Reviews by Andy Devil

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The Thirty-Nine Steps, by Jack Lockerby

1 of 1 people found the following review helpful:
Nintendo Hard Spectrum game (RR #16), July 18, 2015

The Thirty-Nine Steps by Jack Lockerby is a mystery/detective-like game based on the same-titled book by John Buchan. I'm not familiar with the source material, but games based on works of literature, movies, etc. are generally something I would like to see a lot more often.

This is a ZX Spectrum game, which will likely limit your save options to only one save state (ramsave), unless you're an expert with the system, I guess. The slowness of the parser is a huge problem, more often than not letters are swallowed because the software cannot keep up with an average typing speed. After doing some research I assume this to be a problem of the hardware itself.

The Thirty-Nine Steps has some interesting features. The room description is displayed in a separated partition on top of the screen and updated in real time. Likewise, the passage of time moves the game time forward. Time window puzzles combined with the abovementioned typing speed limitation lead to frenzied backspace manias.

The Thirty-Nine Steps is an extremely hard game. There is little time for exploration (literally), objects are barely manipulable and usually hidden (sometimes even in plain sight). The inventory management is sluggish and confusing, the size of items seems to matter when putting them in a container, but illogical situations still arise (e.g. placing a table in your coat pocket). Puzzles pretty much require you to know exactly what the author intended you to do. Even when you have stumbled on the solution to a problem, you will be forced to start this game again and again to optimize your path - wasting time will make you miss the time windows and leave you in limbo. In one situation you are required to carry no items in your inventory (except if they are in your container) - you better anticipated this and dropped all items you deemed unnecessary for your progress ON THE DAY BEFORE!

I managed to complete a fifth of the game, based on the score, but got stuck in an illogical situation where a cab driver rats you out to the police even though you have never met him before (or committed a crime, for that matter).

This game is not necessarily bad, but its crazy difficulty ensures that you will not get far without a walkthrough (to my knowledge, none exists) if you're not a text adventure god with a lot of time on your hands.

No rating

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CERCLA, by J. P. Robinson

2 of 4 people found the following review helpful:
I swear people make these horrible games on purpose! (RR #13), September 25, 2013

CERCLA by Jeffrey P. Robinson is yet another example for a game that never should have been made.

Your valiant search for... documents or something (the introduction is REALLY boring) leads you through a maximum of 169 (!) rooms which are "luckily" mostly empty. What begins in an office environment soon turns into something suffering from "unnecessary-inclusion-of-fantasy syndrome". As soon as I encountered the first dwarf the game was pretty much over for me.

But of course the problems of this game start right away on the first screen. Rather than letting the player carry items in his inventory you have to use a container, which serves no purpose whatsoever other than making things more tedious for the player.

You can barely examine or do anything in this game. "I don't understand x as a verb. You can't see y here. I don't. You can't. Mehmy mehmy meh." It's so much fun playing a colossally huge game with barely anything to look at or do! I swear people just make bad gameplay on purpose!

The writing in this game is not quite as piss-poor as some other atrocities I've encountered, but there are some very weird things happening.

The men's and women's bathroom descriptions, for example, produce the exact same text (including some very specific things that make this completely illogical) other than replacing the words "men" and "women", respectively. On two different floors!!!

Poems (not the author's!) are included randomly. Items are usually "glued down" or can't be taken for other ridiculous reasons. There are weird political undertones. There is no differentiation between entering a room for the first and sequential times, so things happen again and again when you press look or leave and re-enter a room. Even a creature you can kill is resurrected this way! The seriousness of the memos and documents you find and read (all of them boring and uninteresting) is painfully juxtaposed with the silliness of encountering fantasy creatures. In one location you encounter, of all things, the Teenage Mutant Ninja Turtles. I mean, what did you expect, the Addams Family?!

Documents specifically adressing the player just lie around in the game world. In one instance you find the directions you can go to not in the room description, but in a note you find on the ground!!!

This game is a total mess and probably the result of the usage of some weird drugs. In fact, only that would explain the existence of this abomination perfectly.

1/10

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Signos, by Mauricio Diaz Garcia a.k.a. "M4u"

2 of 2 people found the following review helpful:
Signos: The Hands of Enlightenment (RR #19), May 1, 2013

Signos by Mauricio Diaz Garcia is a middle-length, allegorical quest for enlightenment.

On his way to inner peace (and stuff), the traveller is beset by unexpectedly required interactions, perilous spelling errors and vengeful lack of synonyms. You know you have a good game on your hands when the in-game walkthrough doesnīt match up with what you actually have to input to complete the game! On the plus side, the hyperlink-driven interface keeps you focussed on gameplay-relevant items and persons (but donīt expect anything else mentioned in room descriptions to actually be implemented in any way).

The story of Signos takes place in a dreamscape (even though the game keeps reminding you that you are actually "already awake"), requiring interaction with objects that are mostly symbolic and several npcs, themselves representing mainstream religions, annoying the player with quasi-philosophical ramblings amounting to little more than nonsense. Perhaps the author intended to use broken room descriptions, mysteriously undefined items and the lack of any beta testing to allude to a deeper, enlightening purpose, but as the game is, even though enhanced by the praisable inclusion of pictures and sound effects, it fails to draw the player into the game world since one is constantly confronted with its blatant mistakes.

Despite Signos being, for the most part, an unsalvageable failure, I for one still endorse the intention of the author. The basic idea of creating a symbolic, surreal, metaphysical journey perfectly lends itself to the medium of interactive fiction. While Signos certainly isnīt the "Holy Mountain" or "El Topo" of text adventures, one probably can still play it to experience for himself how NOT to write a game of its genre.

3/10

PS: as usual, if there are any grammar or spelling mistakes in my review, please inform me of it. Iīm not a native speaker and thus always happy to learn more about the language I use for my own writings as well. ^_^

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ROWR!, by Gunther Schmidl

1 of 1 people found the following review helpful:
The word "DNAnalyzer" is surprisingly hard to type (RR #18), April 1, 2013

Pointless linear-pathed time travel/dinosaur-based, fourth-wall-breaking game that was written and can be played through in 5 minutes, respectively. No attempts were taken to implement anything even remotely out of the ordinary and hence there is very little to say about this dispensable story.

One particular quirk that might mildly hamper your playthrough: (Spoiler - click to show)PULLING a button. Yeah, that makes sense. Itīs probably stuck or something.

2/10

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Annoyed Undead, by Roger Ostrander

1 of 1 people found the following review helpful:
Better than Twilight, but still... (RR #17), December 9, 2012

Annoyed Undead is a nondescript and very short game in which you guide a vampire's escape from hostile territory.

This game deliberately avoids the inventory mechanic (even providing a reasonable justification for doing so), and unsurprisingly the few puzzles are thus easily solved. There are a few minor typos here and there. Even for a speed-IF title (or at least its equivalent) there's not much to look at or do in this game.

Unfortunately this game is far too bland and short to give it anything more than a

2/10

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Episode in the Life of an Artist, by Peter Eastman

4 of 4 people found the following review helpful:
Interesting but flawed (RR #15), November 24, 2012

Episode in the Life of an Artist details the daily routine of the everyman/simpleton protagonist, from getting up and dressing, to preparing breakfast and taking the bus to work.

This game does a good job defining the personality of the protagonist by showing his view of the things he encounters. The mundaneness of his (apparently lonely) working-class existence is juxtaposed with his favourable self-view. The protagonist even considers himself an artist of mechanical genius, when ironically his job is so simple a machine is developed to replace him.

The counterpoint to some very interesting writing is the defectiveness of the programming. While still very playable, there are instances you will curse the author's tendency to require very specific inputs. (The final turn of the game is especially bad with this.) At least one one-time-only event is repeated every time you perform a certain action. The final (of fortunately few) puzzles is pure guesswork. You cannot read the victory message of the game because it is unfortunately automatically skipped. The scoring system was left in the game but is never used.

While, like mentioned above, the writing is interesting and done well, there are some weird instances that jar with the rest of the story. Putting fantasy elements in otherwise realistic settings is something I have a strong dislike of and in this game does not benefit this story in any way. In fact, the author's decision to let this story take place in a Zork-based universe is baffling and serves no obvious purpose.

Episode in the Life of an Artist is an interesting piece of work that is unfortunately hampered by abovementioned flaws but certainly worth being tried out.

4/10

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The Onion of Destiny, by Jason Dyer

0 of 2 people found the following review helpful:
Very short and plain speed-IF (RR #14), November 24, 2012

The Onion of Destiny is a four-turn-minimum game set on the top of the Eiffel Tower. The sole puzzle is quickly figured out and the game over in a matter of minutes. You can also (Spoiler - click to show)just wait for a number of turns to get the alternative ending.

There is really nothing noteworthy or special about this game, there is no humour or twist that would make it stand out even a little.

The only thing of interest I've noticed was a sentence missing a word ("The fistfight is far too complicated to possible"), but that's it. :-)

2/10

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The Streets of London, by Allen Webb and Grant Privett

3 of 3 people found the following review helpful:
Sorry I don't follow your banter? Sorry I can't beat the authors up (RR #12), November 22, 2012

The Streets of London, originally released on the Commodore 64, seems to be a great grand uncle of the 2002 disasterpiece Underground Compound, because it is equally unplayable and disgustingly bad.

In this "game" your protagonist, named Marvin K Molestrangler, is on a quest to find the Holy Grail of all things. The Streets of London's Wikipedia article (!) claims that the game's humour was based on Monty Python, which is more than an insult to the legendary comedy troupe. I could spot only one or two references during the time I wasted on this garbage, the main one of course being the Holy Grail.

Nothing in this game makes the slightest sense. The map is confusing, rooms completely undetailed. The player is moved around randomly. You are given no indication of what to do. The parser... don't even ask. Interactive fiction sure has come a long way, but this parser is atrocious even for 1982. Your enemies in this game (there is a real-time fighting minigame that is impenetrable and probably completely broken) consist of "nasty old ladies" and "antepodians" (misspelt). The game's complete lack of any coherence and reason was maybe be intended to be amusing, but in reality it only manages to annoy and induce anger.

The Streets of London is a remnant of the dark age of interactive fiction, and even in this category failed to produce any legacy other than being one of the frustratingly worst disgraces to videogaming ever produced. Truly, it baffles my mind what the authors ever intended to accomplish with this... but then again you would have to share their insanity to be able to enjoy The Streets of London...

1/10

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You've Got a Stew Going!, by Ryan Veeder

7 of 7 people found the following review helpful:
You don't have to be a hero (RR #11), November 19, 2012

Some games put you in the role of a shining knight, rescuing princesses and kingdoms, defeating evil forces and powerful monsters. And in some games you're just a dirty, smelling rat. The latter is the case in You've got a Stew going by Ryan Veeder.

On your quest for ingredients to put in the namesake stew, you explore a small set of tunnels and openings to the surface. There are a few NPCs that can be interacted with, but conversation isn't too important or interesting. (Spoiler - click to show)I was trying my best to woo Fran, the female rat, but to no avail. There are some funny custom responses, but also some meta-references I could have done without. Puzzles are solvable though I would have wished for a less mono-dimensional way of solving some of them. (Spoiler - click to show)(e.g. the one with the girl.) Even after trying quite a few things I couldn't get the optional sixth point.

I like happy little games like this one, motivating the player by being humourous and giving him a concrete goal and solveable, logical puzzles.
In the case of You've got a Stew going, the game is very playable though on the short side and amongst aforementioned details lacking some more items to use, so I give it a pretty good

5/10

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Last Resort, by Jim Aikin

2 of 2 people found the following review helpful:
Imbalanced relation of size and difficulty (RR #10), November 18, 2012

Last Resort by Jim Aikin is a large, ambitious mystery/fantasy game.

The player controls a teenage girl (unfortunately we don't learn much about her other than she's rather superficial and shallow) who, as we soon learn, is heading towards a rather grim destiny in the course of the day. To escape your predicament you have to perfectly solve a large number of puzzles which I would easily label INSANELY DIFFICULT. Herein lies the main problem of this game.

The player's puzzle-solving ambitions are hampered both by invisible timers and dead ends, which is an absolute no-go in a game of Last Resort's magnitude! The inclusion of puzzles which can only be solved in a short window of time completely contradicts with the game's non-linear approach to gameplay. Twice I progressed through a larger part of the game, only to be stumped with finding me in an unwinnable situation. (I gave up afterwards, as would most people.)

It is really a shame this game is held back by this ball and chain, because the writing and general approach are quite good. The game's events are somewhat unrealistic, but to a degree that can easily be forgiven. (Spoiler - click to show)An example: Would you really let the girl you are going to sacrifice later in the day wander around freely? On the other hand a more interesting main character would likely put the player over the edge of trying to complete the frustrating puzzles. (In such situations, the game Portal always comes to my mind.)

To summarize, brave players might find quite some fun in this monstrous game. It's a trip best aided by the complex hint system. (I asked the permission of the author to post the password - the usage of one should never be necessary in the first place! - here.) (Spoiler - click to show)Password: Gertrude Stein

4/10

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