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IF Comp 2004 Reviews

In which we discover Jess likes hints and/or walkthroughs.

By: Jess Knoch
Last Updated: 20041230.


Skip straight to the reviews!

[Edit: this intro was written when most of the reviews were, in December 2004.] My reviews are coming out much later than most folks' for a couple of reasons. The upshot is that authors get to read one more review of their game and everyone else gets to mostly ignore me, which is fine by me. I have been avoiding all discussion of comp games, including reading everyone else's reviews, which has been painful but just provides more incentive for me to get mine done and published. Though I must admit I have seen the list of winners. Here goes.

First off, let's look over all the games for some sort of trend. In 2002 it was the home or office setting; in 2003 it was starting the games in a bedroom; in 2004 we have games that start with the player character (PC) waking up. This is just as reasonable as anything else, I suppose, so it doesn't bother me too much. I thought overall the games were fairly good, at least in the sense of "competently coded."

Finally, my reviews might be a bit shorter on the average this year. I spent fewer words on the games that didn't rate as highly. With luck, I will be back to longer reviews next year..

All right, without further dilly-dally, let's see the list of scores and then the reviews in the order I played the games.

8.50 All Things Devours
8.25 Sting of the Wasp
8.00 Gamlet
7.75 Luminous Horizon
7.75 Typo
7.50 Square Circle
7.50 Blue Chairs
7.25 Who Created That Monster?
7.25 The Great Xavio
7.25 Murder at the Aero Club
7.00 Bellclap
7.00 The Realm
6.75 Splashdown
6.50 Blue Sky
6.50 Mingsheng
6.50 Order
6.25 Goose, Egg, Badger
6.00 The Orion Agenda
6.00 Trading Punches
6.00 Magocracy
6.00 The Big Scoop
5.75 Zero
5.75 Chronicle Play Torn
5.25 I Must Play
5.25 Redeye
5.00 Ninja v1.30
5.00 Escape from Auriga
4.75 Kurusu City
4.75 A Light's Tale
4.50 Stack Overflow
4.50 Blink
4.25 Ruined Robots
4.25 Getting Back to Sleep
3.00 PTBAD 3: A Mystery

Not Scored (and why not):
A Day In The Life of a Super Hero (ADRIFT)
Zero One (ALAN)
Identity (I was a beta-tester)
Die Vollkommene Masse (withdrawn from the competition)


My first glance down the list of entrants and the order in which I would play them (thanks, Comp04.z5) was pretty exciting, for three reasons. 1 - I recognized a lot of the author's names, and expected to like many of the games. 2 - Earth and Sky 3! I was looking forward to that! and 3 - The first seven games on my list were TADS and Inform games, meaning they would be easy for me to get running. That makes it much easier for me.

Square Circle

Eric Eve, TADS3

You begin Square Circle locked in a jail cell and will be set free if you can solve an apparent paradox: your task is to draw a square circle. I thought I had to perform this task while in the cell, so I spent a bit of time looking for something to draw *on.* There were two things in the room that might have worked, but didn't for some reason. I finally checked the hints and found that I could leave the room.

So, I spent a bit too much time up front reading and experimenting, believing that once I had performed the task I was done. After all, the note I found in the cell seemed to say that was all there was to do. That turned out to be wrong, although the other tasks were also in the same idea: you've got to escape *further*, is all. This could have been better clued, and might have prompted me to seek help sooner so I could fit the whole game into two hours (I didn't, by the way). There was a problem or two with the hints: "Where did the pen go when you dropped it?" didn't make sense at the time, and it didn't make sense when I solved the puzzle, either. Also, if the hints were supposed to be context-sensitive (i.e. sensing when I had already performed an action), they failed. It took me a quick peek at the walkthrough to get jump-started again. Once outside the prison, the hints were much more helpful.

In addition to that, once I knew what I wanted to do to draw my square circle, I had quite a bit of trouble figuring out the syntax needed to do it. I tried different equivalent things, and the game pretended to understand, but they were not understood as solutions. I did get it eventually, but it should have and could have been smoother.

Now, I've only talked about puzzles so far, but there really is some kind of story floating around behind the surface here. You see, the PC doesn't know *why* he was put in prison. There are some hints of the backstory when the game opens, and at a few points throughout your explorations, but if it all got wrapped up at the end I didn't get to see it. It seems like it might have been wrapped up quite satisfactorily, which would have been a big plus (as opposed to remaining vague and hinty-like). Anyways, I wanted to see what happened, and I had grown a bit fond of the protagonist, but the gameplay issues got in my way especially at the end.

Writing/story (0 to 10): Pretty good writing, very few typos, and the story looked interesting (and like it might be going somewhere). 88

Appeal/likeability (0 to 10): Good. A lot to like. But then, a lot of rather bland stuff too, so 6.

Bugginess/mechanics (0 to 10): I would have liked to see a little more friendliness on some of the syntax problems. Overall good though. 8

Entertainment/fun: Not bad. There were hints, after all, though the hints were flawed. I did like most of the puzzle-y bits, but why were acorns more satisfying than a ham sandwich? 8

Special: Didn't finish in two hours. Knock off one final point from the end (4 points). [EDIT: no more -4 for not finishing. The penalty has been declined.]

Composite score: (8+6+8+8)/4 = 7.50 (8)

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Escape From Auriga

Florin Tomescu, Z-code

Note: this game was disqualified for violating author rule 1: do not base your game upon works currently under copyright without the copyright holder's permission. But I already played it and scored it, so here you are.

"You awaken suddenly" are the first three words of the game, thus starting my list of "wake-up" games: games where you are put into the action by waking up. There were several of them this year, and to add to the confusion, several of them have you waking up on a spaceship.

Writing/story: Mostly okay, but there are definitely weak spots. Also some spelling errors. 6

Appeal/likeability: A couple of turn-offs, and not a whole lot to appeal. Aliens, sure, but icky ones. 4

Bugginess/mechanics: There are definitely a lot of problems in this category, though most of them are more annoyances than outright bugs. 4

Entertainment/fun: Actually, kind of fun. Sure there were problems, but it's not all bad. I used to play Doom, and this kind of felt like it, what with the med kit and switching weapons to use up ammo and such. No hints, but there is a walkthrough that tells me how to get max points. 6

Composite score: (6+4+4+6)/4 = 5.00 (5)

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Sting of the Wasp

Jason Devlin, Z-code

[This review first appeared in the Comp edition of SPAG.]

Overall: Me gusta mucho. A lot of fun to play, good characterization, great story, with room for improvement in certain areas.

I think "Sting of the Wasp" (hereafter SotW) is the only "Interactive Damage Control" that I've played. It certainly seemed like an unusual premise: you've been caught in a compromised position, and someone took a picture. You've got to find out who and destroy the evidence before anyone has a chance to tell your husband.

The game begins with a warning about the strong language and sexual references. I am almost universally in favor of these types of warnings, and I much appreciate being told about things like that ahead of time. The warning also says "Despite the first scene, this is not a pornographic game." That originally gave me a good deal of pause, but I decided to try it out anyway. It turns out to be mostly true: the game is not pornographic, but the first scene *is* -- or at least it's rated R. But none of that part is interactive, so those who are uncomfortable with such things can close their eyes until that first room description rolls around.

The player character, Julia, is not the nicest person in the world -- we know from the first scene that she's having an affair -- but her personality is very distinct, and it is shown very well throughout the game. This description of her clothes says an awful lot about her:

>x clothes
Nothing but the best for you. Pumps from Prada, skirt by Yves Saint Laurent, a gorgeous silk blouse from the much-coveted Vera Wang collection which is currently hanging about your shoulders, exposing your three thousand dollar chest.

The setting is the country club that the PC and her husband belong to. There are suspects everywhere -- apparently none of these people particularly care about the PC. Everyone is competing for status, snidely putting the PC down and trying to make each other look bad. Interaction with the NPCs is pretty thorough -- they even react (usually by making catty comments) to weird things you do as the PC, like search the bushes, or try to walk east when there is no exit that way. It's too bad the game doesn't recognize "talk to <person>", because that seems very intuitive and makes sense, especially given the special note in the help menu -- "talk to <person> about <topic>" *is* implemented.

The hint menu has an attitude, which I like. The first hint I saw was an excellent one, which really gave me an idea of what I needed to do without making me feel like I had been told what to do. Unfortunately, not all of the hints were quite that helpful. For instance, a simple "Have you talked to Rodrigo" (names have been changed) doesn't do me much good if I don't remember who Rodrigo is, or know where he can be found. A different hint might tell me he's on the polo field (places have been changed), but if the only reference to the polo field I can find is a location titled "Outside Stable (next to the Polo Field)" with no mention of how to get there, then I'm still kind of lost. Especially since the game is pretty consistent about listing the exits in all the other rooms.

Speaking of listing the exits... that brings me to the part of the review where I talk about the stuff that doesn't work so well in the game. There's one location that just flat-out lists the directions to other rooms wrong. It wasn't too hard to figure out, though. Worse was trying to figure out what to do when all of the hints said "don't continue until you've..." and I didn't qualify for any of them. A few misleading responses threw me off, like when I tried to take an object that I thought would come in handy (and indeed, was required to solve a certain puzzle): it said nah, let <someone else> take care of that. I didn't know I had to search for it before I could take it. I had just assumed if it was there that I would find it.

I had a few troubles finding the syntax required for certain actions, but eventually (with the help of the hints) I made my way through the puzzles. And oh, what fun puzzles they were! If I have a choice between knowing what needs to be done but struggling with the syntax, and wandering around trying to figure out what I'm supposed to be doing, I'll take the former every day of the week. Still, I ran into trouble again when I needed to use the phone and the hints said "See 'Xavier won't let me use the phone!'", but I couldn't find any such hint. I thought I was in an unwinnable state, having missed my opportunity to use the phone, but it turned out I was wrong. The game was pretty forgiving, right up until the endgame, and I had plenty of warning that it wasn't going to be forgiving. I'm not sure how many times it would have taken me to solve that on my own, but I had the hints, and that took care of it nicely.

But what about the story? you ask. It wasn't just all running around solving puzzles, giving x to y and unlock doors, was it? Well, maybe, but it didn't feel like that because of the characters. You see, in order to get what she wants, Julia (the PC) has to find out some secrets of the other people at the country club and exploit them. The parts that I started guessing ahead of time (like the two people I suspected were "an item") were very satisfying to confirm! Then I suspected that someone else was after someone else -- the whole thing was a cross between a soap opera, a detective story, and some type of show where you're the criminal and you have to cover your tracks. I can't think of what that would be. Anyways, I liked it.

Oh, and SotW doesn't get full marks for writing/story because of some punctuation issues. Not a big deal, just something to clean up. I did give it full marks for entertainment/puzzles, because it was just that much fun to play through and figure out. Extra-fun, in fact.

Writing/story: 8

Appeal/likeability: 6

Bugginess/mechanics: 9

Entertainment/fun: 10

Composite score: (8+6+9+10)/4 = 8.25 (8)

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Stack Overflow

Timofei Shatrov, Z-code

I generally see it as a bad sign when the walkthrough contains a line like: "(now the timing is important. If you return back too early you would be shot with 30% chance.)" Random chance of death, woo.

Anyway, you start this game apparently on your way to work, when something wonky happens (the text does include the words "you woke up" but that's not where you start). Next you're in a small room with a puzzle to solve, and then something wonky happens, putting you... back in the same room. Or is it? One more puzzle and you're finally in the game proper: on an alien space station. I didn't know what my goal was at that point, but I was fully prepared for more wonky things to happen. They didn't, though: it was "standard" puzzley IF from there, although the puzzles were obscure and the writing was tepid.

Tepid, tepid... can writing be tepid? Halfhearted, unenthusiastic, apatheic: yes, it was like that. Here's an example from the very first part of the space station:

Space Station Level 0
You happen to be aboard a space station of some sort. The interior reminds you of all those dumb sci-fi movies you've seen.

For God's sake, man, what does it *look* like? Examining things in detail gets us nowhere, most of the time. Here's another room description, where it seems at first glance there is something very interesting to look at. Investigation will prove that theory wrong:

Long Passageway
You're inside the giant tube serving as an east-west passage. It ends abruptly at the west side with a red and yellow striped gate, which is blocked by the metal bars.

>x gate
You can't see any such thing.

>x bars
You can't see any such thing.

>x red
You can't see any such thing.

>x yellow
You can't see any such thing.

>x stripe
You can't see any such thing.

>x striped
You can't see any such thing.

>x block
You can't see any such thing.

>w
You can't, since the emergency gate is in the way.

>x emergency
You can't see any such thing.

Still, I don't want to be too harsh with criticism on this topic: there are enough odd phrases and flat-out wrong word choices that I have to believe English is not the author's native language. In which case, this game will pretty well illustrate why every IF author who is writing in a language other than his own native language should find a native speaker to proofread for him.

Enough about writing. The hint system is tragically, tragically flawed. I couldn't figure out how some of the comments were supposed to help me when it was the *syntax* I was struggling with. The game's responses are no help either: at one point I was told an object was (and I quote) "fixed in place." Fixed in place means it cannot be moved. When later I discovered that I could (and indeed, *needed* to) push the object to a different location, I was mighty disappointed.

Sigh. Anyway, I pulled out the walkthrough and used it. I got to a spot where the walkthrough didn't work, so I assumed I had done something differently earlier in the game, and I started over from the very top with the walkthrough. This worked, and convinced me that I never would have gotten through it on my own. There were actions I wouldn't have guessed (to get the keycard). Also, I was confused when I waited by the elevator and no one showed up. Apparently you have to summon them, and then leave. So somehow they know you're leaving? In which case, why don't they come after you?

Writing/story: The world is under-described, and I get the feeling that the author was bored with his own setting. If you don't care what it looks like, then I'm not going to get a good sense of the setting. 4

Appeal/likeability: Fair. I like aliens, even if they were mostly just hinted at rather than actually implemented. I can't say I *disliked* it. 6

Bugginess/mechanics: Sigh. Unfortunately this game had a lot of problems. It tries hard though. Well, it sorta tries. 4

Entertainment/fun: Pretty darn low. I had to use the walkthrough since there were no real hints. I totally don't understand the machine with which I made a Klein bottle -- there were no clues about how it worked or what it did; it just seemed to create things out of other things pretty much at random. At least there was a walkthrough. 4

Composite score: (4+6+4+4)/4 = 4.50 (5)

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PTBAD 3: A Mystery

Xorax, TADS2

PTBAD 3 starts with a few typos, some misused commas, and a few bits of nonsense. It didn't get any better.

It didn't take long to figure out that this game was totally surreal and also very silly. It reminded me a bit of the scene in Hitchhiker's Guide to the Galaxy when Arthur and Ford first come aboard the Heart of Gold, but it wasn't nearly as funny or fast-paced. Trying to actually get anything done is like pulling teeth. And there are *lots* of misspelled words.

I wandered about for a bit, seeming to make a bit of process, and then I was stuck. I couldn't find any hints, or any walkthrough, or, in fact, any help of any sort. I called in my backup (Jen) to help me out so I could try to finish the game, since I didn't want to spend the rest of my two hours bothering. She found a door. I found a door, too, but she also found a way to get back to the door after getting the key, which eluded me.

So, I made it to a maze of sorts, and then, "the end." Kind of. There was no real end; it just said it was the end, and I didn't trust the game nearly enough to believe that. Overall: a poorly implemented silly idea with no real end. And the rabbit is dead.

Writing/story: Bad. Typos, punctuation errors, misspelled words, and poor writing. Also, no story. 2

Appeal/likeability: Not a lot. It did make me think for just a fraction of a second, though. 4

Bugginess/mechanics: Actually, so little was done with this, it's surprising that I can even mark this category down as low as I do. But I can, because there were *so* many things that the game didn't know and it should have. Bad. 4

Entertainment/fun: A tiny sliver of entertainment. I could not find the end, but rather than mark the game down in this category for not being a game, I will assume that it is a game, but one I couldn't finish.

Special: couldn't finish, -4. [EDIT: no more -4 for not finishing.]

Composite score: (2+4+4+2)/4 = 3.00 (3)

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The Orion Agenda

Ryan Weisenberger, Z-code

More aliens! I must admit I am liking the alien theme this year. I like aliens. However, this is all making me want to go back and play the revised version of Cerulean Stowaway. Anyway, let's play it on its own merits.

I was encouraged to see the ORLibrary in use. That should mean attention paid to syntax troubles and helping out the player with the technical bits. The game began (like so many of the others) with a sort of dream, just waking up, and the PC can't remember how he got there. It took me a while to realize I had moved into some kind of flashback. That's always tricky in IF, and there certainly were ways to "break" it in The Orion Agenda.

"Orionions?" Please, say it ain't so. Maybe it's pronounced "orry-unyuns" -- Ore-Ida has branced out from potatoes into onions.

The writing was moving along just fine, with just a very occasional missing word or punctuation problem, and I was enjoying the extra responses to actions, the "where is," the "look up," and the interaction with the NPC.

Then I died, rather suddenly. Pfft. [Mild spoilers ahoy; ye may wish to skip to the next paragraph if this bothers ye.] This was *after* I offered the disguise to my partner and she said "that wouldn't help." But the lack of disguises was why we were killed! And she was supposed to be the expert on these people! It was not obvious at first that we each had our own kit, and our own disguise.

Anyway, I did a bit of "learn by dying" which confused me because I was in a hole later on, wasn't I? So how could I die before getting there?

The story is interesting, to a point, but the game really turns on its puzzles. There are gadgets to play with, a native culture to try to understand, and some neat areas to explore (though more things in the village should be implemented). For all its story, this is a very puzzley game, and most of the puzzles fit into the game world nicely. However, one major problem is a lack of direction once you are in the village. My first thought was to wait in my hut until something else happened, but it didn't take long to realize I was actually supposed to bust myself out of the place somehow. But I wasn't really motivated to do an exhaustive, detailed search of the village, in part because there were so many things not very well implemented.

I had a few problems fiddling with gadgets at times, which was frustrating because it was necessary (otherwise I would have chucked the thing early on):

>wear it
(first taking the electronic translator)
I put on the electronic translator.

>turn it on
I need to turn the knob to turn it on.

>turn knob
What setting should I set the knob to?
[edit: Gee, I don't know. I wonder what my options are?]

>x settings
I cannot see any such thing.

So. As I say, the puzzles were mostly sensible, though they weren't necessarily easy. I found I especially despise hints that are no good: it said "scan the items," but that wasn't the correct action, and nothing I could think of to try worked or gave me helpful feedback at all. Also, my partner sometimes said "I don't think that would help" when the action would *obviously* help, which is misleading and should be fixed. Worst of all was when the hint told me specifically to use the syntax "X" and it didn't work. Apparently that command only worked in one location, and in any other location you got the default doesn't-work type response.

Ooh, Jess is getting gripey. One last gripe: Do you have any idea how easy it is to mistype xzxxe? That's not exactly kind.

I was really hoping to see an AMUSING section at the end of this, since I had some extra time to play with and I really wanted to like the game better, but there wasn't any. At least I finished.

Overall, The Orion Agenda has a nice sci-fi story on both ends and lots of puzzles in the middle, though you may have to do some work in figuring out how to phrase your commands at times. Perhaps a nice revision after the comp would make it an excellent game.

Writing/story: All right, this is kind of good. There were only a few odd phrases in the text, and overall very few errors. And I do like the story. 8

Appeal/likeability: Kind low. I like aliens and all, but wasn't this an episode of Star Trek: The Next Generation? (Or is "Bejourn" from DS9?) Plus, the first person thing only distanced me from the action. 4

Bugginess/mechanics: Medium. There was a lot of good stuff, but there was a whole lot unimplemented too. And the instructing the NPC thing was spotty. 6

Entertainment/fun: So-so, medium-low. But there were hints, right? Yes, although not perfect hints, since they told me the wrong thing at times. And how about telling us about these alternate endings, help with getting Rebecca in the end, etc? 6

Composite score: (8+4+6+6)/4 = 6.00 (6)

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Gamlet

Tomasz Pudlo, Z-code

Note: yes, the name of the author looks familiar, but I don't recall any specific newsgroup wars or anything. So basically I am reviewing this "blind." Sometimes I feel really out of the loop. Dear the Cabal, have ye received my application yet?

It was pretty clear from the start that this was some kind of not-quite-serious take-off of Hamlet, but it wasn't until I got a few rounds into the game that I realized it was also a Jewish version of Hamlet. I was a bit thrown at first by some of the vulgar bits in the beginning, but the manner and style of the prose didn't fit with that. It seemed to be aiming for a Shakespearean feel without the flowery bits that we don't really use any more -- but tossing this in next to the vulgar bits was weird. Clearly we need an example here:

>ask father about uncle
His eyes and features remain impassive, but you hear contempt twist his voice.

- Although begotten by the same father, born of the same mother and reared in the same faith, your uncle and I have as much in common as Abel and Cain. He lives by night - your father goes on - indulging in carnal pursuits a righteous man would shudder at. It is said his lasciviousness extends to goats... of both sexes. - An effectful pause.

I think of this game as divided into two parts -- one, in the house, which I played and had fun with, especially with the puzzles in the study. The second part was, well, not-house, and everything took an odd turn that I couldn't follow and used hints/walkthrough for (well, it was near the end of my two hours, too). If all of the game had been as engaging and interesting as the first part, or heck, if it stopped after you figured out how to get "out" of the house, it would have been quite a good game. As it was... it was well-made, but somehow unsatisfying by the end of it.

The centerpiece of the game, in my mind, was the study. Here's a room full of objects, furniture, and thick atmosphere, and even now I can get a sense of what it was like to be in the study. Items that the PC is not interested in are dealt with nicely, and items that the PC is interested in are implemented in detail.

I had some trouble with syntax at times, especially when I thought I knew what I needed to do but none of my phrasings were working. Also, I needed a few hints to solve certain puzzles, though I was pleased to see I was mostly on the right track. In fact, the wrong action sometimes gave me a very good idea of what needed to be done, even if they got what I was trying to do wrong:

>burn myself with poker
With a match? No, you'd need something more substantial.

See, I *was* using something more substantial than a match, but this comment still led me to the next action I needed to do.

Do you have any idea how difficult it is to type Enkryptykon correctly when you're in a hurry? (This sounds like a familiar complaint. I hope it's not the recurring theme in this year's games!)

Anyway, overall I admired the game's quality, and I enjoyed the first part but didn't like the last part. I'm not sure what I was supposed to get out of all that.

Writing/story: Pretty darn good, I think. A very rare typo. The ending detracts from the overall story. 9

Appeal/likeability: Medium? I need to refresh my memory on this category again. There is fencing!! (Okay, pictures of men in fencing stances, but still!) 7

Bugginess/mechanics: Pretty high score (low bugginess). I couldn't brand myself though, which definitely should have at least had a response. 8 -- more could have been done.

Entertainment/fun: Actually, pretty entertaining with some neat puzzles. And there were hints and a walkthrough, so I made it to the end, although I had trouble with some spots. Puzzles generally good, I think, especially in the study. 8

Composite score: (9+7+8+8)/4 = 8.00 (8)

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Trading Punches

Sidney Merk, Hugo

I only had the Hugo engine on my machine because of the recent release of Necrotic Drift. So, I was able to play yet another alien-culture exploration game, though Trading Punches has quite a bit of hefty story to go with it.

The very start of the game is a sort of flashback, and the first thing I noticed was all the stuff I *couldn't* do. Not a good way to start a game. If I can see my father, I expect to be able to get a description of what he looks like, even if he is implemented in another location. I don't think "jibes" means "teases," which is how it is used here. And why is an ancient and seemingly rare "artifact" (which may be one of the only working ones in existence) of "little value"?

Anyway, the next thing that happened was that I left the game running for an hour and came back to a black window. Apparently this terp doesn't like idling, so it shut down the game and wouldn't let me pick up where I left off. Damn you, Hugo interpreter! [Later I was to find that the time-out was closer to twenty minutes. This caused me all sorts of lost time, which I had to count against the game, in replaying parts to catch up to where I was before. Also frustrating.]

Hm, lots of complaining so far in this review. Okay, I'll skip over some of what I was going to complain about and get to the part where I actually talk about the game's strengths and weaknesses.

Trading Punches is a puzzle-y type game, with a good story behind it (and a very complete-feeling universe behind *that*). You play Gavenn Daroan, the elected leader of your... planet? Most of the game is in flashbacks, as you relate incidents from your past to a student. The time period also nicely covers some important events in the history of your world, as an alien culture comes in contact with yours. The end, though, is happening "now" and ties up some of the loose ends of the story quite nicely (at least, the parts of the end I saw looked like they might, and I assume the very end would finish the job). The game ranges from an idyllic countryside setting to a hot and windy desert to an undersea dungeon crawl to a drinking party -- well, sort of. The environment changes add a lot to the complex feel of the game world.

The puzzles are, for the most part, interesting and engaging. Or at least, they would be engaging if I hadn't hit SO many snags with syntax, commands not understood, and just plain inconveniences. I had trouble with the walkthrough, since it doesn't explain what's going on. There are certain points of the game where you cannot just pick up the walkthrough and start following it, because some things seem to be randomized. I.e., at one point the walkthrough says "go back to X location," when it should say "go back to whichever location you were at when Y happened." If you are following the walkthrough from the beginning, you are at X when Y happens, but if not, then you will get stuck. I got stuck.

I got stuck at the end, too, when I was following the walkthrough word for word and it didn't work. How do you account for a walkthrough which just plain doesn't work? I couldn't figure it out on my own before time ran out, so I was forced to score the game without seeing the ending.

Writing/story: Good. 8

Appeal/likeability: Nothing much to excite, though it was more positive than negative. Aliens, yay; backstory, yay; not being able to find everything out and tie up loose ends, boo. I can thank Sheri S. Tepper for an eternal fondness for characters named Yarrel. 6

Bugginess/mechanics: Many, many problems: wording, syntax, etc. This was often a pain but there was nothing fatal. 6

Entertainment/fun: I actually liked the drinking puzzle. But the lack of hints and LACK OF A REAL WALKTHROUGH makes this category pretty low, which is unfortunate. 4

Special: -4, didn't finish. [EDIT: no more -4 for not finishing.]

Composite score: (8+6+6+4)/4 = (6.00)

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All Things Devours

half sick of shadows, Z-code

Ironically, when a game warns me that it's not going to be fair, I consider that fair warning. And All Things Devours (ATD) has such a warning, so I settled in to have a good play. The very first thing I ran into was a fatal programming error.

I was awful close to quitting and scoring it very very low right then, since I didn't remember seeing any other way to go from the first room except north. And since north led to a fatal programming error, this game looked totally worthless. The hints and walkthrough were online, and I was offline, so that was really no help. (All appearances to the contrary, I really don't live online. That would be my husband. I travel with my laptop a lot. I continue to think that having the hints/walkthrough online is a mistake. I see absolutely no advantage to doing that over including it with the game. Separate file if you must, but it should be available.) I also had a problem in that first hallway, where "x door" led to "Which door do you mean, the door to the Saunders Lab or the door to the Pooley Lab?" but "x door to pooley lab" got me nowhere.

The text online with the hints suggested that I leave the game "for a few days" before turning to the hints. That might be fine advice the rest of the year, but not during Comp. I play these games in order, and if I leave your game, I might not come back to it to upgrade the score from 1. I set aside two hours for ATD, and those were the two hours I wanted to spend, dammit, not some other future two hours. And finally, the hints were not in an easily-downloadable format, which was even worse than just having to go to a website to get them, because I actually am not hooked to the internet most of the time I'm playing interactive fiction. If I'm hooked up, it's for something else. Playing is one of the few things that can be done offline.

Whew. Okay, let me be done with all my complaining now, because ATD truly is a remarkable piece of work. It's just unfortunate that we had the trouble with the programming error and the online-hints thing, because I almost missed what turned out to be the most fun in the entire Comp.

You play a -- student? Academic researcher? Scientist? -- who has created a prototype of a dangerous device and was promptly removed from the project when the military took over. The intro text sums up your mission quite well:

You're in.

The plan now is simple: go to your lab, plant the bomb, and run. The prototype will be destroyed. The military will have no way to continue the experiment. No- one will die.

The guard is out securing the grounds. The building is empty. You have six minutes.

Just like that, you've got a clear job to do. You've got one major puzzle to solve, though you can break it down into smaller steps and solve them one at a time. ATD is most definitely a learn-by-dying game, but I don't remember the last time I have been *so* happy to learn something even at the cost of the PC's life -- this time through, anyway. To aid you in your mission, there is a small collection of typical IF items -- light source, keys, crowbar -- and a not-so-typical item, the prototype itself, which you must employ to solve the game.

After I finished this one, with the help of the hints at the end, I told Jen that she had to play it. I didn't tell her anything else about it, and I'm glad I didn't. Figuring out what you have to do is a major part of the fun, and figuring out how exactly to do it is very satisfying.

Overall: a tremendous technical achievement and a ton of fun to play, with one intricate knot of a puzzle. 

Writing/story: Fine, no mistakes. The story is a bit on the bland side but it does what it needs to do to showcase the fun parts of the game. 8

Appeal/likeability: Nice. I love the sci-fi parts. And the whole thing with time travel actually working is great. 8

Bugginess/mechanics: Good, but there were a few things I would have like to have seen differently. This only scores as high as it does because of the complications that must have been involved with the time travel. There was one or two spots where a catastrophe occurred and *then* I got the message about holding my breath, etc. 8

Entertainment/fun: SUPER FUN. I would give this a 10 straight off if the hints, walkthrough, and afterword had been part of the game instead of located somewhere else. As it is, I have to ponder for a few minutes first. 10

Composite score: (8+8+8+10)/4 = 8.50 (9)

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Who Created That Monster?

N. B. Horvath, TADS2

The year is 2026. You are an investigative journalist in Iraq, trying to get to the bottom of a mystery (see the title for a hint). To do this, you've got to use any means at your disposal to worm information out of the various embassies in Baghdad, even if it means lying to, bribing, or threatening them.

I had to stop playing after five minutes and go get something to eat, because the opening scene (set in a McDonald's) had me craving chicken nuggets, and you can't ignore the cravings of a pregnant woman. When I came back to the game, I must admit my first impressions were not so favorable. I had little luck getting information out of the NPCs, the map seemed a bit sprawling and confusing, and there were just a ton of places where I knew I was supposed to be doing something, but couldn't figure out what.

It turned out that the problem wasn't so much the game, as I had thought, but my own failure to read the directions and pay attention when the game said "your task is to find THIS." Oops. Once I had that, things became a little bit smoother, and I was able (with minimal use of the hints) to find my way around the city and through the mystery.

Overall, it is cute enough to while away a bit of time, though it doesn't have much in the way of Deeper Meaning or Literary Excellence. It also served as a reminder to read the introductory text carefully for clues as to what's going on.

Writing/story: Nothing really special here, but I didn't see a lot of typos either. The story is not a bad one, and the setting seems well constructed. 7

Appeal/likeability: Political commentary is always tricky, but this one was handled nicely. There was a funny jab at the US, and the whole thrust of the thing might be pretty critical of the US, but it's soft enough not to take offense at. Surprising. Nothing special, but it's not offensive either. Treads a fine line successfully. 6

Bugginess/mechanics: There are a few things that might have been nicer, but I was surprised by the smoothness of the syntax. I should have read the "about" text sooner, but it wasn't explicitly mentioned when I started the game. I lied: it says "Type ABOUT for important game information" and I ignored it -- my bad. I would have liked more talkative NPCs (isn't that *always* true?). 8

Entertainment/fun: Actually not bad. There were hints, there was a walkthrough, there were puzzles that even I could solve. I love that sense of accomplishment. 8

Composite score: (7+6+8+8)/4 = 7.25 (7)

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Bellclap

Tommy Herbert, Z-code

Bellclap is an interesting experiment in points of view. In this game, the protagonist is a human being named Bellclap who moves through the environment and stuff. You play a god. There is also a very distinct parser-type character who relates your instructions as you type them to the human being -- and all of your commands are for him, not for yourself or for the middleman. Each of the three characters has its own personality, although you have to imagine any personality you might bring to the god character. Here's a good illustration of the three different parts interacting:

Sir, Bellclap is in need of help, sir. He's in one of your temples in the mountains. He says he has insufficient food to return home, and it's getting dark. He is also complaining about the weather.

Temple
The temple consists of a stone room with an altar and a statue of you, sir. He entered it through an archway to the south.

He is promising bounteous sacrifices in return for his life.

What would you like him to do, sir?

>x me
He can't see you, sir. You're in light inaccessible, hid from his eyes.

Unless that instruction was intended for me, in which case you're looking radiant, sir, radiant.

>x you
He can't see me, sir. I'm more a sort of guiding voice.

There is a sort of series of puzzles to solve, though I found it rather tricky. The purported goal is to get Bellclap some food, but actually that's like an end-goal that you don't actually get to in the course of the game. So what was I supposed to be accomplishing? It's hard to get good hints when you're supposed to be omniscient, I guess. Peeking at the walkthrough gave me a bit of a hint to make some progress, and then another long look at it got me through to the end.

I was rather hoping it would be a funny game, because the blurb (which was also the first line of the excerpt above) amused me so. It turned out to have some amusing bits but not very many, and there's not an AMUSING section at the end to entertain me any more. In the end, I was intrigued by the unusual viewpoint, stymied by some odd puzzles, and found Bellclap a bit lacking in actual meat, or crunchy bits, or whatever it is we're calling real content these days.

Writing/story: Actually, pretty good. I didn't see any mistakes in the text, and the writing was always clear about who was speaking to whom. Still, not a fantastic story. 6

Appeal/likeability: I really like the gimmick. I was hoping for more of it, but even as it is I like it. 8

Bugginess/mechanics: The goo stuff was a bit tricky, and maybe there weren't enough responses for actions that didn't work, but overall, good here. 8

Entertainment/fun: Just okay. No hints, but two walkthroughs. There wasn't quite enough direction for my taste, and the game is too short and unresponsive to encourage a lot of banging on different things and trying different tactics. So, entertainment value suffers a bit, but it's still fun. This game is prime for an AMUSING section, but there was none. 6

Composite score: (6+8+8+6)/4 = 7.00 (7)

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Blue Sky

Hans Fugal, Z-code

At this point in playing my comp games, I am smack in the middle of a string of Z-code B-games, and Blue Sky is up next. There was a movie by this name. Checking the files that came with the game, I see that the hints are in an html file, which is probably good enough, but the walkthrough seems to be in a .scr file, which could be bad if it's just a transcript... which it is.

In Blue Sky, you are with a tourist group visiting the lovely city of Santa Fe, but you overslept and missed the group's departure. So now you've got to find them and join them (I wondered about the possibility of doing, ya know, something *else* for the day [especially white water rafting!], but that didn't seem to be an implemented option.) There's quite a lot of realistic-seeming elements with local flavor, which is fun, but the puzzles leave a bit to be desired.

The things you need to do aren't exactly intuitive, and the whole thing is a little dry in tone. I'm sure Santa Fe is interesting enough, and I did like being able to wander around anywhere (except where I couldn't go). The score notes aren't consistent: some of them have periods and some don't. I like the idea of it, but it just wasn't that fun. Still, at least the puzzles weren't too hard -- I solved two of the four on my own. Wow, stopping to count made me realize there were only four puzzles.

Basically, I'd like to see a little more attention paid to an equally good idea by the same author, with some more puzzles and better hints.

Writing/story: Not bad. More of a hook than a story. A few typos. It's bad when the hints have to tell me what a sipa is because it's not described properly in the game. 6

Appeal/likeability: Nothing special. I like the llama, I like the "wandering around the city" thing, but I just didn't get into it. 6

Bugginess/mechanics: Seems okay. I didn't make many notes in this area, so it couldn't have been too offensive. 8

Entertainment/fun: It seems possible to get to an unwinnable state on accident, with no warning, just by finding the llama before meeting the flute player. And there's not a lot to do about it, either. There were very few puzzles, and I had difficulty with all of them except the llama thing, because that one solved itself as I wandered. Overall, the entertainment is rather low. There is a walkthrough, and there are hints, even if they're not super good ones. 6

Composite score: (6+6+8+6)/4 = 6.50 (7)

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Blink

Ian Waddell, Z-code

In Blink, you play an older man named Tom Walsh who struggles to come to terms with his own military experience in the face of some difficult questions from his young grandson, Duncan.

Ugh.

Okay, now that that's out of the way, let's talk about implementation, which is sadly lacking. Here are some typical examples. First, a room description and the major missing noun:

Pond
The pond, algae-covered and teeming with life, surrounds you in all directions except all southernly directions. Cattails poke out of the water, clearly thriving in this wetland-- unlike you, of course. A drainpipe can be seen to the north, but it's almost completely submerged in water.

>x pond
You can't see any such thing.

And second, the lovely conversation mechanism, "talk to", in action:

[Duncan] still sits though. "Grandpa, can I ask you something?"

>talk to duncan
You can't think of anything in particular to say.

"Sure, sport. Ask anything."

Most of the time it seemed like there was only one conversation option, or that all conversation choices led to the same thing, so I never got to see the multiple paths that were mentioned in the About text.

No hints and no walkthroughs means, of course, I got stuck. Luckily I had Jen to suggest "take all" in every location (if you consider that a spoiler, please let me know, because I do not, in this case). One of the most dramatic moments of the flashback loses all of its intended emotional impact because of a punctuation error, smack-dab in the middle of it. Later, what is supposed to be another emotional moment (I assume) is ruined because of how a dead body is implemented -- you can't talk to it, it's "fixed in place," and it's missing an important, humanizing synonym, so it becomes just a prop.

In summary, this is not entertainment at all. It doesn't seem to be intended to entertain, but what it's actually trying to do, I'm not sure. Any emotional impact is lost due to implementation problems. And if the message is supposed to be that sometimes people die tragically and needlessly, well, thank you, but M*A*S*H did that a whole lot better.

Writing/story: A few typos. The story is, as they say, "on rails" the entire time, even though multiple paths are mentioned. Still, not terrible. 6

Appeal/likeability: Pretty low. What is the point of this? What message are you getting across to me: war is bad? Yeah, thanks for the tip. 4

Bugginess/mechanics: Not terrible, but there were a couple of things that could have been done better. Then again, it doesn't try very much either (see the "x pond" problem mentioned above). 6

Entertainment/fun: SuX0r. NO HINTS AND NO WALKTHROUGH MAKES JESS ANGRY. Yeah, I got to "an" end, but it wasn't any fun. I wonder which part exactly was supposed to be entertaining? 2

Composite score: (6+4+6+2)/4 = 4.50 (5)

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Luminous Horizon: Earth and Sky 3

Paul O'Brian, Glulx

In the third installment of Earth and Sky, you play both Austin and Emily, switching between them at will to ultimately save your parents. Oh, I can't tell you how excited I was to load this one up. EAS2 was just about perfect from a technical standpoint, and the hints were good enough to bring tears to my eyes. Perhaps I expected too much in thinking EAS3 could match it.

The first ten minutes were sunk into reading the intro file with helpful verbs and the comic that reprised the story of the previous two episodes (YES! THE SQUID!!). After that, I was really ready for a great game. Alas, the very issues that EAS2 handled perfectly (syntax, synonyms, disambiguation, parser) were the ones that EAS3 struggled with.

The puzzles were intelligently laid out -- you start with a few easier ones that require the use of both character's powers, so you have to be aware of them later in the game. Then you get to some harder ones, which would have been just peachy if there had been lovely hints like in the second episode. Unfortunately, the hints are in-game only, the kind you get from talking to other characters, and I had a lot of trouble actually getting help.

So, while there was a lot to be impressed by in this game, there was a lot of polishing left to be done.

Writing/story: Rock solid, with just the one typo. 10

Appeal/likeability: I have difficulty getting into character due to the switching between them. Still, I love the idea behind this game. I *really* wanted to get into that vehicle, but it was a red herring. I loved the comic. And I do *like* the characters plenty; I just like them as NPCs. 8

Bugginess/mechanics: I would love to say it was perfect, but there were just some things that should have been better. I had difficulty with the gizmos, for example, and I can take the archways from the corridor. And asking questions between the two of them was not as easily understood by the game as "talk to." 7

Entertainment/fun: With no way to judge how long the game was (no score), it was very difficult to feel comfortable doing the puzzles at my own pace. And I got stuck a *lot*, for a long time, and the hints just weren't enough. They seem to be location sensitive, which just makes the puzzles harder when I think I need to be doing something in a different room. And what's up with the ending? Could I have done it any differently? Why is there no walkthrough? I admire the puzzles, I guess, but I just couldn't figure them out. 6

Composite score: (10+8+7+6)/4 = 7.75 (8)

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The Realm

Michael Sheldon, TADS2

Another game that starts with "you wake up, and here you are." I guess this is a pretty normal way to start a game; it's just that for some reason this year it really caught my eye and started being more of a distraction than a normal IF beginning. I'm sure I'll get over it.

In The Realm, you play a young squire who is trying to become a knight, but you've lost your sword and armor. Hilarity ensues in this zany, madcap, etc etc. There are hamsters, but also hamster urine. The King is named Gertrude. I found it quite a lot of fun to play through, and while the puzzles don't always seem to fit in the setting, the solutions make sense most of the time. My main complaint in fact is, wait for it, the lack of hints. Luckily there was a walkthrough included with the game that I could use as a hint-source -- not perfect, but it'll do in a pinch.

Writing/story: Some grammar problems, and the story is on the weak side, but serviceable (I hate that word) Ahem. It's a bit weak, but it gets the job done. 6

Appeal/likeability: The cuteness of the rabid hamster is outweighed by the urine bit. But then Picklebird pushes me back to "liked it more than not." 6

Bugginess/mechanics: Definitely a bit of room for improvement, but overall things worked well. 8

Entertainment/fun: Pretty high, but not as good as the very best. No hints, but there was a walkthrough. Still some (of what I would consider) good puzzles. Fun. 8

Composite score: (6+6+8+8)/4 = 7.00 (7)

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Zero

William A. Tilli, TADS2

Once again I am being "awakened" to start the game. In this one, you play a goblin soldier whose home caverns have just been raided by the bad guys -- humans. You've got to go through the colony's halls and put everything back in place. I guess. I didn't really get that far, to be honest.

The idea is entertaining enough, but I had to laugh at some of the typos: fowl humans, someone "unleashed a furry of death." Still, it's interesting to play the part of the goblin for once, instead of the human soldier whose town was just raided by goblins. There's a great deal of descriptive text that could be a part of a great game, but the lack of feedback and true interactivity make it difficult to appreciate it in its current form.

The puzzles leave a lot to be desired -- like, making sense, being clued, being intuitive, working, etc. I'm so picky. The gameplay goes something like this: wander around, find something to be put back in place, put it back in place. This makes some other item available somewhere else in the caverns, so you start over with the wandering around, looking for things to put back in place. I couldn't find any rational link between the item I put back and the next thing that opened up, which means it's all just wandering at random and hoping for the best.

Around 400 turns in, I got hit with the sleep and hunger puzzles. It was about that time I realized I wasn't going to be able to solve this one without hints, and there were no hints. I beat my head on it for a while longer, out of obstinacy, really.

Sigh. I decided at last to go ahead and grade it based on what I had played so far, and not take off four points because I didn't finish. It just wouldn't be right without spending the full two hours on the game, and quite frankly that would be a waste of my time. But to be fair, I will change my policy so that there is no longer a penalty for not finishing a game. I don't like it, but I'll try it this way to see how it all falls out.

Writing/story: Mistakes, but sometimes it tries to be a little too much: "The stone walls seem to choke the small bed laying here." (Further, note laying instead of lying, and "seem to" which is frowned upon.) Still, I like the story plenty fine. 7

Appeal/likeability: Not too bad. There aren't any grossnesses like I remember from the last Santoonie game I played. I like playing a goblin, and the character is actually interesting. It's good that he has a history. Still, I didn't get to see much of the world. 8

Bugginess/mechanics: TONS of things not implemented, commands not understood, and trouble getting through to the parser. 4

Entertainment/fun: Hmm... stupid die-at-400+-turns-hunger-daemon. Annoying visit-the-same-places-many-times puzzles. Still, it's not terrible. I like the idea of the puzzles even if I can't do them. Oh, and no hints and no walkthrough means Jess can't solve it. 4

Composite score: (7+8+4+4)/4 = 5.75 (6)

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Magocracy

Scarybug, TADS2

Normally, I love games with wizards and spellcasting and stuff in them, but when the game also involves combat and a slew of randomized elements (NPCs, wandering monsters, the aforementioned combat, to name a few), I am wary. In fact I expected to not like it.

The premise is simple: you, a simple street magician are taking part in a wizard death-match. Six wizards are locked into a castle until only one remains alive, and that one will inherit the kingdom. Woot, right? Sure, okay. There are quite a few different strategies you can pursue, from improving your spellcasting abilities, to working on those sword skillz, to turning the other wizards against each other. I opted for the "use UNDO to defeat really strong monsters and gain lots of points with little to no real effort" strategy, which may have killed some of the fun, but I'm not here for fun; I'm here to WIN.

Actually, I only did that because it seemed the only way to get out of the dungeon alive. Yes, if you take a wrong turn early on in the game, you can be dumped into the dark maze that is the castle's dungeon, there to be set upon by wandering monsters as well as enemy wizards and their summoned henchmen/creatures. Since this can happen early, it's really easy to get trapped down there with monsters you don't have any real hope of beating yet -- unless, of course, you know how to UNDO.

I definitely wouldn't have had any luck against the other wizards without extensive hint-reading -- but at least there *were* hints. It's a neat little system, if you like this sort of thing, but not usually what I'm looking for in a work of interactive fiction.

Writing/story: Typos, story is mediocre, etc. 6

Appeal/likeability: I quite liked the setting, creatures, idea, but it really fell flat. 6

Bugginess/mechanics: Not too buggy. Very annoying at times, but only part of that was due to buggy-type stuff. 6

Entertainment/fun: Rather low, but not awful. Probably a 6, though I wouldn't recommend it unless someone was looking for this type of game.

Composite score: (6+6+6+6)/4 = 6.00 (6)

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Goose, Egg, Badger

Brian Rapp, Z-code

Warning: this review discusses the implementation "secrets." Normally I'd provide a link skipping anything spoiler-like, but since it's pretty much the whole review, I won't. To be honest, I really wish I had known the secret before playing the game, because it would have made it much more entertaining from the start.

This is a gimmick game in a way, though it's not immediately obvious. The best kind of gimmick games are ones that you can play as if they were normal games; Goose, Egg, Badger is one of those. Here's the deal: you can solve the game and get full points using no other verbs than those which appear... as nouns... in the game itself. There's a goose, there's an egg, there's a badger. You can use all of them as verbs. In fact, I think that every object in the entire game has a name you can use as a verb, and in the "gimmick-y" way of playing through, you use only these verbs (and directions, if I recall correctly). Most of the puzzles can be solved using other verbs as well, which is a good thing, because without knowing the gimmick ahead of time, I would never think to use certain verbs in a work of interactive fiction ("skirt" comes to mind here).

You play a girl on a farm (another "you wake up and here you are"), trying to put things right after some intruder has apparently messed them up. So you've got to clean up the messes and get the animals back into their pens and so forth. If that doesn't sound terribly exciting, it's because it's not.

All the new verbs means lots of new ways of interacting, and also a lot of default responses. These are for the most part short and clever, which I appreciated. I kept running into trouble with the inventory limit, and trying to figure out why my score went down. There are hints, but it's hard to get a useful hint because of the way they're presented.

Writing/story: Fine; I don't remember seeing any errors. The story is all right. 8

Appeal/likeability: Hm, not a whole lot to go on here. The gimmick is kind of neat, but only kind of. 5

Bugginess/mechanics: Some spacing troubles, but pretty straightforward stuff here. Obviously a lot of new verbs were added. 8

Entertainment/fun: SO frustrating. There are hints, but they suck and they are hard to get to. The puzzles were difficult or poorly clued or guess-the-verb. Not a ton of fun here. There was a walkthrough (for full points, yay) and an attempt at hints. 4

Composite score: (8+5+8+4)/4 = 6.25 (6)

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I Must Play

Fortytwo, TADS3

Nothing in this game makes sense. Start with that, and it will go down a little easier. Not the puzzles, not the plot, not the motivation for being there or doing anything, certainly not the NPC.

The idea behind I Must Play is simple. You're in a video arcade after hours, and you can play all the games you want. The games are color-coded (aqua, silver, green, orange, onyx, and puce), though apparently they're supposed to represent actual games from the real world. In the manner of Interactive Fiction, when you play one of the video games, you act out the part of the thing in the game.

It's hard to tell what real-life games these are supposed to be, because they are sometimes presented in a strange manner. Aliens in control rooms? That's actually one side of the Space Invaders game. The game doesn't supply enough information about what's going on in each of the arcade mini-games for you to be able to make sense of what's happening by itself. To add to the confusion, some of the video games are linked to each other, so that actions you take in one can affect the other. I'm not sure if it was the intended mechanism, but I ended up taking items out of one game-world, into the "real" world, and then into another game-world.

The idea is to win each of the mini-games so that you can get your name on the leader board at the arcade. Meanwhile, Eric the NPC stands at your elbow making droll commentary about the civil engineering process that is blatantly misrepresented in some of the games, blah blah blah. I wanted to shake him: "Dude! It's a game!"

Anyway, that's pretty much all there is. Win all the games, get the highest score, and be the arcade game queen. I don't know who Billy Mitchell is, though, so if that's a joke, I don't get it.

Writing/story: Fine. Story is a bit weak. I didn't see major errors though. 7

Appeal/likeability: Ick. Absolutely nothing in this game is designed with me in mind. In fact, if someone sat down to write a game and make sure I wouldn't like any of its elements, this game is not far off from what they might come up with. Still, it's not blatantly offensive. 3

Bugginess/mechanics: Definitely some trouble spots, but I didn't look at it too closely, so I didn't spot a whole bunch of missing synonyms. It's nice to see T3 making more of an appearance. 7

Entertainment/fun: Rather low. Hints were not enough to help me, though they were at least there. 4

Composite score: (7+3+7+4)/4 = 5.25 (5)

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Blue Chairs

Chris Klimas, Z-code

In looking over my notes for Blue Chairs, the first thing that pops out is all of my caps-lock ranting and the censored expletives. Apparently there was some frustration. Which is weird, because I don't remember the frustration as much as the surreality of everything. Still, there are definitely a few weak spots in the implementation: things that would be normal in another game stand out as "weaknesses" here because of the responsiveness of the rest of the game.

Blue Chairs starts you off at a party. Actually, you seem to be in the attic of the house where the party's going on, and weird stuff happens. Then you can go to the party itself, and weird stuff continues happening, in varying degrees. If you're lucky, and you can get a ride, then the weird stuff really picks up, packs its bags, and catches the last flight to Borneo.

Fortunately, there are hints. Unfortunately, it's hard to tell at times if you are looking at the proper hints or not -- it's that weird of a game, at times. Fortunately, there is enough to get you through to the end. Unfortunately, the end is weird. But it's thought-provoking, and even I (the queen of just-play-it-once-and-score-it) played through a few times to a few different endings, and I'm glad I did.

Writing/story: Several typos. I like the story fine, except maybe the ending (man, if I had a nickel for every time I said that!). 8

Appeal/likeability: Not consistent, but at times very high. At other times rather low, but there was a lot of cool stuff going on. 7

Bugginess/mechanics: Occasional minor bugs. A few major weirdnesses made my life difficult (stupid go-back-to-places-you've-already-been-because-something's-changed puzzles). Disambiguation trouble, which is always so disappointing to see in an Inform game. 8

Entertainment/fun: Some of the puzzles I got on my own, but I needed the hints a *lot*. Fortunately they got me through it. I forget if there was a walkthrough or not, because I think the hints were good enough for me. Was it fun? At times. It varied quite a bit. 7

Composite score: (8+7+8+7)/4 = 7.50 (8)

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Splashdown

Paul J. Furio, Z-code

When there are accompanying documents with a game, I generally look at them before starting the game. Reading through the PDF brochure, I noticed that the planet I was traveling to had just 0.96% of Earth's gravity! WOW, I thought, that's almost nothing. I wonder if that will be a puzzle? But in the end I assumed the author meant 96%, rather than less than 1%.

Further in the brochure, I get to the sample transcript (not from Splashdown). It has spelling errors in it. It also makes me suspicious that the game uses port/starboard/fore/aft. The sample transcript uses the command "SB" and I have NO idea what that means. Superbrief? If so, why didn't it acknowledge that the game was now in superbrief mode? Much later, I realized this was an (undocumented as yet) abbreviation for starboard. It might sound obvious when you're writing up the documentation, but if I've never played a game with those directions before, why would I recognize SB as a command?

Anyway, I finally started the game to find two typos and the ultimate "you wake up and here you are" situation.

You play a traveler on his way to the aforementioned planet, but you've woken up from your cryogenic sleep because something has gone wrong (TM)! In this case, it's that your ship has landed in an ocean, on some unknown planet. It's up to you to save the lives of everyone aboard, with a little help from a robotic spider and the knowledgeable ship computer. Or something like that, anyway.

I spent the first several minutes of my playtime amusing myself with the silly little errors like those I've already harped on (another good source of amusement was the confusion about how many passengers were actually on board the ship). It was a bit tricky at times to separate the real puzzles from the red herrings, but once I got my bearings I was impressed with the puzzles. Of course, me being me, I got completely stuck a few times, but the game provided hints, so I was happy. A few times I had (what I thought was) a good idea that seemed not to be implemented or acknowledged, so I was unhappy. Then I started having trouble finding the right hints because of the way they were organized, so I resorted to the walkthrough.

Despite some frustration, I came away quite liking the game. It had a traditional puzzle-y adventure game feel, in a fun spaceship setting. I would have liked a little more refinement on some gameplay issues and all those distracting typos, though.

Writing/story: Typos; punctuation and grammar problems. Story is good, but there really are too many errors in the text here. 8

Appeal/likeability: I like spaceships and stuff, but there really were some negatives here as well. Actually, not that many negatives. The spider thing was a tiny bit creepy, but more it was just annoying because it couldn't help for such a large portion of the time, and it kept on doing the same few actions in its daemon. Not enough variety there. 6

Bugginess/mechanics: Occasional bugs, to the point that things were sometimes tricky for me. 8

Entertainment/fun: Enh. The hints were terribly crippled, and from a game design perspective, it was extremely difficult to tell what I was actually trying to accomplish, even after I got into the computer and poked around inside of it. 5

Composite score: (8+6+8+5)/4 = 6.75 (7)

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Chronicle Play Torn

Algol, Z-code

Let me get one thing out of the way:

There are exits to all directions from this room.

>ne
You can't go that way.

Ha ha. Okay, enough about that.

Writing/story: Okay. Nothing special. Story is okay at first, then it kinda stops being a story as much as an excuse for being here, doing this stuff. MANY times the wrong word was used. MANY grammar mistakes, misspellings, typos. 5

Appeal/likeability: Actually, rather high. Something made me come back after the first fatal error crashed the program. And I quite like the Sunken City -- there really is atmosphere there. It's not perfect but it works well enough. 8

Bugginess/mechanics: Fatal error with workaround. REPEATED aggravations with the parser. LOTS of non-intuitive syntax required. This is the perfect example of a 4.

Entertainment/fun: Not too bad. Some of the puzzles were good, though some were far too difficult based on either just puzzle design or because of the crappy bug problems. Still, reading over my notes, I have "the puzzles are too arbitrary and difficult." And the three different endings were each kind of lame. Hints did not always work, even following along precisely, and I had trouble with part of the walkthrough. 6

Composite score: (5+8+4+6)/4 = 5.75 (6)

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Redeye

John Pitchers, TADS2

"[M]ost will not find [this game] too challenging. The game has been written to be solvable within 2 hours."

Sentences like these make me groan and cringe, because for some reason I am always one of those few people outside of "most" who can't seem to solve puzzles on my own within the time limit. Am I really that bad at puzzles? Yes. I'm persistent, though, which is fine for non-comp games, but not so good for the month of October. Anyway, on to Redeye.

 

Writing/story: Slightly entertaining story, not so great on the writing skills. 6

Appeal/likeability: Rather low. There just wasn't anything to like about the game, and there was a lot to dislike (especially at the beginning). 4

Bugginess/mechanics: Very unforgiving parser, many unrecognized commands, a few missing synonyms. 6

Entertainment/fun: Poor puzzle design at times, and overall not really a lot of fun. The walkthrough was not a list of commands, but just some talk about what to do, so it did not always help like it should have. The hints, when there were any, were not nearly helpful enough. 5

Composite score: (6+4+6+5)/4 = 5.25 (5)

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Mingsheng: A Chinese adventure

Rexx Magnus, Z-code

Note: although I am listed in the game's credits as a beta-tester, I did not actually test this game.

My first impression of Mingsheng was a message about my font not supporting Chinese characters. Normally, I thought, that isn't a problem. But apparently there are some Chinese characters added throughout the game, for flavor -- I didn't see them because I decided not to switch fonts.

After that bit of technical interference, we got into the game itself. You play a young Chinese _philosopher?__, trying to understand the world in his own way by exploring ____. The introductory text does a great job of setting up the character, but as you get further into the game, any sense of characterization was overshadowed by my difficulty with the puzzles.

Yes, the puzzles. Not too bad at first -- a few simple things that encourage exploration and paying attention to detail. I am in favor of things like this. Getting past the door was fine, but then I found several apparent puzzle-y bits without any idea of how to proceed. There's an interesting-looking cemetary, a strange tent with a sleeping man, and what appears to be _____. I am confused by apparent contradictions, such as, "the leaves are too large to make tea with" and "the leaves would make a good drink." There's a "hint" command ___ which offers me a nudge, but a nudge won't help me if I'm blindfolded and spun around in a circle four times before trying to find my way. The "hint" ___ is the only recourse I have -- there is no walkthrough, no more complete hint system, or actual answers to questions. "Try paying your respects to the dead" is wonderful, but, um, HOW? Dammit. I had to take a break.

At this point I was really wishing that I had indeed beta-tested the game, so that I could have helped out with the puzzle difficulty. But maybe I'm something of an extreme case; I probably have severe puzzle deficiency (SPD, now forming support groups).

I returned to the game and beat my head against it for a total of one hour of playing time, before realizing that I wasn't going to get anywhere. So I enlisted help (in the form of my sister Jen, natch). It turned out I had the right ideas for various things, but the game was being kind of a stickler for going through all the steps in precisely-worded ways. It really made me long for a game like __link_ Risorgimento Represso, which took a lot of the (in my mind) boring stuff and made it actually enjoyable to play. It's tragic when syntax is the major obstacle between the player and a good time.

Writing/story: Pretty good in this category, though the text stretches too far sometimes. Is there an occasional typo? No? Ah, capital letters after a semicolon. The story is fair, not too bad. 8

Appeal/likeability: I'm torn here. Part of me wants to say high, because the game sounds so cool, but then the whole Pinyin thing and slavish attention to Yin vs Yang make it feel like a cultural lesson instead of a game. I never saw anything that was super cool. 6

Bugginess/mechanics: Only one or two problems. A few problems with spacing, line formatting. You can't examine the fog. 8

Entertainment/fun: Kind of low. The puzzles in the first part weren't too hard, and I could get past them, but then I got stuck and I had no idea how far along I was because there wasn't a score. And no hints, and no walkthrough, means I can't finish the game and that REALLY detracts from my enjoyment. 4

Composite score: (8+6+8+4)/4 = 6.50 (7)

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The Great Xavio: A Mystery

Reese Warner, Z-code

[This review first appeared in the Comp edition of SPAG.]

I got to The Great Xavio late in my list of games for the Comp, thanks to the so-called randomness of the Comp04.z5. I say "so called" because my list had about five mystery games very late in the list. Clearly, this was the work of a mastermind computer program out to torture my poor brain. Not that I don't like mysteries! Well, okay, mystery games can vary in quality quite a bit. Let's talk about this one.

I was a little put off at first by a missing punctuation mark, and the "about" text, which stated "There are hints available in the game, though you need to figure out how to find them yourself; WALKTHROUGH is available for one possible bare-bones path through the game." That set off some big warning flags in my mind: I normally have a tough time with puzzles and rely on hints to finish games in two hours for the comp. In addition, I am a firm believer that the walkthrough included with a competition game should take me down the best possible path, so that I can have the best possible view of your game. That is, if you want a good score. Anyway, it turned out the the walkthrough included with The Great Xavio is only bare-bones in the sense that it doesn't explain why you're doing all of what you're doing, or show all the different ways to solve each puzzle. That's not such a problem, actually, because by the time I turned to the walkthrough, I was almost completely done with the game, and just needed to solve one teensy tiny problem before ending it. I didn't know I was quite that close, but I was.

I never did find the hints.

Surprisingly (at least to anyone who's read other reviews of mine), I wasn't very upset about this. At all. Normally, I'm a hint junkie, but with The Great Xavio I found myself slowly making progress through the game. I had a goal, I had some tools, and perhaps most importantly I had various people watching me play the game in real life that I could complain to, who would say something reasonable like "maybe you can find a ___" and I would pause and think, "you know, that just might work" and head back to the game. The puzzles were actually intriguing enough to keep me involved -- especially once I had put about a half hour into it. The worst part was that what I saw as the first puzzle, finding and getting into the Great Xavio's hotel room, was actually the hardest and most-involved of any puzzle in the game. And you don't get any points until you've solved it. So, I played for quite a long time with "0 out of 101" points, with no indication as to how long the game would go on or when I would start earning these points.

Anyway. Enough about puzzles: what about the story? Well, the character is a pretty interesting one, while still managing to be vague so that the player can identify with him easily: a grad student with only a last name, who teams up with a professor (Dr. Todd) to solve mysteries. Or maybe fight crime. Apparently they've been featured in other stories before, though this is their first interactive fiction game. The professor is a bit of a caricature, but amusing enough until he becomes annoying, which is probably how it's supposed to be. He could have used a bit more variety in his random actions.

This review is backwards. Normally I start off talking about the characters and the premise, and move on to the puzzles, but in The Great Xavio the story is mostly an excuse to solve puzzles -- at least the puzzles make sense for the setting. The basic premise is that Dr. Todd suspects something fishy about a magician's performance, and wants to get to the bottom of it by searching the magician's hotel room for evidence. Most of the game for me was spent breaking into the hotel room of interest. From there, the story takes a bit of a turn and moves along quickly enough to a rather sudden end.

The game starts with just a few punctuation errors, but as you get farther into it, a few programming bugs crop up. For example, once you've broken into the hotel room, you can convey to the professor the method of breaking in and he will give you the same speech he did before about what a brilliant idea of his it was. A few little things like this, and some annoyances with the elevator, and the fact that extra items get less and less well described as the game wears on, lead me to wish the entire game had the polish of the first few scenes I saw: the lobby, the bar, the basement. Towards the end, I even found a few solutions to puzzles by, more or less, exploting bugs.

Overall, The Great Xavio could use a second release (I suspect, as I sit here isolated from all goings-on in the IF community, it has already seen one). But the puzzles are entertaining, and each can be solved in more than one way, giving even me (a pitiful puzzler) a chance to solve almost all the puzzles on my own. I don't think I would have gotten that last one even with extra time, so it's a very good thing a walkthrough was included. And as for the hints... if you make it a puzzle to find the hints in the first place, what happens to people who aren't very good at solving puzzles? They never get hints, that's what, and you risk leaving them out in the cold. Luckily, it worked here.

Writing/story: 8

Appeal/likeability: 6

Bugginess/mechanics: 7

Entertainment/fun: 8

Composite score: (8+6+7+8)/4 = 7.25 (7)

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Ninja v1.30

Dunric, Win9x-only

Short game, short review. I loaded this one up with some trepidation, because I'd played other games by the author and they all seemed to have some common weaknesses (overly simple parser, random combat, illogical moves required). Still, __that one game__ wasn't that bad, and my expectations going into Ninja weren't really very high.

I noted as I started in on it that "the parser may suck, but I would like to point out that ninjas are *way* cool." After all, the only thing cooler than a ninja is a pirate. I would like to request more pirates in next year's Comp, please.

Then I died. An enemy ninja leaped out at me from the shadows and killed me. My score was -13/-26. Would I like to play again?

I tried. There were no hints, and no walkthrough. I didn't want to waste two hours of my life on this game, so I checked the source code to figure out how to cross the river. That doesn't make the game much fun, but at least I finished the game.

Writing/story: I hate not having a transcript to look at. Nothing horrible in the writing, and it does try to be a little interesting, though the writing is often not good enough to carry the attempts. 6

Appeal/likeability: Ninjas = Teh Cool. Too bad I play a suck-ass ninja at first that can't even spot someone hiding in the shadows. 6

Bugginess/mechanics: You don't have to have fatal errors to get a 4.

Entertainment/fun: Not fun, haven't seen any humor. I used the source code to help me. I floundered a bit. 4

Composite score: (6+6+4+4)/4 = 5.00 (5)

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Murder at the Aero Club

Penny, Z-code

Suddenly, I realized that Comp04.z5 had grouped all the murder mysteries at the end of my list. I swore at it for a few minutes and then got on with the playing.

Rule #1 of solving a murder mystery: thou shalt know who was killed.

In Murder at the Aero Club, your boss, the head of the Criminal Investigation Squad, sends you to investigate a murder without giving you that vital piece of information. Oh, you know there's been a murder -- it's the whole reason you're going out to the club. But you don't have the name. And, for a long time, I didn't have the body, either, since I went into the club and spent a good deal of time in there first. You'd think one of the other characters might have wanted to point me at it.

Rule #1 of writing a murder mystery IF game: thou shalt implement an awesome little notebook, which automatically takes note of important-seeming names and facts henceforth known as "evidence," to be referenced at any time by the player.

So, you go around asking people questions as best as you can, making little notes in your handy-dandy notebook, and putting together pieces of communications equipment, before you figure it all out and try to nail the bad guy without being killed for what you know. Whew. Not terribly inspired, but it's not bad, either. I needed the walkthrough at the end to finish in two hours, but only because I spent so much time trying to gather information on my own at the beginning of the game..

Writing/story: Were there typos? Maybe a few awkward phrases, but overall pretty good stuff. Unfortunately some of the plot doesn't make sense at all, so I must penalize for that. 8

Bugginess/mechanics: Not too bad! Some missing synonyms and just a few wording problems, but mostly it was good. There were missing synonyms all OVER in one or two rooms, and a lot more could have been implemented, but I really like the notebook. And it worked. 8

Entertainment/fun: Okay. I got a good part of the way by myself, and the puzzles more or less made sense (until the end if you were following the walkthrough, which I was), so that was good. 77

Composite score: (8+6+8+7)/4 = 7.25 (7)

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A Day In The Life Of A Super Hero

davidw, ADRIFT

I don't have ADRIFT on this computer. I thought I did. Maybe I'll come back to this one. [Edit: I didn't.]

Composite score: Unscored.

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Kurusu City

Kevin Venzke, TADS2

You play a high school girl named Miki Maeda on a very important day -- the day you have decided to overthrow the robot dictatorship. Ho-hum. You start off oversleeping, but when the game starts you're in your bedroom dressed and ready to go. Without any specific objective (besides the bit about overthrowing the robots), I wandered, doing a bit of apartment exploration. The newspaper conveniently supplied me with a new objective. There was a locked mailbox, and I wanted to find the key for it, but the first hint in the hint file is "I can't get past the nurse." I hadn't seen the nurse yet, so I left the mailbox alone, chalking it up as a red herring.

I had seen mention of "better" hints on RGIF, but I decided against going to get them, because they weren't part of the original competition release. My resolve on this issue wavered a few times, as I decoded many of the hints and found them to be severely lacking in actually giving me something useful to do, but I held fast. I got to the last hint in the nurse section of the hints, my last hope of solving the puzzle, and found this pearl of wisdom: "There's an item that can help you.";

That didn't really help me. [Edit: months later, I replayed the game and had no trouble getting past the nurse. It just goes to show you that it can be really difficult to guess how people will play your game at any given moment -- and if that given moment is during the comp, it's even harder to guess. Yes, I am a bit chagrined that I didn't manage to solve this relatively easy puzzle oh-so-many months ago, but I'm willing to admit it, so I will leave the rest of the review as-is.]

So I wrote the game off as unsolvable by Jess, and looked at all the other hints for fun. I found the section about unlocking the mailbox a bit further down the page, and that provided me with some amusement. I'm going to include the hints here for illustrative purposes, though they might be considered a spoiler. You may skip ahead, etc etc.

Okay, now, here are ALL of the hints for getting in the mailbox. This is an example of what not to do, when it comes to writing hints.

Have you found the mailbox key?
It's somewhere in your apartment.
Is there any way to get at it?
Can anyone else get it?

Here I am, looking everywhere for the darn key, and not being able to find it. I assume based on these hints that the key is somewhere hard to reach, and that I must enlist the help of another person to retrieve it for me. However, I still have absolutely no idea where it is, and further searching of the apartment doesn't help me, so I'm still just as stuck as I was before. Worse, now I'm stuck in the same position but I've seen the hints *as if* I was a tiny bit further along (i.e., I know I will need to get help to retrieve the key). The hints should give away the piece of information they assume I know (i.e., the location of the key) before going on to the next hint.

I realize that this has been more a review of the hints than of the game, but I actually spent more time interacting with the hints than I did with the game. I wish it had been otherwise.

Writing/story: Bland. Story so far seems pretty lame, but it's quite possible it didn't have a chance to shine because I didn't get very far. 6

Appeal/likeability: Low. It looked like there was going to be cool robots and stuff but I never actually got to see them. 4

Bugginess/mechanics: A few missing synonyms, lots of conversation topics not covered. Not a lot was attempted though, at least not in what I saw. 7

Entertainment/fun: The hints *suck*. There is no walkthrough. So, since the puzzles are kind of whack, I cannot solve them and I cannot even get past the very first part. Plus, I don't like what seems to be an unwinnable state when I get thrown in jail. 2

Composite score: (6+4+7+2)/4 = 4.75 (5)

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The Big Scoop

 

Writing/story: Not too bad. See the sentence starting "The story was actually okay..."

Appeal/likeability: Enh. Whatever. I am almost sick of murder mysteries, but it's not this game's fault it was so late in my queue. 6

Bugginess/mechanics: A few too many bugs, some that were really spoilers. Occasional missing synonyms. 6

Entertainment/fun: So-so. It alternated between fun and tedious, or at least, between kinda-fun and not-getting-anywhere-boring. 6

Composite score: (6+6+6+6)/4 = 6.00 (6))

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nanag_d, TADS2

 

Writing/story: Fair; I didn't see many spelling errors, but some of the programming bits looked like typos. 7

Appeal/likeability: Actually, it would have been great, I think. I like robots. But I never got to play with any of it. And what I did get to play with was no good. Instead there was stuff that I actually disliked. 4

Bugginess/mechanics: Spacing trouble, a lot of missing synonyms, multiple (seemingly exclusive) responses to a single action (looks like a return false instead of true). 4

Entertainment/fun: Horrible, unfortunately. I couldn't make the walkthrough work, there were no hints, the world was wide open with no clue as to which path to take. Puzzles were arbitrary and required mind-reading. 22

Composite score: (7+4+4+2)/4 = 4.25 (4)

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Zero One

Shed, ALAN

Composite score: Unscored.

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Identity

Note: I was a beta-tester for this game..

Unscored.

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Getting Back to Sleep

IceDragon, Win9x-only

You wake up and here you are. Again..

This time you are waking up on a spaceship that hasn't yet crashed, and you've got to figure out what went wrong and fix things so that the ship can continue on its way, and you can get back to sleep.

So, to sum up, the parser gave me trouble. The "live action" part gave me no end of trouble, because I had a separate file open for note-taking, and tried to take notes while I played the game (there did not seem to be a transcript function in the interpreter itself). To add to the fun, saving games was a feature scheduled for the next version of the game engine, so each time I sat down to play it, I had to start from the beginning, without the help of a transcript from my last session..

So,

Writing/story: Actually, not too bad. The story is okay and I didn't notice any error in the text. It wasn't brilliant writing but it worked nicely. 7

Bugginess/mechanics: Way, way, way buggy. I had a "crash," and I almost couldn't play because I couldn't get out of the closet. The parser wouldn't be too bad if I didn't have many better options to work with (Inform, TADS, Adrift, Hugo, ALAN). The game doesn't benefit at all from being in "real-time" and it would have been better all around to implement the whole thing in Inform. In fact, porting it to Inform would not only improve the game vastly, and tremendously increase the portability of the game, but it would also be relatively easy to do. 2

Entertainment/fun: Low. I hated the puzzles and the WALKTHROUGH DOESN'T WORK. There are no hints and none of it was any fun at all. 22

Composite score: (7+6+2+2)/4 = 4.25 (4)

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Typo

 

Writing/story: There's not a lot of excellent writing here, but there aren't any errors either. This game is not a literary one, but I think it's important to not have any errors no matter how small the amount of text is. 88

Bugginess/mechanics: I don't really know how to score this one. There might have been a few problems with the compartments where I had to type a lot to get my point across, but overall it was pretty good.