Judging from the title, you’d be forgiven for thinking this game would be a forgettable throwback, puzzler where you wander around an ersatz fantasy environment, solving simple puzzles and looking for valuables to hoover up for no reason other than that they’re there, all the while enjoying/enduring various wacky scenarios and overenthusiastic jokes. And Steal 10 Treasures isn’t not that, certainly; yup, there’s a castle; no, there’s rationale for you to be raiding it; yes, the first puzzle involves refusing a poisoned ice cream; no, it doesn’t get any less silly from there. Still, it’s anything but generic, and merits inclusion in the freestyle category by dint of its interface: you type commands just like a regular parser game, sure, but it only recognizes actions that are a single letter long.
To give an example of how this works, instead of writing out a full command, you just type, say, A which if you happen to be in the dungeon would get interpreted contextually to ATTACK CLAM (I told you about the wacky scenarios). Or S might get you SMELL CLAM PLEASE; meanwhile, since there’s nothing to move around down there, pushing P just pops up PUSH ANYTHING, which unsurprisingly accomplish much when you hit enter. Navigation, meanwhile, is handled via the arrow keys.
This is a limited parser game, in other words – something I’ve had on my mind of late 5 – but a peculiar sort of one. Outside of navigation and out-of-game commands, there are about a dozen actions on offer, running the usual parser-puzzler gamut (including LICK, as I understand is becoming the style), and while the help screen doesn’t tell you all of them, since it only takes a minute to try out all the keys on the keyboard to learn the “secret” commands, the player generally knows exactly what their options are.
That’s the theory, at least – in practice, I often found myself at a bit of a loss for what to type. There are too many possible actions to be easily held in the head at once, and because many of the commands start with the same letter, the keyboard mapping sometimes felt about as intuitive as that of an early Ultima game (Ztats, anyone?) If P is push, then Y must be pull – so that means B is yell? C for climb is intuitive enough, as is T for turn, but then you’ve got V for converse. And sometimes the game seems willfully perverse: G isn’t mapped to anything, but rather than using that, you need to type a period to get an item. The result of all of this is that when I entered a new room and was confronted with a new situation, my first instinct was to just start hammering out QWERTY and continuing from there until I found an option that looked good.
I ran into the lawnmowering problem, in other words, where the player turns off their brain and tries to make progress by mechanically trying every choice until they hit on one that works. As I discuss in my Rosebush article, there are various strategies limited-parser games can use to make this approach less appealing – it’s a little gauche to keep flogging it, but I feel like you, specifically, would really enjoy it – like timing puzzles, actions that are contingent on the presence or absence of different NPCs, or concealed second-order actions, but Steal 10 Treasures doesn’t employ any of them.
This is a real kick against it, but I’m compelled to note that in practice, even as one part of me was cataloguing the ways the design didn’t quite work, another part was just enjoying the ride. Sure, silly treasure-hunts are played out at this late date, but the reason they’ve stuck around so long is that they can be a lot of fun. And the game’s gags and puzzles are solid enough to carry it pretty far – it’s just big enough to avoid being trivial without being so sprawling that it gets annoying, does a good job of clueing its puzzles and alternating big, multi-step ones with short, easy ones (I especially liked the decidedly non-standard way you deal with the dragon), and the jokes adeptly ride the line between wacky-silly and wacky-ridiculous.
As a result, the single-letter gimmick didn’t wind up being as much of a downside as I thought it’d be; it might have even wound up being a plus, making it easier for me to kick back and enjoy the ride. Not every game needs to be Hadean Lands: if all you’re after is beer and pretzels, isn’t it nicer to just lift a finger to signal for another round, rather than having to spell out your order every time?