Ad Verbum by Nick Montfort [Comp00]

IFDB page: Ad Verbum
Final placement: 4th place (of 53) in the 2000 Interactive Fiction Competition

Among Infocom enthusiasts, the game Nord and Bert Couldn’t Make Head Or Tail Of It doesn’t tend to get singled out for a lot of praise. It has its fans, sure, but rarely receives the hosannas granted to such works as Trinity, A Mind Forever Voyaging, or even Planetfall. Its detractors, on the other hand, can be extremely vocal and emphatic. Ironically, though, the thing its critics decry is in fact the game’s greatest strength: it is a near-total break from IF convention, setting aside adventuring and role-playing to focus instead on wordplay, puns, and cliches. A typical Nord and Bert puzzle asks you to type a spoonerism, cliche, or bad old joke into the command line, which the game will then recognize and advance the story for you.

Naturally, if you despise puns, or if you don’t know a lot of cliches, or if you don’t enjoy wordplay, Nord and Bert isn’t the game for you. Because I love language and have a pretty firm command of English idioms, I loved Nord and Bert, though I certainly found myself relying on the hints at a few points. Still, it’s not surprising that fans of Trinity-style IF find themselves caught short when playing the game — it’s nothing like any other Infocom game, or really any other piece of IF. Until now. Ad Verbum is very much in the spirit of Nord and Bert, but instead of focusing on English idioms, it focuses on the words themselves, having a ball with all manner of challenging restrictions on expression.

For example, there’s a room where every single word starts with “S”. I’m not kidding — every single word. Don’t believe me? Here’s the room description:

Sloppy Salon
Simple social space, sadly spoiled. Some skewed situation's sequel,
surely. Seemingly, slovenly students sojourned -- scraping,
scratching, scuffing surfaces.

Stuff: ... stainless steel stapler... sizable sofa.

Now, I’ve seen some amazing room descriptions in my years of playing IF, but this one just blows my mind. I can’t believe the sheer linguistic bravado of it. Not only that, the author performs a similar feat in four other rooms, one for the letter “E”, one for “N”, one for “W”, and another for “S”. Not only that, each room has customized library responses consisting of only words beginning with the appropriate letter. In these rooms, as you might gather, the game will only accept input beginning with the appropriate words — the challenge is to come up with words that tell the parser what you want to do while staying within the linguistic restriction. Keep a thesaurus handy while playing this game.

Just for these rooms alone, the game is a towering achievement. To come up with not just a room description, but actual library responses that make sense for all commands, in such a restricted form, is incredible. Beyond this, though, is the achievement in parsing — I shudder to think what this game’s code must look like. And those four rooms are just one part of the whole thing. Ad Verbum overflows with linguistic challenges of this nature, and I had a hell of a lot of fun playing it.

At least, I had fun until the time I typed in an answer that should have worked under the game’s rules, but which the game didn’t recognize. And there we have the danger of this kind of game. Its wordplay challenges are so mind-wrenching that when I do come up with an answer that works, the game had better accept that answer, or I’ll get frustrated very quickly. Up until about halfway through Ad Verbum, I found that it was very well prepared to handle anything I threw at it. However, as I moved to other puzzles, it started to reject perfectly valid commands, which caused me to lose faith in the game with distressing speed, despite how impressed I had been with it up until then. After that frustrating period, I turned to the help and didn’t try very hard to solve the rest of the puzzles, which is a shame because some of them were really excellent puzzles.

The problem is that because Ad Verbum requires such specific input, when it isn’t prepared to handle what little input is valid under its rules, it seems much more broken than does a typical IF puzzle when it rejects alternate solutions. I can’t say I blame it — frankly, I’m astonished by how well coded it is already, even despite what it still lacks — but that didn’t make my experience any more fun when the game was rejecting correct answers. Ad Verbum sets itself a highly bizarre challenge, bravely taking up the mantle of Nord and Bert. When it succeeds, it provides immense intellectual pleasure. When it fails, it generates great frustration, and helps me understand just a little bit more of what those Nord and Bert bashers are on about.

Rating: 8.6

[Postscript from 2020: Ad Verbum won the XYZZY Award for Best Puzzles, in a ceremony held on ifMUD. In accepting the award, Montfort gave the most astounding acceptance speech I’ve ever seen. I reproduce it here in full, from its archive on Montfort’s site:

Ahem, awesome! Author accepts an appealing award affably.

As author’s actions affirm, alphabetical arrangements always amused author. Assembling assorted arbitrary ASCII, ad absurdo, as adventure and acquisition, appeared attractive.

And accordingly, author attacked adventure, abandoning ars amatoria, abandoning athletic activity, appearing agonizingly antisocial. After arduous attempts and assays, author actualized adventure.

Accolade and adventurer appreciation authentically affects author.

Acknowledgement appears appropriate: author appreciates all assistance and aid, awfully. An acolyte (“alone,” as acolyte’s appellation asserts) accoutered abundant authentication aid, assuredly above average.

Author asserts again: acclaim’s absolutely appreciated. Adieu!]

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.”]

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.