I felt slightly guilty I didn't really get So Long and Thanks for All the Fish as a kid. I do remember Douglas Adams taking forever to release it and wondering what the holdup was. He had high standards, of course, and the H2G2 trilogy was hard to live up to. I figured once you wrote something like H2G2, the floodgates just opened and you kept getting cool cosmic ideas. Of course, it doesn't work like that. Which is sort of a relief, because if it did, the rest of us would have nothing new to write about.
That said, SLaTfAtF grew on me. And reading a tribute about it instead of stuff in the H2G2 game canon or three main books reminded me, yet again, there was so much more to Adams than his jokes that challenged basic perceptions or clever wordplay.
The scene roughly replicates when Arthur goes to visit Wonko the Sane outside the Asylum, except you are not Arthur, and the person inside is a very tall man. He has a card you must trade for. It's not a very hard puzzle.
The ending has a finality about it that almost seems unfair. Most of the time, a game ending so abruptly wouldn't work, because it should last longer. (We could argue all good games end too soon, which is better than too late, but this ends way too soon!) Here, though, it works, because Adams indeed left us way too soon. The calculated silliness of the final scene mitigates the sense of loss a bit. But I found it a neat way to say good-bye, even though Adams has been gone over twenty years.
This and Into That Good Night and A Night at Milliways may be the most robust of all the DNA tributes, but all are worth your time. They capture the sadness beneath the big laughs Adams gave us and how we wish he'd given us more of both.
The SpeedIF Jacket competitions weren't supposed to be very high art, and this certainly isn't. But it is entertaining! It has throwbacks to Infocom games with the footnotes (with the appropriate meta-humor, of course,) and it has a relatively nonsensical point-scoring system that gives points for, as far as I can see, paying attention to the quotes given to inspire the game.
As it's Speed-IF, it has a relatively quick solution, and in this case it's rather sensible if you think about it, though you may have to see what a few items do and get killed a few times, as you look to kill the Ogre King who assigns you a quest to kill some other people who don't seem too evil. There's also a unicorn friend who deserts you early on.
I generally like games that do odd things with scoring and weird meta-humor, and while it might feel forced in a longer more serious work, it works pretty well here. There's a bad guy you can kill, anchronisms, checks to make sure you read the instructions, and even a way to make a hash of everything.
I don't think anyone would or could have made a game like this on their own. This was part of Speed-IF 2, which had a bunch of blurbs you had to write a story around. Whether authors got to draft them like fantasy football, I don't know. But I imagine the ones at the bottom were, in fact, very tough to work around indeed. And once we know that there were these constraints, the whole bit becomes a lot funnier. It goes from "maybe the author was trying too hard" to "wow, I wouldn't have tried that hard to get things working as well as they did."
You play as George W. Bush ("I started out disliking the PC, but then I grew more sympathetic as I found out what it's really like to *be* that character." -- this part aged well considering the years 2017-2020) and in a forest maze ("When I started in a maze, I quit. Once I forced myself to try it again, though, I realized that [the author] had really produced a novel solution to that old problem.") near the beltway. The solution is rather interesting. You must interact with a rat named Rat Rat, eat some food in the kitchen, and then face Smelly Pete ("I'm definitely not looking forward to the sequel--one game revolving around the
exploits of "Smelly Pete" is one game too many.") and a bunch of Democrats, delightfully described on the author's own admission as "They're just a gang of shoddily dressed democrats milling around." Indeed.
You can spend a lot of time asking the various NPCs about each other but there is only one action that matters. The denouement is slightly on the tasteless side but I still laughed even though I'd heard that sort of joke before and, besides, the author did a good job of fitting everything into the SpeedIF Jacket constraints, which included a ludicrous conspiracy theory. It's been 20+ years, but I saw what the author did there, and it made me smile.
I suppose it's easy to overdose on this sort of thing, but given that I saw this name, remembered it and saw it again and said "this time I'm playing it," it provided good entertainment value for the time spent.
I still have a pile of the author's games from recent Twine jams to look through and hopefully review if I have anything constructive to say about them. It's one of those things--I'm worried about just being a bad matchup as a reader, and yet, I also know that the potentially bad matchups that work out are what really help flip a switch to say aha, I see this or that, now.
The core of Sweetpea for me was waiting for an unreliable parent and also finding creative ways to avoid tackling problems head-on, because some are tough to face as a kid (or as an adult.) You should just go down to the door and let your father in, but you emotionally can't. You're distracted by other stuff.
There's also more than a suggestion of alcoholism, but there are no waving bottles of booze, and it's likely better that way. And the waiting is quite tense and good, looking around your mansion for good memories from your young life with your father. Everything seems off. Even trying to open the window is a chore. Along the way, someone or something called Michael is described. They are important.
I found myself doubting whether or not the father would actually improve. What is clear is that he means to, and it is not trivial. And it reminded me of adults who failed to improve, with various degrees of ability or motivation to, and I remember feeling like Sweetpea, that they would figure this adult stuff out, even if they were not extra-super-brilliant. They don't. Well, we don't.
I found the imaginary-friend bits quite emotionally realistic as even though I'm too old for imaginary friends, I still picture someone faceless dishing out general guidelines on how Things Must Be, or what would writer X or Y that I like say about the situation? Oh, of course they can't help me, and they don't know, but the distraction helps me cope.
I had some small issues at first with what seemed like a loop, but I assume that's just to capture a child's hesitancy to go forward with what really matters and instead latch on to a safe choice that might avoid conflict, so that worked. The key is to note that you'll have a choice if there is a horizontal-rule break.
I've read through twice and noticed a lot of clues I missed the first time through. I'm still not quite sure how much of the end is Sweetpea's imagination. Sadly, even after something like the end, some people who mean to do better can't keep it up. But I enjoyed the descriptions of waiting and delay and procrastination that were well above "life sucks, why do anything." A few of them hit home for me, ones probably much happier for Sweetpea than her father, who probably didn't know how much certain small things had done for her, who may not have been trying to do anything nice, but it left a small memory for her. We should all strive to capitalize on memories like this, and in this case, it's not clear how happy the memories really are for Sweetpea as she searches through the mansion to do anything but face her father, but they are better than what she has.
This is one of those "something's up" games. I hope to avoid spoilers in the review proper, but you are in a car, and there is, as the title suggests, a collision up ahead. You have many things to try, but not much works in six turns. Still, you get to restart pretty easily. So it is just a matter of lawnmowering, right? There are only so many options!
The descriptions are purposefully odd, with two-word sentences that work well for who you are and the constraints of Neo Twiny Jam. There are optional sound effects and, rather neatly, options for French or English text. While the last may not strictly speaking add value, it could be a useful learning tool that's far more interesting than, say, asking Arnaud or Francois where the bathrooms are or what time it is.
It's not the first helplessness simulator and won't be the last, but it's unique. Some not-quite-full spoilers ahead: (Spoiler - click to show)the cover art is a big clue, and it may've helped me guess what was going on in-game, though it (rightly) didn't clue the way through.
Of course, viruses have been a big thing since 2020, what with COVID. It almost made us forget those other viruses that sprang up back in 2000--computer viruses! I guess the term malware is used now, as a more overarching term for "bad stuff people can do to your computer without you knowing it."
But virus is still a term. And here the author plays on it. You, as Dr. Sam Cure (unless you want to change your name, which is a nice touch,) have a choice between defusing a biological and computer virus. The original Twiny Jam had a 300 word limit, so I guess both of these games would've fit in there.
There are a few branches, and if you pick the wrong one you get gaffled by the FBI or IRS (the computer virus is a tax-fraud scheme,) or worse. There were some sudden deaths and all, but this being a 500-word jam, there wasn't much to recover, and we couldn't expect a detailed response.
Besides, the cheery colorful cartoon pictures (even the one where law enforcement is frowning) make up for it immediately. I didn't notice this right away, because my internet was slow, but once they started popping up, I tracked back around to the insta-deaths to see them all. You can do this with no problem in a short game!
There is one puzzle, figuring out the password for the computer, because computer conspiracies and passwords of course go together. It's of the "it's in the game text somewhere, and all the other words aren't particularly highlighted" type. But that is okay. Not every Neo Twiny Jam entry provides deep social commentary here. In fact, it might become exhausting. TUV advertises a good time, and it gives one.
This is a story about the last night of a closed mall before it is demolished. You sneak in, hoping to find memories. It’s well done, with the sound manipulated at a critical point.
I haven’t visited a mall in ages but I am sad to read of ones I liked closing down. I remember thinking when I grew up I would go to one of those big malls and eventually buy one item from each store, except maybe the jewelry and such. But when I grew up I generally had favorite bargain outlets or waited for the day after Thanksgiving or Christmas to pick up sales.
Adults would moan how malls got rid of forests or parks or whatever when I was young, and these days I'm sort of mourning the loss of malls and food courts and such, even though I never spent much there and appreciate when bike paths or nature areas are set aside. Malls seem so impractical, but of course we can't drown in those memories.
YCSHF captures that and in a different way from Jim Aikin’s super-long The Only Possible Prom Dress, which also takes place after-hours in a mall, but it celebrates the oddities of malls with all sorts of odd stores with jokes. Here the limited word count here leaves plenty of mystery and reminds me of how malls got smaller, or they started having empty storefronts. And yet I'd still love to explore more of this abandoned mall. Both works got me to thinking of franchises I saw in all sorts of malls and went bankrupt. I finally Googled a few of them.
The Neo Twiny Jam and its word limit were good for mood pieces where, dang it, you don't have to explain yourself, and it would feel wrong to, and it'd go over the word count anyway. So it provoked a number of fun entries where, well, a variety of main characters couldn't explain themselves!
In the case of Scale, you're a fish in a tank which isn’t very big. Not much happens, allegedly. But it’s surprisingly absorbing. There are the typical things you find in a tank, like a rock, or bubbles, and you get fed every night, with seasons turning at an alarming rate. There’s also a chest you may be lucky enough to see open. It took me a while, and I’m not sure if it was out of skill or luck or just persistence.
There’s some nice humor in here. It’s slightly surreal and yet feels like you expect a goldfish-pet’s life would feel. I was sort of worried I would die, so I kept playing, and it says something that I kept playing for a while that I looked at the source. It's one of those works you remember with a smile. The lack of (meaningful) agency charmed me and never felt oppressive.
It was disturbing to take a step back and realize my own leisure could be described similarly: "you go to the library/athletic center/store/tinker around at your computer." But I still enjoyed the experience.
This is a short Twine about someone who receives what feels (to me) like an inappropriate, random gift and being quite confused about it.
I think a lot is left to the reader’s interpretation, because the choices you took the first time are crossed out, which I realize is nontrivial Twine coding, whether branches at any one page lead to the same next page or somewhere different. And different information is given on different passages through.
I think we've all gotten gifts in the mail we find hard to throw out. We understand it's a business and a bunch of emotional manipulation going on. But there's something odd when it comes from a person--especially a person whom we didn't like much. If it's appropriate--well, how did they know so much about us? If it's inappropriate--well, can't we give them credit for trying? The whole thing reminds me of the South Park episode where the food pantry gets a lot of creamed corn from donors. A fancy watch is, of course, more valuable than creamed corn, but -- it's not exactly uplifting, is it? In fact, it would stand out next to cheap clothes and maybe even be an easy target for thieves.
I’ve certainly been suspicious of people who’ve given me gifts for no reason before after some bad history. I’ve had people suddenly be nice to me for a bit, often with ulterior motives. Perhaps in this case the (very) wealthy benefactor feels they’ve washed away some sin. Maybe they feel guilty they got out of the town they hated, or maybe they remember doing something bad to the narrator. But there is no indication their act would be a net positive.
This seems deliberate on the author's part. The title of A/The suggests the giver has given out other gifts like this before. So there's an odd spooky feeling This one is odd and spooky without anything supernatural. Just maybe someone trying to whitewash something in the past. At least that's what I got from it. Given this is Neo Twiny Jam and the author said you can fill in details, there's enough flexibility in the story, you may find your own interpretation.
I remember the author's name looking familiar, and then I realized they'd written a lot of IFDB reviews. I hadn't recalled them writing any works that could be reviewable on IFDB, so I was glad to see Neo Twiny Jam gave them an opportunity to be on the other side.
This is a short conversation where you head to a doomed sales pitch, which is doomed because of your social awkwardness and the uselessness of what you’re selling. It’s benevolent towards the poor confused protagonist (punching down would be easy but wrong) who may have visions of being someone who repurposes or synergizes (obligatory buzzword) two ideas that, well, are less than the sum of their parts. They think they have found something new. Perhaps the only reason it is or seems new is that everyone else who thought of it ignored it.
I may be reading too much into this, but the night before playing, I was reading yet another article about how everyone in America is fed that you need to be an entrepeneur to really make it, or entrepeneurs deserve a lot more than work drones, or do you really just want to be in a cubicle all your life without being able to order people around? Or wave stuff in front of people’s faces saying "You don’t know you want this, but really, you do," and then they fawn and say "Oh my goodness yes we always wanted this but never realized it?" You should have ambition! It keeps the economy running, and stuff!
The poor main character in this piece has ambition and persistence. It’s easy to poke holes in what they do. But I think of all the times I tried to combine two unrelated things together and failed, and I felt I deserved to make that connection, and I was pretty sure I had something new. I was never brave enough to go to a bunch of CEOs with my ideas. Maybe that was for the better.
Still, I want to try piecing things together and making connections, in my writing, even if I fail as badly as the Sprinklepills salesperson. It really captured a lot of the fears I would feel if I were in a job where I had to make a lot of cold calls. It even got me out of my chair and in a good enough mood to take care of some things that made much more sense than selling Sprinklepills.