Castle Amnos: The First Legend by John Evans [Comp00]

IFDB page: Castle Amnos
Final placement: 30th place (of 53) in the 2000 Interactive Fiction Competition

Today is November 7th. It’s 11:30pm, Colorado time. I’m writing this review on my creaky but trusty 386 laptop, the television on in front of me (muted) so that I can continue to keep tabs on the US presidential election, which is still in a dead heat after seesawing all night long. It was, to say the least, a bad day to play Castle Amnos. Not that I didn’t have the time — I played my first hour over my lunch break at work, then did another hour after the commute home, dinner, watching election returns, and being at least somewhat present in my marriage (oh yeah, that). Then a quick shower to clear my head, and I’m ready to review.

With most comp games, this time investment would have been sufficient. Not with this one, though. For one thing, Castle Amnos is big. I didn’t expect this, since the game file size is 122K, but that’ll teach me to rely on file sizes — turns out you can squeeze in quite a few rooms, objects, and puzzles when you implement hardly any first-level nouns, code minimal responses for reasonable object actions, and only give your NPCs the bare minimum necessary for them to participate in their puzzles. Consequently, even when I reached the end of my two hours, I had no sense of closure at all — I doubt I’d even seen a third of the game.

What’s more, there are several mazelike sections in the game, and a few others where the geography is quite non-intuitive. I had made maps of these during my first-hour session, but I forgot and left them at work, and I’d be damned if I was going to draw them again. I have a pretty good memory for IF geography, so this didn’t cripple me in my second hour, but it did slow me down. I wonder how many comp judges’ experience is like mine: fragmented, squeezed in at the edges of our lives. I wonder how many others felt frustrated at playing a game that clearly didn’t fit into those small spaces we can create for it.

This is my 42nd game of this comp, and usually by this point I’m ready to name a trend for the year. Last year it was non-interactive games. The year before that, one-room games. This year, though there are some rather surprising similarities — two games prominently featuring peyote (?), several pointless joke games, far too many starvation puzzles — I’m not sure I can put my finger on one overall trend among the games for the entire comp, except that their index of quality has tended to be higher. I have, however, noticed a personal trend: I’m getting more and more impatient with games that, in my opinion, don’t belong in the IF competition.

Mostly, these are games that are so large, it’s really unlikely that most players will see anything like a majority of the game in two hours’ playing time. It’s discouraging to make a sincere effort to play a huge number of games in a six-week timespan, only to discover that several of those games simply cannot be played to any satisfactory conclusion in the two hours allotted. It makes me want to just avoid playing anything over a certain file size, but even that strategy would fail: My Angel is almost twice the size of this game, but it’s easily finishable in two hours. Amnos, on the other hand, is anything but.

I’m not sure what the solution is, but I will say this: Authors, I implore you. Please think carefully about whether your game can be played in two hours. If, realistically, it cannot, I urge you not to enter it in the competition. I know about the feedback problem — people are working on it. In the meantime, isn’t it better to have your game played all the way through by 50 appreciative people than to have its first 25% played, then the whole thing dropped, by 200 people who are terribly pressed for time?

Okay, I realize that I’ve gotten on my comp soapbox and delivered very little useful feedback about the game itself. To remedy that: Castle Amnos appears to have some very interesting ideas at its core. I found sections, and resonances, that intrigued me a lot. I obviously wasn’t able to get far enough in the game to get any sort of resolution on what had been set up, so I don’t know if the payoff fulfills the promise of that setup, but if it does, I think it’ll be an interesting game.

It is, however, hampered by several problematic design decisions which are a bit of a throwback to the earlier days of IF. There’s a more or less pointless inventory limit, which forces you to keep all your objects in one central location and trundle back and forth between it and whatever puzzle you happen to be working on. There is a room somewhat reminiscent of the Round Room in Zork II, only about twice as aggravating because you have to perform an action before the randomizer will run again each time, and it opens on fewer options, making repetition more necessary. It appears to be somewhat circumnavigable, but only somewhat. Then again, who knows whether there isn’t some later section of the game that makes that room behave in a deterministic fashion? Certainly not me.

In addition to these problems, there are (as I mentioned earlier) several mazelike sections of the game. To me, that kind of thing is just no fun. Mileage, I’m sure, varies. All this is not to say that it’s a bad game. It is implemented minimally, but competently. I don’t think I found any major bugs, though the game’s fascination with non-standard geography and randomness sometimes made it difficult to tell what was a bug and what wasn’t. The prose, like the code, is sparse but error-free. Perhaps, if I was able to play it all the way through, I’d even think that Amnos is a really good game, or at least a draft of something on the way to becoming a really good game. With what I was able to see, though, all I was able to tell was that its entry as a competition game impaired my ability to enjoy it.

Rating: 5.7

SNOSAE by R. Dale McDaniel [Comp99]

IFDB page: SNOSAE
Final placement: 32nd place (of 37) in the 1999 Interactive Fiction Competition

By the time I hit the end of the two hour mark on SNOSAE I was just laughing. Most of my second hour I was basically cutting and pasting commands from the walkthrough, stopping only long enough to read the text and save the game from time to time in case I screwed up. Even so, when I reached the time limit I still had over half the walkthrough to go! If this is a two-hour game, The Brothers Karamazov was a short story. I doubt I could finish the entire thing in two hours even if I had already solved it once. Without the walkthrough I don’t think there’s a player in the world who could finish it in two hours. Now, whenever I make sweeping statements like this I always regret it, and no doubt somebody will follow this up with a post saying “Gee, I had no trouble at all. Finished it in 45 minutes flat!” But let me put it this way: I spent a half hour on the first puzzle (of about a zillion in the game), and only cracked it because of a pretty left-handed hint in the documentation.

That first puzzle reminded me of a game on the archive called +=3. Dave Baggett wrote that game to prove that a puzzle could be entirely logical but also completely unsolvable without hints or random guessing. The puzzle in +=3 is this [and spoiler warnings are beside the point here]: You have to cross a troll bridge, and nothing in your inventory satisfies the troll. The only thing that will satisfy it is if you remove your shirt and give it to the troll — not that the shirt was mentioned in your inventory or that the game gave you any hint the PC is wearing a shirt. A similar thing occurs in the opening sequence of SNOSAE — you have to cut some wires, but you have nothing in your inventory. There are also no takeable objects in the initially limited landscape. None at all. It was only in desperation that I was combing through the game’s documentation and saw that the game allowed the command “LOOK IN”; the docs suggested that the command was useful for pockets. For laughs more than anything else, I tried “LOOK IN POCKET” and what do you know, the game told me “In it you see: A small pair of nail clippers.” Turns out that I’m wearing coveralls, and these coveralls have a pocket — they just aren’t mentioned in the inventory anywhere. Sure, the coveralls are mentioned in the opening text included in the readme file, but I maintain that they are absolutely indistinguishable from a simple scene-setting detail, and that when they don’t appear in the game the player cannot reasonably be expected to know that they’re really there anyway.

Many of the puzzles after this are of the “save-and-restore” variety. “Oh, that killed me without warning. Well, let’s get a hint from this death message and restart.” These sorts of tactics really raise my hackles as a player, because they use the IF conventions I’ve learned against me, and give me no warning they’re doing so. When I solve one, I don’t think, “Aha! I feel so clever now!” I think, “What an irritating puzzle.”

Puzzle expectations aren’t the only IF conventions overturned in SNOSAE. For one thing, it’s a DOS-only program, a PC executable with an apparently homemade parser. Now let me be clear that I always believe in giving credit where it is due for these sorts of efforts. I can’t imagine wanting to build a parser and game engine from scratch, but I recognize that for some it’s a fun exercise, and I certainly understand that writing an IF game from “the ground up” is more work than writing the same game using an established IF language and libraries. On the whole, SNOSAE doesn’t do a bad job, but as usual it’s not up to the very high standard set by Inform, TADS, Hugo, and their ilk. There’s no “SCRIPT” capability, which makes the reviewer’s job much tougher. The “OOPS” verb is missing, which is a minor inconvenience. “UNDO” is also missing, which is a major inconvenience, especially considering how thoroughly this game is infested with instant-death puzzles. On the other hand, there are also some cool things about the interface. It uses colors to nice effect, putting room descriptions in light blue, commands in dark blue, inventory listings in white, etc. It also displays the available exit directions as part of the prompt, like this:

INTERSECTION OF FOUR HALLWAYS:
You're at the intersection of four hallways. Down each of these
hallways you can see a door. There's a ramp going up into the flying
saucer.
n,s,e,w,u>

I liked that, although I found it didn’t really add that much to the gameplay experience. There’s also a very cool command you discover about 1/3 of the way through the game which speeds navigation significantly. But all these frills didn’t make up for the missing “UNDO”, especially when the game kept cavalierly killing me off.

The one unblemished positive that SNOSAE has going for it is its sense of humor. This is a game that knows it’s a wacky romp and acknowledges it frequently, usually by breaking the fourth wall and displaying awareness of itself as an adventure game. This tendency is evident almost immediately, when the game describes a door thus: “There doesn’t seem to be a lock on the door! All adventures should start out so easy.” That isn’t anywhere close to the funniest example of the game’s writing, but I couldn’t make a transcript of the thing, and there’s no way in hell I’m slogging through 500 commands again just to find a funnier example, so you’ll have to just take my word on it. I was laughing for much of the time I played SNOSAE, and only part of the time was it at the ludicrousness of entering this game in a competition for short IF.

Rating: 5.0