Ratings and Reviews by Wade Clarke

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Room 206, by Byron Alexander Campbell
5 of 5 people found the following review helpful:
When weddings turn bad in extremis, January 23, 2011*
by Wade Clarke (Sydney, Australia)
Related reviews: ALAN, horror

Room 206 is a huge mystery-horror game of poetic venereal prose (and poetic overkill), a boggle-leaning story and reality-skewing assaults. Programming and writing this game would be an extreme challenge for even a whole team of superhuman IF veterans to pull off smoothly – and I have to say upfront that the game's author Byron Alexander Campbell has not pulled the programming off in bullet-proof fashion – but he has pulled the game off, and done so using the ALAN development system.

The game kicks off in a chapel where you're considering the aftermath of your wedding to exquisite Erica. The wedding party waits for you out on the lawn as you observe stray paraphernalia like a dropped handkerchief and a wafting ribbon, but once you head outside, you find the party has disappeared. Only an anonymous limousine remains. Thus begins this noir-wedding-horror-hardboiled-nightmare-daymare mystery.

Room 206 doesn't have any trouble integrating its sprawl of content and styles into one story, but does have trouble integrating it into the tone of its prose. Lines which are functional, overripe, poetic, super earnest and bizarre all chase each other's heels, often within the space of a paragraph. Dynamically I found this too erratic, so I didn't always buy the narrator's ability to construct back-to-back vivid metaphors while digging through the garbage in a hotel room, for instance. Scripted conversation, especially by telephone, is also in abundance. If you don't like your IF extra writerly, you're unlikely to be able to come at Room 206, but the more you stick with this game, the more you get into its style.

Unfortunately, the adventure reaches close-to-impossible difficulty levels by the halfway mark due to shortcomings in those most important (though boring to always cite) design areas of implementation and giving the player cues. Most objects are implemented for only one purpose, resulting in a lot of preclusion of action and oblivious feedback. Failing to perform a task such as treating your headache with painkillers can result in the game ceasing to progress without telling you why.

Room 206 also makes extreme use of the 'wait' command to progress the script – the walk-through lists more than 50 waits. I appreciate the game's interest in creating an emotional reality in which the player might pause to process thoughts and feelings, but it's too often impossible to guess when you might need to wait to make something happen. It is also in the nature of the game's ambitious content, which becomes increasingly abstract and complex, to make it tough to work out what you might need to do next in general, especially once your character's grip on reality has started to slide. The game mobilises keyword technology for movement (the opening scene is particularly graceful) but geography is typically the least of your worries.

Eventually I was exhausted by the various kinds of onslaught and had to take completely to the walk-through. Doing so typically destroys my interest in a game, but with Room 206 I found that seeing it through to the end was rewarding. I realised I had persisted through lots of challenges, some frustrations – including out-of-game stuff like numerous crashes in two interpreters and corrupted saved files, resulting in multiple replays (I think the latest version of the ALAN interpreter at this time of writing has some Macintosh problems) – and that I had done so because of Room 206's engrossing story and wildness. Even when the prose was overkilly, I started to side with it. And I found myself thinking about the whole experience afterwards. While I was definitely infuriated a lot on the way through, I was ultimately impressed by the fiery reach of this game.

* This review was last edited on August 31, 2011
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Six-Chamber Champion, by C.E.J. Pacian
8 of 8 people found the following review helpful:
No whammies, no whammies!.. AUGH!!!, January 22, 2011*
by Wade Clarke (Sydney, Australia)
Related reviews: TADS

Six-Chamber Champion was written for "The 371-in-1 Klik & Play Pirate Kart II: Klik Harder" (it was one of the non-Klik & Play games, obviously) with development time limited to 2 hours. The resulting compact game lets you indulge in a round of Russian Roulette, and it doesn't beat about the bush. You and your opponent are seated, a gun loaded with one bullet is placed before you, then an armed referee and a bloodthirsty crowd watch over the pair of you as you take turns putting the gun against your head and pulling the trigger. The survivor will walk away with €1 million. There is no extraneous story or detail, just visceral suspense ala The Deer Hunter. A few other actions might occur to you and you can try them en route.

The game is cleanly programmed and operates only in the service of the situation, so player reaction to the whole thing isn't steered. It turns out that Interactive Fiction's delivery method of breaking reality up into tiny discrete steps might as well have been designed to play virtual Russian Roulette. It works very well here to create suspense and excitement, and to elongate individual moments. I found my fingers reluctant to commit to entering the PULL TRIGGER command that could blow my brains out each time. The outcome is randomised whenever you restart, and I was surprised to find that the reluctance effect wasn't significantly diminished on replays.

This game does exactly what it says on the box, and it does it well, so there's not much guesswork involved in deciding whether you might be interested in playing it or not. While having a gun at one's head might sharpen the mind wonderfully, sanity advocates will quickly point out that there's no shortage of less dangerous ways of reminding oneself that life is infinitely interesting and exciting. Though it must be admitted that those other ways don't give you a 50/50 shot at winning a huge pile of money right away.

* This review was last edited on January 23, 2011
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Kukulcan, by Michael Giltzow
8 of 8 people found the following review helpful:
The game which confused me, even as it taught me about Mesoamerica., January 20, 2011*
by Wade Clarke (Sydney, Australia)
Related reviews: commercial, Apple II, educational

Kukulcan (1984) is an educational graphic adventure game set in 1519. The player takes the role of an Aztec scribe summoned by Montezuma to seek knowledge of the Feathered Serpent, in hopes that this knowledge may stave off the arrival of evils portended by recent omens. The Aztecs were right to have been worried around this time; the Spanish conquistador Hernando Cortez was soon to invade Tenochtitlan (the future site of Mexico City), arrest Montezuma and bring an end to the Aztec Empire. Thus Kukulcan is a game which allows you to experience some of the events, atmospheres and customs of the end days of that empire from the perspective of a man on the ground.

I spent a decent amount of time trying to work out Kukulcan when I was a kid, playing a copy a friend had made for me, and I probably progressed about three quarters of the way through the first of two floppy disks. This was with the friend telling me explicitly what to do at certain points, and also after I had listed part of the program to try to cheat. The game seemed pretty inscrutable. I would go around doing things like wearing slave clothes, peering at temple columns and sacrificing butterflies atop pyramids without any true understanding of why I was doing them. Admittedly I had already got the idea that you sacrificed people in this kind of game by hearing about another Apple II adventure called 'Mask of the Sun', in which you could SACRIFICE RAOUL. Kukulcan's game parser was of the two word verb-noun school – LOOK PRIEST – SACRIFICE BUTTERFLY – CLIMB ROOF – and within that school it was of the simplest incarnation possible. There was no real database of vocabulary, just code explicitly checking if you had typed something relevant to the location you were in.

In spite of its opaque qualities, Kukulcan had a distinct style, and numerous flourishes that other adventure games of the time weren't giving me. The opening sequence of the sun rising with some flickery birds flying overhead was semi-animated, and played a few notes of music too. The optional introductory sequence felt dangerous, as you had to enter Montezuma's presence and perform several actions exactly as instructed so as not to insult him – ENTER – BOW AND ADVANCE – and say MY GREAT LORD – though I was annoyed that actually typing 'SAY MY GREAT LORD' resulted in death. The graphics were clear, bright and extremely attractive, and offered additional close ups of certain items and architectural features, like beans that had fallen into a crack in the causeway, or a butterfly hidden in the eye of a skull. There was mystery and a bit of awe involved in wandering the game's majestic temples beneath its blue skies, and wondering what it was all about.

In retrospect I can see that the impact Kukulcan had on me was one that it would have been pleased to have had as an educational game – it provided my first encounter with Mesoamerican history, and I did not forget what it showed me. Even with nothing to compare it to, my younger self was able to instinctively feel the authenticity of what was being presented. I had never before seen words that looked like the ones I saw in this game, words so long or with such interesting spellings - Tenochtitlan, Quetzalcotl, Tzompantli (the 'skull rack'). The game also included captions and titles atop the graphics, describing where you were or what you were looking at. And the way that people and places came across in Kukulcan had that sense of alien but unremarkable conviction about it that is attendant upon most people's first encounter with a foreign culture.

More than twenty years after Kukulcan's heyday, I discovered that my chances of completing the game as a kid, using my pirated copy, had been zero. The game shipped with extra hardcopy historical notes that provided completely unguessable information vital to completing it. I also found out that you could type 'H' at many of the game's locations to glean additional historic information in-game. Today, you can use a walkthrough to reach the conclusion of Kukulcan in a quarter of an hour or so, but the unfurling of the game in response to the commands you will issue in the process remains amusingly baffling. The original documentation, which would undoubtedly fill in all the gaps, remains unavailable. Between this fact and the game's tiny parser, Kukulcan's solveability worth for a retro gaming passer-by is, frankly, nil. But the game's inherent worth is great. It is novel and attractive, and educational in the best possible way, the way in which learning isn't even a conscious issue. The game fascinates the player with its world, and after that, any learning tends to be automatic. I find I am able to recall various sights and words from Kukulcan to this day without any prompting. Especially the fact that a Tzompantli is a skull rack, which I've wormed into more than one game of Balderdash.

* Further information about Kukulcan is available online at the Gallery of Undiscovered Entitites.

* This review was last edited on January 21, 2011
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Mystery House, by Ken Williams and Roberta Williams
Wade Clarke's Rating:

Marika the Offering, by revgiblet
11 of 11 people found the following review helpful:
A thrilling gothic "Barricade-The-Room" adventure, January 16, 2011
by Wade Clarke (Sydney, Australia)
Related reviews: ADRIFT 4, ADRIFT, horror

I heard that one-room and escape-from-the-room text games went gangbusters somewhere between the 1990s and 2010. I learned this in 2010, the year I started playing any of the non-commercial IF that had been going on for the past couple of decades. And of the one-room games I have tried so far, Marika the Offering is easily the one what is most killing it in my fave charts.

Marika is a barricade-the-room game in which you play a 15-year-old beauty who has grown up in a ye olde town afflicted by the curse of a vampire. The fiend shows up once every 15 years to snack on a pretty virgin, and God help those who don't supply him with one!.. or at least that's what he says. It's not like the parties involved are talking to each other all the time.

You, Marika, are to be the latest offering to the villain, and find yourself locked in a tower bedroom at game start. The townsfolk expect you to lie back and think of England, but your mum has encouraged you to try to make the room impregnable before you fall asleep. And so begins an extremely exciting and suspenseful race against the clock of the sun.

The writing is lovely, with a bit of a romantic trill, and it also does its utmost to be clear about the potential usefulness of all the features and objects in the room, both before and after you have made your first interaction with each. Player knowledge is divorced from character knowledge, so that even if you've played before, you can't act on an idea that has not yet come to Marika through her actions as you have dictated them.

The game also removes the need to GET or DROP things. Once an object's practical usefulness is known to your character, you can always act as if you possess it, which makes good sense given that everything you can act upon must be in the room. Generally, issuing a LOOK will remind you of the status of most things you have previously messed with, given that they will all be visible from where you stand.

Another cool feature is that if you run out of moves, fall asleep and get attacked by the vampire (it's likely to happen to every player at least once, and probably more times before they solve all the puzzles) you will learn something, from the manner of your death, about what actions you still need to take to vampire-proof your tower.

The complete backstory to the game is presented as an optional read, presumably only because of its length. You will be better off reading it before getting into the game, and it seems plain to me that if you enjoy the writing in the game, you will enjoy the engaging backstory as well. Making it optional seems to have been the only hesitant design choice ("Will this deter players?", perhaps) in a game otherwise defined by clear design choices.

Ultimately, Marika the Offering is a very satisfying and tense time-limited puzzler with a Gothic thrillingness about it and involving writing.

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DRAX, by Paul Allen Panks
11 of 11 people found the following review helpful:
Well, I had to edit the program to make the game work., January 14, 2011*
by Wade Clarke (Sydney, Australia)
Related reviews: Commodore 64, RPG, fantasy

Drax... Who or what is or was he or she?

When I first completed this game by Paul Allen Panks, I still didn't know. But a couple of days' worth of Commodore 64 BASIC hacking later, I had unearthed the answer. I feel confident in venturing, for reasons which will soon become apparent, that at this time of writing I am the only player on earth to have completed Drax other than its author. And I can't even guarantee that the author did play through his own game, for reasons which will also soon become apparent.

Note that this review is extensive and therefore amounts to a complete spoiler of the game. I hide nothing behind spoiler tags.

I first heard about Paul Panks and his games when I played Ninja's Fate, Hannes Schueller's eulogy to the late game author. I then read numerous reviews of Paul's numerous games, most of which expressed a combination of bewilderment, infuriation and plain old fury at the games' apparent wonkiness. The reviews' tone of hair-pulling was often hilarious to me. I also read some of Paul's refutations to such reviews, and his notes on his own games on his website, and I knew that I would have to try one or more of his games myself.

I am pretty au fait with the Commodore 64, so as a starting place I plucked from the archives Paul's last Commodore game, Drax, from 2005. The experience of playing this game turned out to be amusing in most of the ways I'd expected, but also stimulating in ways I hadn't. Some bold features are spread out over 75 rooms of a fantasy RPG adventure in such a way that many of them would never be seen by the average player, nor do they need to be seen or experienced to complete the game. In this sense, the game's structure is kind of ridiculous. But if it wasn't for this curiosity-inducing weirdness, I wouldn't have been motivated to become intimately acquainted with Drax in the way I did.

When the game begins, you get to name your character, then you find yourself loitering in a tavern which opens onto a village square with a well in it. I've read that this is a common starting point for many of Panks's games. There was no introductory text suggesting what my goal might be, so I just started looking around. Upstairs of the tavern I found a bedroom with some typical adventurer's supplies in it; weaponry and a lantern.

My problems began after I picked up the lantern. When I tried to leave the room, I was told "You need to light the lantern first." This didn't make a whole lot of sense, since I had entered the room by a normally lit corridor. When I tried to light the lantern, I was told "You can't light that here."

Faced with this impossible paradox, I ditched the lantern so as to avoid being trapped in this tavern bedroom for eternity, grabbed the bowieknife (sic) and went outside. I found some townsfolk nearby and, out of curiosity, tried to murder them. Each one of them beat me to death in turn. The bard, the villager, even the priest. Combat consists of a bunch of you hit / they missed messages which you must page through by pressing a key every time the game says <MORE>. My multiple deaths here didn't seem to bode well for my life as a hero of no particular quest. Nevertheless, I tried to proceed out of town and into the ominous looking forest.

"It's much too dark to move in that direction!" said the game.

It turns out that without the ungettable, unlightable lantern, you can't actually go anywhere in Drax. I wondered if Paul ever tried to play the latest version of his own game, which the credits page advises is 1.15?

So I hit the Commodore's BASIC prompt and dumped a listing of the game to my Mac. I disabled the three lines in the program responsible for all the darkness blocks and reloaded my saved game. This worked, and I was now able to venture into the forest.

Drax's wilderness is sizeable, mazey, and satisfying to map. It comes across more like the cross-country terrain of a MUD than the functionally-oriented environment of a personal computer text adventure. Most rooms are empty and exist only to be navigated. Geography is often realistic, but pointless in game terms, like the large stretch of mountains which contains nothing but a bunch of dead ends. I felt I was in a big world, but what was I doing in it?

I passed a few fey folk in the forest, including an elf and a hobbit, and their descriptions indicated that they were friendly, so uncharacteristically for me I didn't try to stab them. But when I saw a black knight guarding a castle gate, I knew it was time for more violence. To my amazement (having been earlier clubbed to death by a villager) I was the victor of this battle. And victory was exciting. I gained experience and gold, a level and hit points, and cool items exploded all over the ground. I wielded my newly acquired broadsword, strapped on my newly acquired chainmail and strode into the castle the knight had been guarding.

In the throne room I met Mordimar, a recurring major villain from Paul's games. Thoroughly expecting to be pulverised, I saved the game and opened fire on the guy. To my surprise, I quickly beat him to a pulp. And as Mordimar's corpse fell towards the ground, but before it actually hit the ground, what appeared to be the missing introductory text to the game suddenly spurted down the screen... then Mordimar finished falling to the ground, died, and the game proclaimed that I was the victor and wished that I should live long.

"Is that it?" I almost asked aloud. You map some empty terrain, kill two monsters and then win the game, at which point you get to read the introductory text?

Weirded out, I returned to a saved game and set out to explore the rest of the world. When I found a werewolf blocking my path in the forest, I saved the game again before engaging him in battle. This battle raged and raged. I noticed that my broadsword was starting to throw lightning bolts at my foe. Awesome! But I had to press a key to advance each round of combat, over and over again… surely I had done this at least 100 times now? We were landing blows, dodging, landing more blows, for pages and pages. Would this clash of the titans ever end? How many hit points did I have left? How many did the werewolf have, for that matter? The game wasn't telling.

My fingers were wearying, and I have enough RSI problems already, so I decided to abort the game and hack the program some more so that I wouldn't have to keep mashing keys to advance battles. With my new 'autoscroll' feature in place, I reloaded my game and went at the hairy fiend anew. I put the Commodore 64 emulator speed up to Turbo and watched the messages begin to scream past. I fiddled around in my web browser and came back six minutes later to find that neither of us had died yet.

This was a bit much, so I quit and revisited the game listing yet again to try to work out what was wrong. I found one bug, then another; unless the player wields a weapon anew after returning from a saved game, their damage roll is likely to reset to zero. And when player armour gets over 100% (which mine was by now), enemy attacks actually GIVE the player hit points.

After rewielding my weapon, I was able to start killing people again. And kill I did, as I explored the rest of the forest and an underground cavern system. There were some cool monsters down there, like a black widow, and some pretty dull ones, like a slime and a skeleton. Every time I killed something, I gained another level and more hit points, and more ridiculously overpowered items, like the ring which would regenerate all my health during every round of combat. What with my lightning-throwing broadsword and the fact that being hit actually healed me, I didn't really need such a ring this point. I also discovered that I could pick monsters up like objects and put them down wherever I liked. Typing GET MORDIMAR produces "You cannot take that." immediately followed by "Ok." And then Mordimar is in your inventory.

If this stuff had been programmed without the bugs, it would have amounted to quite a flourishy RPG system. But it wasn't programmed without the bugs, and of course in practical terms its entire existence is obviated by the fact that you can win the game by killing just two monsters, with the caveat that you must first hack the game program so that you can leave town in order to be able to reach those monsters.

And what of the mystery of Drax? I still hadn't encountered any mention of it during my many plays.

Again, I broke out the game listing and started nosing around. I discovered that the secret passage which had been revealed when I played the piano in the castle had actually opened in the ceiling of the room, and not in the floor as the game had said, and that's why my attempts to go down at that point had not succeeded. I returned to the piano room, went up through the buggy passage and found myself in a small jail area. In one cell was a book called Drax, and when I read that book, I found within it the introductory text of the game, the text I had previously read as Mordimar toppled towards the floor, the text which prophesised that I, Wade6 (your character is renamed automatically after your latest saved game) would free the land from Mordimar's tyranny. But now that this text wasn't scrolling past during combat, I was able to read the last line, which said "The next chapter is awaiting…"

And suddenly I realised why this text appears as Mordimar falls. It is because at that moment it is immediately followed by that 'next chapter', which is the triumphal game over message affirming that you fulfilled your destiny. In other words, had I picked up this book during the game, the otherwise entirely bizarre-seeming placement of the story of Mordimar during his death scene would have made sense, as it would have come across as a reiteration of the Book of Drax and its prophesy, followed by the formerly promised next chapter.

After the huge effort I had made to explore, debug and make sense of this game, and considering that I had initially laughed at the timing of the arrival, at the end of the game, of what I had previously thought of as the introductory text, I found myself smiling at the quite cool idea that Panks had come up with here about the book which writes its own end. He didn't pull it off properly, which it seems was often the case with him, but it was there.

Drax contains a fully imagined game world and system without the focus or polish needed to get players to become interested in either in any traditional sense. I am still glad to have spent my time in that world, and to feel that I have learned something about its author. Paul was obviously a messy creator, but it's also obvious that he enjoyed developing games like this one, and that he was always striving for something in them; witness his prolific output and his multiple attempts to realise whatever Westfront was ultimately intended to be. I find it easy to be inspired by the passion Paul obviously had, even as I imagine that when I try more of his games, some of them probably will turn out to be as annoying as people have said they are.

* This review was last edited on July 18, 2016
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Lucifer's Realm, by Jyym Pearson, Robyn Pearson
Wade Clarke's Rating:

House of Ill Repute, by Anonymous
Wade Clarke's Rating:

Safe, by Benjamin Wochinski
12 of 12 people found the following review helpful:
Prying and jimmying hampered by some typical first game problems., January 12, 2011
by Wade Clarke (Sydney, Australia)
Related reviews: Inform

Safe is Mister Wochinski's first IF, a little escape game with a fairly strict time limit. You wake up in a cellar and have to break out of your cabin prison before your mysterious captor(s) get all homicidally impatient on you.

The small set of prying and jimmying puzzles you must solve in the space of a few rooms would be more satisfying if they weren't hampered by some traditional adventure programming oversights. There are obvious synonym problems and absences (EG "workbench" is recognised, but "bench" produces "You can't see any such thing."). There's some verb guessing. Weirdness and a lack of accessibility attend some important objects (Spoiler - click to show)("pry hinges with screwdriver" produces the response "You must supply a second noun.") and the game generally only accepts one way of phrasing the most important commands you will need to enter.

Your inventory space is tiny and you have to constantly pick up and drop the relatively numerous props to keep experimenting with them. This could be annoying on its own, but makes the game particularly difficult when the time limit is so stringent. Almost every command in the game causes another minute of time to pass, even LOOK, EXAMINE and INVENTORY. You will definitely need to make some highly optimised saved games as launch points for experimentation – at least if you don't want to resort to the hints.

It's good news that the built-in hints are comprehensive. I had to turn to them once, and I realised when I did that I was being held up by implementation troubles rather than by a lack of ideas on how to proceed. A tighter version of this game would hold up happily as a quickie escape game, but the game that is demonstrates a range of typical first game programming and design oversights. Here's to the next game and tighter implementation.

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The Sisters, by revgiblet
6 of 6 people found the following review helpful:
Spookin' it up with mystery and exploration at the ol' spook place., January 11, 2011*
by Wade Clarke (Sydney, Australia)
Related reviews: ADRIFT 4, ADRIFT, horror

The Sisters is a mystery-horror adventure set in an apparently deserted mansion in the wilds of Sussex. If you're into ghostly horror tales, you will have a lot of fun recalling all of the different stories and styles the game draws on or evokes; in books, Stephen King and James Herbert. In films, there's plenty from the "scary little girls" subgenre and even a touch of Don't Look Now. In gaming, the opening recalls Silent Hill, and The Sisters's method of revealing backstory through written materials like diaries and letters is typical of survival horror.

The game's story is considered, but the dynamic of how much you learn and when (Spoiler - click to show)(50% of the information is revealed as you explore 90% of the game, then everything else leaps out in the last five minutes) makes the outcome a little unsatisfying. The journey is what is important, because the mansion is big and absolutely crammed with examinable decor and objects, all of them contributing to the atmosphere, many of them filling in pieces of story. This is a great example of story being gleaned from the environment.

There is a catch: The repetitive nature of the locations makes it hard to stay vigilant in your searchings. You're in a multi-storey mansion of similarly laid out floors. There are many bedrooms, many tables, many desks, many wardrobes. Descriptions of even sparse locations can be 70 words long on average, and the average non-corridor room will have at least five things you can examine. This adds up to a tremendous amount of detail, but only a handful of objects you will find during your rummagings are needed to complete the game.

If you reach the end and discover that your score seems relatively poor – and you care about this kind of thing – you will need to do a reconnaissance replay in which you doublecheck every furnishing in the house, because particular objects lead into particular point-generating puzzles. But after your fourth bed, fifth table or sixth desk, you will realise how you managed to miss so many things in the first place.

The Sisters is at its best as a spooky and suspenseful exploration game. The mansion is a terrific setting, an integral part of the unfolding mystery and elaborate with atmospheric detail. But the score system and denouement are inevitably a bit disappointing. Too many of the points are attached to optional puzzles which are easy to miss, and the outcome is like a jack in the box opening in your face after the slow piecing together of the past that made up the bulk of the game. The parser has its bumpy moments and the fourth wall is broken unnecessarily a few times with jokes. The mansion is the star, though, and it is definitely worth visiting.

* This review was last edited on January 12, 2011
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