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Results of the First Annual IF Competition
Over the course of a few short summer months, some fairly casual
planning and discussion of launching a yearly competition for new text adventure games took place on a small Usenet newsgroup
(rec.arts.int-fiction). The results -- 12 brief but brand-new text
adventures. Below are sketches of each game and its plot summary,
followed by my "Tales from the Code Front" litmus test, namely, how does each game handle the XYZZY command? Enjoy! -- E.M.
Inform category
All Quiet on the Library Front, An Interactive Vignette by Michael S. Phillips
Detective, An Interactive MiSTing (Mystery Science Theater 3000) of Matt Barringer's AGT game "Detective," by Christopher E. Forman
The Magic Toyshop by Gareth Rees
The Mind Electric, An Interactive Vision by Jason Dyer
Tube Trouble, A Mini-Adventure by Richard Tucker
A Change in the Weather, An Interactive Short Story by Andrew Plotkin
TADS category
A Night at the Museum Forever by Chris Angelini
The One That Got Away by Lee Lin
Toonesia, A Mini Text-Adventure Game by Jacob Weinstein
Undertow by Stephen Granade
Undo by Neil deMause
Uncle Zebulon's Will, an Interactive Inheritance by Magnus Olsson
Parser: Inform Author: Michael S. Phillips
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You're a college student enrolled in an interactive fiction course --
sounds great, doesn't it? Unfortunately, you've goofed off all semester and you're caught short at finals time. The only way for you to make a passing grade is by writing a term paper about Inform creator Graham Nelson. To do so you'll need to sneak a biography of Nelson out of the library without detection. The game gives you two hours to locate the book, interact with several other characters, and smuggle the book out of the building without being caught.
The game includes hints, which are gentle proddings rather than
direct spoilers. The game is scored up to 30 points, although you can
win with less. The game's action takes place entirely within the library in (by my count) seven locations. The NPCs you meet up with -- a librarian, circulation desk attendant, and computer technician -- can supply you with information/objects you need as well as stop you from
making your escape.
"All Quiet on the Library Front" makes reference to many games and
participants in the current-day IF community. How thrilling it was to
see a mention of XYZZYnews! :) The IF allusions dress up many of the
room descriptions and make the game more fun for players who follow the r.a.i-f and r.g.i-f Usenet newsgroups.
Almost as much fun as winning was reading the less-than-ideal
ending for the game: "You are kicked out of the library without the
needed biography, and so you flunk the course, drop out of college in
disgrace, and spend the rest of your days as the peon who sorts the hate mail in Microsoft's mail room. Life sucks, doesn't it?"
Parser: Inform Author: Christopher E. Forman
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"Detective, an Interactive MiSTing" utilizes a device that has served
the television show "Mystery Science Theater 3000" so well -- namely,
embellishing a poorly executed work with apt criticisms, private jokes,
and highly amusing asides. The lead characters from the Comedy Central
cable series -- Mike and the 'bots Crow and Tom Servo -- provide the
running patter, and the show's other characters make appearances as
well.
This text adventure spoof features running commentary that's more
entertaining to follow than the action or descriptions in the game
proper, which is a port of Matt Barringer's AGT murder mystery
"Detective." The MiSTed version pokes fun at everything from the game's
design (featuring many one-way passageways and an excessive number of
rooms described as a hallway) to the bare-bones plot (you discover the
killer's hideout, favorite watering-hole, and job locale simply by
entering a certain location).
Like the other television-inspired game in the competition
collection ("Toonesia"), the game may be initially confusing to players
unfamiliar with the original TV show. The gimmick has such wide appeal
though, that hopefully even those who haven't had the pleasure of
watching MST3K (as it's often abbreviated) will appreciate the author's purpose here.
Parser: Inform Author: Gareth Rees
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In search of a birthday present for your young niece, you decide to stop
in at a particularly intriguing-looking toyshop to see what you can
find. There you'll meet Catharine, the proprietor's daughter, who
presents you with a number of unusual gadgets and brainteaser puzzles
for you to solve.
The puzzles presented are fairly linear logic problems, some of
which may be familiar to players in a paper-and-pencil version. Even the
first brainteasers will have players scratching their heads in confusion
until they look at the puzzle in just the right way. Catherine's
comments offer clues, but no overt spoilers. "The Magic Toyshop"
includes allusions to Graham Nelson's Curses , so strategies employable
in that game will prove useful here. Brainiacs who enjoy mind games will
fare well, even if they need to stop and mull over the situation for
awhile. The rest of us, well, will just have to troll the rec.games.int-
fiction newsgroup for tips.
There are some very nice ASCII graphics for several puzzles, such
as the game of noughts-and-crosses (tic-tac-toe), dots and boxes, or the
showdown between the robot cat and mouse inside the wall.
Parser: Inform Author: Jason Dyer
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As gameplay in "The Mind Electric" begins, your mind has been captured
as a pawn in the otherworldly war between two factions known as the
Kaden and the Souden. You are aided in exploring and manipulating the
confines of your prison base by a rotating cube with a human face on
each side. Luckily there are outside forces who are also working to free
you; when you do escape and have your mind restored to your physical
body, you can take a moment to reflect upon the ludicrousness of war and
the sacrifice of an individual's spirit for some arbitrary, often
meaningless cause.
The game's puzzles range from discovering the necessary passwords for
getting past a locked door to engaging the human-faced but initially
voiceless cube in a "Mastermind"-type game to identify a certain four-
digit number.
The extensive online hints provide the solutions to every puzzle in the
game, and can be followed in the order presented as a kind of
walkthrough. These hints are really a guide to help the player to
navigate the game and know which issues to attend to at the correct
time. There are several ways to be killed in "The Mind Electric," such
as being tracked and discovered trying to escape from the containment
field.
Parser: Inform Author: Richard Tucker
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"Tube Trouble" centers on two of life's frustrating little moments --
the experience of just missing a subway train and watching it speed off
without you, and trying to coax a candy bar out of a temperamental
vending machine. Eating in the station is prohibited, so once you've
managed to obtain your candy bar, your mission is to board the train to
eat it -- and thereby win the game.
You're both aided and hampered in your attempts by a tramp, the
game's only major NPC. The tramp possesses several items that will prove
most useful to you, and observing his actions is especially helpful. The
tramp also has the means of creating a public disturbance, which will
delay the trains... if only there was some way you could stop anyone
who'd prevent him from disturbing the peace. You have only a very
limited ability to interact with the tramp; there are a couple of other
NPCs who appear at most for only one turn.
Although the game is small in size, with barely half a dozen
locations and a total scoring of 1 point, I played it for several long
sessions without being able to get anywhere. Then, some weeks later, I
loaded it up on my laptop to mull over during my morning commute, and
figured it all out before the train even made it to the next stop (11
minutes away). It was very fitting, actually, to experience two of
life's small pleasures right then -- just barely catching one's train as
it's about to pull out of the station, and playing a text adventure
through to completion in one short session. :)
Parser: Inform Author: Andrew Plotkin
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The summer picnic was fun, but your curious nature compels you to wander
off for a bit... to the other side of a nearby bridge, where you're
swept up in a confusing cacophony of events, foreshadowed by a terrible
storm that drives you into a cave for shelter. When you emerge, you're
filled with a strong sense of foreboding, and must act quickly before
harm befalls you.
Several puzzles in this game are of the getting-past-a-locked-door-
or-barrier variety. No online hints are available, but most interesting about the game's administration is the complete lack of scoring. If you
issue the SCORE command you're told "Life doesn't work that way." What a
refreshing perspective!
Parser: TADS Author: Chris Angelini
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Set in the echoing halls of a mystifying museum, "A Night in the Museum
Forever" presents the player with a single challenge: travel through
several time periods to meet various conditions and retrieve a diamond
ring. The strange museum contains artifacts from your time period as
well as 1,000 years in the past and 1,000 years into the future. Since
your actions in one time period could affect a later one, you must take
care in the moves you make.
Your role is that of a professional troubleshooter, retained by
companies to resolve conundrums like this one. You are alone on your
quest, and must also pay attention to detail in order to obtain the
items you'll need to win. Victory is yours when you've obtained the ring
and walk out of the museum.
Scored out of 50 points, the game includes several small puzzles
that lead to the solution of the game's main puzzle. There are but a few
game locations, but it is interesting to see each specific location at
three points in time. Players will need to use their intuition and learn
the syntax for operating a couple of pieces of machinery in the game,
including the time travel machine. A complete walkthrough for solving
the game is also included.
Parser: TADS Author: Lee Lin
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This highly engrossing story is about your quest to catch an enormous
fish known as The Old One, legendary for its size and ability to
outsmart even the best fishermen around. The game's action is packed
into a mere five locations, but most of the story's depth comes from the
long descriptions and narratives told to you by Bob the bait seller.
Even if fishing isn't on your list of favorite activities (and it's
not on mine), it's easy to get drawn into the game's scenario. The
procedure for weighting your line, baiting your hook, and casting your
line is delineated directly and entertainingly in the game. There are a
variety of objects you might reel in, from undersized fish to an old
rubber boot; each tug on the line succeeds in creating a real atmosphere
of suspense.
The game gains a great deal of depth by relating the tragic story
of Bob and his lost love. Players gather much of this background
material as they collect clues by asking Bob about the photos on his
wall. A walkthrough for solving the game is included, as well as a list
of suggestions of commands to try that have amusing results.
Parser: TADS Author: Jacob Weinstein
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Nostalgic for Warner Bros. cartoons? You've come to the right game. As
the stuttering, gun-toting Elmo Fuld, you're out to plug a few holes in
a certain rascally rabbit. The scenarios you enter are straight from a
Saturday morning cartoon -- walking off cliffs, confronting a certain
duck (more effective during duck season than rabbit season), and facing
a Tasmanian devil.
My guess is that the game's theme and characters would be initially
baffling to anyone unfamiliar with the Warner Bros. cartoons, but the
game does contain an extensive set of progressive hints to walk players
through most puzzles. Sure, there's no character development, but hey,
they're cartoons -- they're supposed to be one-dimensional! Scored out
of 10 points, "Toonesia" offers a wide variety of game locations and
several potential not-so-happy endings.
Parser: TADS Author: Stephen Granade
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You're on board your friend Thom's yacht attending a most unpleasant
party with three other guests who're downright hostile to your host.
Before long, a gruesome discovery is made -- Thom's dead body is caught
up in one of the ship's lines, and the killer is obviously amongst your
group.
What are you to make of your fellow guests -- Bill, Thom's business
partner; Carl, another old friend of Thom's, and Ashleigh, Carl's
girlfriend (and Thom's ex)? Will you succeed in turning up clues to
compel the others to admit their secrets? Will you find damning evidence
with which to confront the killer before the ship is blown up?
"The Undertow" packs a great deal of intrigue and plot into a very
short game. Its brevity was probably a concession to the IF competition,
but a longer version would no doubt prove highly popular. I liked that
there were several possible outcomes to the game. Your inaction could
lead to the ship's destruction (and your untimely demise); your failure
to act decisively enough could lead to another character's death; and
you may or may not discover everyone's possible motives for murder.
The game's action takes place entirely aboard the yacht in about a
dozen locations. Character development is fairly skimpy, especially for
Ashleigh. This isn't surprising in a short game, but it would help flesh
out the murder mystery. The puzzles themselves are fairly
straightforward: opening locked containers, figuring out uses for found
objects, and hindering the murderer.
Parser: TADS Author: Neil deMause
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This minimalist game begins in much the same manner as Dave Baggett's
mind-bending "+=3": You're ostensibly just a short ways away from
winning a long, harrowing game and have just one major challenge left to
face. In "Undo," that involves getting past a large hole. Beside the
hole are a frog and a duck; can they help you win the game?
There are three additional experimental areas you can visit in the
game; the logic of those areas' objects and descriptions is perhaps
meant to inform your strategy for getting past the hole. Especially fun
are the self-referential room (be sure to examine it) and the dark area
you've come from, where you're likely to be eaten by a syntax error (you
gotta love those error messages).
If this game had a subtitle, it ought to be "Now you see it, now
you don't." The theme comes up when you use the inside-out eraser (you
can erase nothing with it but the eraser itself) and the objects in the
Binary Room (you can pick up a 0 and a 1, but all the other objects in
your inventory seemingly disappear when you pick up the 0 because "you
have nothing.")
Although the game states it's scored up to 86 points, there are no
actions that'll earn you points during the game. As you play, you may
find that a specific word that the game (or an NPC) chooses not to
recognize will earn you the response "What [specific word]?" Similarly,
your winning move nets only the response "What game won?"
Parser: TADS Author: Magnus Olsson
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Bless his soul, your uncle Zebulon was always considered something of an
eccentric by the rest of the family -- but now that he's passed away
they're squabbling over the meager inheritance he's left. Since Zebulon
dabbled in alchemy it was rumored he had hidden riches stashed away, but
when you arrive home you find the house and grounds mostly stripped by
the rest of your disappointed family.
As you discover, it turns out that you're Zebulon's favorite
nephew, and if you can use your wits you'll be able to open the portals
to the magical, exquisite lands that Zebulon wanted to share with you.
There are no direct hints, but if you're stuck you can gain ideas for
possible actions by looking into a crystal ball you find in Zebulon's
study. The main puzzles have to do with getting past barriers or
discovering hidden entrances, and discovering how to circumvent the
stipulation in Uncle Zebulon's will that you leave the house carrying no
more than one object from within. The game is scored out of 75 points
with 12 locations.
The Effects of 'XYZZY' in the Competition Games
game title What "XYZZY" does
A Night at the Museum Forever N/A [not applicable -- game
doesn't recognize the command]
The One That Got Away You speak the ancient word of
power. When you realize that it
does jack diddly, you slap your
hand to your forehead and exclaim,
"D'OH!"
All Quiet on the Library Front You invoke an ancient |