Have you played this game?

You can rate this game, record that you've played it, or put it on your wish list after you log in.

When the Millennium Made Marvelous Moves

by Michael Baltes

(based on 10 ratings)
Estimated play time: 1 hour and 10 minutes (based on 1 vote)
Members voted for the following times for this game:
3 reviews7 members have played this game.

About the Story

Finley is living in a small flat with Johanna, awaiting the wonders of the fabulous Millennium's Eve. Their expectations are all but high, so they're planning at least to go for a drink after work, apart from all the big celebration parties. But life has other plans for them. They both have something to learn this evening and somehow Fortune was willing to give them more than one chance to find their luck.

Awards

Ratings and Reviews

5 star:
(0)
4 star:
(2)
3 star:
(7)
2 star:
(1)
1 star:
(0)
Average Rating: based on 10 ratings
Number of Reviews Written by IFDB Members: 3
2 of 2 people found the following review helpful:
Try to rescue someone on the eve of a new millenium, September 25, 2024*
Related reviews: about 1 hour

This game was quite different from most IF games I've played.

It's a slice of life game about a man and his girlfriend/wife who live in a cheap flat. He works nights, she works days, and today, on the eve of a new millenium, he is sick.

I was surprised when at the end of the day, (Spoiler - click to show)I found my wife dead at work. I was even more surprised when (Spoiler - click to show)there was a bright flash and I woke up at what I thought was the next day, only to see my wife still alive. That's when I realized this game was (Spoiler - click to show)a time loop. (all these spoilers are for things that happen in the first day only).

Gameplay consists primarily of interacting with others through menu-based conversation, collecting items (all of which (Spoiler - click to show)persist through the time loop) and trying to think of ways to help your wife.

There are a couple of small bugs and typos, which I've notified the author about and which should be easy to fix, although I had an issue where after I restarted the game I couldn't load any saves, which might have been an HTML TADS issue. Fortunately, the game is the kind where if you know what you're doing you can get from the beginning to end in very few moves.

I loved some of the characters in this, like Vincent, and enjoyed the multiple endings. A few times I really couldn't figure out what to do; I used hints once, I think. But overall this game was a good time and really a clever idea that was executed well.

* This review was last edited on October 16, 2024
You can log in to rate this review, mute this user, or add a comment.

1 of 1 people found the following review helpful:
Tightly written time loop parser game that deserved more polishing, November 29, 2024
by Vivienne Dunstan (Dundee, Scotland)

Note: This review was written during IFComp 2024, and originally posted in the authors' section of the intfiction forum on 22 Sep 2024.

This is a tightly written parser game, where you have to use a time loop to change things and get to a good ending.

There’s a lot to like. The relationship your main character has with their partner is well depicted. And the core puzzle is a good one. Locations are lightly but well implemented.

However I think it could have done with a bit more polishing. Maybe more time for playtesting and development could have elevated it even greater.

I had several instances where synonyms were not recognised and it was rather fight the parser on occasion.

I also found the story movements odd at times. A bit more smoothing here might help.

I think there are multiple endings? I got one but am not sure if I could have got many others, or if my conversation choices earlier had committed me. Unfortunately though there is a partial hints system (thanks!) it isn’t fully comprehensive, and doesn’t e.g. list alternate endings. Why not expand that hints section more? And the walkthrough just indicates one ending, the one I got.

So an awful lot to like, a really strong puzzler game with a neat core idea. But more polishing and playtesting could have made it brilliant.

You can log in to rate this review, mute this user, or add a comment.

Y2K day, November 29, 2024
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2024

I couldn’t tell you where I was when Y2K clicked over. For New Year’s Eve 1998, I’m pretty sure I was at a high-school friend’s house in New Jersey, a bunch of us hanging out and catching up now that we’d been at college for a few months. Two years after that is I think when my college gaming group’s tradition of getting together to game on New Year’s Eve kicked off, so we were playing Changeling: the Dreaming in Pasadena. The big, endlessly-hyped party-like-it’s-1999 New Years, though? By process of elimination I guess I must have just been at home with my mom and sister, and if I try hard I can perhaps summon up a ghost of a memory of feeling relief that the many Y2K Bug worst-case scenarios hadn’t come to pass (I’d read a couple articles about how our nuclear reactors mostly still ran COBOL).

Fin and Jo, a pair of down-on-their-luck twentysomethings trying to hold onto their dreams, and each other, under the weight of dead-end jobs and familial disapproval, are likewise looking forward to the end of the millennium – they’ve got plans to meet up outside the supermarket where Jo works and celebrate together. But unlike my anticlimactic experience, they’re in for a life-changing evening after which things will never be the same again, at least if they can both make it to midnight.

That description, I fear, might not communicate much about what the game is like. When the Millennium Made Marvelous Moves is an odd duck, which is no bad thing, but it is hard to sum up. I squinted in confusion when I saw that the blurb on the Comp page listed its genres as slice of life, crime, and time travel, as those aren’t typically tastes that go together, but actually they mesh in a simple way: the grounded setting of your council flat and its environs, along with the quotidian struggles of the main characters, take care of the first element, and the crime that interrupts their New Year’s plans is a plausible enough addition. As for the time travel, well, this is that parser-game standby, the loop game, where failure to ring in the year 2000 as you’d intended somehow leads to the clock rewinding and the day starting over.

While this supernatural contrivance isn’t explained, or at least if it is I missed it, it does make for a relatively straightforward plot: each run through the loop allows you to get a new item or two that in turn can potentially alter how the next loop starts, until after two or three properly-executed redos you wind up with one or more of the items needed to solve the climactic puzzle and keep some robbers from ruining your evening (there are several different ways to accomplish this, leading to distinct endings). The map is small, and there aren’t that many possible things to try, so while the clueing can sometimes feel a little light, it doesn’t take too much effort to hit on at least one of the options. Meanwhile, at the start of each run-through you get a short except of a conversation between Fin and Jo, often talking about their hopes for the future or fears about the present, which present you (as Fin) with several different dialogue options – the prevailing emotional tenor of your choices apparently winds up affecting the mood, if not the actual events, of whichever of the main endings you get.

Thematically, though, there’s a lot going on, and I’m not sure it all worked seamlessly for me. The relationship feels like it’s meant to be the central element of the piece, but the emotional drama of those sections have to sit alongside the standard medium-dry-goods puzzle-based gameplay, and the often-slapstick time-loop conceit (sometimes the reset happens after violence has been visited on you and/or Jo, which led me to experience some desensitization). While I found the leads appealing and was pulling for them to get to a better situation, the out-of-context dialogues felt like they weren’t well integrated into the meat of the game – when you meet Jo while wandering around, she, like most of the NPCs, doesn’t respond to too many dialogue options, and is understandably focused on getting away from the crime scene – and somehow often struck me as abstract, despite there being some solid details included about the lovers’ lifestyle and class. Or maybe fuzziness is a better word? Like, here’s one of the first ones:

“I’m so excited! what do you think the new year’ll bring us?” She quirked an eyebrow. Of course, I knew what she was pondering on right now. In her voice was the well-known trace of uncertainty.

1 – You asked me about a million times, but still I don’t know.
2 – There are a lot of conspiracy theories out, but most tales are based on facts, Jo.
3 – One thing I know for sure is, Jo, that I truly love you with all my heart.
4 – I know what you mean, Jo, but I don’t believe we’ll have any serious problem tomorrow.

There’s a lot that’s underexplained here, which can sometimes be an effective strategy, but here it stood in the way of my investment. The vagueness I felt about the tenor of the dialogues made the relationship mechanics hard for me to parse: per the game’s help menu, there are four different moods you can pick in each dialogue menu, always consistently mapped to the same numbers, meaning that dialogue option number 1 is meant to be consoling, number 2 is inflaming, 3 is objecting, and 4 is insisting. The differences between these categories are muddy, I think, and I had a hard time figuring out how my choices were going to be interpreted by the game.

This weakness in the prose isn’t restricted to just these sequences. While it’s perfectly adequate for the puzzle-based sections of the game – albeit a bit too ready to drop immersion-breaking Easter Eggs, like having the criminals quote Pulp Fiction – there are occasional tense or other grammar errors, and it sometimes struggles to convey the emotional heft of the relationship, landing firmly on the tell vs. show side of the dichotomy:

Most of the time I called her Jo. We’d fallen in love with each other since the graduating class. We both left school at sixteen, then we decided to live together, mostly because Jo had increasing troubles with her father. Jo’s father didn’t like me, and he had other plans for her future, including whom she would have to love and whom not. Though we each earned quite good certification at school, we didn’t manage to get good apprenticeship positions… No matter, I truly love her with all my heart and I was sure she’s the woman of my life.

So this quirky game didn’t quite win my heart, despite having a unique premise and fairly solid implementation (the scenery is a little thin in a few places and as mentioned the number of dialogue topics could be expanded, but the only real bug I ran into was (Spoiler - click to show)the game letting me light a firecracker without having a lighter on me). The challenge inherent in that premise, though, and the originality with which the game pursues it, certainly is memorable, though – far more so than my Y2K, at least.

You can log in to rate this review, mute this user, or add a comment.

Tags

- View the most common tags (What's a tag?)

(Log in to add your own tags)
Edit Tags
Search all tags on IFDB | View all tags on IFDB

Tags you added are shown below with checkmarks. To remove one of your tags, simply un-check it.

Enter new tags here (use commas to separate tags):

Delete Tags

Game Details

When the Millennium Made Marvelous Moves on IFDB

Polls

The following polls include votes for When the Millennium Made Marvelous Moves:

Outstanding TADS Game of 2024 by MathBrush
This poll is part of the 2024 IFDB Awards. The rules for the competition can be found here, and a list of all categories can be found here. This award is for the best TADS game of 2024. Voting is open to all IFDB members. Eligible games...

Games centered around a "groundhog day" loop by Merk
Two that come to mind, which I haven't played in years and may be remembering wrong, are Moebius and All Things Devours. Games with fail states, by their nature, fit the bill from a mechanical level, but I'm curious about games where...

RSS Feeds

New member reviews
Updates to external links
All updates to this page


This is version 5 of this page, edited by JTN on 17 October 2024 at 5:56am. - View Update History - Edit This Page - Add a News Item - Delete This Page