Cryptozookeeper by Robb Sherwin [IF-Review]

[I originally reviewed this game for Mark Musante’s site IF-Review, in 2012.]

IFDB Page: Cryptozookeeper

We Eat The Night, We Drink The Time

It took me some time to appreciate Robb Sherwin’s work. I found his first comp game, Chicks Dig Jerks, a really unpleasant experience, due to its misogyny and its bugginess. His second comp entry, A Crimson Spring, fared better with me, partly because it concerned superheroes, one of my favorite genres. But that game too was quite bloodthirsty in its content, and quite buggy in its execution, so it wasn’t really to my taste. Even then, though, the change had begun. Sherwin’s writing, which won praise in some quarters from the very beginning, was sharpening, and his coding discipline was increasing, albeit slowly. Subsequent games like No Time To Squeal and The Recruit gave Sherwin’s writing a chance to shine while somebody else took care of the fussy coding details, and outside the comp he bucked the general trend towards short games by releasing sprawling long-form works like Fallacy Of Dawn and Necrotic Drift. Not to mention, I met the guy on several occasions, given that we’re both IF people who live in Colorado, and it turns out that he’s one of the nicest people in the community. Belying the outrageousness of his writing, the man himself is a gentle, witty, soft-spoken presence, a real mensch who’s done me many a good turn over the years.

Which brings us to today, and Cryptozookeeper. It’s the most Sherwin-esque Sherwin game I’ve yet seen. It’s gonzo, it’s funny, it’s extreme, and it’s shambolic, and it’s all these things to the most highly refined degree I’ve ever seen Robb accomplish, which means it’s all these things to the most highly refined degree I’ve ever seen anyone accomplish. And is it still buggy? Oh sure, of course it is. There are bugs in this game that had me pounding highly creative curses into my keyboard, just so I could log them in my notes and remember how aggravated I was.

But then some well-crafted joke or unexpected linguistic fireworks would burst forth from the screen, and suddenly I was having a great time again. I don’t know whether this means that I’ve finally acquired the proper tastes, or whether Robb has finally pushed his work over my personal tipping point where good writing outweighs bad coding, but in any case, I found myself enthusiastically quoting the game to others, and recommending it to at least some of my friends — those with strong stomachs who could handle the gore and grotesquerie. Cryptozookeeper is by turns enthralling and infuriating, fascinating and repellent. Its reach ultimately exceeds its grasp, but oh, what a mighty reach it is.

Like many of Sherwin’s other games, Cryptozookeeper is a multimedia work, taking advantage of Hugo‘s ability to present images and sound integrated into the text game. I found the pictures a mixed bag. Many of the character photos, especially those of the PC, were both funny and informative, providing visual information that nicely rounded out the characterization provided by the text. The location shots, on the other hand, were sometimes useful but more often just a bit baffling. They were almost always washed with some weird filter that oversaturated colors and downplayed contrast, making the images so information-light that I soon mostly ignored them, a habit which ended up biting me later when a puzzle depended on me watching for subtle differences in the location photo.

The music, on the other hand, was a roaring success. Cryptozookeeper is equipped with an excellent soundtrack of ominous electronica, which almost always enhances the game’s mood with creepy synthetic overtones. I enjoyed the music so often that I found myself using the “NP” command (which displays the title and artist of the song currently playing) every few minutes, and periodically made notes to myself to seek out the tunes for my iPod. Another gimmick which worked well was the dynamic credits and help screen — in order to avoid spoilers, the game’s documentation keeps a few of its cards hidden early on, only displaying instructions for new commands and new actor appearances after they’ve been revealed in the story.

As with any Sherwin game, though, the star of the show is the writing, and Cryptozookeeper does not disappoint. The room descriptions in particular dazzled me over and over. Standard issue in the Robb toolkit is the extended aside that starts out original, then piles on harder and harder just to make sure that it’s absolutely matchless. To pick a sample room description more or less at random:

Building Corner
The corner of this building has a window at ground level. There aren't any security signs upon it, or systems that seem to be in place, other than "windows make a lot of sound when shattered," which is a feature you get for free with windows, even the ones in this town sold door to door. You were under the impression that the place was recently constructed, but judging by the deep scratches along the exterior, the place has apparently been under siege by either a pack of ravenous, wild, roving bobcats or sentient handclaws.

Calling “windows make a lot of sound when shattered” a building’s only security system is original, and funny. Mentioning that this is “a feature you get for free with windows” not only adds to the funny by belaboring the obvious but also, by its use of the word “feature”, echoes the sort of advertising claim that comes along with the operating system that happens to be called Windows. But it’s still not done! We learn that Christmas City, New Mexico (the game’s locale) apparently suffers from door-to-door window salesmen, whose products may be shoddy but not so shoddy that they aren’t still noisy when broken. And that’s not even mentioning the roving bobcats and the sentient handclaws. The vast majority of room descriptions contain this sort of wit overload, and they make the game a joy to read.

Not only that, there are a variety of miniquests built into the game’s design, and Sherwin frequently employs them as excursions into unusual writing styles, like the Rybread-level psychedelia of the section whose rooms have titles like “Were you ever content or did you assign it in retrospect?”, “Esophagus”, and “Despair and mouth.” Not all these experiments work perfectly, but each is executed with such bravura gusto that I was more than happy to be carried along. There are also a ton of inside references for Infocom and IF nerds, which I found quite enjoyable given that I am one such nerd. Every time the game threw out a phrase like “oddly angled” or “it all comes down to this”, I grinned wide. There’s plenty of food as well for other kinds of computer geeks, sports geeks, and aficionados of the weird and twisted. I can’t say I enjoyed every bit of it — this game prompted me to look up a few things I wish I’d never learned about — but I sure enjoyed a lot of it.

Sherwin is also well known for his dialogue, and there’s plenty of it here. It’s embedded, sometimes awkwardly, in a conversational system that provides a list of topics and makes TALK the central command. Though NPCs are nearby the vast majority of the time, most commonly there are no conversation topics available. However, when the plot is ready to move forward, Cryptozookeeper cues the player that a topic is available by highlighting the word in another character’s dialogue. Sometimes you even get your choice of two. Having three or more topics available at once is pretty uncommon, though.

This system eliminates the need to code lots and lots of responses into an NPC, and considering what excessive care Robb puts into his dialogue, it makes perfect sense to have such a labor-saver on hand, but as a player I found it clumsy more often than I wanted to. There were situations where an NPC would ask a direct question of the PC, but the topic of the question would never be made available in the topics list, which forced me into the situation of not being able to pick up a rock-solid conversational cue, and not being able to even acknowledge to the other character the reason for my silence. Other times, there were some things going on that seemed to beg for discussion, but the system didn’t allow for it.

However, when dialogue is available, life is pretty good. All Robb’s characters are more or less the same character: intelligent, self-hating, morally bankrupt, directionless individuals whose primary skill is hyper-referential and hilarious snarky commentary, and who are nursing some secret or semi-secret pain, often connected with a failed relationship. This results in a fairly low level of emotional engagement with their stories (at least for me), but an extremely high level of entertainment in their banter. Again, picking a sample more or less at random, how about a section where the cute goth host of a local access TV show is speaking to the PC:

“…It’s all right down here, but I’m originally from Colorado and I think I am moving back. Shortly. I just signed a contract to do this show on a station that way. Not that I’d tell any of the turnips around here. Do you have satellite TV?”

“I – ah, I’m between televisions right now. Trying to see what format emerges dominant. The color versus black and white thing really screwed with my ability to trust technology. That and the wireless revolution: I developed a fixation and craving for power cords.” The truth is that you could not afford programming for your TV once Elephant Memory fired you, so you just sold the television itself. (The part about power cords is also true.)

“Well, download my show off Usenet,” she says. You brighten, pretending you know what Usenet means. “It’ll be a lot of the same show, but with a slightly bigger budget. It’s really going to fly!”

Almost every sentence contains some offbeat note — “the turnips around here”, “a fixation and craving for power cords”, “pretending you know what Usenet means.” And that’s when the characters are flirting with each other. When they start sniping at each other, clever digs abound. That’s also when a lot of their backstories come out. As I mentioned, I don’t relate to these characters much on an emotional level, and that goes for their histories too, which in my mind generally tend towards the category of “sob stories from asshole guys.” For the most part, these people tend to behave in despicable ways and then suffer the inevitable consequences of doing so, which doesn’t make them very sympathetic. Even they have their moments, though. There’s something a little touching about the way these misfits find and sometimes help each other. The ending, in particular, I found satisfying and even moving as a character moment.

What really ties the whole game together and makes it work is the comedy. Sherwin has become a master of the well-turned IF joke, and Cryptozookeeper has many many many funny funny funny bits. Just to pick a few of my favorites:

  • Deanna looks at Lebbeus with irritability and exhaustion, as if he were lobotomized, an oft-misbehaving ferret, or had just left a comment on Youtube.
  • “Hey, ANY OTHER HORRIBLE CLONES THAT MAY BE IN EARSHOT – WE’RE COMING OUT! Everyone BE COOL or I will BEAT YOU with my INVENTORY.”
  • Everyone stops their animal fighting, boozing, whoring, sports book calling, plotting, thieving and usage of emulators in conjunction with ROMs they don’t own to stare – mouths agape – at your faux pas.

    “Hey, jerkoff,” says a non-descript guy in the back trying to attach a stiletto to the wing of a baby bald eagle, “What’s the goddamn matter with you? What an asshole!”

There are hundreds and hundreds of examples of such wit in this game. Cryptozookeeper is epic in many senses, but most of all it’s a boundless source of laughs. Even if it were an utter failure on all other levels (which it isn’t), this game would totally be worth playing for the jokes.

These jewels are strung together in a structure that doesn’t put much emphasis on puzzle-solving, branching, or interactivity. Quite frequently, the dialogue trees and even the compass directions equate to more or less a “turn the page” command. That’s not to say that Cryptozookeeper is some kind of foulmouthed, pseudoscientific Moment Of Hope. There are some puzzles, and certain aspects of the game in fact offer a vast variety of choices (thanks to the magic of combinatorics). There’s also a branching narrative in certain places — more about that in a bit. What’s true, though, is that this is a pretty conceptual game. It is far less focused on presenting the player with a landscape and objects than it is on presenting a definite plot (admittedly one studded with a lot of optional goals), a variety of set-pieces, and of course lots and lots of dialogue, jokes, and joke-laden dialogue. Consequently, quite often a directional command isn’t so much a method for getting through a physical landscape as a way of getting to the next piece of the story.

I mentioned miniquests earlier, which is where the opportunities for branching and optional goals come in. The PC is hunting for DNA samples from a wide variety of animals — nevermind why. A few such samples are required to finish the game, but for the most part, gathering a whole lot of them is entirely voluntary. I strongly recommend pursuing all available paths, though — the optional quests are quite often the occasion for crackerjack showcases of prose style experimentation and, of course, more jokes. Not only that, the DNA samples that are invariably the prizes of these quests open up greater and greater richness that can be brought to bear on the game’s midsection.

On the other hand, it’s in the miniquests where I encountered the game’s worst bugs, which were generally of the “unstable inventory” variety. Items, as well as people, disappear and (occasionally) reappear throughout the game without explanation. Or sometimes the explanation is so lame and the player so powerless that fury results. In particular, there was one occasion when an NPC purloined a number of my hard-won DNA samples, which never returned, and I never even got the opportunity to engage him in conversation about it or otherwise try to retrieve my stuff. This almost ruined the game for me, and I spent dozens of turns cursing at the screen about it. Few occurrences in IF provoke more ire from me than when inventory that took a great deal of work to obtain suddenly disappears, irretrievably, for no good reason. In fairness, at one point the game declared that it would eliminate an important item of mine, only to have the item reappear later on, seemingly none the worse for wear. So sometimes the instabilities worked in my favor, but they were still bewildering.

I should say here, by the way, that I hardly want to be the guy ragging on what was obviously an enormous labor of love. Like Peter Nepstad before him, Robb Sherwin obviously put a colossal amount of energy and dedication into this game, so much so that it in fact sent him to the hospital at one point. Plus, as I said, he’s a hell of a guy in person. However, a review that avoids mentioning any of a game’s flaws does a disservice both to the author and the audience, in my opinion. Thus, we say what must be said, albeit sometimes a bit sheepishly.

So while I’m complaining, let’s spend a little more time on the game’s defects. The biggest problem was the bugs, as is par for a Sherwin game, but it wasn’t the only problem. In some ways, the entire premise of the game is flawed, in that it seems to purport that the main character has some sort of special power to bring cryptids into the world, but the reason, such as it is, for the character’s power is very flimsy. The creation process is extremely simple, and completely facilitated by technology. Literally anyone could do it, but everyone in the game acts as if the PC is the only one capable of this rudimentary button-mashing.

The only thing I could piece together from the background given in the game is that his ability springs from his utter scientific ignorance and incompetence. In other words, anybody could do these simple things but only the most ignorant person would, because someone with even a shred of scientific understanding or basic sense would dismiss the entire thing as preposterous. So I guess this is a little subversive, having a PC whose abilities spring from stupidity, and it might work well for a one-time puzzle, but Cryptozookeeper forces the PC to engage in this process over and over. It seems to me that once everyone witnesses the process succeeding, the ignorance premise becomes invalid.

Speaking of repetition, let’s talk about the combat. Have I mentioned the combat? Loooong stretches of the game’s midsection are taken up with RPG-ish combat scenes. The game will allow an unlimited number of these, and a fairly hefty minimum is required in order to proceed to the endgame. Crucially, it’s unclear how much leveling up and how many combatants will be necessary in order to succeed in that endgame, so I decided to have ten combatants, and grind away until I’d leveled one combatant up to the highest possible level (which is level 5). This took a whole lot of grinding. I’ve got literally thousands of lines of transcript devoted to this fighting.

The fights are not without their charm. When the battle begins, a window displays the crucial stats for each fighter along with a little tagline, just for fun. As with everything else in the game, the nature of the creatures themselves as well as their taglines were often a source of laughs. For instance, the wolverine’s tagline is, “I’m the best at what I do.” Not quite a direct X-Men quote, but close enough to make me laugh. Also, each attack made by either enemy is described with some colorful little sentence, along the lines of “The sloth could have avoided that last blow, but craves oblivion, taking 3 points of damage.” There are maybe 20 of these sentences, and they’re fun and fine and everything, but like I said, the combat goes on for thousands of lines. Even this level of variety gets numbingly repetitive pretty quickly.

I wonder — for a game structure like this one, could the damage descriptions be crowdsourced? Say Robb got on ifMUD, or Jolt Country, or intfiction.org, (or maybe all of these and more) and asked 20 or 30 co-conspirators to come up with 5 or 10 damage descriptions each? Suddenly the algorithm’s options increase by an order of magnitude, and even thousands of lines of combat might still yield the occasional surprise. For all I know, this has been tried in the past — I haven’t bothered to check it out. All I can say is that a handful of even the cleverest lines wear thin through constant repetition, and I wonder if it would have worked better if there had been a barrelful. Thankfully, there is quite a bit of variety in the randomly selected enemies, and there’s a great deal of richness to be found when creating the combatants — more than I even wanted to take the time to find, really. Not that I wasn’t pissed when losing the opportunity.

Despite the repetition, or perhaps because of it, I found myself attaching distinct personalities to each of the fighters in my little ragtag army. I knew which ones were the badasses, which ones were the chokers. Some weren’t as good as their stats might imply, while some seemed to pull out an unexpected victory surprisingly often. The PC is portrayed as having paternal feelings towards the fighters, and damned if I didn’t find myself echoing that very dynamic. It was a peculiar phenomenon — code constructs that had almost no description, couldn’t be interacted with, and had virtually no personality at all aside from a photo and a tagline, suddenly became characters that I cared about, and whose foibles I knew, just because I watched them each go through randomized combat dozens of times. I don’t know if everyone would have the patience to do this (really, I doubt it), but I found it bizarrely and surprisingly rewarding, especially when the fighters came into play in the endgame.

On the other hand, given that there was so much repetition, I wish the game had done a better job of smoothing the path. Each time I wanted to set up a fight, I would go north, push a keypad, select a fighter, and go south. I did this over and over and over again, like a few hundred times. I dearly wish the process would have been condensed into one command, or even less than one command. Perhaps every time a fight ends, the game could ask me if I wanted to trigger another, and if I said yes, allow me to pick a fighter, then start the next fight straight away. That would have been so much less annoying than running through a litany of steps over and over.

There are a few interface stumbles like this. Several times, some kind of action scene involving the PC would begin, but action-y verbs like “KICK [object]” would still result in comically inappropriate standard library messages like “Venting your frustrations on [the object] wouldn’t accomplish much.” Or perhaps someone is coming at the PC with an axe, but “GET AXE” yields “You haven’t seen anything like that.” Oh, well, what a relief then — guess I can stop worrying about being chopped to bits by it! Finally, I found the conversation system syntax awkwardly staggered. The game enforces this formulation, with the “T” command for talk:

>T DEANNA
Please enter a topic
>> GUNS

Over and over again, I’d forget about this enforced second step and type something like “T DEANNA GUNS“, only to be told “[That is not understood by the game.]” I really wish it had been.

Okay, enough of that. I want to praise one more thing before I close: the cueing. This is the art of very subtly guiding the player into typing an unexpected or non-standard command at the prompt, and Cryptozookeeper does it masterfully. I won’t cite any examples, because that would obviously take the fun out of them for potential players. Instead, I’ll just say that several times I was rather flabbergasted at what the game got me to type, without being at all overt or on-the-nose about hinting at that response. Every time that happens, the player gets to feel like a genius. It’s one of the best tricks IF can pull, and Cryptozookeeper does it beautifully.

This game is definitely not for everybody. If you find gore and repulsive behavior too upsetting, avoid it. Similarly, if repetitive RPG combat makes you want to shoot yourself, stay healthy by not playing this game. For me, though, IF that makes me laugh over and over again, and occasionally astounds me with something sublime or defiantly ridiculous, can be forgiven of almost any sin. Cryptozookeeper is that kind of IF. It’s Robb Sherwin at the top of his very strange game, and I’m glad I finally figured out how to enjoy that.

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

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

IFDB Page: 1893: A World’s Fair Mystery

World Class

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

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

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

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

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

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

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

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

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

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

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

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

>open pack
Opened.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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