message along the lines of “You don’t need to refer to that in the course of this game.” That object could appear in multiple rooms, which I’m guessing is the flaw Zork II ran into here, since it clearly knew the word. I should also mention that it’s not just Inform that helps with extra objects, but the more relaxed memory constraints of the .z5 and .z8 formats (not to mention Glulx) compared to the .z3 that Zork II inhabits. Those early Implementors were trying to fit so many clowns into one tiny little car.

In any case, it’s worth a moment to just meditate in gratitude to Graham Nelson and his helpers for creating so many little helpful routines to smooth out the IF experience. Text adventures are forever changed, for the better, as a result of that language and its libraries. (That’s not to take anything away from TADS or Hugo, of course — I’m just thinking of how z-machine games specifically advanced.)

Box cover from Zork II

While the early z-machine had some pretty austere limits, some other limits were built into the Zork II experience by design. I’m thinking here of the inventory limit and the eternally damned light limit, which was even more frustrating here than in the previous game. I dunno, I suppose it’s possible that there was some technical root for the inventory limit, but it sure feels like it’s imposed in the name of some distorted sense of “realism”, a notion which flies out the window in dozens of other places throughout the game. Even if we accept the magic, the fantasy, and the allegedly underground setting (with features that feel less and less undergroundy all the time), there are just many things that make no physical sense, like easily scooping a puddle into a teapot. We can do that but we can’t carry however many objects we want to? (Again, Inform rode to the rescue here with the invention of the sack_object.)

That light limit, though. There’s no technical reason for it, and it caused us to have to restart Zork II TWICE. Not only that, it’s even crueler than its Zork I version, both because there is no permanent source of light in the game (unlike the lovely ivory torch from part 1) and because there are so many ways in which light can be randomly wasted by events beyond the player’s control. Chief among these are the Carousel Room and the wizard.

Zork I had a Round Room too, and it was entirely harmless. The Carousel Room is another story. It’s the kind of thing that sounds like a fun way to confound players, and it is, but in the case of my playthrough with Dante, we didn’t defeat it until very late in our time with the game — probably about the 75% mark of the time we spent on the game overall. That means a lot of our transcripts consist of us trying to go a direction, failing, trying again, failing, rinse, repeat, all the time ticking through that light limit, since of course all the rooms involved are dark. And it’s not as if the game makes it obvious what or where the puzzle to stop the room even is.

By itself, this direction-scrambling behavior would be quite annoying. When coupled with the fact that our light source is on an unalterable timer, it’s infuriating. Now add to that an NPC who can come along and waste your time with spells like “Float”, “Freeze”, or “Feeble”, all the time wasting yet more light, and you have one deeply frustrating game mechanic. This is that hallmark of early text games, where forced restarts were seen as adding to the “challenge.” A challenge to one’s patience, certainly. As before, Dante sat out those replay sessions.

>EXAMINE WIZARD

Since we’ve arrived at the topic, let’s talk about the Wizard of Frobozz. As has been extensively documented, Zork began life as a mainframe game, too large to fit into the microcomputers of its day, so when its implementors formed Infocom to sell it on the home PC market, they had to split up the mainframe game into pieces. That meant that the nemesis of the original game, the thief, appeared and was dispatched in the first installment of the home-version trilogy.

The thief was compelling. He could pop into your world at the most inconvenient times and create havoc, but you also couldn’t finish the game without him. With him gone in the first game, who would serve as the new adversary? Enter the Wizard. Dante was excited the first time the Wizard showed up — “It’s the title!” he said. The Wizard is a compelling character too — unpredictable like the thief but with a much larger variety of actions. He can cause a wide range of effects, but sometimes he screws up and doesn’t cause anything at all. Other times, he thinks better of meddling, and instead “peers at you from under his bushy eyebrows.”

When the wizard would show up, and the game would unexpectedly print out a stack of new text, our pulses would quicken, thinking that we’d stumbled onto something exciting. This effect reminded me to tell Dante about the days of external floppy drives — when I first played Zork II, the entire game couldn’t fit in the computer’s memory, so whenever something exciting was going to happen, the game would pause and the disk would spin up, so that the new data could be read into memory before it was displayed to the player. The excitement that accompanied that little light and whir — for instance, when leading the dragon to the glacier — was equal to any thrill I’ve subsequently gotten from a video game.

Map from Zork II

Of course, in the case of the wizard, it would turn out that nothing cool was happening. In fact it was just the opposite — we were generally about to get stymied in some amusing but nevertheless aggravating way. The wizard obviously gets more frustrating as he keeps repeating and repeating, but the variety and comedy in his spells, not to mention that sometimes he fails completely or casts something you don’t hear, really helps temper the annoyance. That said, this game is rich enough to encourage a flow state, and when the Wizard shows up to somehow block your progress, it really disrupts that flow.

Those blockages are ultimately detrimental to the game, on a level I doubt its authors were even thinking about. Parser IF is full of pauses — an indefinite amount of time can pass in between each prompt. However, the player is in control of these pauses’ length, and when we’re barreling through a game, either replaying old stuff to get somewhere or carried on the wings of inspiration, the pauses hardly feel like pauses at all. It’s more like an animated conversation. When the Wizard comes along, though, he’s a party-crasher who grinds that conversation to a halt. Suddenly we are being forced to pause, and cycle through more pauses to get through the pause.

Perhaps in some games, such a forced break would create contemplation, or an opportunity to step back and think of the bigger perspective. That wasn’t the case in Zork II, at least not for us. It just felt like our conversation had been interrupted, and we had to wait for the intruder to go away before we could continue having fun. This feels qualitatively different from the thief, whose arrival would shift the tension into another register, and whose departure may have resulted in loss of possessions, but never in paralysis that simply drained precious turns from an implacable timer.

On the other hand, the wizard has some excellent advantages over the thief. Infocom didn’t make the wizard part of the solution to a puzzle, the way the thief was, since that would have been redundant. In Zork I, the thief would foul up your plans, and had to be eliminated (though not too soon) in order to progress. Instead of this, Zork II themes its entire late game around fouling up the wizard’s plans. This conveys the sense that unlike the thief, the wizard has a separate agenda, one that isn’t centered around the player. That adds a small but significant layer of story to this game that isn’t present in its predecessor.

The way we frustrate the wizard is by getting into his lair, and doing so is one of the game’s most satisfying puzzles. The locked, guarded door to the lair starts with an arresting image: “At the south end of the room is a stained and battered (but very strong-looking) door. […] Imbedded in the door is a nasty-looking lizard head, with sharp teeth and beady eyes. The eyes move to watch you approach.” Getting past this door means disabling both the lizard and the lock, and each requires solving multiple layers of puzzles. For the lizard, it’s solving the riddle room, then finding your way to the pool, then figuring out how to drain it. For the key, it’s getting rid of the dragon, then rescuing the princess, then figuring out that the princess should be followed to the unicorn.

Then, of course, there’s the step of determining that the key and the candies are the necessary ingredients for the door. We tried many things before that! (In the process, we found one of the weirdest Infocom bugs I’ve ever seen — more about that in a moment.) And yet, even after solving it, we didn’t even have half the points! Experiences like this are what make Zork II feel so rich. Layering of puzzles, and then opening up an even bigger vista when they interlock, makes for a thrilling player experience.

Okay, so as promised, the weird bug with the lizard door:

Guarded Room
This room is cobwebby and musty, but tracks in the dust show that it has seen visitors recently. At the south end of the room is a stained and battered (but very strong-looking) door. To the north, a corridor exits.
Imbedded in the door is a nasty-looking lizard head, with sharp teeth and beady eyes. The eyes move to watch you approach.

>look through mouth
You can't look inside a blast of air.

>examine air
There's nothing special about the blast of air.

A blast of air??? What in the world is this? Dante and I never figured it out. There’s never a blast of air anywhere in the normal course of gameplay that I can find. Yet there it is in the Guarded Room, invisible but waiting to be found, apparently as a synonym for “mouth”. It gives all the usual stock responses — e.g. “I don’t think the blast of air would agree with you” as an answer to “EAT AIR”, but is simply inexplicable. Stumbling across it was one of the weirder moments I’ve ever had with an Infocom game.

There were some other amusing bugs as well:

>put hand in window
That's easy for you to say since you don't even have the pair of hands.

>roll up newspaper
You aren't an accomplished enough juggler.

>throw bills at curtain
You hit your head against the stack of zorkmid bills as you attempt this feat.

>put flask in passage
Which passage do you mean, the tunnel or the way?

We played the version of the game released in Masterpieces of Infocom — at the time that compilation was released, Zork II was 14 years old, and had sold hundreds of thousands of copies. The fact that these bugs remain is a consolation to every IF author who eventually abandons a game, its final bugs unsquashed.

Screenshot from the opening screen of Zork II

>EXAMINE PUZZLES

Blast of air notwithstanding, that lizard door isn’t the only great puzzle in Zork II. The hot air balloon is another all-time winner. Figuring out the basket, receptacle, and cloth is fun, but once the balloon inflates, its ability to travel within the volcano feels magical. That balloon/volcano combo is one of the most memorable moments in the entire trilogy, and the whole section — including the bomb, the books, and the way it ties locations together — is a wonderful set piece.

The dragon puzzle is another great one. For us, it wasn’t so much a “How can we lead the dragon to the glacier” as it was a “Whoa, the dragon is following us. Where can we go?” I quite like that Zork II allows both of these routes to arrive at a solution. The placemat/key puzzle, while less flexible, is brilliant too, though it feels rooted in a time when people would have seen keyholes that a) could be looked through and b) might have keys left in them. Such a real-world experience was simply not in Dante’s frame of reference. In fact, I remember struggling with that puzzle when I was a kid, too — my dad stepped in and helped me with it, possibly aided by having lived in the kind of house where this could be a legitimate solution to an actual problem.

There are also some lovely structural choices in Zork II. The sphere collecting and placement is a great midgame — getting each one is exciting, and putting them on the stands feels appropriately climactic for the end of the second act. Similarly, the demon is a good creative variation on Zork I‘s trophy case, one who offers a marvelous sense of possibility once he’s satisfied.

We tried a variety of things with his wish-granting power, some rewarded and some not. We focused at one point on the topiary, one of the most enticing red herrings in the trilogy. We kept thinking there must be something to do with it. But “demon, destroy topiary” and “demon, disenchant bushes” got us nowhere. On the other hand, “demon, kill cerberus” was rewarded with comedy, if not progress:

“This may prove taxing, but we’ll see. Perhaps I’ll tame him for a pup instead.” The demon disappears for an instant, then reappears. He looks rather gnawed and scratched. He winces. “Too much for me. Puppy dog, indeed. You’re welcome to him. Never did like dogs anyway… Any other orders, oh beneficent one?”

Our first successful try was “demon, lift menhir”, which certainly got us where we needed to go, but much more wondrous was the notion of the demon granting us the wizard’s wand. Several times, Zork II had given us that wonderful IF experience of a broad new vista opening in response to overcoming some obstacle — the balloon and volcano is a prime example, as are the riddle and the Alice areas. When we obtained the wand, it felt like another whole range of possibility opened up. This sense eventually shrank, of course, but it didn’t fully go away either. For one thing, just the ability to “fluoresce” things and end our light source torture felt like a miracle. Of course, it screwed us up for the final puzzle, but more about that a bit later.

We also tried “demon, explain bank”, which didn’t work, but I sure wish it would have. As had many adventurers before us, we struggled mightily with the Bank of Zork. We eventually blundered around enough to get through it, but at no point did we feel a flash of insight about it, or an epiphany of understanding. I hesitate to call this an underclued puzzle. I think it’s just bad — maybe the worst puzzle in the trilogy. Dave Lebling later revealed that even other Infocommers couldn’t keep it straight.

The oddly-angled rooms are another infamous Zork II puzzle, in this case infamous for requiring knowledge of baseball in a way that excluded non-Americans. I contend, though, that this isn’t even the worst part of the puzzle. Even if you do understand baseball, and even if you do make the connection between those rooms and a baseball diamond, the puzzle is still unreasonably hard to solve. Say somebody told you in advance that this is a baseball-themed puzzle, and that to solve it you’d have to traverse through the rooms like you’re running the bases. What would you do? If you’re anything like me, you’d envision the typical diagram of a baseball diamond. It looks like this — the first hit on a Google image search for “baseball diamond”:

Diagram of a baseball diamond

If you conceive this diagram as an IF map, the pitcher’s mound is north of home plate, and the other bases extend in cardinal directions from the mound. So starting at home plate, to run the bases, you’d go: NE, NW, SW, SE. Right?

Well Zork II, for reasons I don’t understand, tips the diamond on its side. To run the oddly-angled bases, you have to pretend that home plate is west of the pitcher’s mound, and therefore travel SE, NE, NW, SW. That reorientation delineates the difference between “Oh, ha, it’s a baseball diamond!” and “How in the hell is this a baseball diamond?” So take heart non-Americans (and Americans who don’t know the first thing about baseball) — that “inside baseball” knowledge isn’t nearly as helpful as you might think.

The other puzzle that really stymied us was the riddle. For those who haven’t played in a while, the riddle is this:

What is tall as a house,
round as a cup,
and all the king’s horses
can’t draw it up?

This was an interesting one for me to observe. I remember solving it quite readily when I played Zork II as a kid. For whatever reason, the words just clicked for me. Dante, on the other hand, really grappled with it. He took about thirty different guesses over the course of our playthrough before I started feeding him hints. The guesses fell into a few different categories:

    • Contrived answers: a gigantic egg, an osmium sphere (because osmium is so dense)
    • Jokey reference answers: the Boston Mapparium (an enclosing stained-glass map globe that he learned about from Ken Jennings), an enemy city support pylon (referencing The City We Became by his fave author N.K. Jemisin), a geode (from the same author’s Broken Earth trilogy)
    • Logical guesses, albeit not very Zorky ones: power pole, pipe, subway
    • References to this game or the previous one: rainbow, tree, menhir, dragon, xyzzy, the letter F, barrow, glacier, carousel, lava tube, gazebo, cerberus, balloon, hot air balloon, cave, carousel room, mine, coal mine
    • Just off-the-wall pitches: hill fort (a Celtic thing inspired by “barrow”), tentacle, squid, octopus

Finally I started hinting around pretty heavily to think about holes in the ground, but even then he said “hole”, “bore hole”, and “quarry” before he got to “oil well”, which wasn’t even the game’s intended answer but which still provoked the success response because it contained the word “well”.

Riddles have a big risk/reward proposition as an IF puzzle. If you solve one, you feel so chuffed and clever. But if you don’t solve it, you may just be stuck, especially in the absence of any other hinting mechanism. Perhaps in the days where players were willing to sit with stuckness for extended periods of time, the calculus was a little different, but now puzzles like this flirt with ragequit responses, which I would argue has turned into a failure on the game’s part.

The final puzzle of Zork II felt like a mixed bag to us. It’s intriguingly different from Zork I, which basically led you to the ending after you’d deposited all the treasures. In Zork II, you can get all the points but not be finished. Indeed, the response to “SCORE” at this point is:

Your score would be 400 (total of 400 points), in 753 moves.
This score gives you the rank of Master Adventurer, but somehow you don’t feel done.

There’s one more puzzle to solve, and for us it was difficult enough to require a hint, something we’d managed to avoid for the rest of the game. Nevertheless, we ended up satisfied, feeling that it was tough but fair — essentially it requires being lightless, something that willingly surrenders in the battle we’d been fighting the whole game. We completely missed the hint — a fairly obscure phrasing on a can of grue repellent — and therefore floundered.

For us, the barrier to solving this puzzle was the flip side of the sense of possibility that the wand allows. For example, the ability to make things fluoresce with the wand so fascinated (and relieved) us that we never walked in there without light. Our continued frustration with light limits also made this behavior very enticing. On top of that, it seemed like no coincidence that “Feel Free” was a double-F, like a more powerful version of the wizard’s spells. Oh the number of places where we pointed the wand and incanted “Feel Free”, to no avail. On the other hand, having solved this puzzle with hints prepped us to solve on our own a very similar puzzle in Enchanter, but that’s a topic for another post.

I think I’ve spent more time in this post criticizing Zork II than I have singing its praises, so it may be surprising when I say that this is my favorite game of the trilogy. I have plenty of affection for parts 1 and 3, but to me this is where the best parts of Zork fully jelled. The humor works wonderfully, the imagery is fantastic, and the structure mixes richness and broadness in a way that makes for wonderful memories of gaming excitement. And sure, its bad puzzles are bad, but its good puzzles are great — deeply satisfying and marvelously layered. Zork I established the premise, and Zork III deconstructed it, but Zork II fulfilled it, and in the process provided me with many happy hours that I loved revisiting with Dante and his fresh eyes.

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

Till Death Makes a Monk-Fish Out of Me! by Mike Sousa and Jon Ingold [Comp02]

IFDB page: Till Death Makes a Monk-Fish Out of Me
Final placement: 2nd place (of 38) in the 2002 Interactive Fiction Competition

Oh, hallelujah. All through last year’s comp, I kept waiting for a game to come along that I loved enough, and found few enough flaws in, that I could rate it 9.5 or above. It never happened. While there were some excellent games last year, none of them felt to me like they’d entered that rarefied air occupied by past games like Shade, Babel, or Delusions. This year, after going through 25 games, the same thing was happening. Until now.

Despite its somewhat unpromising title, TDMAMOOM is a fantastic game through and through. How do I love this game? Let me count the ways. Okay, first, there’s the writing. Frankly, I could spend the entire review talking just about the writing, it’s so great, so I’ll restrict myself to just a few examples picked more or less arbitrarily. There are numerous instances of excellent foreshadowing, whether of themes or puzzles — in the former case, they add great pleasure on re-reading, and in the latter case they operate as a delightfully subtle but effective hint system. The room descriptions are masterfully done, drawing from an endless well of cleverness to make the typical exit listing sound fresh and interesting. Best of all, the writing in this game is just flat-out funny, sometimes howlingly so. Just one example of many — looking at a palm scanner after you’ve switched bodies with an NPC:

>x panel
Flat black glass, a panel that uses all manner of fancy beams to read
over your palm-print and check you are who you think you are.
Unfortunately, it's not clever enough to realise you now think you
are someone that you actually aren't. Or you think you are someone
who you're not, but really are. Or something like that. Anyway, it's
a pig-ignorant machine.

I love it when an IF game makes me laugh out loud, and that happened frequently in this game.

Then there’s the coding. This coding is good. Really good. A raft of nonstandard verbs get recognized and handled. There are a variety of special commands provided, such as “R” or “REVIEW”, which repeats the room description without using any game time. Descriptions of rooms, objects and events alter themselves in various subtle and blatant ways, depending on what’s come before. Timed events, even events where a huge amount is happening at once, run smoothly along their tracks with nary a glitch. There’s a very fine adaptive hint system, quite sensitive to situation and even possessing a self-destruct capability that removes the blatant walkthrough answers after the comp period has ended. Library messages adapt seamlessly to the PC’s situation and point-of-view.

Oh, and how could I forget the special effects? TDMAMOOM takes control of the interpreter to create a beautiful Infocom/Inform-style look-and-feel; people who don’t care for the general appearance of TADS games should definitely try this one. The game even features a little bit of sound, throwing in a system beep at an appropriate time.

Working with the coding and the writing to propel this game to greatness, the story is killer, a wild thrill ride through surprises small and large. Like its predecessors Delusions and Babel, TDMAMOOM takes place in that most favored of IF locales, an isolated scientific research station. I won’t even get into the plot here, because players should experience it for themselves with as few spoilers as possible up front, except to say that it all fits together very nicely, and every time I had doubts, the game anticipated them and tied up the loose ends.

Along with all this, just a quick word about the puzzles: many of them are not only inventive but pitched at just the right level of difficulty, providing several of those wonderful “aha!” moments for me. Some of them are rather complicated, but they’re always scrupulously fair. I ended up turning to the hints so that I could see more of the game before time ran out, but I think if I’d had the time available, this game’s puzzles would have rewarded me for spending it.

So we’re talking about a pretty phenomenal game, here. In fact, almost depressingly so, given that I’m an entrant this year and TDMAMOOM is miles better than my game. It’s not perfect, mind. I found a few spelling and grammar errors, and there were times I wished for clearer descriptions of events and objects. But those flaws are minor and cosmetic, and they do nothing to change the fact that this is a damn good game. Bravo.

Rating: 9.8

Evacuate by Jeff Rissman [Comp02]

IFDB page: Evacuate
Final placement: 19th place (of 38) in the 2002 Interactive Fiction Competition

I wanted to love this game. Oh man, did I want to love this game. And there’s really a lot to love, too. It’s got a classic storyline: you’re a passenger on a luxury starship which has been attacked, and having just returned to consciousness after everyone else has evacuated, you must find your way to safety. There’s also a great feel to Evacuate, a combination of writing and implementation that evoked Infocom for me more than any game since Comp2000’s YAGWAD. Room and object descriptions are very nicely judged, and some of the puzzle clueing is just superb.

In the course of my two hours with the game, I had several moments where I would look more closely at an object, or really notice a particular word for the first time, and a crucial piece of information would click into place. That feeling is such a pleasure, on a par with those times where inspiration would hit in a flash, I would try my idea, and it would work. Evacuate provided me with both those experiences, and although there are a few spelling mistakes here and there, after my first hour with the game I was feeling buoyant, sure I would finally be able to give a game in this comp a score in the high 9s.

Then came the second hour. Early in the second hour, I discovered the starvation timer. The game kills you after 400 moves if the PC hasn’t eaten yet. I hate this. It’s pointless, unrealistic, and really adds no challenge. But if food is readily available, or if the time limit is generous enough, a starvation puzzle alone isn’t enough to kill the fun of a good game. In Evacuate, the time limit was much too short, and food isn’t available until after you’ve done a bunch of stuff, most notably navigate the maze.

Yes, the maze. As mazes were falling out of fashion in adventure games, the genre went through a period where games would still include a maze, but there would be some special gimmick that would make the maze solvable outside the normal, painstaking methods. This wasn’t a bad compromise, since it retained the nostalgia appeal of an adventure game maze, but allowed an escape from the tedium of drop-and-map maze navigation. After a while, though, even gimmicked mazes became a cliché, and they fell out of fashion too. Evacuate goes the opposite direction, adding a gimmick to its maze that actually makes the maze harder rather than easier. Yes, there’s a way around this gimmick, but even when you’ve found that, you’re still in a maze puzzle.

I didn’t enjoy this, and I especially didn’t enjoy it when there are several things to accomplish in the maze, none of which involved any food. I’d be very impressed if anyone got past the hunger timer without hints or restoring/restarting at least a half-dozen times. When I finally looked at the walkthrough, I was gobsmacked at how much of the game I still needed to get through before I could get anywhere near the food, and that brings up another problem, which isn’t really a problem with Evacuate itself but did affect my experience: for me, this just was not a two-hour game. Even without the incessant restores and restarts brought about by the hunger puzzle, there’s just too much here to squeeze into a two-hour space.

The really amazing thing is that even after Evacuate squarely hit three of my biggest comp game peeves (starvation timer, maze, too big for 2 hours), I still want to give it something around an 8. That’s a testament to how much is outstanding in this game, how many wonderful moments it offers up in exchange for its annoying characteristics. It’s so close to greatness.

Just add a few more custom responses for sensible actions (prying something with a screwdriver, using a scarf as a rope.) Just remove the hunger puzzle (it’s entirely non-essential anyway). Just, at the very least, tone down the maze to eliminate the constant randomizing elements. Just release it outside the bounds of a structure that dictates a limit on playing time. If these things happened, Evacuate could be a cracking good piece of IF. Right now, for all its wonderful qualities, it falls tantalizingly, achingly short of the mark.

Rating: 7.9

Color and Number by Steven Kollmansberger [Comp02]

IFDB page: Color and Number
Final placement: 24th place (of 38) in the 2002 Interactive Fiction Competition

Color And Number belongs to that genre of IF I’ve begun to call “pure puzzle games” — oh sure, it’s got a shred of plot, something about investigating a cult that worships colors or something, but that’s more or less overwith before the first move, and from that point forward, you’re pretty much in a pure puzzle landscape. And yes, those puzzles are keyed to a particular theme — you guessed it: colors and numbers. True to the precedent established in Comp01 games like Elements and Colours, the game even names itself after its puzzle theme.

About twenty minutes into this thing, I knew I didn’t have a prayer of finishing it in two hours, so I played until I hit the time limit and then stopped. Thus, in fairness, I don’t know whether the story makes a strong resurgence towards the end or anything, but even if it does, this game clearly belongs to the puzzles. Those puzzles are of the sort that prompts lots of note-taking, charting the correspondences between the various pieces the game teasingly doles out. I enjoyed several of these brain-twisters — they have a mathematical elegance, and some of the best ones suggest their solutions quite organically, which is a pleasure.

Others, though, are a little more imperfect. One puzzle in particular stumped me even though I had looked at all the hints for it, and I think there are several reasons for this. First, the feedback level was too low. The puzzle involved performing a string of actions, but without close investigation, the environment betrayed no particular indication about which actions were successful or useful. It’s not that this feedback was entirely absent, but it wasn’t prominent enough for me to even notice until long after I had looked at the answers.

Secondly, the sequence has a bug in it. It’s just a TADS error (one which oddly didn’t show up in my game transcripts, so I can’t quote it) — not enough to prevent the solution from working properly, but more than enough to drain my confidence in the puzzle’s correct implementation. Between that and the lack of feedback, it’s pretty clear how I ended up looking at hints, but even after I had seen them all, and ostensibly solved the puzzle, nothing happened.

I found out, through trawling Google for hint requests, that this was because I needed to do some other actions in an entirely unrelated area. This is not good puzzle design — at the very least, solving that portion should have yielded some noticeable change so that I could understand that my attempt had in fact worked, even if it wasn’t producing any useful revelations until its counterpart pieces were in place.

Critics like me talk a lot about how difficult it is to pull off combining an arresting story with interesting puzzles, but what’s becoming clearer is that even when IF eschews story altogether and focuses solely on puzzles, it presents considerable challenges to its creator. Little prose errors and formatting issues aren’t so noticeable in a work like this (unless they severely cloud meaning), but even tiny feedback or implementation errors can be devastating. Because there’s no story to distract us from game bugs, they loom very large indeed, and as soon as one crops up, it drastically affects the dynamic between player and game. Suddenly, a struggling player ceases to believe that he’s stuck because of his own inability to solve the puzzle, and starts to suspect that game defects are making the puzzle unsolvable, because after all, if bugs crop up in one place, they can be elsewhere too.

Infocom and its contemporaries had a big advantage in this area — if you bought a game off the shelf, knowing that the resources of a full-fledged company had been used to quality test it and that it had been reviewed by major publications, you could be relatively confident that whatever bugs still might lurk within it wouldn’t be enough to prevent you from solving its puzzles. No such assurances exist for an amateur, freeware IF comp game, and consequently pure puzzle games must be fanatically assiduous about debugging and testing. That’s not an easy mark to hit.

Rating: 6.7

Zork I [Infocom >RESTART]

IFDB page: Zork I
[This review contains lots of spoilers for Zork I. I also wrote an introduction to these Infocom >RESTART reviews, for those who want a little context.]

Legends grow in the telling, and so it was with Zork in Dante’s mind. He had seen so many references to it, so much appreciation for it, that he had begun to think of it as some kind of platonic ideal for IF. Within minutes of playing, that expectation crashed against the reality of a vintage text game.

Instead of typing “X”, you have to type the full word “EXAMINE”. (Well, technically only “EXAMIN”, or even just “LOOK”, but nevermind — this was about 1980 IF breaking modern expectations.) Locations are almost immediately mazy, with pieces of the forest connecting in unexplained nonsensical ways to each other. The status line sports no handy exits listing, and when travel in a direction is blocked, it’s often blocked with no explanation. For every “Storm-tossed trees block your way”, there are dozens of “You can’t go that way”s.

In what became a running joke for our playthrough, many incredible things have the description, “There’s nothing special about the [incredible thing].” A non-exhaustive list of things about which Zork I claims there is nothing special: an elvish sword of great antiquity, a pile of mangled bodies, a painting of unparalleled beauty, Neptune’s crystal trident, a sceptre (possibly that of ancient Egypt itself), a beautiful jeweled scarab, a golden clockwork canary, and a solid rainbow complete with stairs and bannister. I had to explain to him that Zork was operating under a draconian space limitation — they simply didn’t have room to include descriptions for anything that didn’t directly contribute to a puzzle. For him, this limitation was almost unthinkable. I mean, it’s just text! How could they not have room for it?

Space limitations also show up in a lack of scenery objects, a problem that can manifest in a fairly benign form or a fairly malign one. For instance, in the Shaft Room, one sentence of the room description reads, “Constructed over the top of the shaft is a metal framework to which a heavy iron chain is attached.” Try EXAMINE FRAMEWORK and you’ll get the response, “I don’t know the word ‘framework’.” Fair enough, the framework apparently wasn’t implemented as an object. On the other hand, try EXAMINE METAL and you’ll get the much more problematic response, “You can’t see any metal here.”

This happens because elsewhere in the game, there are objects that legitimately can be referred to as “metal” — the metal ramp in the Cellar and the metal bolt in the Dam, for example. The framework isn’t implemented, though, so while it’s described as “metal” in the room description, there’s no game object in that room for the word “metal” to reference. This has the story-breaking result that you’re told there’s a metal framework in front of you, but also that there is no metal in the room. Our favorite manifestation of this:

Land of the Dead
You have entered the Land of the Living Dead. Thousands of lost souls can be heard weeping and moaning. In the corner are stacked the remains of dozens of previous adventurers less fortunate than yourself. A passage exits to the north.


>EXAMINE DEAD
You can't see any dead here!

Another modern feature that we missed awfully: UNDO. For instance, when you type OPEN EGG WITH WRENCH, and get a response which begins:

The egg is now open, but the clumsiness of your attempt has seriously compromised its esthetic appeal. There is a golden clockwork canary nestled in the egg. It seems to have recently had a bad experience…

…the natural response is to type UNDO. Oh how painful to receive the reply, “I don’t know the word ‘undo’.” Again, the microcomputers of 1980 couldn’t really have supported such a state-management function, at least not without sacrificing too much text and parsing capability. Instead, games of that era tried to make a virtue out of compulsive SAVEing, and called their game-closing responses part of the challenge. Seen from today’s perspective, they simply invoke the tedium of forcing a RESTORE, or worse yet a RESTART. Replaying up to the game-closing point isn’t challenging, just time-consuming.

Zork I logo, with the caption "Your greatest challenge lies ahead -- and downwards."

In what became a running theme of our Infocom replays, we had to restart Zork I. In fact, we had to restart it twice — the first time because our light source ran out and we hadn’t yet found a permanent one, and the second time, very far into the game, because we realized that we’d killed the thief early on through a “lucky” fluke, but we still needed him to open the jewel-encrusted egg. I ran both of these replays on my own — Dante had no patience for retreading miles of known ground just to get to something new.

All of these pain points served to illustrate clearly the distance that text adventures have come since 1980. I sometimes hear it argued that IF isn’t really all that different now from how it was in the Infocom days, but Dante’s experience with playing modern IF and then going back to Infocom puts the lie to that claim. I mean, yes, it’s still essentially getting a parser of limited vocabulary to cooperate with your traversal of a fictional world. Some of the parsing innovations we might have imagined arriving in 40 years have not come to pass — there’s no intelligent computer DM to respond reasonably to anything you type as it takes you through the dungeon. But as far as the moment-to-moment experience of playing a text game, the state of the art has improved a great deal.

The same is true of the puzzles, at least when it comes to the damned mazes. This was another area that I ran on my own — Dante was interested in the first few rooms of maze-mapping, where we’d drop an object, go a direction, and see whether we’d found a new room. But it just. Kept. Going. Hundreds of moves’ worth of this, painstakingly updating our Trizbort map as we went. This is a test of bloody-mindedness, not complex thought. Luckily, the thief didn’t confound us, due to his aforementioned dumb luck defeat. Still, the Zork maze was another perfect example of something that may have passed as fun in 1980, but could make no such claim today. Actually, make that the Zork mazes, as there’s another one in the Coal Mine, albeit not nearly so tortuous.

On the other hand, many of the puzzles have lost no sheen whatsoever. Flood Control Dam #3, for instance, is just as marvelous as always. There’s an aspect to it that is simply mechanical — figure out how to unlock it for changes, and then figure out what tool is needed to make those changes happen. But then once you make those changes, they imply new relationships and new attributes to various parts of the landscape. I was impressed to see that Dante intuitively grasped these implications, moving quickly not only to the emptied reservoir, but also to the quieted Loud Room, for instance.

In general, I was fascinated to see how he reacted to puzzles I remembered. He immediately grasped puzzles I remember struggling with, like the Loud Room, the Cyclops Room, and the deranged bat. On the other hand, we were quite a ways into our playthrough before he figured out to tie the rope to the railing, which I remember doing pretty immediately.

Dante’s intuition and experience led him more astray on the combat-style puzzles. He’d already embraced a different branch of retro gaming, having logged dozens of hours on Angband, but while Zork is no Angband, the inclusion of D&D-style combat very near the beginning of the game makes it seem as though there’s going to be quite a bit of overlap. Consequently, Dante snapped into the mode of looking for weapons and armor, evaluating the axe vs. the sword vs. the knife, etc., when that’s not really what Zork is designed for. This becomes especially apparent when you find what seems like a magic trident, except it can’t even be used as a weapon at all.

It makes historical sense to me why this randomized combat is in here — IF at the time was still in the shadow of Adventure, which in turn sat in the shadow of D&D. But the combat sits uneasily against the rest of the game, and Zork I‘s commitment to it is pretty half-hearted. The only fightable “monsters” in the game are the troll and the thief. Moreover, the fights with these monsters don’t expose any of the typical RPG mechanics — you can’t see numerical representations of attack, damage, or defense, and consequently you may not know that randomization is happening behind the scenes. The first time we fought the troll, we knocked him out immediately, which seemed like just what the game had “intended” — imagine Dante’s shock when next time around, the troll killed us! Unlike the elegance of most Zork puzzles, the randomized combat can contribute both to sudden losses out of the player’s control and to “lucky” wins that cut off victory. Both happened to us.

The opening screen of Zork I

Then there were those puzzles that we both had trouble with. I have a strong memory of playing Zork I as a kid and flailing around at the Entrance to Hades. I rang the bell, mostly out of sheer desperation, but could make no sense of the response. I was talking through the problem with my Dad when he asked me, “Hey, do you happen to have a book and a candle as well?” Well yes, but how on earth did you even come up with that question to ask? He explained to me then the cultural reference of “Bell, Book, and Candle”, which was entirely lost on me as a kid. Now I can report that the passing of a generation has made that reference no clearer, and Dante’s dad had to explain it to him.

Of all the Zork I puzzles, the gold coffin gained the most in my estimation from this revisit. The puzzle, for those who may not remember, is this: you’ve descended from a rope into a temple chamber. You cannot ascend back up the rope, as you drop from it into the temple and it ends several feet above your reach. The only exit from the temple is through a small hole in the floor, next to an altar. Within the chamber you find (among other things), a gold coffin. You can get through the hole with the other treasures you find, but if you try to take the coffin, Zork says, “You haven’t a prayer of getting the coffin down there.”

What to do? The failure message, along with the religious trappings of the room, hint towards the solution: PRAY. When you do that, this happens:

>PRAY
Forest
This is a forest, with trees in all directions. To the east, there appears to be sunlight.

The command instantly teleports you out of the underground altogether, along with all your possessions — including the coffin. Besides the puzzle being well-cued, it also has a quality of awe, possibly deriving from the suddenness with which everything changes from dark to light. There is no sweeping transition text, which almost any author (including me) would be tempted to put in today — just an instant shift with no explanation. That shift prompts a more mysterious feeling of religious wonder, at least in me — it’s immediately apparent that there are greater powers at work in this world than simply an adventurer manipulating mechanisms, and those powers do not care to explain or announce themselves.

That’s one of the magic moments of Zork I, and there are many. Another, for us, came at the Mirror Room, where we had visited many times and looked at our bedraggled image. That night, there was a thunderstorm outside while we played, and as we reached out to TOUCH MIRROR for the first time, two things happened simultaneously: Zork I said, “There is a rumble from deep within the earth and the room shakes” while outside there was a loud CRACK of thunder. I felt aligned with the universe at that moment.

In replaying this game and its successors, I’ve come to the conclusion that there are two fundamental things that make Zork special, and that are reliable sources of delight in subsequent Infocom games: moments of humor and moments of magic. Sometimes they are one and the same, or at least right alongside each other.

Consider, for example, inflating the boat. There’s a moment of satisfaction when you realize that the hand-held air pump connects to the valve on the pile of plastic, like finding two jigsaw puzzle pieces that connect to each other. That satisfaction turns to magic with the appearance of the boat, which suddenly recontextualizes parts of the landscape you’ve already seen. Rivers, streams, and lakes that once seemed like scenery have become pathways to traverse in this new vehicle, opening up new vistas of the map for exploration.

A partial map of the Zork I landscape, including the Frigid River

This is one of the best tricks that IF can pull — revealing a new dimension within a familiar situation, one which expands the possibility space of the entire game world. Previously ordinary aspects of the scenario jump to life with vibrant new potential, and the player sees everything fresh. In the case of the Zork boat, this exciting development comes with a laugh, as the boat contains a label reading:

!!!! FROBOZZ MAGIC BOAT COMPANY !!!!

Hello, Sailor!

[…and then some instructions for how to use the boat.]

Aside from the comical quality of the exclamation points and the capital letters, this label squeezes in two different running gags that thread through most of the series — “Frobozz Magic” products and the phrase “Hello Sailor”, introduced by the prayer book on the altar.

This the other source of pleasure in Zork and its progeny: unexpected unity. Both drama and comedy use the basic structure of a setup leading to a payoff, and that structure finds its place in text adventures as well. The very first underground location in Zork I, the Cellar, contains the bottom of a metal chute, too slippery to climb: setup. Many hundreds of moves later, we find a Slide Room — part of a coal mine containing “a steep metal slide twisting downward.” Of course, enter the slide and you find yourself back in the Cellar: payoff. In that moment, the game unifies two pieces of itself, yielding the satisfaction of a question answered.

In the case of Frobozz Magic products, the structure is more like a single setup leading to a series of payoffs, each building on the last through the long series of games. Each new appearance of these products, especially as they grow in ridiculous specialization, is a comedy callback that enriches the joke. Sometimes, as in the case of HELLO SAILOR itself, the payoff occurs several games away from the setup, and contains both drama and comedy. But more about that in a later post.

The ultimate (meaning both final and best) example of such unity comes when all the treasures are collected, and a voice whispers that there is one final secret. The map we find brings us back to the very first location of the game, encircling the experience in a great dramatic unity. I found the appearance of the secret path to the stone barrow unexpectedly moving, probably because it was a thrilling moment that I was getting to re-experience alongside Dante, while he saw it for the first time. As Zork I both wrapped itself up and invited us to further adventure, I couldn’t wait to continue delving further with him.