Kissing The Buddha’s Feet by Leon Lin as Anonymous [Comp96]

IFDB page: Kissing The Buddha’s Feet
Final placement: 5th place (of 26) in the 1996 Interactive Fiction Competition

When I first started this game I had that familiar “Oh no, not another one of these” feeling. But the more I played Buddha, the better I liked it. Nine times out of ten, college humor comes off as sophomoric in-jokes liberally mixed with gross-outs — this time was the tenth. Several moments in the game almost made me laugh out loud, and I related very well (perhaps a bit too well) to the game’s main character. This game also makes hilarious use of TADS‘ capability for dynamic object creation, as the cellophane, snack food wrappers, and crumpled up notepapers continue to pile around the hero’s ears. The characters were stereotypes, but they were written so well that they evoked the reality behind the generalization rather than the typical flatness of a stock type. Finally, a good word for the puzzles — not only were they clever, interlaced, and often the type to give one the “aha!” feeling as the pieces suddenly fall perfectly into place, they were also very well integrated into the story, and cleverly supported by the premise. The genre of Kissing The Buddha’s Feet may be clichéd, but it’s the kind of game that reminds one why people attempt the college genre in the first place.

Prose: Only once in a while did the use of ridiculous levels of exaggeration slip into the annoying; much more often it was pitched just at that level where one can enjoy the joke without endangering the suspension of disbelief. The writing is lively and its level of detail greatly increases the game’s immersiveness.

Difficulty: The game’s difficulty was just right for me. I never felt so stuck that the pleasure of working on the puzzles ceased to become fun — but it was always a little work to figure those puzzles out. I also enjoyed the feeling of never quite knowing when a puzzle would be solved, and the fact that as soon as you took care of one problem another one, gopherlike, would pop up somewhere else.

Technical (coding): Some really masterful strokes, such as all the wrappers and papers that pile up around the house. Most commands well anticipated, and in fact I look forward to returning to the game after the competition has ended and trying all of the “amusing” pieces. Only once in a great while was a logical action not anticipated in the coding (examples are putting the towel back on its rack and trying to unplug the TV while wearing the catcher’s mitt.)

Technical (writing): Grammar and spelling were both well in hand. The anonymous author is obviously a skilled writer, and I look forward eagerly to his or her next game.

Plot: Well, there wasn’t really much of a story to go through, but I never felt the lack of it. In short, the premise was clever and substantial enough to make me feel as though I really was living through a hilarious night of hell, even though I was really just solving puzzles one after another.

Puzzles: Though it’s hard to pick a favorite, I think this was the best aspect of Buddha. As I mentioned earlier, the puzzles were clever, pitched at just the right level of difficulty, and very well integrated into the overall plot. Some favorites are how to put Bob out of commission and then neutralize his snoring, as well as the problem of Alice and her radio.

OVERALL — a 9.4

Alien Abduction? by Charles Gerlach [Comp96]

IFDB page: Alien Abduction?
Final placement: 9th place (of 26) in the 1996 Interactive Fiction Competition

Really provocative premise. Loved the Twilight Zone feel of things, and finding out more about character’s (and character’s father’s) past worked quite effectively. On the downside, some fairly significant omissions (including an axe but not implementing “chop” or “cut”, making a puzzle where a significant portion keeps responding “that’s not important” [this is the spring arm on the contraption & the axe], having the laughable response “It’s not effective to attack with the axe.”)

Prose: Generally effective, and sometimes quite chilling. A bit of awkwardness shows through at times, but never enough to jar.

Difficulty: Except for one major “guess the verb” puzzle (the springarm), this was pretty straightforward. The most difficult part for me (aside from the springarm) was figuring out to get a “real” axe first.

Technical (coding): Some errors including no response to putting things in cylinder, TADS errors on taking shapes. Much was anticipated, but some significant things were not. Could use another round of beta testing.

Technical (writing): Virtually no spelling or grammar errors jumped out. Well-proofed work.

Plot: Outstanding. With the exception of a somewhat disappointing ending (though justifiable — I just crave closure), AA gave a hint of how truly chilling suspense-oriented IF can be. The premise, the way information was slowly released, the drama & emotional intensity were really all quite strong. This was definitely the most enjoyable aspect of the game.

Puzzles: One or two quite clever (the duck), most well-oriented to moving the plot along. The “aliens testing your mental capacity” was an excellent pretense for puzzles. Hints were generally quite well-done, and with the exception of the springarm thing, puzzles were overall pretty good.

OVERALL — a 7.8

Introducing >INVENTORY

I started writing reviews of interactive fiction games in 1996. I think it’s only old people who start stories with, “In those days…”, but apparently the shoe fits, so in those days, the IF community was small, cohesive, and centered in a couple of Usenet newsgroups: rec.arts.int-fiction and rec.games.int-fiction. For those who weren’t there, newsgroups were essentially discussion forums, consisting wholly of text — posts and threads. “Arts” was about creating IF, and “games” was about playing it. (“Rec” meant “recreation” — there were various top-level hierarchies that… you know what, it doesn’t matter.)

The text-only medium of newsgroups was perfect for text adventure aficionados, and while they thrived, those groups were the fertile soil from which sprung many of the pillars that support even today’s IF scene: Inform, TADS, the IF Archive, and most importantly for my purposes, the Interactive Fiction Competition.

The comp, as it was affectionately known, started in 1995 as a way to spur the creation of more short IF — see in those days most authors were trying to ape Infocom by writing long, puzzly games that would have fit nicely onto store shelves in 1985. The comp changed that, dramatically. Kevin Wilson, founder of the comp, gave it just one rule: every game had to be winnable in under two hours. The first year saw 12 games entered. The next year: 26. And it took off from there.

Opening screen of Andrew Plotkin's A Change In The Weather
A Change In The Weather, winner of the first IFComp, Inform division

I was on fire for IF in those days. I couldn’t get enough of the newsgroups, the games, the languages. I spent my nights immersed in learning Inform, creating little worlds and gleefully walking around in them. The competition was the perfect opportunity for me to actually finish one of these virtual puzzleboxes and send it out into the world in hopes of feedback. That first attempt was called Wearing The Claw, and while I find it rather cringey to look back on now, it did at least land in the upper half of the 1996 comp — 8th place. And boy did I get a lot of feedback on it!

In those days, you see, there was a strong culture of feedback in place, and the comp helped that culture grow explosively. Tons of people would review the comp games, and as an author, you could get a cornucopia of input that would help you understand where you went right this time and how to do better next time. It was invaluable, and I wanted to be part of it, so I reviewed every 1996 comp game.

Then I reviewed every comp game (with a few exceptions) every year all the way up through 2004, which not coincidentally was the year before my son was born. I also wrote reviews of various other IF and IF-adjacent games, and spent several years editing a text adventure webzine called SPAG.

For a couple of decades now, those reviews and writings have been housed on the personal web site I created back in the 90s with my trusty copy of HTML For Dummies. However, my crystal ball tells me that this web site’s days may be numbered. It lives on a legacy server at the University of Colorado (where I still work), and nobody is super excited about hosting old student websites from the 20th century anymore. Plus, those old reviews are absolutely festooned with dead links and ugly typography.

Enter >INVENTORY. This blog will eventually house all my writing about IF, including every comp review, every IF-Review entry, every XYZZY Awards solicited review, and everything else I can think of. >SUPERVERBOSE will remain my primary blog, and new writing about IF will go there as well as here, but >INVENTORY, as its name suggests, will house the exhaustive trove that currently lives on my old web site.

As time permits, I’ll be transferring comp reviews into this blog, where they can be searched, indexed, googled, and so forth. Once that project is done, I’ll start on all the other IFfy stuff I’ve written over the years. It’s quite possible I’ll append some of it with reflections or current thoughts as the mood strikes me.

In my first innocent post to rec.games.int-fiction, I called myself “a major devotee of IF.” While many other passions have laid their claims upon my time, that fire still smolders inside me, and I look forward eagerly to revisiting the many happy hours I spent with IF games and IF arts. As with everything I write, I hope it proves enjoyable and/or useful to somebody else out there too.