Sunburst Contamination

by Johan Berntsson and Fredrik Ramsberg profile

1988
Science Fiction
Inform 6

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Review

That equally the soun of it wol wende / And eke the stynk, unto the spokes ende, October 23, 2024
by Mike Russo (Los Angeles)
Related reviews: Review-a-Thon 2024

While at 43 I often find myself feeling like a bit of a graybeard, my contemporary experience with vintage-era IF is actually fairly limited – I played a few Infocom games that I was a bit too young for, and outside of a few low-rent BASIC adventures that was pretty much it until Photopia got me into the amateur scene. I’ve managed to go back and patch up several of my biggest lacunae, but I’ve never felt especially tempted to check out the Scott Adams two-word parser games; I understand their historical relevance in cramming an adventure game experience onto the earliest microcomputers, but by reputation and upon first inspection they seem to have bare prose, a primitive parser, and obtuse puzzles, which aren’t exactly a cocktail that gets me excited.

Thus, I groaned when I saw that Sunburst Contamination was a Scott Adams homage from 1988, then given an update into Inform in 2007. And indeed at first blush it mostly lived down to my preconceptions: there’s the simple moon-logic plot overcomplicated with dream logic, for one thing, in which you’ve taken your employer’s spaceship on an unauthorized joyride to visit your girlfriend and now need to get back to base, except there are hungry toads who’ve gotten loose, and you need to run around the ship finding inexplicably-hidden ration packets to prevent the toads from eating them while in transit. There are the frequent typos, the unimplemented scenery (one of the first locations is named “Fountain,” with a description that spotlights the eponymous water feature – guess what response X FOUNTAIN gives?), the inevitable inventory limit, a nonsensical title, and then there’s the stuff that’s really baroquely terrible, like the “insignificant button” that can only be interacted with by calling it INSIGNIFICANT, rather than BUTTON, or the switched-off flashlight I spent a solid ten minutes guess-the-verb-ing in an ultimately futile attempt to activate.

I managed to struggle through the first half hour or so, by sheer force of will solving the initial couple of puzzles that gated access to the ship and collecting one or two of the seven ration packs, but pretty quickly hit a wall. There’s no included walkthrough, so I scoured the IFDB page and saw that the BASIC source code was available. I was bent on finishing the game – let it never be said that you don’t get value for money in a Mike Russo review-a-thon – but I figured I’d glance at the other reviews while I girded my loins to start back-tracing GOTO statements to discover what I was missing. And lo and behold, what did I see but a SPAG review from 2008 crowing about what a funny parody of Scott Adams style games the authors had pulled off.

Reader, the light dawned, and my good mood was further strengthened by the realization that CASA had a full walkthrough available and I didn’t need to go source diving after all.

Having played the game to completion, I can say I now kinda get the joke and see how it could be enjoyable? The flashlight bit is legit pretty funny, I have to say, and it is notable that the game is mostly merciful (I hit an issue where fumbling around with the cargo-crane controls got me in an unwinnable position, but I think that was due to a bug rather than intentional design); likewise careful trial and error, paying close attention to the verbs the ABOUT text tells you are implemented, will get you through most of the puzzles, even though the game’s humor extends to messing with the verb list. I think this is an attempt to make a game that sends up the extreme difficulty of those Scott Adams games, while still providing enough modern conveniences to be player-friendly.

Except, well, this is a game from 1988, so player-friendly by those standards still winds up feeling pretty forbidding today; meanwhile, the tropes being parodied have sufficiently receded that I suspect it’d be hard for most modern players to tell the difference between a sincere and a satirical implementation. The overall effect is like one of those jokes in Chaucer you need the footnotes to understand; now that I get what Sunburst Contamination is up to I appreciate what it’s doing, but I’m too far away from the target audience for the gag to truly land.

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