Trail Stash

by Andrew Schultz profile

Episode 1 of I Heart High Art
Comedy, surreal
2023

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There's no Spoonerism for "Spoonerism", December 7, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).

I've played a lot of Andrew Schultz games, and while there are definite themes and sub-series, he’s a wide-ranging author and about the only thing that applies across the board to his work is that he’s always doing something other than regular parser stuff, be it anthropomorphized chess puzzles, an inverted tic-tac-toe game where losing is winning (and vice versa), or the extended wordplay riffs of Bright Brave Knight Knave, which I already played in this Comp. To my knowledge, though, outside of a few short jam entries, he’s typically stuck to parser engines for his more robust games, so I was curious to see what he’d gotten up to with Twine.

Trail Stash is actually not that far off from Schultz's other entry in the '23 Comp, Bright Brave Knight Knave, in that it hinges on Spoonerisms, a kind of wordplay the initial sounds of two words swap – like, you’ll win twaddle if you make a twin waddle (I don’t even know what the term is, if there is one, for the more complex stuff in BBKK and its ilk). The game’s replete with them – every location is a Spoonerism, and so are all the items you pick up along the way, because yes, this is a parser-like choice game with a persistent inventory and a navigation system that enables you to revisit places you’ve already been. And in fact you’ll have to, because each location contains one, and only one, item, and requires you to use one, and only one, other item to solve it (and thereby obtain one of a dozen pieces of a treasure map).

There is a story here, but it’s pretty vestigial even compared to the sometimes-sketchier frames for Schultz’s other wordplay games; it basically reduces to “you’re a guy who likes treasure, go find the map.” Likewise, if there’s any theme that unites the various situations and problems you face, it felt pretty light to me. Nothing wrong with that since it lets the player concentrate on the gameplay, and that suited me just fine. I often find the wordplay games a bit tricky, but shifting to a choice-based engine makes proceedings much simpler, since you just need to click the item you want to use; no need to sound things out and decide whether you want to write a word with an f vs. a ph, for example. Of course, that risks making things too simple and turning the game into a lawnmowering exercise, but I thought the game mostly managed to hit the sweet spot in between; with 16 total locations, comprising a training-wheel set of four and the meat of the game in four additional sets of three, the set of possibilities is manageable while still making trial-and-error unrewarding unless you’re really feeling stuck.

I also thought the hit rate for the jokes was pretty good. Plaid base is a good gag, as is funk pail. And I had to stop and think for a second when I found the one-word item to figure out how that one could work. And Trail Stash trusts the player enough not to belabor its point – it usually avoids spelling out the Spoonerism so that you can get the pleasure of feeling the click in your brain. I liked this description that came after figuring out how to solve the “weedy nerds” area:

"The weedy nerds are quickly very interested in the wee freights, be they ships or trains. The process of moving and organizing said freights gets longer. They analyze the structure of the freights and build bigger ones. All this is a good workout—something the weedy nerds once avoided."

Sure, not all of the puzzles are so clean, and I was definitely reduced to mechanically clicking through my options a few times, or left scratching my head after somehow landing on the right answer. But for the most part, I felt like I got the logic of which object I should use when. I’m sure this is partially because of the shorter running time of Trail Stash, so despite its name, it’s able to stick to the cream of possible Spoonerisms rather than scraping the bottom of the barrel. Likewise, this fresh twist on the Schultz wordplay formula would probably feel restrictive if it went on too long. But as an experiment in taking a tried and tested parser approach into new, choice-based territory, I’d rate the game a solid success.

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