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IFCOMP 2007 Reviews - Full Journal

Introduction to Mike Snyder’s IF-COMP 2007 Review Journal (10/01/2007)

     I’m not an entrant, so these will be my real votes. Unless I play past two hours and have to fix a particular score then, I may adjust the final scores at the end (in case I need to skew up or down in relation to later scores). If I do, I probably won’t dwell on it by making a distinction between the original “intended” score and the final score. I’ll just post what final score I gave.

     A plus or a minus by the score will indicate a bias (see my scoring definitions).

     Only 29 entries? I wondered if it was going to be down based on what I felt was a general lack of excitement in the community this year. Whatever the cause, there are fewer games for 2007 than I’ve seen in quite a while. Undoubtedly I’ll find a few gems among them. As always, I hope to have fun with the games, whatever the quality.

     I hope my reviews benefit the authors, while making for a good read in general. As in prior years, I’ll try to write each one directly after playing when possible, and in the order played. They’ll form a sort of “judge’s journal” as a result. I’ll also run transcripts (where possible). These will be available to each author for his or her own game, upon request.



These define my scoring system for the 2007 IFComp:

     ** 10 (incredible) -- A game that makes me say "wow, that was incredible." It doesn't even have to be a perfect, flawless game (if it is, all the better) -- it just needs to be one that strikes a perfect chord with me -- a great story, maybe, with characters I believe in; a plot that is inspired; a miniature epic, maybe; something unique, something that astounds me, something that I really connect with.

     ** 9 (outstanding) -- Again, maybe not a perfect game, but one where the problems weren't a distraction. Great story, great plot pace; a setting I found especially appealing; fun to play, fun to read, well-clued puzzles. This may also be a game where the author has made great use of his or her story, game structure, and characters. There may be very little (or no) technical difference between a “9” and a “10” on my scale. The difference is probably based on that “wow” factor, where a “9” is great but lacks some kind of emotional connection that would bring a “10” to life.

     ** 8 (very good) -- One I enjoyed, but thought "it might have been even better if..." This might also be an outstanding game that just didn't hit me right; a genre I don't personally favor, for instance, but I was still able to appreciate the quality of the work. It's still a game I enjoyed playing. An “8” should have good writing, and if it has puzzles, they’ll be good and clued fairly. Generally, I will have no big complaints about an “8”, except maybe that the story, game structure, or characters may not have been used to their full potential.

     ** 7 (good) -- A game worthy of the competition, but it could use some polishing. My hope is that most of what I play won't fall below this mark. This is a game I liked, but with noticeable typos, obvious omissions, suspicious puzzles, sparsely-implemented scenery, maybe a few bugs… just things to be improved upon for an updated release. This could also be a game that still seemed to fall short of its potential, even if the prior things (puzzles, scenery, etc) weren’t very problematic. This would be a game where these problems didn't really detract much from the experience for me, although I would expect the ratings of other reviewers to be less forgiving. This could also be a game that might have been a “6” or even a “5”, except that the story or premise seemed unexpectedly good, making up for the more serious problems.

     ** 6 (average) -- A game with a few more problems. Maybe this means more typos than usual, some bugs in the game that might either render it unfinishable or begin to detract from the experience, not enough implementation of the scenery, or quirks that just seem misplaced or unintentional. This could also be a game where frustrating, badly-clued, or overly-complicated puzzles bring down a score that might otherwise have been better due to the game’s other strengths. Some instances of any of these things can still make it into a higher ranking for me (even a “10”, if it’s the right game), but this score would imply that the game seemed a little rushed, unpolished, or unbalanced.

     ** 5 (below average) -- This would be a game with quite a number of problems, or one I found frustrating to play. It could still be a game that I ultimately liked, just one that would put my entire ranking criteria under suspicion if I were to rate it higher. This is probably a game that has potential -- the author is on the right track -- it just needs more work. It has probably failed in more than one area -- puzzles, writing, story, etc -- or has really failed in a particular single area.

     ** 4 (poor) -- This game would be one in which I felt quite a bit of frustration, either with too many problems in the writing, the programming, the puzzles, the setting, or all of the above. This is a game in which I started to lose interest, began to cringe quite a bit, or just really disliked the obscurity of the puzzles (or the bad writing or uninspired plot). This is probably a game that felt more amateur as opposed to merely rushed and unpolished.

     ** 3 (very bad) -- This would be a more extreme case of what a “4” represents. This is a game where it could be difficult or impossible to finish due to the problems; major bugs, glaring mistakes in the text; maybe even blatant attempts to make the player mad (without any indication that the emotion is helpful to the story). This is where it becomes more difficult to pick out the redeeming qualities in the game, because it isn’t much fun to play.

     ** 2 (horrible) -- At this stage, I’ve found very little in your game to be excited about. It will have some kind of quality that sets it above a “1”, but only by a small margin. Maybe something you wrote was especially clever, or I found the setting to be interesting even if the entire implementation was not. I will consider this just a step above “unplayable.”

     ** 1 (unplayable) -- I don’t mean that I can’t run it at all, because it wouldn’t be fair for me to rank a game I can’t even try. However, even though I can run it, I might as well have played with mud for two hours. I can find nothing of interest in the game, no reason or justification to bump it up to a “2” - basically, I strongly dislike the game.

     A plus by any score indicates a positive bias. Maybe it featured some plot twist I really liked, or a character I enjoyed, or clever writing that couldn’t really be factored into the score. A minus indicates a negative bias. Maybe it was intentionally insulting, or I expected more from the author, or it was in a genre I really dislike. Unlike previous years, these skews won’t affect the numerical score, but may shift games with the same score up or down within their own group.



Game #1: Varkana (A discreet pursuit in Arg Varkana)
By Maryam Gousheh-Forgeot (writing as “Farahnaaz”)
Played On: October 1st (2 hours 40 minutes)
Platform: Inform 7 (Glulx)
Merk’s Score: 7+

     Game’s Blurb:
     An Interactive Fiction with a fantasy/sci-fi theme, with focus on the story.

     >xyzzy
     There, some kebab. You pick it up.
     >xyzzy
     The kebab glows a little. Other than that, nothing happens.
     >x kebab
     A morsel of tasty roast meat wrapped in bread.
     >eat kebab
     You eat the kebab. It was quite good.

     IFComp 2007 starts out well for me, with a fairly strong game from first-time entrant Maryam Gousheh-Forgeot. Varkana tells the story of a girl initially negligent in her duties, who begins to suspect that something isn’t right with a delegation of ambassadors from a distant land. Farahnaaz’s own town, the fortified Arg Varkana, is a beautiful place set in a land with a rich and detailed backstory. Through the course of an otherwise typical morning for her, a small mystery unfolds around Farahnaaz.

     Varkana has promise. I was skeptical at the start, when unfamiliar names and situations were shot rapid-fire from the first scene. It seemed overwhelming at first, but it made much more sense when I took the liberty of a second read-through after saving my progress a little further into the story. The author has put plenty of thought into the history of this fantasy world, but it isn’t easy to convey that level of backstory in a short game without overwhelming the player. This is a particularly difficult balance in a fantasy-themed game, because too little deviation from established norms makes it generic, while too much makes it hard to comprehend. What Varkana seems to promise is that this backstory -- and the scenario unfolding around Farahnaaz on such a nice morning -- will be central to the game’s conclusion.

     At the end (and with an attempt to avoid spoilers here), I’m not sure it came together that way. It’s almost as though a better story got misplaced along the way, somewhere between the promising beginning and the oddly disjointed ending. Farahnaaz, seemingly central to the story and certainly responsible for pushing the plot forward most of the way, encounters a turn of events (I’ll call it a “change in her condition”) that changes the perspective. The most complete ending (as it’s called in the walkthrough) introduces a wealth of backstory that wasn’t evident at all in the story proper. This includes an unlikely shift not only in the PC’s attitude toward the antagonist, but in the characterization of the antagonist as well.

     It wasn’t necessarily that these twists were unsatisfying (although that may be true to a small degree). I just read through the final text wondering how this was the conclusion to the game I had started playing. The rich backstory and the events of the day are usurped by revelations that really only depend on the earlier parts as backstory. I had hoped -- and the game’s promise seemed to be -- that this was all going to come together in an enlightening and clever way at the end. I’m not sure that it did.

     Still, the town of Arg Varkana is a beautiful, pleasant place to explore. The well-envisioned world and the well-developed backstory are perfect for an adventure like this. Most of the puzzles seem suited to the story, being neither difficult nor obscure. The writing is a pleasant mix of vivid descriptions and the right balance between brevity and verboseness (with some exceptions), although some obvious technical errors in the writing seemed more unintentional than stylistic.

     Where in prior years (as an entrant myself) I couldn’t vote, this year I’m honor-bound by the two-hour rule. I hit the mark during a particularly frustrating point in the game, where it’s possible to lose without knowing quite why (and without having what you need to avoid losing). I had already encountered a few other minor issues by then, but nothing major. I reviewed my own scoring guidelines and decided on an “8”.

     That’s the vote I’ll submit, and I played to completion afterwards. For all that’s good about Varkana, though, it suffers from a few technical problems that might have been resolved with a bit more time (and still could be, in a post-comp re-release).

     For instance, there seems to be one particular purpose for the art stand in the bazaar. It’s for a solution to a puzzle I solved in a different way (this is mentioned in the game’s walkthrough), but aside from that one purpose, it’s under-implemented to the point that I thought the game might be broken in a way that was keeping me from moving forward. It turns out I was wrong, but an exchange like this is still a frustration:

     >x stand
     Lots of art supplies for sale. You just love examining all those tools and equipment.
     >buy supplies
     Nothing is on sale.

     Examining the tools and the equipment results in the same message, and nothing is actually for sale (unless you hit on the one thing you can buy -- and it’s not paper).

     This exchange also had me wondering if the game was broken:

     >ask kids about paper
     Which do you mean, the simple, the bookshelves, papers, the paper or the papers?

     The work-around for the quirk mentioned in the game’s readme.txt doesn’t help, so I began to wonder if there was a disambiguation problem that would ultimately prevent me from getting what I needed. Fortunately, I found it elsewhere (and kicked myself for not remembering about it), but it was still a shame to find implementation bugs in an otherwise well-designed game.

     There were a few typos and grammatical issues (as mentioned earlier), including one typo early on where the NPC “Nivanen” was referred to as “Ninaven”. The exits from some rooms weren’t described, but this seemed limited to rooms where the missing exit was the direction from which you arrived. An in-game map was a nice touch later on (making navigation much easier), but I hesitated to use it at first for fear of getting spoilers just based on the layout or location names. All in all, it could just use some polishing.

     What bothered me most, though, wasn’t the minor bugs, small errors in the text, or even the plot switch-up near and at the end. It was the dead-end point during a key confrontation, and later, a puzzle that seemed out of place given the smooth flow of puzzles up to that point.

     In the case of former, it is possible to arrive in a no-win situation. The walkthrough, I found out later, advises you to “undo” out of the no-win, but I didn’t get a strong sense that the game was telling me enough to know I lacked something required to proceed. I thought about it and figured out what I needed to try (without the walkthrough), but I could easily have saved over my prior games or exited/restarted where “undo” would have become impossible. It may be hypocritical to criticize this, since my own Distress does this more than once, but in Varkana it seemed like a complete break from the game’s established flow. The game was generally forgiving prior to that (you could die by doing stupid stuff, but never inside a dead end this way), yet this was a situation where failure came a few turns later and in a way that’s impossible to avoid if you haven’t previously prepared for it.

     A little later, it’s necessary to command an NPC to take action. For this, I did use the walkthrough. I’m not sure I would have figured it out otherwise, because the game hadn’t introduced NPC directives earlier. Requiring a command like “John, climb the tree” (just as an example -- and a command like “tell John to climb the tree” works in this spot as well) isn’t unfair, but it probably should have been introduced earlier to establish it as a weapon in the player’s puzzle-solving arsenal. Re-reading the transcript, I can see that it was clued, but it seemed entirely to do with the NPC’s appreciation for the item in question and nothing to do with the NPC’s willingness to help. For that matter, the directive might have been unnecessary. This was an action the NPC, intending to help the PC, would probably have taken after obtaining the required item without even needing the PC to point it out (especially if this particular NPC wanted the item in order to help out).

     I found, too, that you can drop important items in the dark room, which you can’t retrieve. This is a minor issue, since players won’t ordinarily drop important items anywhere, but it can create potential no-win situations.

     The score for my review set is a point lower than the official vote I will cast for Varkana. This “unofficial” score is based on the rest of the game (played past two hours), and with more thought given to how it lines up with my scoring criteria. It’s a pretty strong entry with a few problems. I can recommend it even as-is. With a positive skew for such a detailed backstory in an enjoyable fantasy setting, it gets a “7+” from me.



Game #2: Eduard the Seminarist
By Heiko Theißen
Played On: October 3rd (1 hour 10 minutes)
Platform: Inform 6 (Zcode)
Merk’s Score: 3+

     Game’s Blurb:
     An episode from a poet's years as a theological seminarist almost two centuries ago.

     I wish I could begin by describing what Eduard the Seminarist is actually about, but I can’t. Among its many flaws, the game suffers from an all-encompassing lack of purpose. From the start, it just isn’t clear what you’re supposed to be doing. A note found under the bed (which you’re likely to miss entirely unless the urge to look there hits you, and it didn’t me until I checked the walkthrough after bumbling around the seminary for a while despite doing the same type of thing in my own 1999 entry, which I really should apologize for -- but I digress) does give a sort of general goal. That’s it. At no other point, as far as I can tell, does the game attempt to help you along at all.

     What’s probably just a rushed entry by an inexperienced new IF author sometimes feels as though it’s equal parts laziness and willful attempts to withhold vital clues. The author would probably benefit more from my transcript than from a lengthy list of such instances here, but they include things like missing exits in room descriptions, important objects that aren’t mentioned in the room at all, a lack of backstory or explanation as to what it means to be a theological seminarist, no positive reinforcement when the player does something right, no penalty or even a friendly warning when the player messes up, too-sparse implementation of almost everything, and more. This doesn’t just make it a difficult game to beat. It makes it a difficult game to play.

     Puzzles are worked into the story well enough, and most do seem well-placed. Even so, I never felt as though the game offered enough guidance. This is partly because I was able to play a ways into it without ever finding the note. Even with a note, I never really understood the things that the PC would have known, and these are things vital for me as the player to help the PC make it to his meeting. These are things like understanding why the guards would block the street, what things I could afford to lose to the guards, why some actions might help or hinder my progress later, and so forth.

     And then, it’s just buggy in general. Not only can you get stuck by closing off the solution to puzzles, you can actually get stuck in objects. I was stuck, somehow, inside a door, and later, on a river. These weren’t rooms. These were just game objects or scenery I inadvertently “entered” (as an object in the game program myself) in a way not intended by the author. Very near the end, realizing that I needed something from the seminary that I had no way to go back (as far as I was able to determine) and retrieve, I just played through from a restart using the included command transcript.

     The game is apparently based on a book by (or about) 19th-century German poet Eduard Mörike. A possibly anachronistic reference in the game suggests it (as does the game’s file name), although far too little detail made it into the game if so. It may be that this book, or this poem, or this particular episode in Eduard’s life is interesting in another form. Eduard the Seminarist, as a game, offers little to encourage an understanding of the source material, let alone enthusiasm for it.

     I understand a degree of mystery and discovery, but the PC must have kept most of it to himself. Even when I did make progress, I never really felt that the story had moved forward. The PC was entirely generic in a game that probably centers around a person that had more personality and character in real life. All the detail that the author must have known while writing the game just never made it into the game.

     The writing is fine (and more of it might have made the game really come alive). It’s the coding and design that really fails here. Maybe that’s due to a lack of time, or a lack of experience (with Inform 6 in particular, or programming in general).

     The bulk of this review is negative, yes, but I do believe the author has talent. This game would require more work to fix than has already gone into creating the competition version, but I don’t mean to discourage the attempt. I hope this (among other reviews that are likely to be equally critical) doesn’t discourage the author from trying again. I considered a score of “4”, but decided on “3” given the ease with which the game can break. I’ve added an unofficial “plus” to my score, because it does have a certain charm despite its numerous flaws.



Game #3: A Fine Day for Reaping
By James Webb (writing as “revgiblet”)
Played On: October 4th (2 hours 50 minutes)
Platform: Adrift (Version 4)
Merk’s Score: 7-

     Game’s Blurb:
     It's not all fun being the Grim Reaper. It's your job to usher five awkward souls into the netherworld or the universe stops existing. No pressure. Take control of The Man in Black and find out if even Death can get a credit card...

     A Fine Day for Reaping has the witty appeal that was lacking in the entry I played just prior to this. For a game about Death, it feels much warmer and more alive -- and that’s a good thing. The Grim Reaper is well done (and what is it that’s so comical about a well-written lisp? I imagined him as sounding like a cross between a cheesy Mike Tyson impersonation and Sylvester the cartoon cat). At a glance in the Reaper Man novel, I think revgiblet is right. His Death is different than Terry Pratchett’s, seeming a bit like William Sadler in Bill & Ted’s Bogus Journey. Anyway, I was pleased at how nicely the author crafted a PC with real character.

     This is a puzzle-fest of the sort I like best. Each objective has two or three alternate solutions (and it’s evident that there are alternate solutions just in the way things are constructed, which is nice). Some solutions cross paths, making it likely that a player will find clues to solving an objective in the course of solving a different one entirely. I like this quite a bit, although the easiest of the solutions are probably the ones most players will find. This can leave the others to feel a bit like red herrings, unless you’ve connected the proverbial dots to realize certain things are no longer relevant. I managed to complete the game without peeking at the walkthrough, although not within the two-hour IFComp time limit.

     And so, it was necessary that I decide on a score from a partial playthrough. My official vote is “7”, which thankfully lines up with my review score. I’m finding that I really dislike the two-hour rule, though. There is such a big risk in getting it wrong, but it would be unfair to the review to stop entirely just to avoid deciding on a vote, or to rush through and not get a feel for how the game should play out. I’m a little bothered by reviews based on a few minutes of play that have been extrapolated to the game in its entirety. Those reviewers may just be more astute than I, but I find it difficult to write authoritatively about a game when I haven’t explored more of it. Getting to the end can make a difference.

     It makes a difference in A Fine Day for Reaping. Even though the writing suffers from minor problems (the usual suspects like misplaced or missing commas and typos in general, but also an intentional but slightly jarring switch in tense during cut-scenes) it’s by and large quite nice in this game. The author has a style (maybe a bit metaphor-heavy) -- whether original or borrowed, I can’t say -- that really makes for fun reading. That’s probably why I was more bothered that I had trouble pausing multi-page text dumps (a setting in Adrift that, for whatever reason, didn’t want to stay) than I was that the game has so many lengthy non-interactive bits. None of it was dry. None of it felt unnecessary.

     That’s also why I was so pleased with how revgiblet handled the ending. It’s a lot to read, but it makes the payoff for almost three hours of play much better than the “congrats - you won” kind of ending I had expected. Different solutions lead to different wrap-ups at the end (according to the walkthrough -- although I have not played through again to see those endings, they’re bound to be equally worthwhile).

     As much as I enjoyed what revgiblet has done here, a number of problems hold it back from being the truly great game it might have been. Almost all of them are implementation problems. The design itself is fine, with predominantly logical puzzles (or at least illogical ones that make sense in context) and pretty good pacing where it’s hard to get stuck for long.

     The exception, as far as the design is concerned, is the twelve-hour in-game time limit. I never felt that it really added anything to the game. I’m not sure how many turns this works out to be, but it’s plenty. For a game on a time limit, it’s probably too long. To be fair, players will realize this from the beginning, and probably plan their saves (and multiple saves) accordingly. The problem for me was that the game didn’t need a sense of urgency. The time limit was made long enough so that exploration and sight-seeing doesn’t have to be cut down too much, but if you’re not forcing a sense of urgency, then why have a time limit at all? In my play-through, I ran out of turns close to the end of my last objective. It’s a nice little non-winning ending, but it just didn’t add anything to the experience.

     Other problems are strictly bugs in the implementation. For example:

     Jimiyu Wangai's empty body is lying on the ground.
     >x table
     You look at the table.
     "Don't worry," says Jimiyu, "It's perfectly sturdy."

     Now, Death can talk to the dead, but in this case, poor Jimiyu had been reaped and departed. The “x table” reply had to have been hard-coded on the assumption that players would only be looking at the table while Jimiyu was still alive. I found this kind of thing in some other places as well, where static descriptions (for instance, not being able to approach one NPC’s bed due to a protective spell, even though the spell was already gone) didn’t take into consideration the changes in the state of the story.

     “In” and “out,” as standard commands in IF, didn’t work in places where they might have been appropriate. Some of the more specific actions were a little guess-the-verb-y (I had trouble figuring out how to take something from the “lucky dip” without finally resorting to “use dip,” for instance). There is no special way of entering a year into the machine (you just type the number as though it was a stand-alone verb, but it only responds with something other than an unrecognized command message if you enter a year that the game knows), which does make it a little confusing. These kinds of small frustrations happen frequently in A Fine Day for Reaping, but it probably just needs more testing and polishing.

     Then, there is a strange screen-clearing problem at work. I’m not entirely convinced Adrift is to fault for this, since it appears that room descriptions that shouldn’t even be printed yet are shown just prior to the clearing of the display (and there is no forced pause, even with Adrift pausing turned on). This may be a bug isolated to this game. It seems I’ve been able to pause before forced screen-clears in Adrift games before.

     The “help” built into A Fine Day for Reaping works more like 2005’s Beyond than most other IF games. You’re whisked away to a whole new location, which is a good thing for any player to try as part of the overall experience. Once there, you don’t actually have to get hints (I found it a little under-developed, anyway, where some of what I wanted help with didn’t quite lead to answers).

     The “7” I scored it at two hours fits with the game as a whole, thankfully. It does have problems, but it’s an imaginative and fun story, and a worthwhile, recommendable game. I’ve tacked on a “minus” because of the frustrations with pausing and screen-clearing, but the score itself is unchanged.



Game #4: My Name is Jack Mills
By Juhana Leinonen
Played On: October 5th (1 hour 55 minutes)
Platform: Inform 7 (Zcode)
Merk’s Score: 7

     Game’s Blurb:
     An Interactive Pulp Fiction

     >xyzzy
     Wrong game, pal.

     For me, the term pulp fiction carries two connotations. I think of something that’s probably entertaining but without substance; something hastily written, perhaps, as pulp fiction from the early twentieth century might have been; something that’s essentially throw-away literature. I also think of Quentin Tarantino’s excellent Pulp Fiction movie, which epitomizes some of the common, recognizable themes from pulp fiction while managing not to be hastily contrived throw-away entertainment.

     My Name is Jack Mills has a promising start. It’s set in the present (although the game carefully avoids telling the year), in a sufficiently generic city. Jack’s friend (a professor) has been jailed for assault. Jack rushes to help, and finds out that a certain item (a coin, described by the professor as being “a valuable historical artifact”) was stolen from him. Jack agrees to track down the thief (the professor already tried, which led to the assault charge) and recover the artifact. In Jack’s own words “this was going to become a long night.”

     It’s effectively IF noir, rife with crime, unlikable characters, and seemingly complicated women. Jack switches to an internal monologue in transitional scenes. He’s perfectly out of place no matter where he goes, yet he’s never out of sorts. It’s all exactly what one might expect from a story like this, and maybe that’s the problem. As nicely as it emulates the idea of pulp fiction, My Name is Jack Mills never seems to build onto that promising start. It’s exactly what it appears to be, with no real twist, no innovation, and nothing that injects it with that “wow” factor seen in contemporary pulp-inspired stories like Tarantino’s. It demonstrates (even emphasizes) that the bulk of what appears in the annual IFComp is throw-away IF. It’s good for a couple hours of entertainment, but ultimately forgettable and buried under the accolades that will befall the competition’s better entries.

     That’s a shame, because Juhana Leinonen has put obvious effort (undoubtedly countless hours of proverbial blood, sweat, and tears) into My Name is Jack Mills. Some parts of the implementation really shine: the use of smell throughout; the clever way a partially covered page on the officer’s desk is shown; the ease with which Jack can navigate to points of interest around the city. Other parts, though, suffer: many instances of “you can’t see any such thing” for objects which the text has told me I do see (this seems to become more common as the game progresses); a problem with disambiguating “woman” in the restaurant; minor quirks (like a missing line break and an invalid response trying to drive to the park); and even a big game-killing bug when attempting to leave Emmy’s table at the restaurant (a long series of “block” errors shown after a variable stack overflow error).

     (Potential spoilers in the next paragraph.)

     It might be intentional (and I wouldn’t know, as I’ve never been a big fan of the gritty detective pulp genre), but the story is full of head-scratching plot holes and unanswered questions. What was so important about the Roman coin? If Julian, a very wealthy man, would trade the coin for an Egyptian mask that goes for $650 in auction, why wouldn’t he have simply bought it for himself? And if that’s the fair trade value he has assigned to the coin, why bother to steal it to begin with? It has some significance, else the professor wouldn’t make such a fuss. If Julian knew what the importance was, then why be willing to trade it? Might he have been planning a double-cross? It seems doubtful, given that you can win the game by making the trade.

     My Name is Jack Mills has at least two different endings -- probably three or more. (Ed: Source code is included, and I see that there are actually five or six different possible endings off the two main branches.) They’re based on decisions made around half way through the game. Well, not decisions so much as two different leads (or methods) for recovering the stolen coin. A series of puzzles (some with more than one solution) pave the way. It’s possible to close off certain solutions by earlier actions, and it’s unlikely the player will know this has happened. At least one of the winning endings is supposed to be open no matter what happens, and I found this to be true when I played.

     One ending I would have liked to see, however, involved waiting for the bad guy to arrive at a place where he just never did. After a different ending reached without assistance, I turned to the walkthrough for more. It makes an allowance for this no-show situation, but doesn’t really explain what I might have done earlier that caused it. It apparently involves a chase scene, and that might have been fun.

     I said earlier that the story has no twist. That’s not entirely true. It’s never clear during the story just who Jack Mills is, until the end. With more than one possible answer, though, it’s more gimmick than twist. It works, and it makes for a nice wrap-up, but it might have been nicer if the whole story had been in support of a single, more interesting conclusion.

     The writing is okay -- pretty good, even. The author does break some pretty firm grammatical rules, though. It may be for effect (I’m frequently guilty of relaxed writing myself), but I can’t think of any instance where a true comma splice makes sense.

     It’s just... hmm. It feels like film noir in Jack’s internal monologues, but it’s pretty ordinary otherwise. The author does work similarly clever bits into the general game, but not to the degree I expected. It’s as though the author was tackling a form of writing that exceeds his (or her?) proficiency. Back when this sort of pulp fiction was common, it may have come naturally to writers. Now, it probably needs a higher degree of exaggeration to really stress the point that this is supposed to be pulp fiction.

     It’s worth playing. It could definitely be improved, but I can still recommend it as-is. It’s a respectable “7” based on my judging criteria. It might have been a “6”, but I didn’t feel the puzzles were poorly-clued and I did like the tone and feel of the story. I’d like to see more in the future from this author.



Game #5: Gathered In Darkness
By Michael Millsap (writing as “Dr. Froth”)
Played On: October 7th (4 hours 20 minutes)
Platform: Quest (Version 4)
Merk’s Score: 5

     Game’s Blurb:
     An eccentric genetic engineer, a forgotten evil God, a strange and sinister religious order, a powerful bloodline, a beautiful woman, a tropical paradise, horror, terror, fear, death, and one hell of a case of mistaken identity…

     I had the misfortune of experiencing constant computer problems while playing Gathered In Darkness. I don’t think it’s the game’s fault (and it’s certainly not if nobody else experienced the same), but about ten times my computer either froze, or froze and went to a black screen, or spontaneously rebooted during play. Something is off with my computer (maybe bad RAM), but I’m used to problems like this maybe a couple times a week -- not ten times in an afternoon. My guess is that Quest is doing some heavy-duty things in memory (I discuss slow save games a little later) that simply made my existing hardware problem worse. This is all wild guessing, though.

     The result is that I personally experienced some of the madness that is inherent to the Cthulhu mythos. The game doesn’t bill itself as Cthulhu-inspired, but it becomes evident as the story progresses. I haven’t read H. P. Lovecraft, but (for what it’s worth) I’ve played a few hours of the Call of Cthulhu tabletop RPG (with D20 rules). It was familiar enough that I probably could have placed it even without an in-game reference to Cthulhu (it’s in the second or third chapter).

     Gathered In Darkness was cut by the author from nine chapters to three, for the IFComp. Even missing its other two-thirds, it’s long enough that a two-hour play-through without hints is unlikely, even for the most skilled of IF gamers. It isn’t just the puzzles. The game is full of lengthy bits of backstory (diary entries, museum pieces, book excerpts, and so forth) that just take time to read and digest. It’s all in support of a creepy survival horror escape story that’s easy to become immersed in.

     Or rather, it could be. Unedited writing may spoil the mood for many players. On the one hand, we are given dark and chilling descriptions of unthinkable horrors the likes of which might be found visually in the Silent Hill series. This is certainly for a mature audience, not your eight-year-old daughters. But at the same time these descriptions are riddled with misspellings, words missing from sentences, comma-splices, a lack of apostrophes where they belong in possessive nouns, and other grammatical mistakes. Accurate writing is a good thing in general, but it’s especially important when you want the text to seem believable and immersive. To succeed, you really have to convince the reader that you are in full control. It shouldn’t be obvious that it’s just some guy’s horrific but poorly-edited imagination.

     Aside from these problems in the writing, Gathered In Darkness isn’t too buggy. There are problems, but I don’t remember thinking (and my transcripts don’t suggest) that the game was seriously broken in any way. The oddities below (among others) weren’t nearly as distracting as the frequent and glaring problems in the writing itself.

     I found no alternative to the “use” verb in some cases. There were wrong exits listed in some rooms. Some descriptions didn’t change to accommodate new information when they should have. The parser threw away important prepositions like “in” from commands except where it was specifically expected. As a command, “x self” works but “x me” does not. Some instances of guess-the-verb were an annoyance, but not a major one. (What I mean is that it’s usually evident that “some specific action” is appropriate, and I always seemed to hit on the right thing after two or three tries rather than give up thinking I was on the wrong track.) A skylight on the second floor of a three-story building was probably a mistake in the game’s consistency.

     Consistency problems might be because the author has been working on the game for so long (according to some in-game info). In one scene, the author forgets which NPC is which. There, a woman who died early in the game reappears accidentally later on, but it’s caught and the right name is used as the scene continues. Then, in the room’s short description afterwards, she is listed with the wrong name again. This could be intentional if perhaps the author was going for an Eternal Darkness sort of insanity effect for the player, but I doubt it.

     This is the first Quest-based game I’ve played, ever. In some ways, I’m impressed with the system. It seems like a capable competitor for Adrift, and the author has demonstrated that it’s suitable for longer adventures. Even aside from the lock-ups (which I don’t actually blame on anything but my stupid, stubborn PC), there were oddities. I’m lost without running a full transcript, and it took a while to figure out that in Quest you can only enable that by launching the main runner (not a game file directly). Even then, it doesn’t flush all output to the file immediately (as though it’s working on a buffer). I liked that I could change the font size and colors (I opted to stick with the author’s intended color scheme of red on black, but I enlarged the font since I sit back a ways from my monitor), but that only applies to the main output window. I was stuck with a teeny-tiny input line, which I couldn’t read for accuracy at that distance. The stuff on the sidebar remained in a default font (small) as well.

     And then, there was something odd going on with saving and loading games. The longer I played and the more saves I made, the longer it took to save and load. There were times in the third chapter when it took (I kid you not) over sixty seconds to actually save and return control to the game. Late in the game, one save even took two minutes. Loading went a little quicker, but even it became painfully slow. These are small files in the 16- to 60-K range. Oddly enough, the file size did grow the longer I played and re-saved. Is a save a complete re-play of commands from the game’s start or something? Surely not.

     But what of the game’s story? I found it intriguing enough that I remained interested the whole way through. It’s sufficiently shocking in spots, as tales of evil, demonic cults are wont to be. A mystery surrounds the converted resort complex, its staff, and the recent gathering of guests.

     (Be warned -- possible plot spoilers in the next two paragraphs.)

     Suspension of disbelief is vital, of course, but some parts of the plot do seem to fall on the wrong side of coherency. For example, while others are brutally murdered and left scattered (or sometimes hidden) around the hotel, the PC suffers an attack that is best described as a malicious inject-and-run with a slow-acting poison. After that, he is left to roam around (and casually escape confinement) in search of an antidote.

     Security is complicated by code-only doors, special keys, and secret locks that require very specialized skills to open, yet the PC gets through easily with the right skills and the general incompetence of those who are probably supposed to keep these things out of his hands. In retrospect, that’s not all bad. It reminds me of Silent Hill, and it’s not out of place in a story like this. Still, I think it’s possible to improve upon these tropes of IF, or even replace them with something better.

     With only three chapters of a nine-chapter tale, it’s possible (even probable) that the author has a really good reason for these things. Answers may come with the rest of the story. The author plans to release the complete game after the IFComp has ended.

     Locked doors and secret passages are only a part of the puzzles that weave the story together. I found a lot to like in the game’s puzzles. The macabre nature of the story lends itself to a few that really stand out as well-placed and original. It’s not often that a game can find an important use for a mixture of shredded skin and genetic solvent. I never found the puzzles too difficult to manage, except sometimes when it came to finding or noticing certain concealed things. (In Gathered In Darkness, it pays to look around in all boxes, under beds, and on shelves.) Also, because each chapter isn’t entirely self-contained, some things that were intended for later chapters were just red herrings in the game’s truncated version.

     I did like Gathered In Darkness, but it’s hard to recommend in its present state. The writing needs serious editing throughout, and the various quirks could be ironed out if the game was beta-tested to a larger extent (assuming it went through any testing at all). If chapters four through nine are the same, it would make for a recommendable game if polished up and released in full. At two hours, I scored it a “5”. That’s “below average” on my scoring criteria, but still a game I enjoyed. That vote stands as my review score as well, after completing the competition version.



Game #6: Orevore Courier
By Brian Rapp
Played On: October 9th (1 hours 50 minutes)
Platform: Inform 7 (Zcode)
Merk’s Score: 8+

     Game’s Blurb:
     The ship's Security Officer is responsible for ensuring that the fantastically valuable cargo is safely delivered. To perform this task, she can rely only on her wits and a big red Destruct button.

     >xyzzy
     The security console sparks suddenly, as if by magic.

     >xyzzy
     An angry voice warns you that "security considerations do not permit the use of magical incantations aboard this ship. This notice will not be repeated."

     >xyzzy
     A stentorian voice booms, "ZERO TORA ECHO DESTRUCT HOT!" and everything explodes.

           *** The ship has been destroyed ***

     If Orevore Courier isn’t a pun on “au revoir, courier,” it really ought to be. Given the verb/noun gimmick in Brian Rapp’s previous entry (2004’s well-written Goose, Egg, Badger), I think it’s possible.

     An isolated security officer (you) remains seated at a control console while all havoc breaks loose in the other areas of a small courier space craft. In Orevore Courier you push buttons, turn dials, view surveillance, and attempt to influence the events that threaten to destroy the ship (and you along with it). The standards of IF are gone here -- no directional movement, very little use for inventory, very few actions that aren’t related to operating the console -- but it still feels like traditional IF. That’s probably because standard commands are still recognized. They’re simply rejected in legitimate, in-story ways.

     The story is delightfully absurd. It asks the question “who would win in a battle of wits and instinct when the participants are the ship’s crew, pirates, zombies, and a dangerous metal-munching blob that must be kept cool to be kept docile?” Another game might have asked this in a grim, even grisly Alien-esque setting, but not Orevore Courier. I mean... c’mon! Zombies! Pirates! A brain-like blob! You can’t expect complete seriousness from a build-up like that.

     This is a game in the “big puzzle box” genre (if such a thing exists). Players are given a few tools to work with (in this case, the abilities of the control console). Players learn the rules of the puzzle (in this case, how the controls are used and what can be done to influence others). Pieces move around with their own agendas and must be influenced (in this case, the aforementioned zombies, pirates, crew and “orevore” creature, all in an indirect fashion). If you enjoyed All Things Devours, Delightful Wallpaper, or Mobius, you may be delighted with Orevore Courier.

     The game includes separate files -- graphics -- containing a map of the ship’s layout and a diagram of the control console. The latter is nice, but I found the former to be absolutely essential. Fearing spoilers, I didn’t check them right away. I should have. I just never got a clear picture from the text exactly how the rooms are connected. I would strongly recommend printing both images, just to keep handy while playing. They’re not spoilers. They’re key facts about the puzzle you’re working with.

     It’s a very interesting and well-constructed puzzle (being the game as a whole). However, I think it’s probably far harder than the author anticipated. In other learn-by-dying games, you can generally make a little more progress on each play-through, because each death or failure points you toward taking the right actions the next time. I think that’s why All Things Devours works so well.

     The construction is different in Orevore Courier. You only need to manage a small number of controls and a small number of rooms, but in general you will only get clues if you happen to be viewing the right room on the right turn. This results in far more trial-and-error (and far more restarts) than might be expected otherwise. The trick is to figure out what’s going on everywhere. Even that’s not so daunting, except that the same things won’t necessarily happen on each play-through if you’ve successfully influenced the various “pieces” (people) in the game that time around. So, it’s possible to play for several turns and then make a single change to the course of further events that has to be reproduced on each successive play-through (or frozen as a jumping-off point via a saved game) if you intend to explore the possibilities that might branch from there.

     I did moderately well at this for an hour and a half. In retrospect, I probably should have been working harder to figure out goals. For instance, if I don’t want the pirates to break into the freezer, what actions should I take in time to stop them? If I want to protect the pirates from the zombies (else I end up with more zombies), how should I accomplish that and still keep the orevore safe? I don’t think I ever quite figured out what my goals should be. It’s all very open. Things that can’t lead to victory are allowed because you’re given the freedom to do anything allowed by the control console. In a way, this also makes it a little like a sandbox game -- albeit a sandbox that ends your life after a dozen or two turns.

     After I felt that fun was leaning towards frustration, I checked the walkthrough and played entirely from there. I found that I had some things right and some things wrong, but it really reinforced my conclusion that success really depends on being (excuse the cliché) in the right place at the right time. Randomness, thankfully, doesn’t play a part in this. It’s still maddeningly difficult, and (unless you are far more brilliant than I will ever be) impossible to solve in a meager two hours.

     The writing is effective and seemingly flawless. It’s also admirably bug-free, except for a single quirk where Ghee seems to be dead in the docking bay and finagling his way out of the engine room at the same time. Actions, which do become repetitive, are aided not only by abbreviated button names, but by button names as complete actions. For instance, you can enter “push docking button” but you’re less taxed by simply typing “dock.”

     In many ways, my own voting guidelines are rubbish. I’ve tried to describe what makes a game deserving of a given score by outlining what I look for in a good game. One like Orevore Courier can hardly be faulted for featuring a story without any real depth when it’s supposed to be a puzzle box, not thought-provoking literature. These guidelines are supposed to keep me on track, so that all entries are judged fairly against all others. I’ll stick with it until I come up with a better plan (maybe for next year), but it’s probably making me too critical of the entries I play. What matters most is simply how worth playing a game may be. If it’s supposed to be fun, then is it fun?

     Orevore Courier may be a godsend to those who enjoy complex brain teasers. Those who look for epic and serious stories without the difficulty of puzzles along the way may find little to enjoy here. I think I’m in the middle. I liked what Brian Rapp has done here, and I appreciate that obvious effort has gone into constructing a small-scale but consistent and branching logistics puzzle. At the same time, it might have taken me ages to solve on my own, and it ultimately began to feel like too much brain-work for me. I’ve rated it fairly highly, as an “8” with a “plus” for such cool subject matter. If current trends hold true, and with just twenty-eight other games to compete against, I expect Orevore Courier to find an easy spot in the top ten.



Game #7: In The Mind Of The Master
By David Whyld
Played On: October 11th (2 hours 25 minutes)
Platform: Adrift (Version 4)
Merk’s Score: 8-

     >xyzzy
     "Xyzzy," said the Master.
     At once, an item was added to his inventory.

     >i
     The Master was carrying:
        _the Master's garments {worn}
        _a purple pingabalong

     >xyzzy
     "Xyzzy," said the Master.
     At once, an item was removed from his inventory.

     >xyzzy
     "Xyzzy," said the Master.
     At once... nothing happened.

     I have to wonder if David Whyld does anything other than write Interactive Fiction. It would be an easy notion to dismiss if his games were generic and churned out over the course of an otherwise uneventful weekend, but they’re not. In The Mind Of The Master is another fine example of what David can do with his platform of choice (Adrift), and it’s a worthy addition to his ever-growing list of authored titles.

     In The Mind Of The Master begins with a hasty escape. A mystery surrounds the identity of the titular PC, and it’s played up as the main focus of the story. He makes his getaway disguised as one of three characters, as chosen by the player. This hints at who the Master might be. As more than just an amateur impressionist, The Master dons the selected costume and assumes the persona of the chosen character. Stage actor? Professional magician? Criminal fugitive? Discovering the truth is the hook.

     The middle parts begin to hint at possibilities that can only be explained by the supernatural or metaphysical. More than once, he is mistaken for someone else. It could be that these people just see through his disguise, but even The Master himself begins to doubt that it’s quite as simple as that. It’s as though he lacks all the facts about his own identity. I was reminded of the scene in Fight Club where “Jack” follows a trail of clues to a bar where his cohort Tyler Durden had been the night before. The bartender is somber and respectful, somehow mistaking Jack for Tyler. Disguise and impersonation just aren’t enough to explain it away.

     With that kind of build-up, it’s easy to expect a big payoff at the end. But -- and I don’t know quite how to describe this without blatant spoilers -- there’s sort of a catch-22. To win, you must take a specific action in the final scene (David even warns of this, in the introductory text). If you haven’t figured out what The Master is capable of, hoping it will be revealed near the ending, then you don’t know what winning action is necessary. So you can’t win. But if you have figured it out, then there is no twist or revelation at all. You must have already known it in order to win. I had to get it from the hints, because I just hadn’t figured it out. It’s hinted near the beginning, but (a) it’s not something every player is guaranteed to see, (b) it’s near hints to many other possibilities as well, which come during that first scene, and (c) is distanced enough from the end that even if you take notice of it, it might not trigger whatever spark of imagination allows a player to extrapolate actions from clues.

     I had expected a different construction entirely, that late in the game. Because there are three initial disguises, and because there is some sort of specific action at the end, and because some sort of repetitive, do-over theme was present and foreshadowed, I convinced myself that the trick was to play twice more (once as each of the other two characters). After one time through, it doesn’t feel like a very long game, so this kind of thing made sense. I think you can learn a little more by playing again with different options, but it’s not necessary that you do. All paths lead back to the same scenes. It seems constructed this way not to necessitate re-plays as a means of solving that final puzzle, but simply to give players a wider range of choices and to make re-plays worth the effort.

     What I thought was going on -- and what would probably make an interesting short game in its own right -- was that some import clue from a three-piece puzzle would be identified by playing once as each of the available characters. It would be necessary for the player to combine the one thing learned from each in order to deduce that final action. The order of play wouldn’t matter, and a complete re-start (as opposed to having the game “put” you back at the beginning) wouldn’t hurt things. Once you reached the end for the third time, you would simply know what to do.

     Perhaps because it didn’t work that way, or perhaps because there remains a mystery behind The Master’s true identity even at the end, I wasn’t completely satisfied by the story. I really bought into the premise, though, and they say the journey is its own reward. I had fun, even though I wish David hadn’t opted to leave it open for theories. I would have liked to know for sure just what was going on in The Master’s past.

     Then, a few things that never made it fully into the game (more detailed notes available at the game’s end explain this) added to the mystery without ever sharing in the conclusion. For instance, the guy who picks up The Master (in the guise of a Gentleman) in a limo was intended to be part of another sub-plot. Who runs the Chamber, and what’s their agenda? Until I read the walkthrough, I hadn’t even realized the Chamber and the Montalban were related (I thought I had been taken elsewhere). This was supposed to be a bigger, more epic game. It’s probably good that the point is explained in the author’s notes, otherwise it would be easy for a player to think he or she simply missed finding those answers during the course of the game.

     The story is written in third person past tense. In other words, “you see a tree” is expressed as “he saw a tree.” Maybe it’s to force a disconnection between player and PC. Maybe it’s to support that these are events that have already happened. Or, maybe it’s just to set the game apart from its peers. Whatever the reason, I’m not sure it was necessary. While it affords the author an ability to cast emotions and memories onto the PC which the player may not share, it suffers from a few unintentional lapses into the more traditional present tense.

     The writing has a few other minor problems (misspellings, odd and obvious typos, etc.) in a few random spots. I noticed very minor bugs and implementation issues too, but nothing substantial enough to dwell upon. It really moves along at a nice pace overall, avoiding many of the parsing and implementation problems that are the bane of other Adrift games.

     Part of this is certainly the author’s skill with so many games under his belt, but on reflection, it’s more than that. At times, the story felt as though it was on rails. It usually wasn’t (at least, not to the degree one might expect from the term “on rails”), but almost any stray action will redirect the player back, making it clear that this other location or this specific distraction doesn’t merit further attention. Beyond that, the text is written in a way that somehow provides vivid enough mental images without offering an abundance of “stuff” to interact with. So, there’s less for the author to have to implement, and less for the player to concern himself or herself with.

     The puzzles are pretty light fare, except for one particular sticking point outside the Montalban (in disguise as a thief), and of course at the very end. Most of the puzzles are probably just plot-pacing devices. The more difficult sequences to manage -- conversations -- are done through multiple-choice dialogue menus.

     In The Mind Of The Master is a pretty strong entry. Its weakest point, however, is that it poses too many questions that remain unanswered and left up to the player’s imagination at the end. In a story-centric game, I think players deserve a little more. Unless it’s the lead-in for a sequel, it should probably be a lot more. Otherwise, the entire premise -- the driving question that propels a player to take such interest in discovering an answer -- seems like an unfulfilled promise.

     At two hours, I rated the game an “8”. That’s also the score I’ve kept for the review, although it gets an unfortunate “minus” for building a mystery that isn’t quite resolved. It could use a little more polish, but it’s still a deserving and recommendable entry.



Game #8: Ghost of the Fireflies
By Paul Panks (writing as “Dunric” aka “The Master of Spunk”)
Played On: October 13th (1 hour 55 minutes)
Platform: PowerBASIC (Compiled MS-DOS Executable)
Merk’s Score: 3-

     Game’s Blurb:
     Ghost of the Fireflies follows the hilarious (mis)adventures of Raiythius, a hellhound bent on mischief, whose main goal appears to be tormenting the main character (played by you, of course).

     Ghost of the Fireflies begins with a hardy chiding. You’re likely to have missed it if, like me, you pressed “enter” after hitting “n” to skip the instructions. The question is followed by a two- or three-second pause, but any keypress after “n” will skip right over it. I saw it the first time because I did read through the instructions. Anyway, if you’re interested in being scolded with the use of words such as “weirdo” and “stupid,” just press “n” to skip the instructions but press no other key until “HELP FOR THE LAZY” appears as the heading.

     The instructions seem to spoil what might be a pretty big plot twist, but that was evidently intentional. It goes on to say that multi-phrase commands such as “get lantern and go west” will work (it’s “designed to shut up the naysayers”) even though the aforementioned chiding says it won’t work (because it’s stupid for a player to do that). The game doesn’t appear to support multiple commands on the same line, incidentally.

     It saddens me to see Paul Panks again and again invest his effort and creativity in games people just can’t play. Writing text adventures is obviously important to him, yet his insistence on doing it the same way time and again despite well-intentioned advice from numerous sources has grown from stubbornness into... I don’t know... obsession, maybe. What he doesn’t see -- refuses to see, perhaps -- is that he could write these “old school” RPG/Adventures in something more suited to interactive fiction, even if this is the kind of game he wants to write. In Hugo, for instance, he could intentionally re-write the grammar to support only two-word command phrasing (it would be pretty easy) with three-letter abbreviations for verbs and all object nouns. I think this would be silly, but it would allow for the same game without the technical issues that exist as a result of these poorly-coded game/engine hybrids.

     For all of Paul’s experience with BASIC, the game’s included source code shows that he’s still doing it pretty much the way we did in the 1980’s, before “sub” and “function” were introduced in more powerful dialects. What Paul does with spaghetti-gosubs and various branching goto’s should be done with well-planned subs and functions. Errors abort the program, instead of being handled with “on error” code. Almost all variable names are two characters long, even though that’s a throwback to earlier BASIC dialects which would only understand the first two letters of a variable name. PowerBASIC supports all of these things. Interactive Fiction has advanced. BASIC has even advanced. Paul Panks hasn’t.

     And it’s buggy -- very, very buggy. For a time, I thought it was impossible to load a saved game because as soon as I would answer “y” at the appropriate point, it would display a directory listing of my saved games followed by a fatal error that ends the program. What I realized is that I was pressing “enter” after “y” -- just like I had done when asked about instructions. In BASIC, it’s an “inkey” instead of “input.” The result is that the game thought I intended to load a save with a blank name. Instead of validating this, or even handling it with “on error” code, the game just relies on you to press “y” and then nothing else until the list comes up. Then, you must type just the name of a real, existing save. Stray from that and the game dies.

     Skip the next long paragraph to avoid a list of bugs I found just in a partial play-through.

     Other bugs are numerous. As announced at the IFComp website, you can’t buy anything at the store because the game never believes you have any money. I corresponded with Dunric and he sent me an update (I intended to use it to see the rest of the game, although I can’t base my score on it), but even that version seems to have some problems in the same area. “Examining” things (among other potentially useful and necessary actions) frequently results in blank responses. You can find a fern shield, but (believe it or don’t) an Ice Dragon is what actually ends up in your inventory (this, I noticed, was fixed by the update). In early battles, if you attempt to use an item (from the battle menu), you’re seemingly stuck. It wants an item number in response, but the list is empty, and there is no “0” or “nevermind” option. I had to just “ctrl+break” then “enter” to force my way out of the game entirely. In dealing with Bruce Lee you can sell things you don’t even have, and unknown nouns usually result in Bruce thinking you’re selling the Ice Dragon. There was a strange quirk where nothing would happen when I tried to listen to the band’s music, but later it worked. Some bad line wrapping in a few places results in words that are split from the end of one display line to the beginning of the next.

     Here’s the one that had me throwing my hands up in exasperation:

     Raiythius arrives.
     >talk to raiythius
     The object doesn't understand you. Only Raiythius or C/C++ programmers (employing the latest 633K 5P34K) can decipher your nano-blabber.

     Paul implemented “X” for “examine” (which is nice, even given the introductory lecture on why it shouldn’t have been necessary). He even added an “alias” command to create shortcuts to two-word actions. The top of the display shows function-key shortcuts to several verbs. A text map is available in-game. The problem is that these are the advanced features Paul has included to prove that he’s growing as an IF author. The game structure itself is still antiquated and obsolete.

     The beginning, for instance, is a CYOA-style prologue with a couple of prompts (and not command prompts -- you are expected to type “go west” and it’s not routed through general parsing). That wouldn’t be an issue except that you can’t skip it on later play-throughs, and you can’t load a saved game until you move through it into the game proper.

     I really tried to get past these things and put effort into playing a game Paul has put such effort (even if misguided) into writing. It’s just... an exercise in frustration. It’s a shame, because some of what Paul writes hints at brilliance. The rest, sadly, is an incomprehensible mesh of disparate ideas that don’t seem surreal or inviting, just confusing and strange. It ranges from beautiful imagery and well-imagined originality to exhausted elements rehashed from his prior games and toilet humor. The PC is a huge female beetle (spelled “beatle” in the game) accompanied by a comically sadistic hellhound who isn’t quite as funny as Paul thinks he is. This female beetle, it seems, can not only elicit friendly flirting from a concubine bartender, but she can engage in “romantic intercourse” with yet another woman (some opium-smoking guild master). As awkward as much of the story seems, I think it might have made an interesting and surreal adventure if not marred by so darned many technical issues.

     The ending is equally strange. I couldn’t get to it the intended way (is the game truly unwinnable?) so I looked in the source code afterwards. At the risk of spoiling the conclusion to a story somebody out there may wish to play, it involves an NPC called Dunric who commits seppuku (a specific suicide of Japanese origin) with a knife. What precedes it is the PC’s apology for the suffering Dunric has endured, and Dunric’s calm answer that “the competition” will never change him. This is surely just a figurative flight of fancy for the author (I sincerely hope that it is), but if there is any correlation between Dunric the NPC and Dunric the author, it’s a chilling way to end a story -- any story.

     It would be easy to vote the game a “1”. Most judges will. I think if anything is good about a game, it deserves at least a “2”. I’ve gone up from there, though, based almost entirely on the effort that went into the game, not the result. Plus, there are a few well-written and visceral passages that make it clear Paul had something big in mind for Ghost of the Fireflies. I’ve rated it a “3”, but with a “minus” for being so technically unsound and generally a pain to actually play. I can’t recommend it, and it’s probably going to rank at or near the bottom in the final results.

     To wrap up, I would recommend (again) to Paul that he pick up Inform, or TADS, or even Adrift. Please don’t be so adamantly against learning something new and taking on a new challenge. I’d like to think we’ve always been on friendly terms. I’ve offered suggestions, sent information about bugs, written reviews far lengthier and more open-minded than most, not dismissed your games based on by-line alone, avoided (I think) the Panks-bashing that sometimes felt like a daily routine, and even beta-tested one of your games. So, please consider this the friendly, well-intentioned advice it’s meant to be. Just consider it. Your games would benefit by it. I really believe this.



Game #9: Beneath: a Transformation
By Graham Lowther
Played On: October 14th (2 hours 25 minutes)
Platform: Inform 6 (Zcode)
Merk’s Score: 5-

     Game’s Blurb:
     An adventure based on Robert E. Howard's "Worms of the Earth".

     Ordinarily, I like these creepy, pseudo-surreal settings. That part of the game comes across very well. The writing is fine. I don’t remember any errors or mistakes of the kind that have plagued most of the other entries to this point. It’s simple but effective, allowing for easy immersion. But... hmm. The game itself isn’t quite so smooth.

     In Beneath, you are a nameless, unknown reader with a library copy of Howard’s Worms of the Earth (apparently an anthology of short stories). Fact and fantasy blend, as it becomes clear that you (in the role of the PC) must be living in the world described by the very collection you’re reading. I played this late on a stormy night, which added to the mood, but not enough to cover up some serious design problems.

     Hard puzzles aren’t inherently bad. They usually provide a higher challenge rating than I’m comfortable with, but I can usually recognize them as fair and solvable after the fact. The puzzles in Beneath (which, incidentally, had me thinking of 2005’s Beyond on title alone, despite dissimilarity otherwise) aren’t hard -- they’re obscure. It’s easy to make a little progress through the first parts of the game, but then it becomes nearly (if not completely) impossible. Success often depends on knowing or guessing things that seem entirely unclued and counter-intuitive. Some assistance is provided in the form of in-game hints that the game is in an unwinnable state, but the hints seem too sparse to cover all the ways the game might become unwinnable. Plus, it’s never really clear why the game is unwinnable, or what might be done to prevent it.

     The following is an example (and a possible puzzle spoiler) right from the game. The PC can buy an owl, which flies away upon exiting the pet store. This turns out to be a good thing, but it’s described as not really mattering (probably so players won’t think it was a mistake). But, because nothing happened, I didn’t even bother with the owl when re-playing later. Further in, a certain item can be found and dropped as bait of sorts for this owl. The puzzle relies not only on having released the owl earlier, but in somehow deducing that it would be interested in this item. Even if you do figure that out, it’s ultimately pure coincidence story-wise that the owl helps you escape a pursuer while going after this particular item. It’s just not the kind of thing a player could plan for and work out a correct solution. That’s just one example among several.

     Guess-the-command problems only make it worse. The game is far too picky on what it will understand. It’s possible to take the right action but in a slightly wrong way, and never quite know that you almost had it right. I don’t think an author has to account for everything a player is prone to try, but the more variations to an action that may exist, the more coverage that particular action should get. One spot that merits a mention involves a newspaper and a paper bag. The game doesn’t ask for disambiguation on “paper” -- it just seems to assume the bag every time, and often without making it clear that the action you are trying for the newspaper doesn’t work because it was actually routed to the bag instead. (I was close to kicking that darned dog, and it wasn’t the poor thing’s fault after all.)

     This issue was spread across the game as a whole, but the “buy” action is another easy example. Buying anything is particularly troublesome, as the game expects this to be handled in a specific (and frustration-inducing) way. Instead of pooling my money and allowing me to “buy” things by name, I must identify the purchase amount by bill or coin name, “pay” it to the merchant or clerk, and then ask about the thing I intend to buy. Nobody makes change, so to spend your dollar (for instance) you need to find the one thing that’s priced at $1. At one point, this involved multiple levels of “ask” (another instance of something I couldn’t have solved without help, considering that this particular NPC seemed pretty unresponsive to a variety of things I had already tried to ask) in order to negotiate the price down. This isn’t because you can’t afford the asking price, but because the author has matched one buyable item to one or two specific coins in your inventory.

     Some of the design problems could be the standard author-knows-but-player-doesn’t kind of thing that tends to work its way into interactive fiction when based on some existing work of fiction. I haven’t read the source material, but if these puzzles are also based on elements of the Robert E. Howard stories, maybe the author just failed or forgot to make them meaningful for the uninitiated. Others have written veritable essays on the importance of thinking like a player, and it’s just as important when adapting a story that may be unfamiliar to that player.

     An inventory management limitation was another sticking point for me. I think that if you’re going to do this in a game, you really have to make it smooth and automated. “Look in bag” should imply that I intend to open it. I should be able to take coins from the bag and pay a merchant without hitting an inventory limitation just because the game intends to put it in top-level inventory before handing it off. The bag, for that matter, could have been given a larger capacity.

     Here’s a general tip for future IF authors. Keep things believable even when the story you’re telling is pure fantasy. Requiring that your PC order food and sit down where the lighting is just right in order to read from a book is somewhat unnecessary. There are two reasons this puzzle actually works in Beneath (the PC intends to read for quite a while so being comfortable makes sense, and the pieces/clues are in place to make it a solvable puzzle), but later it’s as though he can’t bring himself to read even a single page unless he finds the perfect light. If the town was that dark, it really wasn’t portrayed well enough in the game, and if this was just a device to separate plot sections (as it appears to be), then it might have been handled in another way.

     I stopped at two hours, voted the game an optimistic “6” (hoping that the parts I hadn’t yet seen would justify it), and then ran through from the beginning with the walkthrough at hand. This is the author’s first game (according to the “about” text in-game), and as such, it’s not too bad. It has the potential to be a pretty good game, but it’s not solvable in two hours (if at all) given what feels to me to be a poor design with clunky command-guessing and puzzles that rely on precognition. My review score drops a point after seeing that these issues seem to persist to the end. I have scored it a “5-” (the minus being awarded for bogging down an interesting story with puzzle that can’t realistically be solved without the assistance of the walkthrough).



Game #10: Lost Pig (And Place Under Ground)
By “Admiral Jota” (writing as “Grunk”)
Played On: October 15th & 16th (2 hours 55 minutes)
Platform: Inform 6 (Zcode)
Merk’s Score: 10

     Game’s Blurb:
     Pig lost! Boss say that it Grunk fault. Say Grunk forget about closing gate. Maybe boss right. Grunk not remember forgetting, but maybe Grunk just forget.

     Now Grunk need find pig.

     >xyzzy
     Grunk not know that word. Sound like magic, though.

     (Plugh and Plover offer the same response.)

     I have been looking forward to Lost Pig on premise alone, while hoping it wouldn’t turn out to be a joke (or in-joke) entry in the vein of Pass The Banana. I’m happy to say that familiarity with Grunk’s illustrious career in the military (see Grunk’s blog here) isn’t a prerequisite for enjoying Lost Pig. It’s funny, but it isn’t a joke entry.

     Lost Pig is told from the decidedly simple perspective of the main character, an orc named Grunk. A new player might mistake Grunk’s broken English and seemingly unambitious goal as laziness on the author’s part. After only a few minutes of play, however, it becomes pleasingly obvious how much effort has gone into creating Grunk’s world.

     It’s easy to spot the problems in a game (any random game, I mean). A player will probably recognize when he or she has encountered some bit of difficulty, be it rampant mistakes in the writing, puzzles that are unfair and impossible to solve, verbs that require a mental checklist of synonyms to deduce, objects that can’t be referenced by the important words that describe them, humor that falls short (or attempts at drama that just seem silly), useless or superfluous locations, bugs that kill (or injure) the game, or any of a countless list of other detractors. It’s not so easy to notice when a game is doing almost none of those things. Most things work so smoothly in Lost Pig that Grunk’s choppy narration is the only thing that really stands out at first. It’s consistent, humorous, well-written and completely intentional, but it tends to draw attention away from how incredibly smooth the game plays. It’s easy to sink into it after a little while, and then the game’s nearly flawless design really shows through.

     Lost Pig could be the proverbial poster child for all that’s right in puzzle-game design. Commands don’t rely on one or two specific verbs or phrasings. Puzzles have alternate solutions, making it harder to get stuck looking for one specific but obscure solution. Items work together and are often used for multiple purposes. The game doesn’t span a maze of rooms, opting instead for a minimum area with more than one purpose to each (this also avoids the tedium of traversing wide and confusing geography for puzzles that rely on elements found in different places). Puzzles are clued well and often in multiple ways (ranging from vague to somewhat obvious), making it more likely that a player will pick up on at least one of the hints while still feeling pretty clever when figuring out the solution. A potentially repetitive action (getting another brick) is made simple after Grunk takes note of the process. Grunk’s design philosophy was apparently “I need to write an interesting puzzle game told from a unique perspective, and with challenging but fair puzzles, all while doing everything I can do to keep players focused on playing without the tedium of meta-game frustrations like verb-guessing, spotty implementation, and bugs in the coding.” Grunk... mission accomplished.

     Detail is everywhere. The pig watches what Grunk does, and it even has a mischievous little personality. The gnome is a talker (in good English), and can comment on more topics than might be found in ten similarly-sized games combined. Grunk is hapless but well-intentioned. Scenery is well-implemented. Disallowed actions are well-covered. Dialogue and interactions are well-written and witty. Library (or parser) messages have been reworked to help serve as additional narration for Grunk. Items can be wet or dry, dirty or clean, attractive or repellant, and it all fits together in one consistent world model where any item can potentially influence another.

     This wouldn’t feel like a Sidney Merk Review without a bug report as well, but I tell you, it’s a stretch. I noticed two or three minor mistakes in the text (discounting Grunk’s intentionally-fractured narration). Some kind of command disambiguation issue is at work in the statue room, where items in Grunk’s inventory are sometimes mistaken for similar items depicted in the paintings. And... hmm. That’s all, I think.

     I could have won the game in exactly two hours (and without hints), except that I misunderstood a solution to one late-game puzzle. Once I learned that I didn’t need a specific item to solve the puzzle (just something that would work the same way), I struggled a little to find something else suited to this task. One particular idea (involving wet pants and a hat) seemed like an ideal solution that I just couldn’t make work. This puzzle was really my only sticking point in Lost Pig, and a great case can be made that this was my mistake rather than the game’s.

     Lost Pig is easily the strongest entry I’ve played so far this year, and probably one of the most fun, well-constructed puzzle games of any IFComp I’ve reviewed before. It lavishes the player with a detailed, always-smooth adventure, yet remains a simple puzzlefest with likable characters and a challenge that feels just right. I voted it a “9” at two hours, with a “plus” for such an outstanding level of detail. Even unsure of the potential goodness to come from the remainder of my IFComp play list, I can imagine Lost Pig landing a well-deserved spot in the top five (perhaps even top three). It could even manage the top honor if voters are willing to trade the more traditional serious, story-heavy pick for something on the sillier side this year.

     Note: I bumped the game up to “10” as my marginal favorite of this year’s IFComp, after completing all other eligible entries. However, having played past two hours, I can’t increase my vote (which remains at “9”).



Game #11: The Immortal
By Rob Anthony (writing as “Just Rob”)
Played On: October 17th & 18th (2 hours 5 minutes)
Platform: Inform 7 (Zcode)
Merk’s Score: 4+

     Game’s Blurb:
     An interactive sci-fi mystery.

     I once read somewhere that the opening scene in Men In Black is perfect, because it summarizes the story without spoiling it. The camera follows the flight of a bug as it weaves and dodges danger, only to go splatt at the end. Since then, I’ve begun to pay more attention to opening scenes, whether from a movie, a book, a video game, or interactive fiction.

     What struck me first about The Immortal is how much it says in its first few paragraphs without ever actually seeming to say anything. At the first command prompt, I think I furrowed my brow and muttered “what was that?” I suppose it’s not easy to write about abstractions, but a good opening of this sort should give players something to latch onto and remember later. The intro to The Immortal goes for surrealism without quite achieving it. The ending doesn’t cast it in a new light, because it’s pretty clear what is happening all along.

     I’m either becoming too picky, or I’m forgetting how many seriously broken games are submitted each year. The alternative is that this is the Year of the Untested Game. I know it can be hard sometimes to interest people in playing a potentially buggy, unpolished game (and beyond that, to actually run transcripts and report back what they’ve found, and even beyond that, to actually fix what’s wrong), but believe me, it’s vital. Nobody writes a perfect game. This is true whether you’re a first-time author or an author with dozens of games to your credit. As a dare, check the credits and/or documentation for the top five or ten games in every IFComp. I bet you’ll find at least three testers credited (if not more) for most of them. So decide. Do you want half a dozen potential judges to see a bad version of your game and not be able to vote on it at all, or do you want a hundred and twenty actual judges to see the same version and vote low? I’m stressing the point, I know, but testing is vital. You can’t know how well your game will hold up to real scrutiny unless you have it tested. Most of your recruits should be very familiar with interactive fiction, with a novice or two thrown in for good measure.

     This is why it’s so disappointing to find a game that might have been magnitudes better with testing and revision, as is the case with The Immortal. It has a fairly interesting, imaginative plot. It’s about the right size for the IFComp. Some interesting ideas are involved, where science fiction meets myth and fantasy.

     But boy is it broken.

     It has problems upon problems, in nearly every category that a game can have problems: misspellings and typos; comma splices; wrong word usage (opaque is the opposite of transparent); objects without sufficient noun aliases; actions that are triggered by other unrelated actions; actions that trigger always, even when it’s no longer appropriate or not appropriate in the present location; actions suggested in the text merely for effect, without any verb to support it if actually attempted by a player; enterable things that can’t be entered unless you use the “in” verb; seemingly important inventory items that can’t be used in any obvious way, anywhere in the game (I’m looking at you, samurai sword); poor world state management, where descriptions are hard-coded without respect to major changes that might invalidate what the descriptions say; disambiguation problems (just try looking at the book on the “dias” while already holding another book); unsupported “optional” actions associated with likely objects (a sofa “isn’t something you can sit down on”); instant and unclued death of the “take this seemingly innocuous action and you die” sort (thank goodness for “undo”); items picked up by the PC without explicitly saying so. At least it has no quirky inventory limit, maze or hunger daemon. I guess that’s something.

     Two specific issues do merit a separate mention. First, in at least two places (talking to the soul that follows you around, and entering the eastern hallway) you can continue to rack up score points well beyond the game’s 11-point maximum. Also, when I came close to the two-hour judging limit and switched over to the walkthrough, I found two mistakes. In one spot, it directs you to go “up” to leave the library, when you really must return to the antechamber (northwest) first. Also, you are directed to use the “enter” verb near the end, but only “in” appears to work. This is true in other places as well, but here it was specifically mentioned in the walkthrough. (Thank goodness the available exits are listed in the status bar.)

     The puzzles in The Immortal don’t seem particularly original or clever (generally requiring a specific single-use item for a matching task), but they’re not really difficult either. Rather, I don’t think they were intended to be difficult. Your job as a player is made harder by the many bugs in the game. I found it possible to work around the problems and still make a good deal of progress without help. I might even have reached the end without the walkthrough, except that I reached a point where I hadn’t realized what I could do to avoid death in trying to move past a large “thought bubble.” I might have figured it out, except that my confidence in the game was so shaken by all the problems encountered to that point that I couldn’t be sure I hadn’t made the game unwinnable in some way. Up to that point, even with the problems, I had made steady progress. The game is playable. It just requires looking past the multitude of problems that continue to suggest otherwise.

     It’s even fun, to a degree. Although my time was divided between enjoying the game on its own terms and commenting on its various problems in the transcripts, I still came away liking the game. It’s an ambitious game attempting to tell an even more ambitious story. The author seems to lack the experience to pull it off right now, but it could be improved. The ending seems set for a sequel, although I got the impression too that the author might have had more planned for the game that he just lacked the time to finish. Whether improving The Immortal or writing a new game entirely, I would recommend to Rob that he keep at it. Too many IF authors seem to stop at one or two games, before ever becoming better at it.

     The Immortal feels a lot like A Light’s Tale and On Optimism, two previous IFComp entries by Zach Flynn (entered as “VBNZ” and “Tim Lane,” respectively). Nothing really suggests that Rob Anthony is a pseudonym, but if it is, then that would be my guess. Even if the similarities in style and the types of problems encountered are coincidental (as most likely they are), it’s enough to say that if you liked those games, then you might enjoy The Immortal as well. I had enough fun to make it worth the effort, but it’s not really a recommendable game in its present state. It fits in at “4” on my scale, with a “plus” for the weird but interesting sci-fi setting.



Game #12: Wish
By Edward Floren
Played On: October 20th (35 minutes)
Platform: Inform 6 (Zcode)
Merk’s Score: 7-

     >xyzzy
     A pixie comes scurrying up to you, takes one look, offers a quizzical expression, then disappears

     I have surprisingly little to say about Wish, an entry by Edward Floren, who placed 29th in IFComp 2002 with a game called Screen. In Wish, you are nine-year-old Sarah, on a brief adventure with hints of Alice in Wonderland about it. The events leading up to Sarah’s adventure are told as cut-scenes during the transitional segments of her journey.

     This is a game many players will complete in half an hour. That’s short, even by IFComp standards. So, while it’s technically a pretty solid game (I found no bugs, and only a few minor rough spots in the text here and there), there just isn’t much to it. It’s a little guess-the-verb-y in spots, but not so much that proper phrasing doesn’t present itself after a couple attempts. The puzzles are about as simple as puzzles come, serving mainly just to give Sarah something to do in her adventure.

     Wish might be a good starter game for kids, or a game kids could enjoy with the help of a parent. It has emotion that, while not particularly forced or anything, would probably strike a chord more with a younger player (or perhaps with a younger player’s grandfather) than with the typical IFComp judge slogging his way through twenty-nine entries.

     As to the story, I can make a few comments (with potential spoilers). I’m not sure what symbolism was involved here. Maybe the recurring “diamond” shape is meant to match the tree’s star? The ending explains what Sarah is doing during the game, but only sort of. What was the significance of these particular encounters? In light of the ending (and the “advice” given Sarah by her mother), how were these things supposed to have helped? Are they part of something bigger -- something the author believed players would understand at the end? For that matter, it seems to me like a bad idea to give that advice to Sarah (at least worded as it was), when she was already struck with misguided self-blame over what happened earlier. Was there, then, more to the story than meets the eye?

     I have a feeling this is one game most judges won’t feel too strongly about, one way or the other. On one hand, it’s more polished and it plays more smoothly than some of the larger, more ambitious games in the competition. It tells a simple and touching (if slightly predictable) story. On the other hand, it is pretty short, and while effort has certainly gone into its creation, it’s probably not to the extent seen in many of the other entries. It doesn’t deserve a low rating, but at the same time, it’s difficult to rate it on par with longer, more developed entries (another example of how my rating criteria fall short). That’s why I’ve scored (and voted) it a “7”, with a “minus” for brevity.



Game #13: The Lost Dimension
By C. Yong
Played On: October 21st (4 hours 5 minutes)
Platform: C# or VB.NET (Compiled .NET Executable)
Merk’s Score: 5+

     Game’s Blurb:
     The lost dimension tries to present the conventional text adventure game in a non-conventional way. It is hoped that this whole new GUI approach would attract those who normally don't play text adventure game as well.

     If one were to watch the first hour of Stephen King’s The Langoliers, play Simple Adventure by Paul Panks (or any other poorly-conceived text-based combat RPG), get a little drunk, and then program a game in .NET, it would very likely turn out a bit like The Lost Dimension.

     The story in The Lost Dimension (and really, it’s not all that lost; it’s just like every other strange monster-infested real-world-becomes-fantasy-land setting we’ve seen) is that all passengers on a plane have disappeared, except for the initially-sleeping main character. The plane lands (and subsequently disappears), leaving the protagonist to fend for himself (well, the “snore” audio is decidedly male) against various crazed beasties that ordinarily wouldn’t all belong in the same story. All the while, he must hunt for five magnetic stones (could be “relics of power” in any other game) as the key to escaping this strange realm.

     In spite of its many problems, I liked this game. I have to say that first, before I launch into a lengthy discussion on everything that’s wrong with it. This is another game with a custom-made Windows-only engine, but it takes a different approach than the typical home-brewed IFComp entry. It features a point-and-click interface that’s intended to entice players for whom typing is a turn-off.

     The author claims that The Lost Dimension can be played completely via keyboard or with the mouse, but I couldn’t figure out how to make it work right strictly by typing in a conventional way. Unrecognized commands (such as “x me”) don’t result in anything but a warning tone. Verbs recognized by the game (such as “look”) bring up a pick list before you even finish typing, making it impossible to enter complete commands. Some actions (such as those listed sometimes in the “special options/actions” section) don’t seem to be recognized as text input at all. (Edit: I see that you can reference special actions at the command prompt by number, just not with any verb or command phrasing.) If, however, you play the game strictly by its point-and-click interface, it works reasonably well. Granted, it takes a little while to become comfortable with an all-click interface for a text adventure game, but it’s easy to manage after only a little while.

     The game’s greatest weakness is that it throws away the power and flexibility of a real command text parser without replacing it with something equally robust (such as visually appealing graphics with point-and-click hot-spots). At any point in the game, every possible action for every potential object is pre-calculated. This allows the game to list all possible actions, or to populate pick-lists when selecting an action that requires an object. Thankfully, it does play more like a point-and-click graphic adventure game than a CYOA-style game, and that at least keeps the feel of interactive fiction intact.

     As the game progresses, the interface does begin to feel more natural. I can see what the author intended by it, even though I suspect most IFComp judges won’t agree. It’s really not a bad engine. To really shine, though, I think it needs work in a few areas.

     It should automatically resize to fit your resolution (instead of downsizing your resolution to fit the game). The trick here (if I can be so bold as to make the suggestion) is to call a generic routine on the INIT for each and every form element. If you’ve based the default layout on 800x600, simply calculate the actual screen size (possibly as a global on startup, or any time the form itself is resized) and change the position and size of the control based on the adjustment of its default size and position. You can resize fonts the same way (although a custom user-initiated font selection is probably a better idea).

     The command prompt, when input is so restricted anyway, is probably better left out entirely. A transcript feature would be nice. An “undo” feature is sorely missed, and the single-file save game ability (based on the name you supply when starting the game) would have posed a problem if I hadn’t realized you can just copy or rename the saved files outside of the program to manage as many different saves as you like. Knowing (instead of guessing at) weapon and armor stats would have been nice, considering your main character stats are on display anyway. Auto-mapping would be nice. Items in the “special options/actions” list are infrequent enough that I sometimes overlooked them until later. Somehow drawing the player’s attention to that area, when options are shown, would be helpful. The color scheme is pretty chaotic, and would do well with some toning-down.

     It could also use a better, more original game to showcase itself. A big flaw I see in home-brewed entries like this is that plenty of effort went into making the engine, but not enough effort went into writing an interesting game. It’s as if the game is secondary, being cobbled together from random elements to form a nonsensical and generic story. It shouldn’t be that way. This engine could be used to create something far more interesting, original and worthwhile.

     The game is also plagued with typos, misspellings and wild grammatical failings. English seems to be a second language for C. Yong, and while it’s a nice effort if so, it’s still difficult to be enthusiastic about what’s basically very simple, generic writing. Room descriptions are short and rely more on the player’s imagination to fill in the gaps than any real visualization of what the author has supplied. Responses to most commands are brief and choppy.

     My notes hold a few unintentionally amusing quotes:

     "Any physical beings including you cannot pass through it."
     "Stone Ape attacks with its Stones but MISS !"
     "The room is covered by various pale paintings of agony-looking human faces."
     "The Little green alien is slained."

     Being a little gun-shy of broken battle systems in home-brewed IFComp entries before, I was leery at first of the RPG elements in The Lost Dimension. I think it’s probably possible to waste the healing “holy water” (available in limited supplies) and the limited-use attack items (like guns and grenades), leaving your character too weak to progress in battle, but that didn’t happen to me until the final (and optional) fight. It actually worked pretty well for me, with well-balanced experience points, hit-points, leveling-up and stat-building that reminded me of what I like about simple combat in RPG’s. Once I noticed the “next” button at the top of the combat progress window (which can be clicked over and over to speed things up), I really started to enjoy the various fights I encountered.

     Still, the combat left me with a few concerns. First, it’s always in seven rounds. The “monster” always goes first (as far as I noticed), meaning it will get four attacks to your three. If the battle isn’t over, the seven rounds can be repeated with another attack (meaning your opponent gets an extra hit for each round of seven). Monsters in some rounds even attempt multiple hits to my one. The balance and fairness seems okay, though, so maybe this was done to maintain a challenge. Also, some “monsters” didn’t really seem like monsters to me. Why am I fighting a mule? Maybe it was a Dire Mule? Or did the author just run out of wacky ideas for monster types?

     Aside from poor writing, nothing major is wrong with The Lost Dimension in the way of bugs. It never crashed on me... uh... except at the very beginning. This was due to an older version of the Microsoft “MDAC_TYP” library on my PC. I figured it out from the .NET exception report, downloaded and installed version 2.6 from Microsoft, and then it ran fine. Non-techie types are likely to be stuck if the same thing happens, though (hint: be sure you’ve installed .NET 2.0 and updated to MDAC 2.6).

     A few general bugs in the game logic could be ironed out with an updated release. It is possible to cross the river to the west from a dead-end area (it’s obviously unintentional, because you can’t cross to the east). A loose brick in a tunnel is either described in a room one west of where it actually exists, or it’s implemented one room east of where it’s described. Sometimes, a big hit in battle will lower your HP to less than zero (and without an “unconscious” range as might be seen in D&D, it doesn’t really fit here). Some of the text at the bottom of the winning end-game pop-up was covered and hidden. Some doors that can be opened will only stay open when broken. I’m sure I noticed others, but without a transcript I only have my quickly-written notes to consult.

     The game features MIDI for music and WAV for sound effects. It fits the game’s style, but sometimes the specific selections seem to be poor choices. For example, the level-up music is a lullaby. The sound effect played when putting on armor or refilling a gun sounds like a bug being squashed. One of the battle victory themes is some classical piece I can’t quite place (but probably should -- it’s very familiar -- and the easily-recognized “Ode to Joy” bit from Beethoven’s 9th is there in the MIDI folder as a monster theme, even though it doesn’t seem to actually play in the game).

     The game isn’t just monster combat, throw-away storyline, and public domain sound files. It’s also a string of simple puzzles that generally require just “looking” at the right thing and then using what you find there at the appropriate location. I wasn’t really bothered that it didn’t feature a deeper implementation than this. The game kept me entertained for just over four hours (stopping at two to cast my vote), and somehow I never got stuck. That’s surprising, when a couple of the things I passed easily should have been far less obvious (such as, spoiler here, digging inside the hut). Maybe I just got lucky. This is one of several instances where I wonder if the puzzle was clued well enough, if at all. I think the limited choices inherent to the game’s interface probably made these things more solvable than they otherwise might have been.

     It isn’t necessary to map the first section (on the plane), but the game really opens up afterwards. I did well enough with a hand-drawn map (otherwise I’m sure I’d have gotten lost easily), but the author includes nice graphical maps in the game’s “solutions” folder. They don’t show hidden rooms, however. Any player looking to solve 100% of the game is wise to mark a hand-drawn map anyway.

     So yes. Somehow, I did like this game. I finished with 88% (although without defeating the monster in the northern cave due to low health), and that feels like enough of the “extras” to really get a feel for the game as a whole. Still, it’s a tough game to recommend to players in general. It will probably appeal to anybody who likes similarly styled games (such as those written by Paul Panks). Point-and-click fans who want the novelty of something entirely text-based might enjoy it. Or, if you’re an IFComp completist with a job in .NET development (like me), you might enjoy it. I’ve been as generous with the score as I can (a “5” with a “plus” for the unique and surprisingly non-broken engine), but I can’t bump it up any higher without conflicting with games that really are more polished and more fun. On my scale, that’s still a “below average - plus.”



Game #14: Deadline Enchanter
By Alan DeNiro (Writing as “Anonymous”)
Played On: October 21st (1 hour 10 minutes)
Platform: Inform 6 (ZCode)
Merk’s Score: 8

     “This is where I end and you begin. That, at least, is what I want to think. I don't know you. Perhaps one day I will. But this Implementation--rather, its copies--are my seeds blowing to the wind. The palm-parsers, their oak gears whirring, will be pressed into hands long after I finish this.”

     So begins Deadline Enchanter, an anonymously-entered game that falls 14th on my randomly-selected IFComp 2007 play list. As with the others to this point, I have played and will review it without the comments or opinions of others. That’s intentional. I want to vote based on how each game affected me personally, without the influence of knowing how others were affected. I’ll hunt for opinions afterwards.

     This is tough for a game like Deadline Enchanter, because it’s either incredibly brilliant or it’s trying hard to seem brilliant. An author can play games with perspective, be it a switch in person or tense or a twist on the narrator-PC-player relationship. Anonymous goes for the latter here, in a very self-referential game-within-a-game. What starts out with confusing narration begins to make more sense later. It seems offputting and disconnected in principle, but it works here. I felt more involved and immersed in the story than is usual for me.

     Really, it’s a story in the guise of a game -- and a seemingly linear one at that. That’s intentional. The puzzles would be impossible, except that the narrator doles out a walkthrough, requiring that the player simply follow along and take a few additional unprompted but obvious actions along the way. That’s intentional too. It lacks a deep implementation of the game world and generally doesn’t reward straying from the intended path (unless I’ve missed something, which is possible even though it seems unlikely). But yes, that too is intentional. In these ways, it is a brilliant approach to game design. The few typos I found might be intentional. Minor implementation issues (such as “violence isn’t the answer to this one” when indeed it is, just with a different verb) might be intentional. Anything can be deemed intentional when the author assigns his or her creation as the rushed work of the game’s narrator -- an NPC.

     So let’s take it as a story told in this medium without ever meaning to be difficult or hindered by puzzles. It’s not a story about writing games. It’s a story that is a game. Hmm. That sounds like nonsense. As I said, though, it’s very self-referential. As a gimmick in IF, it seems like an original one. (I’m sure to be proven wrong with examples, but it’s original in my experience.)

     It’s also highly imaginative, where coffee has become magic powder and Earth shares its resources with alien visitors (or perhaps alien invaders). I went in expecting it to be a tongue-in-cheek hybrid of two Infocom classics (neither of which, I’m ashamed to admit, I’ve ever played), or maybe an honest homage to the same two games. From a quick read at Wikipedia, I don’t gather that the plot of Deadline Enchanter mirrors or merges those games. Rather, it seems that the game’s title is in support of its self-referential nature. Even the built-in help and version information stays in character.

     The narrator is interesting, opinionated and emotional. That’s good, given that the focus of Deadline Enchanter is the narration. A favorite example from near the start:

     “Northwest is Ghazal Street and east is the ruins of an Al-Mart. You don't really need to go to the latter but I thought I'd point it out. Because it was a hellhole and it's better ruined.”

     Is it a good game? It’s definitely a good story, where “what’s going on” begins to make more sense as the narrator guides you through it. I emphasize “you” because it could be said that the player really is the PC in Deadline Enchanter. Or is the player a hidden middle-man, with you playing as the player? That probably makes more sense. I think this is the kind of question that will spark discussion among players, especially after the competition ends. It could end up with a pretty high standard deviation in votes, being a game that will probably “wow” some while leaving others cold and confused.

     Deadline Enchanter is pretty short. Five or ten minutes of my time were spent afterwards, checking to see what would happen at what appears to be the game’s only decision point (and it seems to lead to a slightly altered ending). The hour it took to complete was partially spent fighting against what the game wanted me to do. If there are divergent paths or extra content, it all eluded me. In retrospect, the game can probably be completed from start to finish in only a few minutes.

     That leaves me in a quandary. It’s an imaginative and entertaining story told in a unique way. It’s an engaging mystery of circumstances built up around a pretty cool sci-fi scenario. At the same time, it’s pretty short, offering a sparse implementation (even if intentional). The detail has gone into the narration and the setting envisioned by the author in “simulating” the game’s world on behalf of the narrator, rather than in actually simulating the game’s world. It’s perfectly reasonable that it should be this way, yet it does let the author off the hook for any flaws that aren’t directly related to the telling of the story on his or her own terms. This makes it a tough game to rank -- for me, at least.

     So, I have to go with my gut. It’s a very good story, recommendable for the unique way in which it’s told. My score is “8”, without any bias to give it a plus or minus.

     Now, to go see what others are saying, and possibly learn just how far off I am with this seemingly ill-informed analysis...



Game #15: Lord Bellwater’s Secret
By Sam Gordon
Played On: October 23rd (1 hour 35 minutes)
Platform: Inform 7 (ZCode)
Merk’s Score: 9

     >xyzzy
     The word "xyzzy" comes into your head for no apparent reason. You cannot quite place it. Perhaps it is the title of a book that you've seen somewhere.

     (Edit: There is a little more to XYZZY at work here -- which I learned of later from another discussion -- but I’m not going to spoil it.)

     Lord Bellwater’s Secret opens like a good mansion crawler (I have a fondness for those, maybe because a few of my earliest IF experiences were set in large puzzle-filled mansions of mystery), but it’s essentially a one-room game. Technically it’s two rooms, but the other is just an extension of Bellwater’s study. Bert Smith (you), a groom in the service of the late Lord Horace Bellwater (and by extension, his heir James Bellwater), has entered the study in secret to search for the answers to his sweetheart’s recent and reportedly accidental death.

     One nice thing about this sort of design is that everything a player requires is within immediate reach. Sure, locked rooms are traded for hidden compartments and the implementation of “areas” within the room (usually approached automatically and without any impact on the story or the puzzles -- with an exception or two) is a nice touch, but it’s reassuring to know that it’s never necessary to figure out where a given item will be needed. If it’s needed at all, then this is where it will be. It’s a perfect set-up for a puzzle game, because it’s more difficult to overlook or fail to investigate important items. The moment I began to wonder “okay, now what?” I just looked around a little more and came up with an answer.

     That’s not to say it simplifies the puzzles. It just leaves most navigational duties out of the equation. The bulk of Lord Bellwater’s Secret involves finding clues and evidence by examining what’s around. That’s simple on the surface, but a few puzzles do ensure that the story is revealed in a pretty much logical and meaningful way. Hitting on certain elements too soon (such as the hidden parchment -- I didn’t find it early, but it would have been possible with blind luck or dogged determination) don’t necessarily spoil later bits, because it usually takes an understanding gained by further investigation to be of any use. Even though the puzzles aren’t complex, they do offer a few “ah-ha!” moments (such as solving the safe’s combination).

     It’s all nicely implemented as well. Looking up certain entries in either of the two in-game sources seems cumbersome at first, but it’s clearly described and it works well (I envy the grammar flexibility of Inform that allows for this). Some potentially complicated actions (such as using the safe’s dial or reading from specific books among the 1200 shelved) are explained and made easy.

     Ah, the books. It employs a slick little gimmick that’s not even apparent until a second or third play-through. It seems to hold up for quite a while, but whether it resorts to a generic response at some point, I can only guess. It might rely on a player to simply tire of the exercise at some point (which I did), but then again, maybe all 1200 titles really are there to be seen.

     The story is notable in that it allows (even expects) players to make assumptions and guesses early on, which turn out to be wrong. This didn’t feel like a “twist” except in later reflection, but I suppose it is.

     The downside for me is that the game begins and ends as a murder mystery, but the middle redirects the player into a big question of inheritance and motive. At the end, I expected a neat and complete resolution to that plot line, rather than the primary one. In fact -- and in a bit of irony -- I finished the game with what appears to be the best ending at one hour and fifteen minutes (after two variations on a “losing” ending), yet struggled for another twenty minutes looking for something more. Part of that is because I missed (or wasn’t convinced) that the ending really was punishing the guilty party. Another part is that the whole issue of inheritance is only in support of the twisty plot, not the point of the game as a whole.

     Lord Bellwater’s Secret is pretty well polished, but a few minor issues did sneak into the competition version. Several typos (“Sott” instead of “Scott” is one example) are noted in my transcript. Trying to “look inside” (implying the bag but not specifying it) gives no response at all. A