Reviews by Andrew Schultz

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King Arthur's Night Out, by Mikko Vuorinen
In which Arthur does not channel Sir Galahad, September 10, 2023
by Andrew Schultz (Chicago)

Mikko Vuorinen's The Adventures of the President of the United States was about a president who just got bored of the responsibilities having power and went globe-trotting. I'd played it first and was amused to see King Arthur's Night Out which seemed to address similar things. The main difference is, the game itself doesn't make it out of the castle.

Guinivere, his wife (warning: I'm guessing this is a translation thing, but X QUEEN made me cringe), doesn't want him hanging around with "Lance and the boys." (Sir Lancelot, of course.) She is watching to make sure he doesn't go anywhere. But he has a plan to sneak out--or, rather, you do. You'll find one gauntlet, and then it's obvious you need to find another. You also have secret crannies where you hide gadgets from Guinivere. But what, ultimately, for?

This is all minorly silly and perfectly harmless. Arthur is shown to be a bit of a booby as he looks for a way to distract Guinivere. The puzzles are probably things you've seen before. Arthur's method of escape, though it's been done before, probably hasn't been done by a king.

The command above aside, KANO gave me a few good laughs. It's competently enough executed but never really fully soars. Nevertheless it's a nice distraction if you want to play something Arthurian but don't have the time and energy for an epic. I played it in my head a couple times after getting through it. As text adventures go, it's comfort food.

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The Chasing, by Anssi Räisänen
Show hidden virtues, find hidden horses, September 10, 2023
by Andrew Schultz (Chicago)

The Chasing is remarkably low-key for a game with such a title--there's no way to lose the chase! And it's unusual without being weird. Sure, it has a few anachronisms, and a few of the horses you track down have odd names (Unhesitancy--it seems like an awkward English translation) but it finds a niche. It's well above a simple first work but shunned by people who want to make complex things. Not that either of those choices should be looked down on. But sometimes we jump from the first to "let's make something complex" and leave holes to be filled in.

The Chasing fills one of those holes in for me. It's a very welcoming game, like Anssi's others, both in the setting (you track down your horses who have run all over the valley, and you also visit fellow adventurers to give them invitations to a party) and in the non-crushing level of difficulty. The horses are all hidden, and you-the-player don't know their names. They're only revealed when you find them (the horses are all hidden--perhaps to avoid implementing them,) and they're named after various virtues you exhibit to remove the obstacle that was scaring them, or you, from doing what you want. Patience is found after waiting several turns in the right place. Courage is found after visiting a potentially high-risk area. And so forth.

It's a tough one for me whether the player should know their names beforehand--I kind of enjoyed the reveal, but on the other hand, it would be nice to have a general impression of which horses are still out there, and the horse names don't spoil anything. Perhaps an option to reveal this would be nice, although the puzzles aren't exactly crushing or unfair in any case. Sometimes people directly ask for help, and other times, it's a matter of noting what's in the description. Another puzzle rejects the right verb, saying, not now.

I think there's an art to gaining people's attention without holding it hostage, in conversation or in gaming, and Anssi Räisänen's games always do that. We only have so much attention to hand out each day. It may be a weakness that you sort of have to take a relatively simple backstory at its face value (your horses somehow all fled at once) or NPCs often seem to be there more in support of a puzzle, only to chat a bit and leave once you solve it. This works well in the context of removing red herrings, and I'm a lot more okay with that than most people, but I can see how others might want the feel of sociability. For me it's good to have social stuff and text adventures in separate chambers.

I'm also struck by how there are relatively little good didactic text adventures. Of course, there is Trinity, which discusses morals and a world-shaking event, and A Mind Forever Voyaging, which discusses ethics on a macro scale. But there is so much to fill in, games that might not catch fire or have a mass audience or crush you with their impressiveness or profundity, but you feel better for having gone through them. I did so more than once with The Chasing, which I found on a "favorite ALAN games" list and quickly said, yes, it belonged there.

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World Builder, by Paul Lee
Memories of ClubFloyd, but more, September 9, 2023
by Andrew Schultz (Chicago)

From 2011 to 2012, I remember ClubFloyd being a very busy and welcoming place when I managed to visit. There were the Apollo games and the New Year's competitions and also replays of the very best IFComp games. I even entered something to a New Year's Speed-IF. Playing on ClubFloyd made it that much more fun.

World Builder was one of the games from the Hugo competition, and I forgot about it until years later. The Hugo games, by and large, angled for silly fun and jokes, which was welcoming, especially as I was still learning about game design, and I worried that the major parser programming languages were radically different. (Some let you do some things easier. But most cover the basic syntax.) You didn't have to have an overarching narrative or super puzzles to make an impression or provide entertainment. Also, the writing period for entries was about four days, so there wasn't going to be a lot of branching--perhaps it didn't help that one of the prompts was about world building, or something like it. Many of the entries had kind of big text dumps.

But World Builder tried for that narrative, where you were a Dr. Frankenstein type who created a sentient cyborg called Hugor. Hugor breaks free from your control, pulled into a vortex by an antagonist whose name is Minfor.

Given what Minfor anagrams to, it's clear bigger themes are at play, but I don't think it's "Inform vs Hugo, death match." It feels to me like Hugor may have real concerns of: can I offer anything Minfor doesn't? Should I try to offer everything it does? Why not just be subsumed into it? Anything I do, can't it do as well or better? So Hugor is fighting for identity, too. Or maybe I'm reading too much into it. At any rate, this is a real concern--what could a relatively new or unpopular/refurbished programming language bring to the parser game? World Builder left me with these thoughts, and it wasn't until years later with Adventuron that we discovered something--that less is more. Adventuron got rid of a grammar-style parser and went with two words and will comfortably escapt Minfor's maw.

There aren't any real puzzles, but I enjoyed the drama and misdirection near the end, where it looks like everything is going to fail, but it doesn't. And jogging through again, the descriptions are strong, the dialogue maybe less so, but enough to give us sympathy for AIs who maybe see things we don't. And if Hugo were sentient, perhaps it would feel inferior to Inform just on the basis of games written in it? Perhaps ripped off it hadn't got a fair shake?

Looking back I wasn't sure if it was the camaraderie of being able to play along, or not having to concentrate on every move yet be able to catch up, that left me with good memories. That was surely part of it. But on replay I forgot how World Builder got me to think of bigger issues, and perhaps it was what stirred me to get the idea for my 2012 IFComp game, one which relied on Inform being Inform to build a world all about anagrams. That's certainly a "enough of my thoughts, what about my deeds" way to look at someone else's creative work, but it made me take a step back then, and now.

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Zyll, by Marshal Linder and Scott Edwards (IBM)
3 of 3 people found the following review helpful:
Not quite ex-Zyll-erating, September 9, 2023
by Andrew Schultz (Chicago)

When I wrote guides at GameFAQs, I had this silly goal of writing one guide for each letter. Z was always going to be a toughie. I'd seen other Z games I liked (Hi, Zork,) but they had guides. But there was another four-letter game starting with Z that gradually pulled me over. But its map was huge! I got killed a lot! And the controls? Weird! I was used to parser games when everything was text. Zyll uses the F-keys, maybe being written in DOS. It all takes a bit of getting used to. Between that and the pauses as you walk between each room, I wound up putting Zyll off for a while. There were other Infocom text adventures to look through, and so forth.

Zyll's both very basic and very odd to me. It combines simple RPG and text adventure elements and does its own thing well without going breaking ground into either genre it flirts with. Modern players who pull this game down may find the most memorable feature to be the way the game makes them wait unnecessarily, but if there's someone else to play it with, whether cooperatively or in competition, it can be very entertaining. It's decidedly as ancient as its environs now, although at the time it was groundbreaking for its controls, the timed wait between rooms, and also for being on an IBM PC. Some of the ground wasn't worth breaking--to move, you push F1, then F2-8 for compass directions, F1 for up, and F7 for down. F10 works through minor commands like throwing or reading things. Fortunately all this is in a menu with ten items, and once you gain the spatial recognition to say, okay, F5 and F6 are in the third row and so forth, the awkwardness dissolves. It took me a few playthroughs, and it does take fewer keystrokes than typing. Zyll isn't as big on room or item descriptions as your average Infocom game, so you don't need to EXAMINE or whatever, and the only NPCs out there are for combat. Or fleeing. It's very mechanical.

And it's built so two people can share the keyboard to play competitively or cooperatively. Player 2 uses the numpad. This has its own traps, as 7 maps to F1, 8 to F2, and so forth. The rows don't quite line up. It feels like it should work somehow, but it doesn't. Zyll does its darndest to, though, highlighting commands you can use in green text. Maybe if there were more Zyll-likes, it would be more intuitive.

However, it's big enough so that walking around is intuitive well before the first time you get through. I spent quite a while writing out rough maps, wandering around as a Thief, whose main virtue was being able to flee. It turns out thieves are best by far for getting through Zyll, because combat is complex. I always meant to play as a warrior or wizard later, but I never did. Wizards have all sorts of neat spells which seem cool in theory, but being lazy, I didn't want one more command to remember. I was just glad to be able to bring the Orb of Zyll back to the Orb Room which, when you find three of the five big treasures, wins you the game. The Orb is super-heavy, so you can't carry any other items.

And that sort of makes thieves the dominant class--you can flee from anything, and if you're careful, you can pick off one item at a time. Slowly you tick off rooms that don't have them. But how many rooms are there? A lot! It took several play-throughs for me to discover ... yes, THAT room links THERE. Oh, I see how these rooms connect. It was a great a-ha moment for me when two big areas connected, something one wouldn't see in Infocom games, which tried to be economical with rooms and disk spaces. Zyll certainly isn't as vivid as a Zork. But it has all the elements of a fantasy adventure, without having to create a character party or deal with combats. There are boats for navigating underground caverns and random teleports, too, which play a certain role in two-player games. I had fun rolling the dice with them when still mapping out the full world.

Nonetheless the big drag for me was how you couldn't switch off the delay walking between rooms. In such a big game as Zyll, it added up, even when I cranked the DosBox speed up. (The timer is set to the system time.) It seems like there should be a secret code once you solve things, at least for single-player mode. After a few tries, I honed my strategy enough that I was able to win fairly quickly, maybe not getting all the treasures as a thief but enough to win. Zyll really only tracks points, but after a while, I didn't worry about maximizing that.

Zyll is an odd game, and I haven't found another like it, which is a shame, even if it's technical and dry. It develops a big expansive world, but by the time you're comfortable in it, and you know the rooms where the potions may randomly start, the delays are a bit tiring. It doesn't necessarily deserve immortality, but the process of discovery for me was quite fun. Just seeing a different layout of keys, from an age when one-key commands were random (remember Z for ZTATS in Ultima?) has a certain amount of appeal, and guess-the-verb is not a thing. However, the challenge and reward-for-time topped out quickly once I figured how to win as a thief. Warriors or Wizards just seemed too finicky. Nevertheless, I'm glad I pushed through to write a guide for it years ago, even if there is a better one now at CASA.

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Danger Mouse in the Black Forest Chateau, by Brian Belson, Edgar Belka, Kevin Buckner
1 of 1 people found the following review helpful:
"Jolly Good Show, DM." / "Actually, Colonel, it's a jolly good computer game.", September 9, 2023
by Andrew Schultz (Chicago)

Danger Mouse was, and still is, a wonderfully spontaneous cartoon that can be appreciated by kids and adults alike. I always hoped one day to see all the episodes when I saw him on Nickelodeon, and it took a while. In the meantime I discovered this game and also a DVD of all the Bananaman episodes--Bananaman came on after Dangermouse, see. Dangermouse is not perfect and goes off on tangents, thus making it perfect for crazy text adventures written on 140K drives. Because if the authors get low on space, a deus ex machina will actually work! It wouldn't be true to the series if there wasn't one.

And even with many of the main elements of the show are left out(no escape of your oft-winged car from under the pillar box where DM lives and no Stiletto, Baron Greenbacks's right hand crow) it's a great example of what people managed to do back when they had to make do with very little memory. It even retains the sarcastic narrative voice in its room descriptions. One can almost picture Danger Mouse tapping his foot, waiting for the next part to load on the Commodore or whatever. (Still, thank goodness for emulator warp speeds!)

At the game's start, Colonel K calls in, and after bumbling over a few words, directs DM to find some terribly destructive weapon called a pi-beam hidden deep in the Black Forest Chateau. The beam is actually hidden in something else (hint: the show was always pun-heavy.) The game focuses on brief narrations to tell you what's going on, and it's choice- instead of parser-based. This saves memory for some neat little doodles floating about the screen giving a rough picture of what's going on. Good choice--Danger Mouse with a parser would be the wrong sort of sophistication.

You will get an extra option if you bring the right item to the right place such as a key to a room with a locked door, which drops the difficulty, which back in the days of slow loading times was a good thing. Solutions stick out like the sort of levers Penfold trips over to spring a trap. Making the wrong choice may provide useless entertainment but never kills you. It just knocks you back to a location that is not so far along in your quest. You'll also find some locations containing several items, of which you can only have one at a time. Here's the only weakness of the choice-based format: there's no inventory option. Usually you'll need two or three such items in a certain order and although you can sweep through all locations with every item pretty easily, the items' uses are relatively sensible even if the situations where you must use them are random as you'd expect.

Danger Mouse, alas, has no saved games. Not a huge problem in this day of emulator save states, but a hassle back them. Halfway through you're given a code number to access the second part. Fortunately these load times are the only really slow parts of the game, and the rest of the time you'll be occupied between finding the one-way access routes between important locations and working your way through some minor-nuisance mazes. The drawings along the way will keep you entertained. There's not a ton of color, but Penfold's iconic too-tight suit jacket shows(too bad the tie isn't in full splendor too,) and Danger Mouse finds many ways to look nonplussed. There are even cameos from Count Duckula and Baron Greenbacks. But a good deal of the scenery is recycled, which is not all a bad thing, because the show occasionally made fun of itself for the repeated backgrounds, and besides the Commodore had limited memory and disk space. The game gets a few of them and doesn't abuse them. Too much. There's also a motif of moving in even wider circles as the game goes on, which works well enough for such an absurdist cartoon. DM himself would frequently run into an obstacle or enemy several times before finding the right way through.

Danger Mouse, the show, worked well because it had many silly pictures to go with puns children might not understand. The game works much in the same way with quips as "the lone shark takes a great deal of interest" or the red herring you find, which by now feels overdone, but it deserves credit back in the 80s. DM and Penfold also stumble through the requisite trap doors and secret passageways with the help of goofy gadgets or common items used for extraordinary purposes, and so for a game with such simple controls (maximum five choices on any screen,) the clever narration and pluck make it a credit to the cartoon show that inspired it. Yes, a full-fledged Infocom-style adventure would have been ideal, and Danger Mouse in general seems to cry out for multiple point-and-click remakes, replete with a Bananaman sub-game for people who'd saved the world with Danger Mouse would have been a big hit. But I really can't complain. It was fun before I managed to get those Danger Mouse DVDs cheap on eBay and after.

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Tough Beans, by Sara Dee
"my lousy job, apartment, *and* relationship" ... is not lousy, September 9, 2023
by Andrew Schultz (Chicago)

While I enjoyed the author's work Mite enough to wonder about her other works, the name Tough Beans made me cringe. It's not offensive or anything, of course. It's just, who says a phrase like that? Even ironically? It doesn't work! I remember someone in my college dorm who said Cool Beans, which was close enough to the borderline. (He also missed the point of Joe Pesci's "you think I'm funny?" rant in Goodfellas.) But eventually curiosity got the best of me. I didn't find out what the name meant for a while. It turns out it's the name of a coffee shop, the sort everyone goes to but nobody really admits they go to. It's there that the main drama takes place.

You start off late for work, at a job your father got for you, well sort of (he'd hoped to do better.) You've always felt a bit spoiled, and yet your family hasn't encouraged you into a career that really soars. You also have evidence your boyfriend Derek's been cheating on you, and there's also the matter of your dog having his jaws around one of your pairs of heels. So this feels like a "my bad job" sort of game, especially with your boss, Soren Pickleby, being--well, a real turnip. He's asked you to do some relatively simple stuff, but one quickly suspects he would enjoy saying "It's simple stuff, what's wrong with you?" more than actually having it done quickly. Oh, there's low-grade sexual harassment in there, too.

One of the things you must do, and do it now, is an errand to get coffee at Tough Beans, where you run into your cheating boyfriend Derek and the coworker who was supposed to help you sign off on one paper. The hijinks start piling up there--there's a vagrant who wants a cigarette, and there's a hipster with a cigarette behind their ear, and it's pretty clear what to do, there. (With appropriate "gee, does this guy really need a cigarette?" reflection.)

There's a certain amount of reflection throughout the game as to how you met Derek, what impressed you about him, why you're still together, and so forth, and he's revealed to be a bit of a slimeball. You go through a lot of denial about Derek's cheating, and there are endings where you realize it's over, and you don't. You do, however, have a moment of reckoning with your boss.

The puzzles (there are "do what your boss says" things which develop your character nicely but aren't really puzzle) aren't too tough. They can be solved nonviolently, but when you get to the end of the game, you may only have half of the full points. How you miss the points was interesting to me--the game doesn't display "your score went up by one point," and so I missed that calling the right person at the start got you a point. Which makes sense. We generally don't think of life in terms of scoring points. But the general idea with points is, there's standing up for yourself, and there's REALLY standing up for yourself and finding ways to. I enjoyed the mechanic, even if I didn't stand up for myself very well. And then there are the amusing actions that don't get points, like smacking Derek, who deserves it. You have a chance to destroy his car, which the game rejects, but it's fun to try. This sort of thing makes Tough Beans replayable, as you'll probably miss things, but on the other hand, you may argue you don't need to stand up for yourself perfectly, and looking back too much on that gets in the way if the next good experience.

There was a lot of light-hearted humor through Tough Beans underscoring your inability to stick up for yourself. This went beyond "poor me, the world is against me," and even though its main character was a completely different demographic from me, certain things resonated. It's an interesting meshing of "my lousy job/apartment/relationship" and does so without drowning in self-pity or hopelessness.

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Life of Puck, by alyshkalia
1 of 1 people found the following review helpful:
For those of us who'd never want a rat as a pet, September 9, 2023
by Andrew Schultz (Chicago)
Related reviews: Neo Twiny Jam

Neo Twiny Jam was a good time to explore and try things quickly, without going into the weeds. And many authors did, often exploring different themes of identity when submitting more than one entry, or trying for different forms of drama.

But Life of Puck and What They Don't Know, may be the pair of entries by the same author that differs most. It's a tribute to the author's pet rat. Rats, like most pets, don't have too much to do, and the author mentions they wrote this to figure out Twine.

It seems like an excellent choice of a self-tutorial, and technically it covers all the bases. Presentation isn't something I generally care much about, but the soft colors and fonts give a homey feel and add to the fun. It reminded me of an idea I had for a Twine game, about two cats I had. (Maybe next year for Neo Twiny Jam.) I'm sure someone else has a dog story. I hope they share it, to help us through the more serious entries.

There are five total endings, though they're not endings in the normal sense. You just have a new day. There are just moments when you've realized you've exhausted one action more or less, and you don't find that there are five until you choose the "take a break" option. I'd found three by the time I had, and at that point, I was able to remember what I hadn't really tried.

You get no special alert when you hit all five, but then again, pet rats aren't particularly goal-oriented. And it doesn't really feel like lawnmowering, just exploring. Also, looping over the same options several times with the same text doesn't feel repetitive, because rats generally don't worry about that sort of thing (okay. They can memorize their ways through a maze. But that's different.)

I'd feel kind of worried if even a pet rat got loose. But here it's a nice game without any real stress. You get out of the cage that is your daily routine as a human, find the five endings, and go back in that cage yourself once you've had an adventure, so to speak.

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The Hunting Lodge, by Hulk Handsome
Lodge hunts you, sort of, September 9, 2023
by Andrew Schultz (Chicago)
Related reviews: EctoComp 2012

The Hunting Lodge was a shocking shift from the author's IFComp 2012 entry In a Manor of Speaking, submitted for EctoComp one month after. Both have unexpected deaths. This has fewer jokes--though they're there, in the descriptions, if you look. The author himself mentioned, when he re-released the game, that his post-comp fixes included some jokes, because he couldn't help himself. I think the changes are for the better.

The author describes it as partially influenced by Hunt the Wumpus, and it is, only the map is slightly imbalanced, and there are fewer rooms. You wouldn't know this at first, as you're driven to a barren hunting lodge where you haven't heard anything from your brother for a while. Then there's a moment when you know you're in trouble, because of something you did, which is rather good. Then the chase starts. There is a way to defeat the monster and exit.

The strategy here is tricky. The monster's roaring is louder the closer it gets, so you need to, whenever possible, avoid rooms with two exits. But of course one of the things you need is in such a room, and you must visit a dead end as well. So there's a chance you'll just get killed by the monster, and that's luck. But it adds to the fear, which makes it a good EctoComp entry. There's also a timed bit at the end, and you may be helplessly trapped by the monster as time runs out. More scary fun.

Given the author, I was sort of expecting a mounted moose head that gave you a raspberry or wet willy when you weren’t looking, or perhaps a Big Mouth Billy Bass gone bad. There is humor there (a note that breaks the fourth wall explains the rules) and some subtler hat-tips to authors the writer likes, but the main plot is dead serious. It's easy to forget those jokes.

Post-comp I think the author did a good job of fixing bugs and balancing gameplay. It's a quick tense effective experience. We should all try divergences like this from our main style. I know I haven't, and I'd like to.

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metastasis, by Playahead Games
1 of 1 people found the following review helpful:
No confetti or surprise party awaits., September 9, 2023
by Andrew Schultz (Chicago)
Related reviews: Neo Twiny Jam

metastasis shows that retro or bare-bones feel, a fixed-width font as you describe things clinically, the cursor slowly moving left to right, dispersing scientific information. You're obviously in the sort of laboratory where emoticons are frowned on.

And once you see the choices available, well, there is nothing to smile at--if you read the first passage carefully, you'll note something disturbing at the end. The choices belie the sterility of the lab setting. Riots are mentioned. There's shelter for the lab.

COVID was "inspiration" for a lot of Twine efforts, most of which deal with social isolation head-on. It's a bit more subtle here, in the lab, trying things out, maybe making some progress. You hope. There are four endings, none directly stating what happens, with some easier to figure out than otheres. A couple, I had to repeat to fully get it, and they made more sense once I saw all four. There are not that many choices to make. I slowly pieced things together. Once I did, I realized maybe I could have guessed fully, from the title and the blurb. But watching things unfold would still have been effective.

Not that everything could unfold, with only 500 words to work with for Neo Twiny Jam. A lot of details are left unexplored, but that actually makes the horror greater. Sort of like how COVID was even scarier when we didn't know what it was about, and while we read about mutations and how it lingers, there's a feeling of "oh no I better not go out so much," but we aren't blindsided. Still, three years on, we feel lucky this didn't happen, and we remember it as a real possibility.

Further credit to the author for allowing us to press the space button to bypass the typed-text-on-screen effect, so we could experience the remaining paths at our own speed.

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Bored of the Rings, by Fergus McNeill
Not high art, despite chunks of drug humor, September 8, 2023
by Andrew Schultz (Chicago)

The Commodore 64 text adventure Bored of the Rings (BotR) is an offshoot of Harvard Lampoon's great satire book of the same name. It includes most of the characters that go along with Frito but also manages to find goofy new names for each one of them. Frito's actually Fordo, for instance. The game even divides itself into three parts(passwords needed for the second two) and only marginally copies gags from the book. It does pretty well with the new sort of adventure; much of the game consists of picking up companions Traveling Ever Eastward before destroying the ring as in the trilogy. A serious game such as this, too devoted to the original material, would have been very dull. BotR, despite being a copy of a satire, manages to poke fun at its own genre and provide enough gratuitous stupidity and vulgarity to be memorable. Plus it doesn't take several whole days to finish unless you manage to get on the parser's bad side (it's a simple brute!)

Delta 4 Software cranked out a few goofy text adventures where it ignored words of longer than five letters and never was perfectly clear on what you had to type; as a whole they were worth it, but each game gives individual frustrations. In BotR, the worst is when you must GO LIFT and not ENTER LIFT. This non-satirical obtuseness, thankfully, is not pervasive.

You generally get points for clever actions and never just taking something or visiting a new room, and there are even optional puzzles, some involving guns. Something from Narnia will help in one of these. But the most challenging part of the game besides the puzzles and finding the right verbs (you must DESCEND TUNNEL and not enter it) is when you have silly locations that look like each other and need to navigate them. You can tell you've reached a new one when a new narrow picture pops up at the top.) The trial and error seems slightly pointless and is forgivable only because Fordo, your character, was established as a dupe early on by Grandalf and his uncle Bimbo.

There are shockingly few items to start out besides the hallucinatory beans from Tim Bumbadil, with emphasis on stumbling around bars successfully. You'll never have more than three items you can use at a juncture in such a linear game, and so it would be easy without the challenge of raking your mind for common verbs that have slipped your mind. Later on you'll find a swamp where the game doesn't bother to give you directions, and paths fork a bit. It's entirely possible you'll miss a direction to go from a location as well since the screen clears once you move away. There are also locations you'll run into and no matter what you do the next few moves your fate is sealed.

So the game's challenges are dominated by arbitrary concerns, but it gets the sort of things right that can help any piece of good satire stand out. The game is pretentious when you adjust your inventory and even invokes ancient prophecy to force you to sit through uncle Bimbo's party at the beginning, and all the people names and most of the player names work well. Aragorn's foil constantly discusses his family tree (more dialog would have been awesome) and is silenced by grumpy companions such as Legoland and Spam on the way to places like Isithard and Almanak. The events when you solve anything involve slapstick physical comedy and amusingly grave injustice, and you have all manner of degenerate forest spirits to creep you out and even break-dance, as well as a secret passage which doesn't help you one bit, and a signpost saying "Last Bridge 4 turns." You even get cool ways to die, which have the best pictures. And although the anti-computer jibes are the weakest (the ring you must destroy represents corporate computer interests,) the computer prison where people are forced to write budgeting software is a winner. Minor characters get unfair punishment, too, and the meeting with the Balhog is certainly not sappy.

Outside Infocom, BotR is really one of the better early ones I've uncovered. It would be disappointing if the game were fully faithful to either LotR or BotR, the books. It does well to drop in anachronisms instead of BotR (the book)'s fourth-wall deus ex machinas throughout. And given how early it is in the history of text adventures, and how badly other attempts I've seen fail, BotR does commendably well satirizing them. Yes, it's very on-the-nose and clearly below Hitch-Hiker's Guide to the Galaxy, where the puzzles really made you laugh and think. But I still snicker at the final command to destroy the ring. If you don't have the time to play, read a walkthrough, and that'll give enough laughs.

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