There's some flexibility with Speed-IF. People are given several things to put in a game and a soft time limit of three developing hours. TMV follows all the rules except the time limit, and that was the right one to break.
The reader quickly sees the game is based on A Christmas Carol, and the title gives away the plot's basic outline. Scrooge, is once again visited by three ghosts, and he needs to use what he sees to foil his evil twin's plan--people trust Scrooge TOO much now. There's all sorts of Dickensian intrigue with opium dens and dark alleys and such without directly copying Dickens, and while there's no shortage of good description--much of which makes some good puzzles clearer--the game never really textwalls the player.
And why should things be impossible? I don't think many people think A Christmas Carol suffers from being shorter or easier to read than Bleak House. The ghostly visits also provide natural breaks when that give a great idea of how far along you are, so the game is well-paced.
A bonus point: when I was part of the group that played this at Club Floyd, at several points we realized where the idea suggestions for the Penultimate Not Numbered Speed-IF would be dropped in, and it all fit in well. Not just for a few belly laughs, which is perfectly good in speed-IF, but even Doom III brought out part of the author's alternate Victorian London. This sort of thing would be terribly corny in a graphic adventure (I bet people could muck up the ghosts, too,) but with text, you don't have as many tools to overdo things.
This game stayed with me enough to write a review of it three months after playing it on ClubFloyd. While I haven't played nearly as many text adventures as I want to, I can't imagine too many stronger first efforts than this, and I can't imagine many stronger speed-IFs, either. TMV seems easy to enjoy whether or not you've read Dickens's original. So I don't know if anyone has any holiday text adventure traditions, but TMV could be a very nice one to start.