Ratings and Reviews by Wade Clarke

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The Paper Bag Princess, by Adri
5 of 5 people found the following review helpful:
For people who have read the book, and not for others., July 3, 2019
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2013, Inform, fantasy

The Paper Bag Princess is a short Z-code adventure in which you play a beautiful royal lass whose beloved is snatched up by a dragon during her wedding, and who then sets out to get him back. When I reviewed the game in my IFComp blog of 2013, I quizzed its design extensively. Very extensively! It turns out that the answer to almost all the numerous questions I rhetorically asked is: "This point is only explained in the book upon which this game is based, or depicted in an illustration in that book." Therefore, the summary of my review is that The Paper Bag Princess is only for people who have read the eponymous book by Robert Munsch. To consider, spoilingly, what the game may be like through the eyes of someone who hasn't read that book (me in 2013, and still me today) you may read on.

Quoth me in 2013:(Spoiler - click to show) I found The Paper Bag Princess to be a curiously toneless game, but it has a few amiable moments. The basic idea is of a mild subversion of the prince-rescues-the-princess story, but this idea is never played up all that much in either the dialogue or in the small inventory of actions the princess will take in the course of the rescue. The role reversal idea could be played for laughs, but isn't, really. The before and after scenes of the wedding lean in the direction of black comedy, what with the contrast between the storybook wedding and the charred field of burning furniture the dragon replaces it with, but I thought the writing didn't sell the contrast strongly enough to deliver an effect.

I didn't really get the choice of puzzles for the game, either. Making a torch is a pretty basic adventure game kind of task. I found it strangely difficult to do in The Paper Bag Princess, in spite of the heroine being conspicuously surrounded by scenery and objects which should have made it easy: smoking ground, burning chair legs, a stick, a vial of oil. All the game wanted was for me to type 'make torch', but the wide range of alternative commands I tried as I attempted to make any of these props interact with one another in a fire-producing way were either not understood, or prompted a "You've got the right idea" message. I think the game should have leapt from giving such a nudge to just saying: "Ok, you do such-and-such and go on to successfully make a torch."

Then there were a couple of quotes from classic adventure games; the PLUGH command and a twisty tree maze to navigate. The walkthrough reads apologetically in the case of the latter, just saying: "the maze is entirely random... sorry!" My question is: Why include these in this game? The Paper Bag Princess doesn't seem to derive any particular meaning from recalling the specifics of old games. It's not a pastiche or in the style of, or saying these were good or bad or anything. These features just appear, unremarked upon in any way, and then it's on to the next puzzle.

The final puzzle of outwitting the dragon at least makes sense on the game's own terms. This ostensibly powerful beast is shown to be easily outwitted, a staple gag of much fantasy and classic storytelling. Doing so involves guessing a couple of topics using one of my least favourite IF mechanics - ask (so-and-so) about (topic). If the classic "guess the verb" problem in IF is about knowing what you want to say to the parser but being unable to say it, I would describe the problem of having to come up with the correct topic to ask a character about as a worse problem in which you potentially don't even know what you want to say in the first place. This is a traditional rant for me which I need to deliver about twice a year and have now delivered here. It's not a problem unique to The Paper Bag Princess.

Mostly I just wanted The Paper Bag Princess to start throwing its eggs into some particular baskets. It could have delivered really strongly on the character of the princess, but she doesn't get to say much and the tone of the prose is too often neutral. The role reversal gag isn't played up. The nature of the tasks the princess performs doesn't say much about either her character or the gameworld. The paper bag she dons is not talked up. I don't get why things like PLUGH and a twisty maze were chosen for inclusion, unless the intent was to quote old games while being subversive about the kinds of things you'd often do in them - but this game isn't very subversive.

This review has probably read heavily for a game this light. It's not that I believe people can or have to be able to explain every choice they make as they create something. But considering the smallness of this game, the author doesn't seem to have made choices that aim it in any particular direction. The result is too flavourless for me, and that's why find myself wondering about all those choices so much.

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Mrs. Wobbles and the Tangerine House, by Mark Marino
2 of 2 people found the following review helpful:
Only the introduction to a story, though a very well-produced one., July 3, 2019
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2013, Undum, fantasy

(I wrote the original version of this review in my blog upon this game's initial 2013 IFComp release.)

Mark Marino's entry into IFComp 2012, the one preceding the one in which he entered Mrs Wobbles, was The Living Will, a curious Undum game which I didn't really get. Mrs Wobbles is a far more vivid and transparent affair, a pro-reading, episodic and illustrated adventure tale aimed at younger readers (7-11 it says) and again delivered with Undum. While there is a fair bit to read here, it turns out that this game is also an introductory one, with more episodes potentially to come in future. Folks have entered introductions into IFComp before, and while I don't think there's any rule against doing so (and Wobbles is voluble, not a tiny tease) it's just in its nature that the Wobbles we're being presented with in IFComp has some of the density of a novel without the payoffs of a novel. I also find it hard to gauge how hooky it might be for those future episodes, but I'm not the core audience. Mrs Wobbles feels to me like the opening of an attractive e-novel for tablets. Interactivity is mostly at the level of deciding in which order to read things, and while this area isn't of much personal interest to me, when I consider the overall quality level of the project I think most players will find something to like here. Some may find a lot.

I think the "A Series of Unfortunate Events" books by Lemony Snicket were probably a big influence on the tone of Wobble's prose, and probably more than an influence on its specific content. The protagonists are fostered siblings, their parents died in a mysterious fire and when the game begins, they're going to live in a weird house with a strange adult. The narrator is a magical talking book which can insert whimsical asides into the prose of a kind we'd be hard pressed to get from child protagonists. Production values are consistently high. The game includes some superb woodcut / etching / lithograph style illustrations. The prose is pretty good at any point and you can have it read out to you from author-made recordings. This also means that the speech feature is platform and software independent, and kid-friendly.

What I'm unsure about is how satisfying the scope of this introduction is. It's an introduction for the characters and the setting of the house, but there's no real story vector in place for either of these elements yet, as good as they are. The brother protagonists have a cute rapport, and the fussy girl they meet later, Mildred, is a good foil for them. The house is full of magical rooms and fantastic machinery which may be of use in the future. I suppose the experience of Wobbles is like being introduced to Hogwarts via an explicit tour but then having the book end suddenly. It may be safer to make a self-contained and expositional starting adventure, but it's probably less interesting than throwing players/readers into a story which sets up some plot hooks and mysteries. In the end, my to-ing and fro-ing about Wobbles comes down to the fact that this is an introduction competing in a venue not particularly suited to introductions.

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Dream Pieces, by Iam Curio
2 of 2 people found the following review helpful:
Simple, young-player-leaning wordplay game from the Quest school., July 3, 2019
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2013, Quest

(The original version of this review was split over two blog posts I wrote upon this game's initial 2013 IFComp release.)

Dream Pieces is a friendly-feeling bedroom adventure of word puzzling delivered via the Quest platform. It has semi-rhyming (and semi-straining) prose and some nods towards helpful production values – for instance you can choose whether the presentation is delivered to suit a desktop computer, a tablet or a mobile phone. The goal in Dream Pieces is to manipulate domestic objects in your bedroom to create tools and methods to further manipulate domestic objects in your bedroom, but it's more fun that I just made it sound. Tools can split the names of objects into constituent letters which can then be rearranged to create new props. The game uses some features of Quest well, like being able to right click a wordlet, click 'Mix', then click the thing you want to mix it with from a menu.

When I initially apprehended this mechanic, I felt my interest prickling, and since the game gives the impression of being easy enough for a child to complete, what with its child-like font and enthusiastic outlook, I figured I was about to power through the whole thing for some simple satisfaction. I ended up abandoning my first playthrough due to a moment of inflexibility that I mistook for a bug. Other IFCompers cleared me up on this point and brought it to my attention that there was a colour-related mechanism in play that I hadn't noticed. I then powered through to victory like I'd thought I'd been about to the first time. The game has apparently been significantly updated since I played its original incarnation.

Dream Pieces certainly offers easy word-chopping for an adult but would probably be more outwardly satisfying for a kid. It was also the first word game I'd seen released for the Quest platform, and it came out after a year that birthed a decent number of sophisticated word games in IFdom.

Note: this review is based on older version of the game.
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100,000 Years, by Pierre Chevalier
3 of 3 people found the following review helpful:
Tiny existential text toy., July 3, 2019
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2013, Twine, science fiction

(I wrote the original version of this review in my blog upon this game's initial 2013 IFComp release.)

100,000 years is a sci-fi Twine piece about galactic-sized spans of time. It is easily worth any comp-goer's time to try as it is very short. I almost said "ironically very short," but that would have been silly as the smallness/largeness thing is obviously a feature.

The goings-on in a chunk of the universe are described in a few lines of verse. Clicking the left arrow takes you 100,000 years into the past while the right arrow takes you the same distance into the future. Changes over that time period are then described, but the arrows remain, ready to move you forward or backward again. The result is a tiny existential text toy. What you discover if you go far enough in either direction is equally likely to make you feel more a part of the universe or just less significant. The achievement of 100,000 years is that it can touch on those feelings quickly and with such a simple device, though the whole piece is definitely short-lived.

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Island of Secrets, by Jenny Tyler and Les Howarth
6 of 6 people found the following review helpful:
A wonderful book delivered a sparse game as best it could in 1984., August 15, 2018*
by Wade Clarke (Sydney, Australia)
Related reviews: BASIC, Apple II, fantasy

In 1984, Usborne published Island of Secrets, a fantasy text adventure not delivered as software, but as a book enabling players to generate the program themselves by typing its BASIC listing into their computer. The book doubles as an illustrated reference to the world of the game, containing the background story, character and location guides, coded hints and a map. The game’s prose and engine are so sparse that the book comprises at least half the experience, making it considerably more fundamental to the accompanying game than, say, Infocom feelies are to Infocom games. The story concerns Alphan, a young scholar tasked with collecting objects of power in order to restore a war-darkened Earth.

The Island of Secrets book was a great inspiration to me when I was a kid. The illustrations have a lot of mood and character, the allusions to all the mysteries in the game’s world are intriguing, and the book is full of footnotes about text adventure design and programming. I had to take considerably more from the book than from the game because I never succeeded in getting the game running; I made too many mistakes while typing it in. I was in my twenties before I found a working copy on a public domain disk.

The main reason the book is so essential to playing Island of Secrets is that at least half the findable objects in the game are only cued by their appearance in the book’s illustrations. Island has about sixty locations, but is limited in its overall capabilities by having to support such a wide range of microcomputers out of the box (the Apple II, the C64, the VIC-20, the BBC, etc.). This means the whole thing has to sit and function in about 32kb of RAM after a single load. There’s no space left to hold descriptions of most objects, or to describe or implement scenery that could conceal those objects. All of that work and more is passed off to the illustrations and clues in the book. Mercifully, by holding the back page of the book up to a mirror, a player can obtain the short list of supported verbs and nouns.

Technically, the gameworld’s sophistication is above the level you’d expect from an adventure that presents itself mostly using the Scott Adams aesthetic. There’s a food and drink system, random events such as a storm, and characters who can move around. The characters have histories and motivations detailed in the source book. Amongst them are a Charon-like boatman, a scavenger who’s lost his memory, a depressed swampman and a missing scholar. You need to consult the book to guess at what might variously turn these people into allies, get them out of your path or help you defeat them. The particular solutions the game wants in these departments can be a tad abstract. While the source material is rich, the feedback delivered by the necessarily lean game program is poor. In this respect, Island of Secrets is definitely a story and a game whose visions seriously outpace its game engine. If I’d got it running back in the day, I can see that it would still have been a challenge to complete (without cheating) due to its sparseness, but I might have had the patience for it. In revisiting the game for this review, I was momentarily saddened to acknowledge I no longer have the time or patience. I used a walkthrough.

In its time, the Island of Secrets book provided a way to deliver to kids an adventure game with a deeper story than a BASIC program alone could normally pull off while teaching those kids about programming and game design. As a kid in the relevant demographic, I found all of the related Usborne books exceptional at doing these things, and official versions of them all have now been released as free PDFs. (scroll down on the target page):

Island of Secrets – along with The Mystery of Silver Mountain, Usborne’s other major type-in game presented using the same book and BASIC program combination – now seem unique in the way they’re meant to be experienced. That said, that way did grow out of necessities presented by the limitations of BASIC and the computer hardware of the time. IF players still seem to like feelies, so maybe there’s some weird mine of book-game interdependence that could be retapped for a new project today.

(I give the Island of Secrets book five stars in any year. As a text adventure played today, I can only give Island of Secrets two stars.)

* This review was last edited on November 10, 2023
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Micro Puzzle, by Les Howarth
Wade Clarke's Rating:

Awake the Mighty Dread, by Lyle Skains
2 of 2 people found the following review helpful:
Something like an Alice in Wonderland that's hard to get at/into/through., July 23, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2011, Inform, fantasy

Awake the Mighty Dread takes place in a fantasy dreamworld fuelled by Alice In Wonderland, The Wizard of Oz and the aesthetic of steampunk. It's got orphans, air travel, capricious NPCs ranging in scale from an amphibian to a deity, and a reverence for storybooks. And all that in a smallish game. It's alluded to that its orphan protagonist slips away to the dreamworld in order to avoid abuse back in the real world, but the social system in the dreamworld turns out to be a troubled one, too. The heroine's spiky curiosity about what's going on there is well written, and provides motivational fuel for the player in a game which turns out to be not very good at signalling progress through it.

Awake is actually the IF dimension of a larger project by its author which can be found at

http://lyleskains.com/Faerwhile.html

However, the game was basically presented as a standalone entity in the 2011 Interactive Fiction Competition. Exploring the rest of the project might thicken Awake's backstory, but I doubt it would actually help in the playing of Awake for reasons to be enunciated in this review.

Awake received mixed reviews when it appeared in IFComp. My own private review (for other game authors that year) began:

"Since people have been saying that they found this baffling, I secretly patted myself on the head for not being baffled."

So, I liked the overall experience more than most, but the game's delivery is clearly a failing one. In spite of the author's writerly prose and obvious knowledge of some advanced parser conceits, the game exhibits no awareness of how to steer a player through its contents via the parser. Location descriptions are aesthetically pleasing but player-insensitive, with almost none of their interesting features implemented. The features that are implemented are there to service plot points in a story that only seems threadable in retrospect. Trying to make the story happen yourself with the game's minimal direction and tech oversights is futile-leaning, and so the game's solution file is essential.

In the case of contemporary IF, I have low tolerance for being involved with walkthrough/hint systems unless they're really well considered. I also have design philosophy qualms about some games I consider to be impossible without a walkthrough. Awake bypassed my concerns in these areas because it's an interesting failure of an accessible kind. Reconsidering it five years down the track, I'd say it's definitely of more interest to people who create IF games than it is to player-players. In this capacity, it's substantial enough not to feel too small or inconsequential, but still small enough not to feel like a time burglar in spite of its black box implementation.

That black box is actually the point of interest; playing Awake feels like trying to build a Lego model without being able to see your hands. A lot of interconnecting prose seems to be absent in this game. There's a train you start out on, and which automatically travels from station to station, and there's an effect whereby you can see what station you're at out the window. But the descriptions within and without can be indistinguishable. Being on a train in a location can be the same as just being in the location – until the train moves, of course. Similarly, objects sometimes appear 'painted on' in room descriptions, and stay there even after you've taken them. NPCs speak at appropriate moments but don't show up as prose entities when they're not speaking. It's hard to tell when conversations have ended, or if the conversants are still about. Finally, the most important action you must take in the whole game is unguessable, and deliverable as a command in a form that only hardcore parser folk would be aware of. Collectively, these sophisticated-leaning bugs at the coalface of interactivity suggest the author had strong familiarity with parser games but didn't run Awake through a sufficiently typical or robust group of playtesters.

I find the story in Awake interesting, and the game succeeds in feeling like a window onto a larger fantasy world, but in the end its technical oddities render it mostly a curio for parser nerds. Its contents can't be unspooled easily the way the contents of the famous stories it most emulates can. The site of the obstacles is its interactivity.

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The Black Lily, by Hannes Schueller
8 of 8 people found the following review helpful:
A novel but very elusive mystery lily., May 23, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: horror, IFComp 2014, Inform

Hints came early in The Black Lily that its narrative and subject matter would be following the trajectory of a giallo. The original giallos – yellow-spined Italian mystery novels – morphed into an eponymous genre of Italian thriller-horror-whodunnit films from the 1960s onwards. The films are often graphically violent, sexually charged, visually fetishistic and filled with histrionic characters and extreme psychology.

My familiarity with giallo established some expectations I had of The Black Lily that were helpful in understanding it, but the game turned out to be far subtler than its cinematic counterparts; actually, it's quite elusive. It is an elusive version of a kind of story known for flamboyance rather than subtlety, and certainly novel in this regard. The game's 1975 setting is probably also an extension of its giallo aesthetic, since the 1970s were the heyday for giallo films.

The Black Lily's protagonist narrates in the first person, the game alternating passages set at home in the present with past tense memory episodes the PC willingly triggers by looking at pictures of women in a photo album. My own reviewing coyness (what kind of protagonist is the protagonist?) is both in aid of preserving the game's mysteries and an extension of its deliberately evasive narration. The PC presents a vain and polished front but tries to slide around introspection of the kind IF often prompts via commands like EXAMINE ME or INVENTORY. Nor is the PC comfortable with the game's ubiquitous mirrors. The only thoughts pursued with passion are those about women, usually intermingled with visions of a black lily. These thoughts arrive frequently but suddenly, and explode with a galvanising intensity, and even more exclamation marks than the game normally uses.

The Black Lily gives directions on the way through that show the author has clear ideas about how players will be interacting with it. For instance, it specifies moments when it's important to save, and specifies from the outset that it might take multiple playthroughs to work out what's going on. Giallo-armed as I was, I felt I only half-understood what was going on when the game ended, but I also didn't feel great trust in the experience I'd had that the game would round that understanding out too much if I did replay (which I did, from various save points). For instance, there is a score system in place, but points are few and far between, and tend to be found in a blundering fashion, sometimes at fringes of the terrain. It's hard to feel them as a measure of progress or even interpret what kind of progress they are measuring. At least not for awhile.

I'm very into the psychology and horror terrain that the Black Lily is working, especially via the giallo prism, but the game is probably a bit too reticent to make most players feel confident about their interactions with it. It's fascinating to explore the first time, but not too fascinating. I spent too much time thinking: 'Why was that? What's that character? What just happened?' It's hard to be pulled into a story when your first degree comprehension of it is so gap-filled. The Black Lily is deliberately tough about offering ways in. There is a sophistication to be appreciated here if you are prepared to dwell on the material for long enough, in spite of some of its scantness. Perceiving the sophistication slowly is probably not as satisfying as being able to feel it in a lived way while playing the game.

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Six-sided Die: The Text Adventure, by Bungatron
3 of 3 people found the following review helpful:
2, May 14, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: Twine, choice-based

A moderately protracted Twine joke about rolling a six-sided die, or not. It's only protracted in the sense that it takes takes slightly longer to play than rolling a six-sided die, which is still to say not very long at all. It may also be intended as a joke about the nature of some Twine games, but it's not focused enough on anything for this to be clear. A more aspirational joke about deterministic forces in the universe is written without care. As is the case with most hastily assembled IF jokes, low care / thought levels have had a thinning effect on the humour.

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Harmonic Time-Bind Ritual Symphony, by Ben Kidwell and Maevele Straw
Wade Clarke's Rating:


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