Pass The Banana by Admiral Jota [Comp99]

IFDB page: Pass the Banana
Final placement: 33rd place (of 37) in the 1999 Interactive Fiction Competition

Ooooo-kaaaaay. This must be what Sins Against Mimesis felt like to people who hadn’t read the IF newsgroups. Pass the Banana, near as I can tell, is a little collection of in-jokes originating on ifMUD. I’m basing this conclusion on the fact that the one location in the game is an Adventurer’s Lounge. I certainly recognize that from ifMUD. The three characters in the game are a giant flaming head, a monkey, and Melvin the Robot. These ring faint bells for me. I think I’ve seen some of those things on ifMUD once or twice. The nine objects were all, well, bananas. I’ve never seen any bananas on ifMUD, but hey, where there’s a monkey… I’m not a very frequent visitor to the MUD, though, so my associations with these things are very tenuous indeed. You start out the game with nine bananas, and the object seems to be to get rid of them all. As the title suggests, you can’t just drop them or throw them — you have to pass them to the other characters in the room. So I passed all my bananas and won the game with a rank of “Master of All Bananas”. I even managed to get that Last Lousy Point, one of the few things in the game whose joke made sense to me.

The game, for what it is, is well-implemented. There are a number of funny responses which require no inside knowledge to enjoy. For example, the room description mentions that seating is plentiful, but when you try to sit down, the game tells you “It may be plentiful, but it’s also only scenery.” Once the bananas get going, there are a myriad of random responses for each character, including an array of each for passing, receiving, and attempting to eat bananas, as well as whiling away the time. I found no bugs, at least not as far as I could tell, though in a situation like this it’s difficult to tell what a bug is. For example, this sentence kept popping up: “The giant flaming head 712 looks bored.” Now, that looks to me like some garbage numbers in the middle of the sentence, but then again the whole scenario is pretty meaningless to me, so for all I know 712 could be a reference to yet another ifMUD joke. Ho ho ho. I can say for certain that I saw no grammar or spelling errors in the game.

I did my riff on in-jokes when I wrote my review of Sins Against Mimesis in ’97, so I won’t revisit it in depth now. Basically, the good thing about in-jokes is that they strengthen the sense of community that comes from shared reference points. The bad thing is that, to an outsider to that community, the in-jokes feel like closed gates, whose guards snicker, “We know something you don’t know!” It was interesting to experience an in-jokey IF game from the perspective of the outsider, especially since I’m someone who considers myself a member of the IF community. The experience underscored my growing understanding of the effects that the ifMUD has had. The MUD has done a lot to bring the community together, including providing realtime hosting for the XYZZY awards and the Implementor’s Lunches. However, it has also attracted a subgroup of IF devotees, people who apparently hang out on the MUD for great swaths of time and discuss whatever comes to mind. This group has developed its own dynamic, its own references, and in some cases even its own cant. It’s not a group I ever see myself being a part of, since I don’t have a great deal of spare time as it is, and that which I devote to IF goes to SPAG or my own work in progress (or to writing long, boring reviews of tiny little comp games). Plus, the lure of hanging out on the MUD is so seductive that I know I can’t let myself get hooked, lest it become a huge suckhole of my time. So I guess I’m not going to get those in-jokes anytime soon. Perhaps someone could offer translation services, or provide a key with the explanations (such as they are) behind ifMUD in-jokes? If this doesn’t happen, I guess I’m doomed to further confusion, as mysterious missives continue to emanate from the Adventurer’s Lounge.

Rating: 2.5

[Postscript from 2020: Mike Roberts (the creator of TADS) wrote a hilarious review of this game for SPAG, including the memorable line, “Other games in this year’s competition might have more plot, more puzzles, or more elaborate settings, but none have more bananas.”]

Sins Against Mimesis by Adam Thornton as “One of the Bruces” [Comp97]

IFDB page: Sins Against Mimesis
Final placement: 9th place (of 34) in the 1997 Interactive Fiction Competition

Few things are more unfunny than an in-joke that you’re not in on. On the other hand, an in-joke that you are in on can be hysterical, as it provides not just the pleasure of humor but also the feeling of community that comes from shared experience. Sins Against Mimesis is definitely a very in-jokey game, and consequently not for everyone. However, having been a longtime (since 1994) lurker and sometime participant in the rec.*.int-fiction newsgroups, I was part of the audience at which the game was aimed, and I have to admit that I found a lot of the in-jokes really funny. In fact, one of the most fun parts of the game was to play name-that-reference — kind of the IF equivalent of listening to a World Party album or a Dennis Miller routine. Of course, the nature of the game (and the fact that it was written pseudonymously) also invites us to play guess-the-author. I’m casting my vote for Russ Bryan. I’m not sure why — something about the style just struck me as a little familiar and rang that particular bell in my head. Or maybe it’s just a masochistic desire to humiliate myself publicly by venturing an incorrect guess. I’ll find out soon enough, I suppose.

If you haven’t played much IF, and in fact even if you haven’t spent much time on the IF newsgroups, most of this game is going to mean very little to you. Even its title is an allusion: to Crimes Against Mimesis, a well-crafted series of articles posted to the newsgroups by Roger Giner-Sorolla (whatever happened to him, anyway?) a year or so ago. The rest of the game continues in that vein. The opening paragraph alludes to Jigsaw. The score of the initial part of the game is kept in IF disks which magically pop into the player’s inventory every time a correct move is made. In some ways, this familiar, almost conspiratorial approach is a weakness. Certainly in the context of the competition it won’t endear Sins to any judge who stands on the outside of the privileged circle at which the game aims itself. Even for an insider, the constant barrage of “if you’re one of us, you’ll know what I mean” references can start to feel a little cloying. However, the game is cleanly coded and competently written, and on the first time through I found it quite entertaining.

There aren’t many games which I would highly recommend to one group of people and discourage others from playing, but Sins is one of them. If you’re an raif and rgif regular, I think you’ll find Sins quite funny and entertaining. If not, forget it. It’s bound to be more baffling and irritating than anything else.

Prose: The prose is generally somewhere between functionally good and rather well done, with occasional moments of brilliant hilarity. The best one has to be when the game is in “lewd” mode and the player amorously approaches the plant: “Your embrace becomes hot and heavy and you surrender to the delights of floral sex.” An LGOP reference and an extremely bad pun at once! Can it get any better?

Plot: The plot is based around several clever tricks which are quite funny at the time, but aren’t worth repeating. If you’ve already played, you know what they are, and if you haven’t played yet I won’t give away the jokes. Like the rest of Sins, the plot is funny the first time through but won’t wear well.

Puzzles: Actually, this was the weakest part of the game. Many of the puzzles can be solved by performing extremely basic actions, which of course hardly makes them puzzles at all. Others, however, depend either on extremely specific (and not well-clued) actions or on deducing something about the surroundings which is not included in object or room descriptions. For a game so adamantly self-aware, it’s ironic that Sins falls into some of the most basic blunders of puzzle design.

Technical (writing): I found no mechanical errors in Sins‘ writing.

Technical (coding): I found no bugs either.

OVERALL: An 8.3