For lack of a better term, let us borrow one from renaissance studies: Ballyhoo is what I would call a "problem" game. At times it is darkly funny. Elsewhere, it is just dark. Glum, even. The protagonist doesn't want to help people, it seems, they want to be recognized for helping people. Some of its jokes don't land; not gracefully, anyway. The mid-late 1980s was a different, edgier time, and Ballyhoo is a product of it. The puzzles sometimes feel unmotivated or nonsensical. Often the idea seems simply for the player to mess around with everything until something good happens.
I'm not alone in saying and thinking such things. Reception of Ballyhoo has remained stably ambivalent these many years since its release in 1985. It's a lukewarm outlier in an incredibly hot streak, even by Infocom standards. Consider this chronological order of parser game releases:
- Wishbringer
- A Mind Forever Voyaging
- Spellbreaker
- Ballyhoo
- Trinity
One of these games is clearly not like the others, but does that make it bad? From a textual point of view, I would say that Ballyhoo is quite good, actually. Jeffrey O'Neill is a gifted prose stylist: wry, playful, unagressively self-referential. He understands the conventions of the form and engages with them in novel and interesting ways. This is a text that has literary ambitions, yet never taps your shoulder to see if you noticed them. A Mind Forever Voyaging and, to a greater extent Trinity, really can't help themselves in this regard, with their quotations and press releases. As clumsy as Ballyhoo can be, it often seems efortlessly (or at least casually) literary in a way that I appreciate. This is a text, firmly rooted in pulpy crime fiction, that never seems to need to announce itself.
The story, such as it is, involves a kidnapped girl, a greedy businessman, and angry clowns.
Despite some messiness, there are some fine technical and craft moments to be found. There is, perhaps, the most interesting framing for a time travel puzzle that I have ever seen. There is a wickedly funny puzzle-joke about public radio.
Importantly, Ballyhoo runs on a subjective clock. Time only advances in-game when certain actions or story beats have completed. Previous Infocom mystery games ran on an objective clock. With an objective clock, time advanced with each user action, and the world responded in kind. At this late date, the objective clock is largely absent from interactive fiction. The subjective clock, on the other hand, is a staple not only in IF but in many game genres. Whatever one makes of O'Neill as an author, this contribution has become so common that few ever recall that, like everything else, someone had to do it first.
Will you like playing Ballyhoo? Circus settings, especially ones with this level of prose quality, are incredibly rare in the commercial era. In that sense, it offers a lot in terms of novelty and variety. The writing, as I've already said, is very good, and stylistically unique among all other Infocom games. The puzzles are mixed, though some strong, innovative ones are to be found. Finally, the feelies are excellent, with more great writing by O'Neill and evocative illustrations that summon an ambiance of faded nostalgia.
Ballyhoo is not going to be the game that changes your mind about Infocom, but it is a must play for fans and parser history buffs. The Invisiclues are available, and, as always, I encourage their use should the puzzles lose their glamour.
A final note: Ballyhoo was also history-making in that it was the first Infocom game in which a protagonist could be a woman explicitly rather than implicitly. That is, players have often tried to see themselves in Infocom protagonists, but it was usually unclear what Infocom's intentions were with regard to protagonist identities. Sometimes, it was hard to tell whether a character was inclusive or merely vague. Ballyhoo gives the player a clear, unambiguous choice with regard to gender.
Sadly, O'Neill didn't do anything very interesting with the choice, but the moment remains one for the history books.
In any case, there are enough historically notable features to make Ballyhoo worth one's time, and, thanks to O'Neill's prose, there is a great deal more than that.