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"Stiffy Makane: The Undiscovered Country. A game months in the making. A game designed to stretch the limits of Glulx Inform, and completely shatter the boundaries of good taste. A game described by sentence fragments. A game so powerfully vile that it should not be experienced by the elderly, those under 3' 6", or those with weak hearts. Stiffy Makane. X-trek. Very, *very* alternative sexualities. Play at your own risk." [--blurb from Competition Aught-One]
Nominee, Best Puzzles; Nominee, Best Individual NPC - 2001 XYZZY Awards
30th Place - 7th Annual Interactive Fiction Competition (2001)
| Average Rating: based on 19 ratings Number of Reviews Written by IFDB Members: 1 |
Stiffy Makane: The Undiscovered Country is a parody of AIF in general, especially the sort epitomised by the original SM, which had the MS3TK treatment. It also parodies the genre of XTrek (erotic Star Trek fan-fiction). The AIF plot structure and the Star Trek setting form the loose structure upon which to hang the jokes. And jokes there are aplenty!
This game made me laugh out loud several times and also exposed me to a surprising amount of cybertextual ergodic literary theory. I didn't expect to learn anything from this game, but I did. The funny parts for me were the sendups of people adjacent to the interactive fiction sphere at the time. The Trek/Star Wars jokes are very tired by now, 20 years on, though they probably weren't that great then either, though there was one standout moment with (Spoiler - click to show)the force ghost of a Space Moose and his timely advice.
There's a good bit of genre subversion going on, with the normal AIF skeevy dynamic of the protagonist-as-subject/NPC-as-winnable-object eventually inverted.
As well as being amused and intrigued, I was also disgusted at several junctures. It's an emotional kessel run. With music! And graphics! And very silly sound effects! Actually the multimedia elements really did add to my enjoyment here (except in one very specific instance— if you've played to the end, you know the one).
The puzzles were fair and made to be more amusing than difficult, with a particularly funny sequence where you almost have the right thing in a fetch-quest several times. I completed the game readily without any walkthrough or hints (I don't think either exist).
(Note: it deserves every one of its multiple screens of content warnings. Some parts of it really are gross.)
>INVENTORY - Paul O'Brian writes about interactive fiction
SMTUC opened my eyes to several things that I could have happily lived my entire life without seeing, and put several images in my head that will no doubt haunt me to my grave, but it was a good time for all that...
SMTUC takes a sly swipe at what's really offensive about most AIF: the fact that it takes one of our most intimate, personal human behaviors, and reduces it to an exercise in hoop-jumping, involving thoroughly dehumanized players. Honestly, I have no idea whether this was at all Adam's (oh sorry, "Bruce's") intention, but that's how it struck me. Is it some kind of revolution or great step forward? Nah, but it was fun to see (and hear, and read about) Stiffy hoisted, as the saying goes, by his own petard.
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