Reviews by deathbytroggles

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Zork II, by Dave Lebling, Marc Blank
2 of 3 people found the following review helpful:
Second verse, better than the first, May 2, 2019*
by deathbytroggles (Minneapolis, MN)

The second installment in this landmark text series is a definite improvement over the original, though still has some maddening features that would never be tolerated today.

Rather than just collecting treasures, your goal is to face the evil wizard. Thus, the story has more inherent conflict and gives it more weight. The map is also more manageable, with no mazes (though there are some tricky room exits). Some of the puzzles are very clever, my favorites being the carousel room and the bank vault. Unfortunately, one requires familiarity with baseball, which isn’t fun for non-American players.

Probably my favorite of the three entries, though still not terribly satisfying with minimal plot and some obtuse puzzles.

* This review was last edited on May 3, 2019
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Zork I, by Marc Blank and Dave Lebling
2 of 4 people found the following review helpful:
I'm grateful for Zork and never want to play it again, May 2, 2019*
by deathbytroggles (Minneapolis, MN)

Yes, Zork was the most important computer game of the early 1980’s. Perhaps even more important than King’s Quest. "You are standing in an open field, west of a white house," is quite possibly the most well-known line in adventure game history. It laid the foundation for many wonderful things to come. And it was an incredibly impressive, engaging adventure when it was released. But other than nostalgia, it has little going for it after all these years.

A simple treasure hunting expedition can actually be a welcome relief from more story-based games, but Zork breaks so many conventional rules of modern game play that most fans of current interactive fiction would rip it to shreds were it released today. First, there’s the pointless maze (of twisty little passages, all alike). Then there’s the random enemy encounters and random battle elements. There are several ways to lock one’s self from victory without even realizing it, and a few puzzles are so poorly clued (or not clued at all) that it doesn’t matter anyway. And all that onto a time limit (due to a finite light source, at least early on), and you have one maddening game.

To be fair, the atmosphere still holds up well after all these years. The parser is impressively strong. And a few of the puzzles are rather ingenious. But I don’t have patience any longer for the aforementioned annoyances. Zork used to be a giant, but so many others have piled on top of its shoulders that it has weakened considerably. Still, I would recommend this to those who do have an interest in seeing how computer gaming first exploded in the market.

* This review was last edited on May 3, 2019
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Wishbringer, by Brian Moriarty
3 of 3 people found the following review helpful:
A fairly easy but fun adventure where every puzzle has multiple solutions. , May 1, 2019*
by deathbytroggles (Minneapolis, MN)

Touted as an adventure game for beginners by Infocom and Wishbringer certainly fits the bill. I played this text adventure when I was fourteen and required no hints for the duration. But this romp is still enjoyable for people of all ages and abilities.

You play a postman with a directive from your boss to deliver a package to an old lady who lives at the north edge of town, and by 5 o’clock or you’re fired! Delivering the package is easy enough, but what’s in the package, as you later discover, triggers a series of events that unveils the dark secrets of your town, spilling it in darkness and terror. Of course, the fate of the town rests in your hands, but you must first discover what the hell is going on.

The wishbringer itself is a magick (sic) stone that can cast several spells if one is carrying the proper items. While the spells can help the beginner get out of some sticky situations, solving the puzzles without the aid of the stone yields better results (and more points!). The experienced gamer will likely never need the stone, but it does provide replay value.

As per usual with Infocom adventures the writing is top-notch and plenty of humor finds it way into the normally creepy ambiance. While Wishbringer offers no surprises, it should be a pleasant and rewarding experience for most players.

* This review was last edited on May 2, 2019
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A Mind Forever Voyaging, by Steve Meretzky
1 of 1 people found the following review helpful:
Infocom at its finest., April 30, 2019*
by deathbytroggles (Minneapolis, MN)

Lauded by critics and mostly ignored by the public, A Mind Forever Voyaging is more of a story than a game, being essentially puzzleless. But man, what a story. Taking place in the year 2031, America is doing poorly and some crackpot scientists have developed a sentient computer named PRISM. Its purpose: to enter a simulation of the future to see if popular conservative Senator Richard Ryder’s plan for renewed national purpose will lead to prosperity. You are PRISM.

If you can set aside the ridiculous notion that a simulation of the future would ever come close to being accurate (hell, we can’t even predict next weekend’s weather with certainty), then you should enjoy this entertaining look into Steve Meretzky’s political vision of a possible future. While your goal is to record evidence of what’s going down in the years to come (from banal activities like eating a meal in a restaurant to more charged activities like meeting with government officials), the real purpose and joy of the game is to simply explore. The town of Rockvil, South Dakota is vividly imagined and detailed, and one could complete the game without visiting 90% of what the town has to offer. And while the story’s progression is fairly predictable, it consistently remains a poignant and touching story of self-exploration throughout and boasts one of the best endings out there.

My only criticisms are that things can be a little repetitive at times and the NPCs are not as developed as I prefer (especially your simulated wife). But in the grand scheme these are mere trifle. More of an experience to be enjoyed than completed, A Mind Forever Voyaging should be at the top of any gamer’s list of classics to try.

* This review was last edited on May 1, 2019
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Ballyhoo, by Jeff O'Neill
3 of 5 people found the following review helpful:
Hello cruel world, I don't want to join this circus, April 29, 2019*
by deathbytroggles (Minneapolis, MN)

Jeff O’Neill’s first game with Infocom pits the player in a circus mystery involving a kidnapping and a cast of crazy characters. O’Neill certainly brings forth his vision of the shady underbelly of circus life, and there are several puzzles apropos to the atmosphere (e.g. getting across a tightrope, taming some lions, etc.). However, the mystery itself is highly convoluted and not all that interesting.

It becomes very difficult, even early, to determine exactly what’s going on, and several puzzles related to the mystery are barely clued and can be solved with only limited understanding of the situation at hand. Worse yet, there are bugs that require practically restarting the game. Despite several sprinkles of humor and ingenuity, Ballyhoo is simply too frustrating and not worthy of play unless you must complete your Infocom collection.

* This review was last edited on April 30, 2019
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Nord and Bert Couldn't Make Head or Tail of It, by Jeff O'Neill
2 of 2 people found the following review helpful:
If you love perd wuzzles, then yule love this!, April 28, 2019*
by deathbytroggles (Minneapolis, MN)

Have you ever wanted to get a nice juicy steak, but all you had was a stake? Have you ever wanted to literally kill two birds with one stone? Or have you come across a pretty girl and it made you long for a gritty pearl? Then you should definitely help out Nord and Bert, because they truly can’t make hails or teds of it. Wait, um…

My favorite language based game until Counterfeit Monkey was released, Nord & Bert has you playing with homonyms, spoonerisms, idioms, and other plays on our language and culture in order to help save the town of Punster from total chaos. There’s a story, but it’s there to serve the puzzles. Just dig in and get your lexicon dirty.

The game designers smartly realized that most gamers would not be intimately familiar with every phrase, idiom, and slang the game is riddled with; thus, an in-game hint system is a welcome sight. Despite the occasional frustration that ignorance creates while playing, the game can be funny and very satisfying when you do advance on your own intellect. Nord & Bert is a must-play for those who love word puzzles. Hardcore adventurers may want to look elsewhere. Naturally, non-native English speakers would struggle here, as well as at times non-Americans.

* This review was last edited on April 29, 2019
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Mystery Science Theater 3000 Presents "Detective", by C. E. Forman, Matt Barringer, Graeme Cree, and Stuart Moore
2 of 2 people found the following review helpful:
Richard Basehart, Yay!, April 27, 2019*
by deathbytroggles (Minneapolis, MN)

One of the few games that has made me legit laugh out loud, Detective was the perfect game to get the MSTK3 treatment. It was a seriously earnest mystery written by a 12-year old Matt Barringer and he made nearly every possible mistake one could make--instant death rooms, unimplemented objects, doors that only go one-way, etc.--but since there are really no puzzles, the game can be won in a short time.

Normally I’m not a fan of punching down. But for the most part the mocking done by Servo, Crow, and the gang is light-hearted and it helped me play a game I never would have touched otherwise. That Barringer retroactively gave his blessing for this also helps. I have never seen a full episode of MSTK3, but I still very much enjoyed myself. And I’ve come back to this a few times whenever I need a laugh.

* This review was last edited on April 28, 2019
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Pick Up the Phone Booth and Aisle, by David Dyte, Steve Bernard, Dan Shiovitz, Iain Merrick, Liza Daly, John Cater, Ola Sverre Bauge, J. Robinson Wheeler, Jon Blask, Dan Schmidt, Stephen Granade, Rob Noyes, and Emily Short
3 of 3 people found the following review helpful:
Whatever you do, don't undo!, April 27, 2019*
by deathbytroggles (Minneapolis, MN)

A parody of Aisle and IF in general, several well-known authors teamed up to write this hilarious send-up.

Rob Noyes created a silly, pointless game called Pick up the Phone Booth and Die, which is exactly as complicated as the title implies. Its stupid charm made it more famous than should have been possible, though being released in 1996 no doubt helped. Here you are faced with the same phone booth, only instead of having two possible endings, you again have over 100 possible endings in the same vein of Aisle.

Only play if you are a veteran of interactive fiction (meaning you have played at least ten games, including the aforementioned two this game parodies); otherwise, many of the jokes will go over your head. I replay this every five years or so and it amuses me without fail, including several laugh out loud moments.

* This review was last edited on April 28, 2019
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Aisle, by Sam Barlow
3 of 3 people found the following review helpful:
Literally the game that introduced me to gnocchi, so four stars for that!, April 27, 2019*
by deathbytroggles (Minneapolis, MN)

Perhaps the first serious game that would automatically end after one move. The premise is quite simple as you play an ordinary man in an ordinary supermarket who has stopped in the pasta aisle next to a woman who is also shopping. There are exactly 136 possible moves you can make that produce 136 separate endings. There is neither a puzzle nor a plot, and one would be hard pressed to say this is even a character study, as some of the endings’ portrayal of your character’s history contradict each other.

I do wish there was something more here to unravel, but as it stands this is quite a pleasant diversion thanks to the imagination and quality writing of Sam Barlow. More importantly, Aisle inspired many future authors in experimenting with the genre, including a few entertaining games that mimic this one.

I still come back and play Aisle about every five years. There's just something about the protagonist's world view that makes me smile.

* This review was last edited on April 28, 2019
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Taco Fiction, by Ryan Veeder
2 of 2 people found the following review helpful:
If you're blue and don't know where to go to, try out this game!, April 27, 2019*
by deathbytroggles (Minneapolis, MN)

Taco Fiction has one of the more intriguing openers I’ve ever played. You are a petty thief in need of some cash, and the opening prompt gives you specific directions on how you’re going to rob the taco joint next door. If the protagonist were the violent sort this could be off-putting, but the game lets you know he has no interest in hurting anyone.

What follows is an unexpectedly light, mostly comical (but at times tense!) mystery that takes you in bizarre and unexpected directions. The NPCs are delightful and respond appropriately to what you do with your gun. The puzzles are also light, well-clued, and set the appropriate pacing. My only main criticism is the endgame, which feels a bit rushed and unsatisfying. I felt like the game was just starting to explore the characters and setting and then it was over. At least there are a couple of endings available depending on your motivations for the character at the end.

* This review was last edited on April 28, 2019
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