Reviews by Wade Clarke

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Eurydice, by Anonymous

5 of 5 people found the following review helpful:
Grief via Virgil., July 18, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2012, Inform, fantasy

(I originally published this review on 6 October 2012 as part of my blog of IFComp 2012. This was the 9th of 26 games I reviewed.)

When I was in high school, the music students (not me) put on a production of Orpheus in the Underworld. I found this embarrassing because the cool school where my dad taught would put on normal shows like Grease and Dracula Spectacular. Anyway, I didn't go to see Orpheus then and I didn't read his story at any time in the intervening period, leaving me in a theoretically weaker than ideal position for playing Eurydice, an adventure about bereavement named for Orpheus's wife. The game is initially character focused and entirely realistic, showing some very strong writing in this area. It then takes an unexpected turn into more fable-like territory. My preference that the game had stayed entirely in the first mode is irrelevant; it has many fine qualities.

Before the game opens, the male PC's dear friend, maybe love, Celine, has died. The circumstances of her death are sketched in over the length of the game. The PC and his flatmates are having a wake-like gathering of some friends and acquaintances when play begins. This first part of the game is essentially puzzle free, and sees you wandering around the house reminiscing, feeling strange and self-conscious and finding it agonising to interact socially. The quick elucidation of the PC's relationship with each of the friends is superb. Talking to each person for the first time produces at least one paragraph of sentiment free appraisal of their role in your life and in Celine's life. The sharp observations make the cast and situation feel real.

I've been keen and am keen to play a game that works well in this fashion for its duration, and which is also not just a short story on rails. I thought this game might be it, so I had to admit my disappointment to myself when, after strolling out of the game house, I came across a character who was clearly a Charon the Ferryman type ready to paddle me to some fantasyland. Perhaps the prevalence of afterlife games in IF in general weighed into my reaction here.

Transported to the underworld, the player's goal is now to (Spoiler - click to show)find and retrieve Celine from a mental hospital staffed by incarnations of the characters from Virgil's Eurydice tale. This is nowhere near as Ingmar Bergmanesque as it sounds. It's not like you walk in and meet a chap who says, "I am Hades." That chap is a doctor in this game, and some of the parser's responses to your actions describe him as Hades, but he never mentions that name himself that I noticed, nor do any of the characters mention any of the Greek names. I didn't study the tale of Eurydice until after I had played, and the technically subtle approach of the game to the twinning of the hospital residents and the Greek characters is clever.

Eurydice the game may become more traditionally puzzley in style in this section, but it was a bit disingenuous of me to draw a blunt line through the midpoint of the game, as the PC's recollections of events and time spent in Celine's room maintain the realistic and sometimes poignant outlook established in the early scenes. It's just that now additional ways to move forward may include (Spoiler - click to show)playing the lyre.

There are minor proofreading issues and implementation gaps scattered consistently across the game. The only ones which actually disrupted my play were the fact that the hospital doorbell was not described as a button, making me wonder why I couldn't pull or ring it, and that the hospital ground descriptions gave the impression that there were many more enterable buildings than there were. These are typical minor mistakes for what appears to be a first game, and all of the game's important elements are solid: its clear setup and (unexpected) trajectory, some well considered endings and brief but very good character writing. The overall combination of elements is novel and there are human truths in here.

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Last Minute, by Ruderbager Doppelganger (A.K.A. Hulk Handsome)

2 of 2 people found the following review helpful:
A CYOA about entering IFComp at The Last Minute..., July 18, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: Twine, IFComp 2012, choice-based, comedy

(I originally published this review on 4 October 2012 as part of my blog of IFComp 2012. This was the 4th of 26 games I reviewed.)

You can't fob off the postmodern today, not even if you jab violently at the area directly in front of you with a pointed stick. Last Minute is a hyperlink CYOA about cobbling together a last minute entry for IFComp, and presented with its first screen, I didn't like the look of it. The protagonist thinks in exclamation marks and is equally and constantly excited by every turn of his thoughts as they alight upon different objects in his bedroom. In the long run, I believe that people should be skeptical in general of responses to creative challenges which consist of saying, "Well, I was having trouble thinking of something, so I made my piece about the trouble I was having thinking of something." Which wouldn't be to say that this game is definitely a response of that kind itself – except that the author revealed during the competition that it is. In the end, each object must still rise or fall by its own qualities. The primary quality of Last Minute is silliness, and even if you don't like it, it's over pretty fast.

The game has two halves. The first half is a the part where you scan your room with your eyes looking for inspiration for your IFComp entry. Choices include your games, your DVDs or what's on your desk... The combination of a "my apartment" game with the protagonist's hyper manner began to make my eyes water. But I persisted and reached the second half of the game, where my earlier choices were strung together into a gamey fiction. This section is extraordinarily silly and hyperbolic (EG a blistered blob forces everyone in the world to cannibalism by only letting them eat beetroot otherwise, and you have to stop him) but it's got more messy wit, writing cutesiness and variation than the first half, and might start to bring the sniggers if your defences are sufficiently weakened by now. I played this section a few times and found some different stories, and if you want that explosion of sloppy zaniness that you can usually expect from something in the competition, this could be one of the games to deliver that fix.

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Murphy's Law, by Scott Hammack

3 of 3 people found the following review helpful:
Not enough goes wrong., July 18, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: Inform, IFComp 2012

(I originally published this review on 8 October 2012 as part of my blog of IFComp 2012. This was the 12th of 26 games I reviewed.)

Murphy, that loveable rapscallion of misfortune, strikes again all cobra-like in this light-hearted adventure about a man trying to post his last mortgage payment to the bank in the face of a phalanx of obstacles. Games along these lines are ubiquitous in adventuredom and thus tend to make players of even a little experience wary, in spite of the ebullience the games themselves typically bring. This one starts out quite well with some amusing descriptions and puzzles. The trouble is that ultimately there aren't enough obstacles or puzzles to generate the sense that the fates really have it in for us today, which is what the premise promises.

The first hazard sets the silly and harried tone well: a paper cut from an envelope must be bandaged quickly to prevent death. Next, my interactions with the cockroach blocking my path to the garage made me laugh, starting with its description:

A cockroach lurks on the wall near the exit to the garage, waving its antennae menacingly at you.

When I noticed that bug spray was listed on the shopping list attached to the kitchen wall, I started to enjoy the anticipatory sense of Babel Fish like pain which was developing. Would I now have to find a way to get in my car to get to the store to buy some bug spray to spray the cockroach paradoxically blocking my path to the car in the first place? It turned out that... (Spoiler - click to show)I would not, though I was impressed that I came up with the solution of putting a glass over the cockroach myself, and that it worked, just because I do this a lot in real life.

Once I made it to the garage, the problem with the obstacle of the car not starting was its lack of humour. (Spoiler - click to show)It really did just hinge on the hassle of having to read the instructions on the jumper kit then finding the right commands to execute them, boringly attaching the cables to the correct terminals on the battery. I don't enjoy doing this kind of thing in IF where everyday items are concerned; it's just not fun.

The joke of the bank robbery is that in spite of its high drama, it doesn't stop you from giving your check to the teller in the end. And dynamically this is a good fakeout before you drive home and crash into your house due to that annoying kid from next door. (Unless there's an ending where you don't crash – I only got 17/20 points.)
I didn't find the game's destructive finale as funny as I would have liked, probably because the grandness of it demands a bigger and longer build up. The PC should have suffered more first in order to fully milk the pathos. I can read the sketch of the intended dynamics of the game, but basically Murphy's Law needs a bigger, funnier and more drastic middle part for the dynamics to work, and to live up to its title. Though it's also possible that due to the overabundance of this kind of game in IF, no game can live up to this particular title.

The game is decently implemented in general. The only bona fide bug I found was that I was able to pick up the medicine cabinet. The score system could probably use an overhaul, as its structure contributes to the sense that not enough bad stuff happens to the protagonist over the course of the game. The score is out of 20, and your first minor triumph gets you 1 point, making you suspect there may be 19 more hurdles to overcome, but this isn't the case. (Spoiler - click to show)You get 10 points for paying your bill and 3 (I think) for drinking a beer.

Given the premise of Murphy's Law, I mostly wish there had been more of it to bolster its premise.

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The Sealed Room, by Robert DeFord

3 of 3 people found the following review helpful:
Interesting talking creatures premise but too generic a delivery., July 18, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2012, ALAN

(I originally published this review on 21 October 2012 as part of my blog of IFComp 2012. This was the 22nd of 26 games I reviewed.)

The Sealed Room contains two mythical creatures which have the power of speech. Finding yourself stuck in there with them, your goal is to get out, mostly by ASKing the room's inhabitants about its contents and each other. Described by its author as "short-short", the game is indeed short-short, and while I did not find it to be very remarkable, in the context of the competition it was at least a game that I could easily play and complete, and which thus constituted a kind of break. The game is also kind enough to display its title page artwork on startup, making it one of the handful of entries whose cover image I could see easily this year.

The two creatures in the room are a dragon and unicorn who have wounded each other and can speak on the topics of their own natures, their opponent's nature and occasionally the situation of being stuck in the room. Controlling the game is easy; you just keep ASKing whomever ABOUT such and such a topic, and can also get either creature to offer up a list of TOPICS.

Given the game's simplicity, what it lacks are specific details to make its story interesting and to give strong personalities to the creatures. The reason you're in the room is just that an old guy on a park bench zapped you there. The creatures don't know why they're in the room. Nothing is made of the attractive design on the ceiling, and even the potentially interesting symmetry of the two creatures and their pools of blood, a strong image, doesn't figure in the events of the game. The effect, then, is basically in the contrasting responses you get from the creatures when quizzing them on the same topic, since the unicorn is kind and wise and the dragon is arrogant and a bit nasty. A couple of response pairs did raise a chuckle from me, and they do work best when you question each creature in turn about the same thing. Unfortunately it is likely that most players will lawnmower the responses from one creature before doing the same to the other, which will blunt the contrasting effect. Also, the creatures mostly act as symbols of their type rather than giving the impression of being individuals, so you stop expecting them to say anything that might surprise you after awhile.

Something interesting could have happened in The Sealed Room, but its trappings were too generic.

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Fish Bowl, by Ethan Rupp and Joshua Rupp

3 of 3 people found the following review helpful:
Short'n'effective sea'n'character horror., July 18, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: horror, IFComp 2012, Inform

(I originally published this review on 22 October 2012 as part of my blog of IFComp 2012. This was the 25th of 26 games I reviewed.)

Fish Bowl is a short and effective horror piece in which you play sozzled beachcomber Larry Wyndham, a man who wakes up in his shack one day to find that a dusty fishbowl has materialised atop his three-legged dresser. The game is atmospheric with the whiff of sea horrors and sticky dead things, and it's quite a good character piece as well, evoking your awareness of Larry's constant fatigue and salty decrepitude. There are some bugs and oversights about but none that really impeded my play.

Larry's opening narration suggests that he's a guy who stumbles around in something like a semipermanent hangover. When he can't remember the previous night or recognise the fishbowl, these are immediate motivations for the player to start investigating Larry's surroundings. Doing so induces weird intrusions of memory and flashes of conversational static, though I wasn't crazy about the presentation of the latter. On the topic of presentation, the games sports some indented paragraphs. They look quite nice and I'm surprised IF games/authors don't think about this style more often, but I suppose the tradition that it is more helpful to leave an entire blank line between different chunks of information is well established for good functional reasons.

I read other reviews of Fish Bowl which reported over-awareness of its linear nature, or of its mechanism of containing the player to the present location until they perform certain tasks. The game is basically linear and it does contain the player to make sure they get everything they need from each of its few locations, but I didn't perceive either of these qualities in a negative light. The more character-based and naturalistic a game becomes, the more I fear that it will let me do something stupid like walk right down the beach when all the important things I need to attend to are back at my shack. I think Larry is written clearly enough that his thoughts can direct player effort to where it needs to go, and that some of the blocking in general is pretty natural. For instance, Larry's mini-rant to himself which prevents him from leaving the area in front of the shack without (Spoiler - click to show)burying the dead cat. I also don't mind repeating entry of a command when it very clear that the same action is the one that needs to be performed again – for instance, typing GET BOTTLE, seeing the bottle float further out of reach in response, then entering GET BOTTLE again. I think Fish Bowl is consistently good with this kind of thing.

Thoughts on the finale: (Spoiler - click to show)After you trigger a weird and unpleasant series of memories and images, and try and fail to retrieve the bottle from the ocean, you end up back in your shack, ready to wake to a day which is much worse. The revelation about your situation, confirmed by your supernatural answering machine, arrives all at once, and contains some elements that you might have vaguely guessed at by now as well as unexpected background information about you actually being a spaceship pilot infected by some kind of sea monster. Your various memories now make sense and the props you have been dealing with for the past two days are revealed as masking hallucinations. It's a creepy outcome, a bit Ray Bradbury and a bit H.P. Lovecraft, especially the final image of Larry slithering back into the ocean. And I was able to reach it without too much trouble. Fish Bowl's story plays pretty well now, and could play even better if the text output was tidied up, the feedback messages were coralled so that they don't sometimes appear in the wrong order, and missing nouns were implemented.

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The Island, by Old Andy

3 of 3 people found the following review helpful:
Not bad old-style puzzling for its own sake., July 18, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: Inform, IFComp 2012, fantasy

(I originally published this review on 11 October 2012 as part of my blog of IFComp 2012. This was the 14th of 26 games I reviewed.)

With its blurb which consisted not of a blurb but of a few weird, terse pieces of advice–

"to switch on walkthrough you must type "ftang" then "walkthrough" "shazam" will fill your inventory with useful things... "ftang" toggles cheat mode"

– I initially thought that the goal of The Island might be to mock the player. The game opened without a title page and dropped me on a clifftop from which I seemingly couldn't move. It also kept insisting: "This is a miserable place."

A few moves later I managed to unstick myself, began to explore my surroundings and realised that I had gotten off on completely the wrong foot with this game, just because of that peculiar blurb. The Island is in fact a straight, compact and sincere adventure-adventure of easy to medium difficulty, filled with the paraphernalia of fantasy adventuredom eternal. You find yourself on a creepy island; why are you there? It seems likely that you will find out if you do what adventurers do best: go around overcoming obstacles by solving puzzles. To seek more or less reason than this is misguided in the context of this game. The practical minded prose (though dotted with random atmospheric additions) and design make the game's mode apparent, so if you demand long descriptions of everything you see or elaborate in-world reasoning, this game isn't for you. The Island is like a kinder Scott Adams adventure, though a very typo-laden one, presenting the fun of this genre without the arduousness that is sometimes attendant upon it. UNDO is blocked – unnecessarily in this game, I feel – but I confess I didn't notice because I had been saving occasionally, which is all that is required.

The Island is more interesting to talk about if I leap immediately to its ending, so ahead is absolute spoilerage: (Spoiler - click to show)The game has a great conclusion. After you've solved all of the island's puzzles, your mode of escape from it turns out to be a ferry summoned by ringing a bell. It's also a ferry piloted by a guy who is clearly Charon / Death, who has perhaps grown weary of shunting English tossers around over in the world of Eurydice. Death takes you out to sea, only to deliver you back to the island, where he shuffles you into his set of adventure props as a pawn. The man you murdered earlier with the dagger (he was tied to a post, screaming madly, and there was nothing else you could do for him AND the game assured you that stabbing him brought him peace) becomes the new corpse in the coffin which contained the bell for summoning the ferry, and you in turn are tied to the post to become the new man who will be murdered with the dagger by the next person damned to this place. The cyclic inevitability of such a fate was signposted by the clues scratched onto the altar in the temple, which is why it pays off well.

The murder of the man tied to the post is probably still the weakest moment in the game, since it seems a far more obvious thing to do would be to try to cut his bonds. Even a message explaining that it would be impossible to do so for some reason (super tough bonds?) would fortify it, but I couldn't find any bond props or messages implemented. This still didn't bother me as much as it will bother some folks, as I've sacrificed NPCs for way less.


The Island's puzzles will be very familiar in nature for old school pundits, but the performance is the thing, and apart from all the typos making the game look weaker than need be, the performance is good, emboldened by the ending. The design is clear, simple and satisfyingly. It's fun to be able to have an adventure like this without it being too taxing.

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Lunar Base 1, by Michael Phipps

5 of 5 people found the following review helpful:
Earnest moongoing in 2080., July 18, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: Inform, IFComp 2012, science fiction

(I originally published this review on 5 October 2012 as part of my blog of IFComp 2012. This was the 8th of 26 games I reviewed.)

After the last few games I played, all of them CYOA and none of them spectacular, I was glad of the arrival of Lunar Base 1, a parser-based adventure of more voluble quality. Coincidentally, the last IF game I tried before this competition began was Hallow Eve, also by Michael Wayne Phipps Jr. who wrote Lunar Base 1. LB1 casts the player in the role of Captain Stan Rogers, one of two astronauts commencing a mission in 2080 to inhabit earth's moon for the long term. The game could benefit from more proofreading, more nuanced writing, and probably from the use of a bigger canvas (the base only has a couple of rooms). What it has going for it are the qualities of suspense, earnestness and some mystery, though I really wish it didn't take an average of four commands to get in or out of the airlock every time.

The physical setup on the moon is relatively simple, and the two heroes, yourself and Dr John Klose, are good-natured types strongly connected to their family and their past. This is reinforced all through the game in the dialogue, your own character's recollections and a nostalgic photo which Klose brandishes. The presiding feeling is a likeable one of respect for the history of space travel and the human desire to explore the unknown. That said, I wish there had been more detail about the mission. How were the two men going to exist on the moon? What were they going to do there? My personal hope is that we will have tried to send people to Mars by 2080 (if you're reading this after 2079 - are we there yet?) so for me to get into this game's mythology more plausibly, I would need some reasons and details to be given for the mission, whether real or fictional.

These issues get sidelined almost immediately in the game due to Klose (Spoiler - click to show)entering a state of delirium after seeing something out the base window on the first night. This also made me think that I would expect the people selected for this mission to have demonstrated a sturdy psychological constitution. It's not implausible that a supernatural(?) occurrence would rattle Klose to this extent, but again, it's the lack of detail in the game that doesn't help to fortify plausibility. As in many films, the characters here don't communicate sufficiently when significant things happen. You are only able to try three conversation ploys on the clammed up Klose before giving up, assessing him as thoroughly disturbed and contacting Mission Control.

Accepting the flow of the game's events, the puzzles weren't that difficult and they moved the action forward in a satisfying fashion. I only had to look at the walkthrough once; when I felt adamant that I should be able to give Klose's spacesuit to him at the time when it was crucial that we both leave the base. The game was adamant that his space suit should never be removed from its hook in the airlock. Thus the spacesuit was a source of persistent annoyance throughout LB1. Removing it and putting it on the hook to go through the airlock was fun the first time, alright the second time and a nuisance every time after that. This sequence should have become automated.

On the finale: (Spoiler - click to show)I found the extra terrestrial revelations towards the end of the game exciting as they approached, but somehow mishandled after their apex. Following the captain's amazing Mission to Mars / 2001 / Stargate-ish vision, would he really not speak of it to the other man for the whole trip back to earth? Or rather, if he decided not to, and was able to will himself not to, shouldn't we, in playing him, be privy to the inner struggle that led to this decision? These are the kinds of dramatic details that the game could use to beef it up.

Back on earth, I found the "best" ending to be strange. I didn't clearly understand the import of either of the significant things the debriefing guy said, and one of them was outrageously significant, that bit about us being the first man on the moon. If most humans are actually the descendants of the aliens seen in the vision, how is it that we are a "man", or human, instead? Or maybe I got the wrong end of the Space Food Stick entirely?


Overall I had a lot of logic, plausibility and drama questions about the events of LB1, but it's a smooth playing game for the most part and an enjoyable experience, especially if you're also into the noble pursuit of space exploration.

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Transit, by Shaye

3 of 3 people found the following review helpful:
Help! I'm stuck in an airport and I can't get out!, July 18, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: choice-based, IFComp 2012, Twine

(I originally published this review on 5 October 2012 as part of my blog of IFComp 2012. This was the 7th of 26 games I reviewed.)

Transit is a solidly blah hyperlink CYOA in which you try to find your lost friend while in a foreign airport. It's also buggy in spite of its smallness.

The writing of Transit is completely unadorned. The addition of any kind of specific information about anything in the game (what airport? who am I? who's my friend? where am I going or where have I been?) would improve things, but each element is presented in its most elemental non-descript form, preventing any kind of interest from being generated. For instance, the only way to derive play interest from visits to generic airport outlets like Starbucks and McDonalds would be to allow anything at all to happen at them beyond the eating of their generic food, but that eating is all that Transit offers before telling you it's time to resume the search for your missing friend.

The three features of the game which slightly redeem it are:

1. The way you can die by binge drinking some dispensed canned drink whose title and contents you can't read.

2. The fact that the winning path involves trying anti-intuituve actions, which will probably cause you to poke around looking for it.

3. The little icons which appear each turn depicting your current situation in the universal language of public signage. A neat idea not well served by the material.

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Autumn's Daughter, by Devolution Games

2 of 2 people found the following review helpful:
Aims ambitiously with social commentary on Pakistan., July 18, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: choice-based, Undum, IFComp 2013

(This is an edited version of a review I originally wrote for my 2013 IFComp blog.)

The lyrically titled Autumn's Daughter is an Undum hyperlink story taking the form of a series of social encounters in the life of a young Pakistani woman named Areesha, played by yourself. Though you apparently hail from an okay-to-do family, various threats to your future independence and happiness are looming quickly, and their sources are not always obvious.

This game seeks to educate about the difficulties faced by women in Pakistan by engaging the player in a story with outward touches of romance and intrigue. This is a good strategy, given that some of the obvious alternative ones – like involving the player in a story which is grim and didactic – might just turn players off or bore them. Thus Autumn's opening scene seeks to get folks onboard immediately and build up the heroine's happiness. When you greet your visiting friend Samina, the tone heads towards conspicuously exuberant soap opera with lots of squeals and exclamation marks. The writing is broad in its exposition and a bit ripe, but the situation is inviting. The challenge for the game, then, is to be able to convincingly take the drama to the bleaker places it wants to go in a short span of time, and I don't think the challenge is fully met.

The overall design of mostly binary choices, all tied to single pieces of dialogue or action, is pretty good, especially in retrospect; the dynamic between that first happy scene and any of the endings tends to be a smooth but swift slope. But I think the game as a whole is lacking the kind of subtlety which could better convey its message. The characters have the specificity of types (earnest heroine, complicit girlfriend, potential shining knight boyfriend) but don't have the specificity which would illuminate them as individuals. And specificity is really needed to imbue obvious binary choice pairs, like whether to gush at the handsome lad or forget how to speak in his presence, with much meaning. This becomes a bigger problem in the sticky ends of the game when some extreme choices are presented. So while I don't doubt that most of the situations here can and have happened to people, I found the portrayal of them too broad to feel them deeply.

Autumn's Daughter exhibits some good design for its aims over its relatively short playtime, but it is shooting for a lot and would have benefited from stronger characterisation, from which would grow some less generic feeling choices, or at least less generic iterations of them.

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Reels, by Tyler Zahnke

4 of 4 people found the following review helpful:
If you can get it to work, it's still not very good., July 18, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: browser-based, IFComp 2013

(This is an edited version of a review I originally wrote for my 2013 IFComp blog.)

Reels is a hypertext game posing 8 mathematical and trivia-based questions. Get them right and perhaps a gang of thieves will return the precious archival reel-to-reel tapes (!) they stole. At least they didn't also steal the ovens we'll need in the future to bake the decaying tapes before making crappy second generation copies of them in order to vaguely preserve the sweet knowledge contained therein.

I bailed out on this quest, without too much regret, after verifying that it didn't function properly in either Chrome or Firefox on my OS X Mac. Those are the two browsers the game's "how to play Reels" file recommends for those without access to Microsoft Internet Explorer.

Before I ran into the technical wall, my instinctive response to the game's proposition was: "Game, you're asking me to do stuff too closely resembling work." The tasks ahead, the first one involving base 36, looked unappealing and potentially trollish, but my bloody-mindedness kicked in and so I broke out a piece of paper and a calculator, and got solving. This in spite of the base 36 question being worded pretty badly, and the explanation of it in the how-to-play (when I checked in there later) being awful.

So, when I typed in my first answer to Reels's first question and found it apparently rejected – and when I say rejected, I mean that I clicked a button labelled "Check the number" and that nothing happened – I had a read of the how-to-play file. I decided I had indeed been doing what the game wanted me to do but had simply made a couple of mistakes in my working. After another pass, I entered what I believed to be the correct answer more confidently, only to find it rejected/ignored again.

This was the moment when I became suspicious as to whether the game was really checking my answer. So using TextEdit, I just opened up the html file (follow.html) which delivers the first challenge and looked at the code. The correct answer was sitting right there, unhidden from the eye, and it was what I had typed, and therefore I concluded that the game was not running correctly in Chrome. I tried playing in Firefox with the same result.

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