Reviews by MathBrush

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View this member's reviews by tag: 15-30 minutes 2-10 hours about 1 hour about 2 hours IF Comp 2015 Infocom less than 15 minutes more than 10 hours Spring Thing 2016
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Ballyhoo, by Jeff O'Neill
5 of 5 people found the following review helpful:
Wonderful, intricate, intimidating story and puzzles. Better than Sorceror., September 28, 2015*

I rushed through Ballyhoo, but even so the story was marvelous and stunning. This is a mystery game set in a dreary circus. The feel is a lot like Not Just and Ordinary Ballerina. You investigate the disappearance of the owner's daughter after hours.

This game could have been played without hints for a month. The puzzle solutions are intricate and the world is detailed.

I relied on hints out of fear that there was way too much I could do wrong. In fact, almost everything is reversible, once you reach an area, you get unlimited chances to return. If not, you don't need to return. The game was shockingly forgiving.

Unfortunately, the walkthrough may have been necessary simply because of guess-the-verb problems, especially with conversations.

The much-feared dream sequence is very easy to map and overcome (the lines situation was harder for me).

This is a fantastic game, the name and blurb really turned me off, but this game was more fun than the Lurking Horror or Sorceror.

**Edit:** I've been asked to clarify what I mean by better than Sorceror (or Lurking Horror). As I considered why I used that comparison, I realized that there are many parallels between Ballyhoo and Sorceror: both contain a dark carnival, both are centered on searching for a missing person, both have a pair of gatekeeper puzzles, many wild animals etc. In both, you slowly develop into an expert in the skills that surround you (magic or circus abilities), and the humor and writing are similar.

Why do I prefer Ballyhoo? It condenses the map of Sorceror, and has far more NPCs and interesting, scripted events, as well as far less red herrings. It has more feeling, too. In Ballyhoo, when you are in (Spoiler - click to show)Eddie's trailer and he realises you aren't a clown, I felt real anxiety for my character, and when (Spoiler - click to show)you break through Tina's shell and she solemnly shakes your hand, I felt a tug on my heartstrings. Contrast this to Sorceror's over the top 'scary moments' like (Spoiler - click to show)burning in flame forever or its few moments of pathos (Spoiler - click to show)which I can't even think of; perhaps giving up your spellbook?.

As for lurking horror, I'm just still mad about the Chinese food puzzle. It's actually a great game.

* This review was last edited on February 3, 2016
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Time: All Things Come to an End, by Andy Phillips
1 of 1 people found the following review helpful:
Very, very long, linear sci fi game. Overly difficult puzzles, fun story, September 21, 2015*
Related reviews: more than 10 hours

This is my first Andy Phillips game. It felt longer than any other game I have played, but it was about 200 turns shorter than Once and Future, and I suppose that Blue Lacuna or Worlds Apart might be longer.

The game is absolutely linear, consisting of 40 or more scenes. In each scene, you must do exactly the right things in a small number of turns or die horribly. You often have to grab items long before you need them, and manipulate them in unexpected ways.

The story and writing is actually quite interesting, but it seems to decay over time. The writing becomes less fresh and more repetitive in the middle (like others have said, everything is described as 'evil' for 20 or more scenes), and typos creep up in the last third.

I only recommend this with a walkthrough. The difficulty is frequently just from poor puzzle design, and not from hard puzzles.

* This review was last edited on January 1, 2025
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Enchanter, by Marc Blank, Dave Lebling
1 of 1 people found the following review helpful:
One of Infocom's best; the first game where you memorize and cast spells, September 10, 2015*

Possibly inspired by the Wizard of Frobozz in Zork II,and originally intended to be Zork IV, Enchanter was my favorite Infocom game up to this point. You play an apprentice enchanter who is chosen to defeat the Warlock Krill, due to your not being a big enough threat for him to notice (like Lord of the Rings).

The main idea of Enchanter, and the entire focus of the game, is the spells. Unlike the wand in Zork II (which is described as unreliable and old-fashioned here), scrolls are copied into your spell book, and then can be cast over and over again.

There are well over a dozen spells. It was designed to give you a feel of more power than in Zork. The things you can do feel amazing.

I got up to about 150 points before consulting a walkthrough. I couldn't solve two key puzzles. One I knew what to do, but wasn't clever enough to figure it how. The other came out of left field, although I later realized that your dreams are a clue to the puzzle.

Which brings me to the one point that may be most divisive: your player's bodily needs. You constantly have to satisfy hunger, thirst, and sleep! You have a replenishable water supply, but you're toast when your food is gone.

I recommend reading the manual on NPC conversations, or one puzzle will be far too difficult.

I played this game on the iOS Lost Treasures of Infocom App.

* This review was last edited on February 3, 2016
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The Hitchhiker's Guide to the Galaxy, by Douglas Adams and Steve Meretzky
7 of 7 people found the following review helpful:
Frankly, I just used a walkthrough and enjoyed the show, September 5, 2015*

Hitchhiker's guide to the Galaxy is co-written by Douglas Adams, and the strong prose shows this. The game is very imaginative and vibrant.

On the other hand, the puzzles are (I assume) by Steve Meretzky, who is one of my least favorite puzzle writers from Infocom. Sorcerer, though great, was my least favorite Enchanter game, and I get tired of Planetfall early on. So when I started this game, I was scared of any misstep sending me on a wild goose chase into an unsavable state.

So I just used a walkthrough and sailed through the game, enjoying the witty prose. I plan to go back and read more of the room descriptions and the actual guide. I often find that this approach works with very difficult or unfair games, because the second playthrough can be done without a walkthrough, allowing your memory to help you on some puzzles but still having fun with those you forgot.

The game has several puzzles that are frequently referenced in interactive fiction reviews and forums: the Babel-fish puzzle, and the tea. It may be worthwhile to play through with a walkthrough just to see these.

Note that Douglas Adams released this game for free when Activision went a long time without selling it. I don't know the current status of it, but he intended to freely distribute it at least once in the past. It is not available on Lost Treasures of Infocom for iPad, my usual go-to place for Infocom games.

* This review was last edited on February 3, 2016
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Infidel, by Michael Berlyn
4 of 4 people found the following review helpful:
Wonderful Infocom puzzlefest in a pyramid with coded language, September 1, 2015*

I loved Infidel. You play a jerk adventurer who has alienated everyone he knows as he searches for a hidden pyramid. The game has a long intro sequence in your camp before reaching the actual pyramid.

The game is very Indiana-Jonesish, although there are no NPC's. Every few rooms, there is a death trap waiting to destroy you. Hieroglyphics on the wall tell you how to avoid some traps, but they sometimes describe things far away, and you have to puzzle out the meaning of the hieroglyphics yourself.

This game is advanced, but I got much further between hints than I usually do in an Infocom game (although Emily Short mentioned two guess-the-verb problems in her review that I found helpful before I even played the game).

This game has a great flavor and style, similar to Ballyhoo's dark circus theme. I strongly recommend this game.

* This review was last edited on February 3, 2016
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Trinity, by Brian Moriarty
4 of 4 people found the following review helpful:
How Lewis Carrol learned to love the bomb, August 26, 2015*

Trinity surprised me by being a fantasy game about nuclear weapons. I expected the game to have a sci-if feel like Jigsaw or Babel, but this game was very similar to the feel of Moriarty's other Infocom game, Wishbringer. In both games, you travel from an opening, normal world to a parallel world, where helpful animals, witches, cemeteries and grim birds await.

I loved exploring the main area of Trinity, and accessing several of the mini-areas. Brian is stunningly creative; I didn't realize until recently that he also wrote Loom, one of my favorite graphical games of all time. The sheer ingenuity of it all is wonderful.

I began running out of steam forward after visiting four of the sub areas. I went to a walkthrough, and discovered that I had forgotten to revisit some area with new equipment, and hadn't searched some scenery items that I didn't know we're searchable. This opened up two more mini areas, which I explored a little bit more before using a walkthrough the rest of the game.

The final area was a beast, although everything is fairly well hinted at. Or not... In any case, I loved this game. I can't help but enjoy this author's worldview.

* This review was last edited on February 3, 2016
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The Lurking Horror, by Dave Lebling
3 of 3 people found the following review helpful:
Infocom's Lovecraftian game set on a campus: mixed puzzles, great creatures, August 23, 2015*

It's hard for me to review this game (the first horror IF game by Infocom, and one of the first horror games ever) without comparing it to later Interactive Fiction based on Lovecraft's work. Specifically, Theatre, Anchorhead, and Lydia's Heart come to mind. How does this one compare?

First, size. The Lurking Horror is on the small side, due to PC capabilities at the time of publication. It is about the same size as Theatre, and much smaller than Anchorhead or Lydia's Heart.

Next, setting. The game is set in an alternate version of the MIT campus called GUE Tech during the winter. This worked well for me in the end, with the creepy Department of Alchemy, dark buildings and deep basements, and the gross muddy areas. It gave them game a more campy feel though, like Theatre, as opposed to the bigger games.

NPC's and enemies. While The Lurking Horror has a few okay PC's, it really shines in the creature department. I had played for a few hours without encountering more than one 'creature', and nothing that threatened me, so I was quite shocked when I (Spoiler - click to show)buried an axe in the chest of the maintenance man without any reaction from him. The further the game got, the more disturbing the creatures got. The enemies are more like Theatre's than the later games.

Puzzles. The Lurking Horror has some puzzles that are just dumb (especially the carton in the fridge). Later on, though, the puzzles get more fun, especially as you use the same objects in more and more ways. In the end, the puzzles are more like Lydia's Heart than the other two games, although there are much less puzzles overall.

Overall, it seems to me that the Lurking Horror was a great success that became eclipsed by later games. Theatre ('95) seems to be strongly inspired by The Lurking Horror, while Anchorhead ('98) seems to be inspired at least partially by Theatre (as it includes some similar puzzles). Lydia's Heart ('07) was more of a successful reboot of the Lovecraft idea using newer technology.

* This review was last edited on February 3, 2016
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Colossal Cave Adventure, by William Crowther and Donald Woods
7 of 7 people found the following review helpful:
The original, and one of the best depending on your likes, August 8, 2015*
Related reviews: more than 10 hours

Adventure was the very first text adventure of all time. It inspired the genre and its name.

The point of the game is to gather a variety of treasures and bring them back to a small building. The game is pretty accurately based on the Mammoth Caves, which explains the mazes and the fact that exits and entrances sometimes don't match up exactly (i.e. going west and then east may not leave you where you started).

For me, the most enjoyable way to play this game was to keep it at a slow pace, going back to it time and again while playing other games. I kept a numbered list of every room with all of its exits to other rooms. This made the game much easier. After several weeks, I got to a point where I couldn't get any further for several days. I finally looked up a walkthrough for the last three or four puzzles.

Once you get all the treasures, there is an endgame that is surprisingly good; it seems more like a modern deconstruction of the game than the very first game of all.

I played the 350 point version, and I found the game incredibly enjoyable. I admit that I used the wicker cage bug (as mentioned in another review), where you can carry everything in the wicker cage. To get full points, you must remove the items from the cage outside of the building before placing them in there.

Every Interactive Fiction player should play this game because so many other games reference it heavily.

* This review was last edited on September 4, 2017
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Blue Lacuna, by Aaron A. Reed
4 of 5 people found the following review helpful:
A giant, nonlinear, story heavy game that is almost too much to handle, July 31, 2015*
Related reviews: more than 10 hours

Unlike most games I review, I have never finished Blue Lacuna. The reason I am writing this review anyways is that I don't think I ever will.

I've tried finishing it a few times, and I haven't been stumped by puzzles (especially since I chose story mode). Instead, I just feel overwhelmed by the game every time I play. It just seems that there are so many options; by making the game more open and free, it has moved in the opposite direction of traditional IF, where the parser was restrictive.

I've always thought a more realistic game would be better, but I think in a way I prefer the restrictiveness of traditional IF; I prefer a straighter path or paths, where you have to try and figure out the right step forward.

Blue Lacuna operates as a traditional parser, but also has a keyword system allowing objects, people, and conversational topics to be pursued in depth. It is one of the most non-linear games I have seen, and is large and well-written.

If I finish the game, I will return to add more comments.

*******

I have now finished the game, and boy, was it huge!! I used a walkthrough and it still took me 3-4 days to play through.

The most tedious part was obtaining all of seven certain cutscenes.

The game gives you hints if you get lost or seem bored.

The game lasts forever, and includes four total worlds

I enjoyed the last half much more than the first half.

This is the biggest game I have every played, except possibly for worlds apart.

* This review was last edited on August 21, 2024
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Spellbreaker, by Dave Lebling
3 of 3 people found the following review helpful:
A gigantic epic with intensely hard puzzles. One of Infocom's hardest games, July 29, 2015*

Spellbreaker must have been the inspiration for games like Mulldoon Legacy, Lydia's Heart, Jigsaw, and other intensely long puzzle fests (I feel like Curses! is slightly easier). This is Infocom's last game of the Enchanter trilogy, which follows the Zork Trilogy.

This game is incredibly long and difficult. I played to about 150 points out of 600 before turning to a walkthrough (eristic's), and most of those points I got because I had played Balances by Graham Nelson, which copied many items from Spellbreaker (to show that Inform could achieve the same results). The game is purposely murderously hard; I suggest that everyone use a walkthrough after reaching a predetermined number of points.

Magic is failing, and you must chase a mysterious figure to learn why. The game is pretty disjointed, but purposely so, much like Jigsaw, where you enter and exit various areas miraculously. It has a very different feel from Sorcerer, and especially from Enchanter, which was very easy to map and simple in its presentation.

Many people have talked about the time travel puzzle in Sorcerer, which I enjoyed, but felt a little down because there was so much hype. Unfortunately, I am now hyping the last big puzzle of Spellbreaker to you. What a puzzle; to me, it was great because it completely ties in with the game's theme of loss and ending. It is a puzzle integrated with the plot.

As a final note, I should really emphasize that this is a LONG game, 2 or 3 times as long as any other Zork or Enchanter game. When using a walkthrough, I finished each of those games in a total recorded time (not counting my numerous restarts) of about 16 minutes; this game, including several restarts to shave off the starting time, took 1 hour and 22 minutes.

I played this game on iOS's Lost Treasures of Infocom.

* This review was last edited on February 3, 2016
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