Transit by Shaye
Transit is a game from the perspective of someone separated from a friend at a foreign airport, with no means of communication. Looking over the prose again as I write this review, I see humor where I missed it before. For me, I think the humorous/surreal/exciting elements really need to be turned up some notches; it was really a struggle to care about the story when I initially played. It was only the small size of the game and a feeling that the author wasn’t ill-intentioned that kept me playing.
That said, I am biased against CYOA, and since I didn’t feel this piece elevated the form, I gave it a pretty low rating.
Shuffling Around by Ned Yompus (I played the first release)
It seems that there are a fair amount of IF players who enjoy these wordplay games. I, for one, don’t since these games always seem to have a fair amount of puzzles that are stupidly arbitrary, allowing one word but not allowing another reasonable word. This game seems to try to avoid frustration by empowering the PC with a hint gadget, which I thought was interesting.
Still, I thought a game about anagrams that only accepts one word commands kind of keeps the limitation of the implementation on the brain. Also, the sad fact is, I couldn’t even finish the tutorial area when I couldn’t find some guard, but I was kind of happy to be given an excuse to quit.
Signos by M4u (I played the first release)
This was an interesting game. I mean, the first time I played, within a handful of moves, I had gotten myself stuck in some dark room where I (seemingly?) couldn’t do anything. I thought that was enough to determine a score, but I figured I’d play around a bit more just the same. I have to say that I’m intrigued by the philosophy angle the other rooms I explored had, even if I didn’t accomplish anything meaningful in any of them.
It was kind of odd that the game provided options to GET characters. I imagine Quest has the capabilities to specify what kind of default commands are allowed with objects and characters and that the author just hasn’t learned how to do this yet. That’ll be a big improvement when it’s fixed.
I also thought the background music contributed positively to the mood of the game. While not successful in the making-making-me-want-to-play-it-to-completion category, I thought the tone was nicely not off-putting, so even though the game’s flaws really weigh it down, I also feel oddly endeared to it.
Changes by David Given
Changes starts off with a disturbing gory scene, and a pause. After the keypress, there’s enough of a scene change to make the pause’s existence justifiable. A couple of turns in is where the true moment of horror is, though, as I read the prose and thought, dear god have I woken up as a furry??
Fortunately, Changes doesn’t go as far down that path as one would worry it might. Overall, it’s one of the better comp12 games I’ve played so far. There are enough rooms to require mapping for somebody like me but not so many that I felt weighed down. The efficiency-lover in me wonders if it could be trimmed further, though. There’s also a certain daemon that is really tiresome if you trigger it before the plot calls for it.
The game is strongest in the “game proper”; the sci-fi backstory stuff is interesting but the prose is not really engaging yet. Maybe that could be improved.
Overall, the puzzles are intuitive enough, but the execution of some could be improved (like the [rot13]qvirefvba bs gur qrre ureq[/rot13]). The only real stinker is the last puzzle (ohvyqvat n gevcbq bhg bs fgvpxf) which was so bad that it docked the final score several points. I think Changes could be a fully-successful game with some polishing. Hopefully, it gets there.
Lunar Base 1 by Michael Phipps
First off, I was a betatester for this game so I will not be rating it.
The other year, I wrote a review of his previous game, Hallow Eve. You can find it here.
Some may call his new game disappointingly railroaded, but I think that compared to his earlier game, it is nice to see the ideas within more easily accessible.
The game is odd within its own right. Things like, why are astronauts taking the time to reminisce about childhood? In a game like this, the point is not so much about realism as it is about telling an earnest story.
I imagine there are still some annoyances. I hope you can now look out that one window if the other astronaut is not in front of it. Some of the phrasings and punctuation didn’t sit right with me when I played it, but I never got around to compiling my issues for the author since in a way, those things are not the point of this kind of game. It tells its story well enough and is a fun little romp and succeeds in being more engaging than your average game.
STAY TUNED FOR PART TWO!
First off, apologies that I didn’t properly categorize my last IF-related post so it didn’t show up until now. That said, I have another annoyance to share with the IF world. I figure shouting out to the “planet IF” crowd is as good a way to get word out as any.
I have no problems with scoreless games in themselves, but I hate the common Inform game thing where there is just a floating turn count number in the status bar. If your game is timer or daemon heavy and you want to keep the player appraised of time passage, change it to “TURNS: #” or “MOVES: #” or something more informative. I find the only-a-number look ugly and imagine it’s confusing to new players. Alternatively, don’t even print any turn counter in your status bar.
I imagine this might be somewhat a new-author thing, kind of like the olden days where it was considered a success if the author managed to compile the game with debug mode turned off. I know nothing about how easy it is for Inform authors to change this; I imagine there are helpful extensions out there but can’t say for certain. Anyhow, authors, if you agree with me, I encourage you to look into this.
I just want to put something out there. More and more often, it seems, modern IF games use waiting-for-a-keypress pauses for dramatic effect. What many authors don’t realize, I think, is that not all interpreters (like Parchment, to pick a popular one) instruct the player that the game is waiting for a keypress. If things were my way, authors would avoid unnecessary pauses altogether (I believe these moments will still maintain the intended effect, if written well), and in those instances where there is a pause, be sure to add some in-game “press a key” text so that all players on all interpreters know what’s up. Alternatively, you could give your game an optional no-pause mode so certain environments can avoid them altogether.
(This isn’t just an Inform thing, of course. This happens in several systems.)
Anyhow, I’ve been meaning to say something about this for a while. I’ll go back to yelling at the kids on my lawn now.
Endless, Nameless by NamelessAdventurer (Adam Cadre)
Official Web Page IFDB Link
This write-up doesn’t aim to be a proper review. The first bit is just some hints for people who have already begun the game but are a bit stuck. The second has some thoughts about the game but doesn’t try to cover it exhaustively. I’d only recommend the second block to someone who has played most- if not all- of the game.
Read the rest of this entry »
Flack and I did an episode of You Don’t Know Flack about text adventures, which you can listen to by going to this link.
When Cryptozookeeper came out, I sent a link to its page on the Internet Archive to bloggers, reviewers, journalists, my mother and others. A good number of people said, “That’s great, but can you send me the direct link?” So if you’d rather not see a whole bunch of tech and retro podcasts laid out for you… if that’s REALLY going to make the difference here, well, here is the direct link.
(The You Don’t Know Flack site is in a deep cyan though, so really, the colors between here and there won’t require you to restart your browsers so that your changes take effect next time.)
And look, here’s the thing. I just invoiced Ben Parrish for a new microphone. But even with a new microphone, there is some kind of interference on my side for this podcast. Flack did his best to overcome it, but… well, here’s how I would describe where I was when calling in:
– In Cleve Blakemore’s Fallout Survival Bunker – On the surface of Mars – Towards the gooey end of the ocean’s mysterious and inexplicable “Bloop” – In the process of getting a full body scan from the TSA – Fighting the X-Men – Desperately trying to build a bomb that will blow up the breadbasket of the United States thanks to the treason and sedition I read from textfiles.com and boy FBI you’d better try to >use reason – In a remote cabin in Belfair, Washington – Looking for that icon that lets Atari 2600 E.T. go home – Watching Panic Room – In a world I never made
So, sorry for all that.
Flack had to sit on it for a while because he was waiting for technology to catch up to where it needed to be to fix the terrible sound from my point. That technology never came, but enough time passed to where Kate Upton got famous for doing the cat dance. So enjoy the future we have instead of the one we thought we wanted, Past-Me.
UPDATE: I have been told that there is a fair bit on The Bard’s Tale in this, for which I apologize. But in our defense, it’s because we were taking savage shots at The Bard’s Tale Construction Set, which has been quietly keeping to itself for 20 years, not hurting anybody. It got a job at a local library and helps under privileged kids study for their LSATs. It thought its time being a game everyone hated was well in its past, but revenge is a dish best served cold though, motherfuckers!
(I also did some segments on The Don Rogers Show, but maybe all that should be a separate post.)
“There’s going to be a point,” I thought, sniveling in a glass of Gatorade and white chaw, “where the rate that good things get made exceeds my ability to enjoy them.”
I thought it would be years from now, in a terrible, dark dystopia when people were forced to drink Gatorade. It happened on April 11th, 2012.
***
I was surprised by a gift from my girlfriend at the beginning of the month: scuba diving! Everything I know about scuba diving can be neatly summarized from the box to this Infocom game:
The following things, therefore, quite clearly happen in scuba diving:
1) Someone cuts your air line 2) Someone sinister comes up from behind you and cuts your air line (I know this shares a lot of the same qualities as #1, but I feel this can’t quite be overstressed) 3) There’s panicking 4) Look at that gentle blue and serene ocean! Quite beautiful, that
Implicit in the box artwork to eyes most deft is the fact that someone, both the “stunt throat” as they say in the biz, and the men who would cut it, can swim. I couldn’t swim. Couldn’t swim! And had scuba lessons in a week. To put a nice bow on all this, I’d probably rather get my throat cut in a two-star text adventure than disappoint my girl, so a week’s worth of swimming lessons were to begin. Which meant I’d miss a whole lot of freshly-released games.
First up was Lone Survivor. It is, as far as I can tell, a horror-themed side-scrolling graphical adventure. Rock Paper Shotgun did an article on it, and I purchased it after I had read the article, but before I had descended into the typically abhorrent RPS comments.
I would love to play and solve this game.
Next up was Wasteland — the Wasteland 2 Kickstarter became funded to the tune of two million (and later three million) dollars. I played Wasteland in the 90s, well after its initial release, but I wanted to solve it. I wanted to make sure I would get every reference that might be in Wasteland 2.
It wasn’t made by an 11-year old girl or anything, but I would love to play and complete this classic game.
I was sent Blur, the racing game that reminds me of Road Rash, except that it existed in the 2000s and didn’t suck pole. I’ve tried to not mentally refer to it as “Shut up, Blur.”
I would love to play Blur long enough until I got the Subaru WRX that I assume is in there.
Legend of Grimrock was released. Naval War: Arctic Circle. The contents of the new Humble Bundle. You know, I wouldn’t be totally against trying frigging Cutthroats, too, by the way, number of stars be damned. There’s A Colder Light, Muggle Studies and this year’s crop of Spring Things. It’s not a computer game, but the new BBC show “Sherlock”? I don’t want to say it’s brilliant, but I would say that I like it quite a bit and each episode is an hour and a half. It’s the sort of programme you have to pay attention to. All that, and I’m working on a new text game, I’m testing a friend’s text game and I also enjoyed swimming so much that I joined a gym.
I wish I had time for this (waves hands) ALL of this.
There’s one game left. It’s the only game that I have been able to play, because it’s the only game I have time for. It goes like this:
Remember bulletin boards? It was even more primitive tech than games that gave you cyan and magenta color schemes. There are quite a few aspects of bulletin boards that I miss, but one in particular was the whispered asynchronous communication: I called the telephone of someone in Rochester that I didn’t know… I accessed his or her phone line, the modem, the computer, and read messages. I scoured the file bases hoping that someone accidentally uploaded warez. I might have even hoped that they would read my posts and call my BBS.
And the only thing I seem to have time for is to do the same over Twitter. I logon to my @Cryptozookeeper account, where I follow everyone back. I try to find people who are also trying to make their fortune on Twitter by posting fun timelines and following others who haven’t taken off in meteoric fame yet either. Most of the time nothing happens, but sometimes… ah, sometimes two people do make that asynchronous connection and follow each other. When this happens, I consider that we both “won” this little, horrible, stupid game and gained a point. Or level? OK, a point. I know it’s not a great game. It’s not a good game, in fact, it’s a terrible game! But at the moment, it’s the only one I have the time to play.
A couple years ago, Jason Scott flew around the US to promote his movie, GET LAMP. Paul O’Brian and I rented out a Cinebarre theater in Thornton, CO. (We actually arranged two showings – one was at the Nonesuch Theater in Fort Collins, Colorado, where I believe there were six people in attendance.)
The show in Thornton had something between 20 and 30 people, including some I already didn’t know! (That was my own criteria for success: people I didn’t already know showing up.)
Mike Maginnis, at 6502lane.net was at the show in Thornton! Even better, he recorded the Q&A that evening. This wasn’t linked on Planet-IF, so let me do that with this post.
Check out JET LAMP – The Lost Audio Files here. Thanks for recording this, Mike!
Welcome! The games are released! Here is everything you need to know for getting the 2012 Hugo MiniComp games.
UPDATE! What the %!$# is this but more games? See below for the two other additions!
Hugo is a language you can use to make text adventures. Hugo games work on Windows, Linux and Mac OS X. You just need to get the right interpreter. We are recommending the interpreter Hugor to play Hugo games. If you don’t have a Hugo interpreter, just click that link to download one for Windows, Linux or Mac OS X!
Here are the games for the Hugo MiniComp. Click each title to download the games individually.
Party Arty, Man of La Munchies by Jonathan Blask World Builder by Paul Lee The Hugo Clock by Jason McWright Spinning by Rob O’Hara Tales of a Clockwork Boy by Marius Müller Retro-Nemesis by Robb Sherwin
And a game called Teleporter Test by Paul Robinson that introduces teleportation to Hugo players everywhere! Screw you, Cardinal Directions!
Perhaps you are on Windows and would like the Hugor interpreter and all the games packaged together? Download this.
If you’d like to make your own games in Hugo, there is a forum on Jolt Country where Hugonauts will be happy to answer questions and provide help. There is also a wiki called Hugo by Example that has lots of examples of Hugo code.
If you enjoyed these Hugo games and would like to play more, the Interactive Fiction Database is a great place to look. Click here for all listed Hugo games.
Thanks for playing the games!
Welcome to the upcoming Hugo MiniComp! What is Hugo? Hugo is a language by Kent Tessman for creating text-based video games.
Roody Yogurt had this to say in the original announcement of the comp:
2011 saw the Hugo release of Robb Sherwin’s Cryptozookeeper, one of the largest multimedia-enhanced IF games ever. That alone makes it a good year for Hugo, as we Hugo users are few. A handful of us thought we’d end the year on a good note and challenge ourselves to a SpeedIF. Schedule-fitting and unexpected interest from some non-Hugo-savvy authors have turned that idea into an altogether different thing, though. Now, we christen that thing, “The Hugo ‘Open House’ Competition.” The rules: – Games can be any size and can even be a work already in progress. – Games are due the morning of December 31st. The entrant is then free to (and somewhat expected to) celebrate the transition into the new year heartily. – Waiting until the last week (or day) even and writing a classic-SpeedIF-sized game is viable (we made the coding-time intentionally vague so newcomers can as much time as they want acquainting themselves). – Links to games can either be posted here or at the joltcountry forum. If you don’t have any place to upload your game, e-mail your entry to roodyyogurt at gmail. Games will not be ranked. There will not be prizes other than acceptance into a small yet tightknit group of IF enthusiasts. People new to Hugo may want to look at Hugo by Example’s “Getting Started” page. Questions about Hugo coding can, of course, be answered on this forum in the “Other Development Systems” base or at the Hugo base at joltcountry.com. Good luck!
2011 saw the Hugo release of Robb Sherwin’s Cryptozookeeper, one of the largest multimedia-enhanced IF games ever. That alone makes it a good year for Hugo, as we Hugo users are few. A handful of us thought we’d end the year on a good note and challenge ourselves to a SpeedIF. Schedule-fitting and unexpected interest from some non-Hugo-savvy authors have turned that idea into an altogether different thing, though.
Now, we christen that thing, “The Hugo ‘Open House’ Competition.” The rules:
– Games can be any size and can even be a work already in progress. – Games are due the morning of December 31st. The entrant is then free to (and somewhat expected to) celebrate the transition into the new year heartily. – Waiting until the last week (or day) even and writing a classic-SpeedIF-sized game is viable (we made the coding-time intentionally vague so newcomers can as much time as they want acquainting themselves). – Links to games can either be posted here or at the joltcountry forum. If you don’t have any place to upload your game, e-mail your entry to roodyyogurt at gmail.
Games will not be ranked. There will not be prizes other than acceptance into a small yet tightknit group of IF enthusiasts.
People new to Hugo may want to look at Hugo by Example’s “Getting Started” page.
Questions about Hugo coding can, of course, be answered on this forum in the “Other Development Systems” base or at the Hugo base at joltcountry.com.
Good luck!
I know one game is finished and I am going to try to finish mine tomorrow. We’re going to have the games available by December 31st. Won’t you join us?
There’s an interview with me over at FWONK*, the Creative Commons-based music site that helped me get the majority of music for Cryptozookeeper in place.
You can download lots of free ambient and electronica tracks from FWONK*. For instance, I recommend:
Imploded View: An Exploded View I Have a Box: Bunnies Bachelor Machines: Fatal Error Per: Ettertid
Should be another interview coming shortly, and I’ll update the site when that happens. A few other things:
Kickstarter, more like KICK ASS STARTER! Jason Scott hit $118,000 to fund three future documentaries. I assume they will be documentaries. I’m trying to elbow my way in to make TAPE a movie about one man’s timeless tale of courage and self-sacrifice as he discusses life with a giant tapeworm. I picture our protagonist grabbing a random on-looker and shouting the tale at him, Rime of the Ancient Mariner-style. The entire special effects budget will be used for when the tapeworm switches hosts at the end. Gross!
Jimmy Maher ported The King of Shreds and Patches to the Amazon Kindle. It plays pretty nicely. It’s a little slow to update the screen after you type a command, and the Kindle’s keyboard is pants, but having a small tablet play IF is sooooooo nice.
zarf and Jason Shiga just released Meanwhile for iOS devices. I read a little of this at Boston PAX, and as a hard copy, it captured the attention of everyone who picked it up. My iPhone has a splintered, slightly shattered screen, so everything I play on it comes off looking like the tortured software of a spurned lover. That won’t stop me from making Meanwhile the fairest of them all, as soon as I can remember which PC I left iTunes on.
Our very own Jon Blask has been reviewing interactive fiction in the JC forum. He revived it from a few years ago, and the thread starts to get hopping on page 2.
Lastly, Rob O’Hara released HANGAR 22 a little while ago, and I don’t think it got the attention it deserves. It is a fun little romp, maybe an hour’s worth of gameplay. Rob is a great, witty writer. Play it on-line here.