(The title of the review comes from the game itself. I couldn't resist.)
Raising the Flag on Mount Yo Momma is from 2010, but its core design sensibilities come from an earlier era. Author Juhana Leinonen maintains the overall feeling of a very old-school game but wraps it up in a fun and reasonably user-friendly package.
I think it's the feel of the NPCs that hearkens farthest back. For a game released in 2010, they are positively atavistic: serving largely as obstacles and treated by the PC as an inferior class of being instead of as fellow travelers in the game world. Scott Bruner notes in a contemporary SPAG review (linked on the game's page): "The characters aren’t one dimensional so much as they’re actually caricatures." This is true, but it is almost certainly intentional.
The game's comedy is almost purely of the bad-things-happen-to-people style. That's phrasing things a bit passively, since you are generally the one doing these bad things -- and when you're not doing them directly, you're certainly setting them into motion. At least one caricature (a "lounge lizard" type) is skillfully portrayed, such that the typical player is probably glad to see the straw man take a beating.
Although the design is "merciful" on the Zarfian scale, there is a smidgen of unintentional cruelty due to it being possible to get the game into a permanent loss state. (Spoiler - click to show)(At least, it seemed that way to me. It's possible to use the gum on the jukebox twice, and the second time the associated NP will be stuck trying to fix it forever. He also won't let you fix it. That means the music can never be changed, which is necessary in order to retrieve something from under the speaker.)
I was a bit disappointed that the actual showdowns on the stage were low on interactivity, since the setup seemed to promise that they would be the center of the action. Instead on a mechanical basis this game is a typical light puzzler in which overcoming obstacles off-stage allows the PC to do better when on-stage.
The presence of at least one game-breaking bug makes this one veer toward two-star territory, but since the average player probably won't run into it and the overall gameplay is pretty smooth, Raising remains safely in "good" territory via competent execution of a conventional design using an uncommon type of setting.
Having recently enjoyed Good Bones: A Haunted Housewarming, it seemed like a good opportunity to check out an older work by the same author, Leon Lin. What a pleasant surprise!
If you're interested in the history of the form, this game is a significant to the study of the evolution of NPCs. It's the first to garner XYZZY Awards for both Best NPCs and Best Individual NPC, a feat matched by only four other games since: Varicella, Lock & Key, Cryptozookeeper and The Wizard Sniffer.
I think what stands out most about this game is that it seems like an obvious precursor to Violet. The plot is oriented around removing distractions for someone trying to accomplish an academic goal by the next day, with a puzzle structure just a little off-kilter from everyday reality in order to accommodate a comic sensibility. There's even an NPC (the award-winning one) who takes over parser messages!
There are plenty of classic IF references (especially to Infocom titles), which may not translate well for someone unfamiliar with them, but these are not essential to the puzzles, which are of moderate difficulty and well-judged to deliver a two-hour play session. The puzzles that stumped me the longest came down to (Spoiler - click to show)missing an object on a supporter that's not mentioned until the supporter is examined and (Spoiler - click to show)failing to realize that I'd need something to use as a makeshift dolly to move a heavy object. Neither one is a game issue -- they're just stumbling blocks for a modern player that arise from certain old school conventions having fallen by the wayside. (I tend to forget about the old school basics when the game feels newer than it is, as this one does. Maybe that means it was ahead of its time? At any rate, if you don't habitually play older games, remember to (Spoiler - click to show)examine every piece of furniture and that (Spoiler - click to show)some things can be pushed between rooms.)
I'd definitely recommend this game as a fun interlude and as a good example of a late 90s game that has aged pretty well. If you liked Violet, you should definitely try Kissing the Buddha's Feet to compare-and-contrast the approaches to two broadly similar scenarios.