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.)
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?
Cryptozookeeper is finished. Download it through the Internet Archive here.
All of the other info I have on the game is at http://www.cryptozookeeper.com, which actually re-directs back to this blog.
It’s been a long time in the making, and there’s a host of people I’d like to thank, but I did so in the actual game. That being said, Kent Tessman, who wrote the programming language Hugo that I developed in, just released a piece of screenwriting software called Fade In Pro, and I would be remiss if I didn’t make things weird and uncomfortable for everyone involved by telling him how much I like all his software.
All right, I’m going to find the city’s biggest strip steak and put it where it belongs.
— Robb
I am posting this like an entire year late. I loved Bull. I want you to love it, too. But I have to confess that I have spent every night for the last ten years using Kent Tessman’s game development system (“Hugo”) to make text games. So if Kent wasn’t so good at the one thing, I’d have written earlier about how much I enjoyed the other thing.
I am also troubled by the fact that my refrigerator has been broken for three weeks and I’m really running out of ways to combine the only things I have left: dry cereal and scotch. The refrigerator in Kent’s text adventure “Future Boy!” is the closest thing I have to one in my real life. (Kent not only wrote and directed Bull, he created a text adventure programming language called Hugo and made two of my favorite games with it.) I’m not capable of writing about the movie he made without this (waves hands) ALL of this becoming an egregious conflict of interest. But who cares. Journalism is dead, anyway. Bull is an engaging, gripping ride that gets better with every viewing. …And the fact that I code about text people saying horrible things to each other in the development environment he gave the world doesn’t affect that.
There are two problems with most independent movies. They are shot terribly and the actors suck. So I want to stress how nice, how professional Bull looks. The CG is just outstanding. (Kent not only wrote and directed Bull, created the programming language Hugo and wrote two of my favorite games, but did the computer graphics for Bull.) It’s well-lit. It’s filled to bursting with hot chicks. I would be happy if I never saw another movie set in Los Angeles or New York, so this one being set in Toronto is a pleasing change of pace. And the actors really aren’t aware that we expect them to seem like they are reading their lines off cue cards written in Comic Sans. The delivery is so good! Benjamin “Pinback” Parrish once said that all independently-made movies ought to have two small information boxes on the back of the DVD slipcase: The “running time” box and the “feels like” box. Most indie movies would go something like “Running Time: 88 Minutes, Feels Like: 244.” But Bull, Christ — it changes everything I’ve ever thought about an indie film. Everything. It’s clear before the conclusion of the first scene, where a desk falls out of a building, that Bull is a real movie that demands to be judged by the same criteria that all movies with budgets in the millions are regularly judged on. (Oh, Kent not only wrote, directed and did the CG for Bull, he created Hugo, the games Future Boy! and Guilty Bastards and wrote a video processing program called Alien Ray for his movie, for post-production VFX work.)
There wasn’t a single line of dialog that was awkwardly delivered. No scene had a distracting component that broke the “magic” of viewing. There was no part where the viewer suspects that something crucial was cut from the film, or that a scene was re-worked due to budgetary limitations. The most sincere compliment I can give it is that I “forgot” Kent wrote and directed it about fifteen minutes into it. This is the standard that all indie movies ought to strive for. That all movies ought to strive for.
***
I have spent a lot of time talking about the movie in relation to its peers. I’d like to stress that it stands on its own. The script is charming. For instance, I absolutely loved the following line, delivered by a guy on his deathbed:
“… I made so much goddamn money”
(Part of it is the dude’s delivery.) If I find myself in a stock scene in a movie, all I ask is that I’m given something new. People have been dying in hospitals in movies for a hundred years. Don’t look this up, but I’m pretty sure that there’s a bit in Birth of a Nation where a guy dies when the abacus keeping him alive locks up. But at no point while watching Bull did I think, “psh, I’ve seen this before.” Take Jay Valentine’s early speech about luck – I am easily led and agreeable, so I wasn’t expecting Valentine to come out against luck. I would have expected just the opposite. Even though that’s been my experience in life – all the advantages I’ve ever received have been due to luck and, geez, little else. So this scene was really sort of speaking to me. If I feel a movie is operating on the same wavelength that I am, even for just a bit, then I really buy in to the whole experience.
Craig Lauzon, playing Charlie (our protagonist) did the best job of any actor that I’ve ever seen in a production of this scale. I really hope that Craig and Kent get the chance to make movies together for a long time. His character has enough going on where he captures our attention throughout the entire piece. I really enjoyed the set design when Charlie meets Maury Chaykin. The way the camera was pulled back and the way the light streamed in reminded me of when the robot Sean Young gets the Voight-Kampf test in Blade Runner, but it may have been the video game that had the similar set, I can’t exactly recall. At any rate, I liked the set and I think the featurette showed that there was a lot of CG there, which blew me away. It was a fun scene, and reinforced that our dearly departed Mr. Chaykin could have been equally successful as an action screen star, with the beat-down he delivers in that bit.
Kent consistently nails scenes that draw from the shared consciousness of our culture. I happen to think that there isn’t much worse than going to an office party by yourself. It’s usually depressing and awkward. The experience that Charlie and Penny (Lindsey Deluce) have at their office party is depressing and they both show that they are quite susceptible to feeling awkward. And Charlie’s nearly-constant feeling of being in over his head at his job (and recognizing that fact) come across really well. We have every reason to feel bad for the guy and root for him no matter what happens.
One of the reasons this has taken forever to write is because Bull is a difficult movie to avoid spoiling. I really can’t talk in depth about what’s going on without ruining everything, and I desperately want you to see it. You can get it here through Amazon.
And I have to say that I loved the logo on the unturned cards in the Solitaire game.
Flack wrote an article on his site regarding the iPad app “iDos”. He was able to run Hugo games in DOS mode with it, which is, of course, close to my heart. Read more here.