"The Magpie Takes the Train" is the authorized sequel to "Alias 'the Magpie'" by J.J. Guest. You once again assume the role of the eponymous gentleman thief, this time riding a train in hopes of stealing a priceless jewel right off the lapel of an aging steel magnate. Pretty much the entire game takes place in a single train car, which had me confused at first as this was the first one-room game I've played. But once you realize that (or after reading this) you will get into the groove of the game's mechanics, which I found very clever and made the puzzles a joy to work out. I feel like there are enough hints along the way, plus a limited number of choices, that if you read carefully and try messing with everything in the usual IF style then you will have the satisfaction of solving the game without hints. However, the author has provided a walkthrough if you need it.
This game also has some features that make it extremely user-friendly and cut out some of the tediousness of other games that require (Spoiler - click to show)waiting for certain conditions to be right before a puzzle can be solved. I also thought the conversation system was good and fit with this size of game perfectly, no playing "guess the topic" that will advance the gameplay.
The prose is excellent and laugh-out-loud funny at times (particularly when you try the amusing things suggested after you beat the game for the first time). Mathbrush is a long time IF author and one of the most passionate and dedicated advocates for IF that I've encountered. So far I've only had the chance to play one of his other games ("In the Service of Mrs. Claus", available from Choice of Games, which will certainly give you a lot of bang for your buck), but I look forward to playing more.
This game is part of IFComp 2020, so if you are reading this in October or November of 2020 head over to ifcomp.org and sign up to be a judge. You can play this and other wonderful games and vote on which authors should win cash prizes!
One of the best games I've ever played. It was fun, a good length without overstaying its welcome, light-hearted and humorous while still being challenging. Loved how it seemed like a goofy game at first, but then you discovered there was more to the story than it first appeared. The interaction between the characters, and how you could switch which one you were "controlling" was clever and I loved how the limited verb set didn't feel too easy.
One of the few IF games that I know I'll play-through again for the shear enjoyment of it.
ADDENDUM: As of the 10/01/20 this is still my favorite IF piece of all time.
This game took me by surprise in that it is a hypertext choice-based game that is basically one big puzzle that involves clicking the choices in the right order. It takes place during a critical moment in a woman's life that is pretty much spoiled from the beginning ((Spoiler - click to show)she finds out she's pregnant, presumably for the first time). There isn't a lot of dwelling on the emotions or impact of the moment, each screen is only 2-3 sentences long until you get to the end. It is mostly the mechanics of moving around performing the actions in the right order and in the right place to get to the ending. It just struck me as weird.
It also involves the dreaded timed-text several times.
This is really just a short limited choice conversation, with a picture of very expressive eyes that change based on where the conversation goes. Very small, but I like the idea. If having responsive eyes or a face popped up in longer game as part of the conversation mechanic, I think that would add a lot to it.
So great experiment and I want to see more, but not really a game in and of itself.
Forgive me, Amy, for getting to this review so late. I played the game for last year's IFComp and tweeted about how much I liked it, but totally forgot to review it here.
Thinking back on this game I think I like it more now than I did when I first played it (and I liked it then!), might go back and play it again too. There's a lot of content to discover for such a short game. The game takes place after a break-up and follows the ex-girlfriend driving out with one of her friends to break some of the ex-boyfriend's stuff. There are lots of things to break, with each scene being a reflection on different aspects of relationships.
Play through this game at least twice and make different choices at the critical junctures each time. I want you to discover my favorite scene on your own, but you can check below to see how to get there if you want.
My Favorite Scene:
(Spoiler - click to show)
After breaking stuff you get to "the following night". Choose "Call Libby" when it comes up, then "Call Libby. NOW!". This scene got me all misty-eyed when I first read it. The love and desperation in this scene really hits you in the chest. Bravo!
I very much enjoyed playing this game. It is a parser-based, puzzle-filled game in the classic style of Infocom's "Deadline".
You play a gentleman thief (think Danny Ocean) and master of disguise, on a mission to steal a priceless jewel (and anything else you might find of value along the way). You roam about a two-story manor and the surrounding grounds, trying to find a way to get at the prize, while also having to solve a few minor mysteries along the way.
The size and length of the game are easily digestible. I was navigating without a map an hour into the game and it took me a little over three hours to complete (and I was definitely barking up the wrong tree a couple times). The puzzles were very fair (with one notable exception). I felt like there were plenty of clues to guide you along the way, and also a few red herrings to keep it from being too easy. The game is also very funny, with some off-the-wall characters, hilarious situations and always polished and clever prose.
The game, I think, pays homage to Deadline in a number of fun ways that I found enjoyable, including a (Spoiler - click to show) somewhat hidden room between two bedrooms, balconies that you had to access via ladder, and a curmudgeonly groundskeeper.
For my one problem with the game, I thought there was one puzzle that I never would have solved on my own without the walkthrough. Even the in game hints didn't do enough to get me to the solution. So if you are stuck and you've been over everything twice and you still don't know what to do next, see below for my own Invisiclues to help you get through it. But don't let that scare you, you should definitely play this game!
1)(Spoiler - click to show)
Are you trying to get your hands on the giant cucumber? If not, then I would just recommend examining everything and trying to "get" everything again, because these clues are cucumber-centric.
2)(Spoiler - click to show)
What if I told you there was a way to get the cucumber without finding the key to the padlock?
3)(Spoiler - click to show)
Good, because there is no key to that padlock. So what else can we try? In case of cucumber emergency...
4)(Spoiler - click to show)
...break glass. But wait, if the under-gardener hears us then the jig will be up. How can we break the glass quietly?
5)(Spoiler - click to show)
Maybe if we put something soft over the glass before we break it to muffle the sound. But we haven't been able to procure anything soft for the job, so what else do we have? Maybe the newspaper?
6)(Spoiler - click to show)
Okay, but plain newspaper won't really muffle it at all. What if the newspaper were wet?
7)(Spoiler - click to show)
If you are an American like me, you probably have no idea what treacle is. Apparently you can eat it, but mainly, if you put newspaper in it then it will turn the newspaper into a silencer for your clandestine glass breaking operations. Give it a try and good luck with the rest of the game!
I really wanted to like this game. The other reviews were so glowing that I thought I'd just missed something, but after a couple playthroughs I just think it doesn't click with me.
My problems with are that it really isn't a game, or a story, or interactive. It can be "solved" by (Spoiler - click to show) typing the key verb once and then typing "g" over and over again . There really isn't a story per se either. And while you can do a few things other than following the main path, you can't do much and it generally isn't rewarding. It is almost more a mediation on an idea that IF.
I did, however, very much appreciate the author's dedication to getting the names of the last several "rooms" right and in the correct sequence rather than calling them something more generic.
This game only takes 10-15 to playthrough once, and I recommend you play through it multiple times. It is useful in getting a new player acclimated to the mechanics of IF, including the frustrating parts like being told you can't do something because of a minor detail you forgot (Spoiler - click to show) like having to specify to take your watch off before getting in the shower.
My first playthrough was over unexpectedly and anticlimactically, but I got to have some fun on subsequent playthroughs. After playing it by yourself a couple times I recommend reading a walkthrough to learn all its secrets. This will help give you an idea of what to look for in future parser-based IF games you might play.
I'm surprised this has gotten the good reviews that it has. I didn't enjoy this one at all. In fairness to the game I think that I'm still a little rusty on thinking (and using verbs) the way Infocom thought when designing these games. However, I managed to get through most of Zork and Deadline alright. In those games I think I figured out 80% of the puzzles without hints, but with Ballyhoo I think I only got 20% without hints. Even finishing it with a walkthrough as I did, I still don't understand some of what was going on or how I would have ever figured it out on my own. The ending in particular is crazy.
So having to use a walkthrough for 80% of the game is a big strike against it, but even beyond that I didn't care much for the story or characters. Most of the characters are unlikable and the story feels thin. I think I finished the last 30% of the game by strictly following a walkthrough because I just wanted it to be over.
Oh well, they can't all be winners.
ADDENDUM: I bumped up my rating on this one star after listening to the Eaten By A Grue podcast episode about the game. I wrote the above review right after finishing the game and while I still hold to it, I think my frustration at the ending in particular made me forget about all the humor earlier in the game. This game is legitimately funny at points, in ways that not many pieces of IF are, and so I think that is worth an extra star.
I had heard and read about this game a lot before I played it, so I was expecting the worst as far as unfair puzzles go. In the end I thought that with a few notable exceptions, the game wasn't that hard, though I say that having played Zork and accepted my fate that any Infocom game would likely take a dozen playthroughs before you got close to beating it.
I loved the NPCs and their interactions with you and the environment. I loved that you couldn't just guess the right person as the murderer, that you had to gather evidence as well or you couldn't reach the ultimate ending. This game is ground breaking in introducing mysteries as an IF genre, and for a maiden voyage I think I did a pretty good job. You will need a few hints, but I think you will enjoy it.
(Spoiler - click to show)
It probably goes without saying, but digging around the holes in the rose garden for evidence, and the timing of catching George with an open safe in the hidden closet are the two puzzles that it would have been extremely difficult to solve without hints. Additionally, I think the final collection of evidence you obtain to "win" the game is a little thin when judged by the standards of modern murder mysteries.