IFComp 2010: The Bible Retold: Following a Star

There are two separate games in this Comp, by two different authors, bearing the supertitle “The Bible Retold”. Apparently there was another in 2006, but I was taking a break from the Comp that year, and so I come to this one without expectations, apart from any prejudices I bear towards religious-themed games in general. Spoilers follow the break.
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IFComp 2010: One Eye Open

Spoilers follow the break.
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IFComp 2010: Gris et Jaune

Spoilers follow the break.
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IFComp 2010: Pen and Paint

Owen Parish, author of last year’s out-of-Comp game Cacophony, brings us more surrealism. Spoilers follow the break.
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Icebreaker: Missing

Icebreaker is not a game about precision aiming. No quick mousework is required, and nothing dodges your blasts. It’s controlled by an eight-direction digital D-pad or its equivalent, and the things you’re shooting at are mostly either slow and predictable, or completely stationary and arranged in neat lines. And yet, I find I miss fairly frequently. Why?

For one thing, collision detection seems to be somewhat buggy. Or maybe not; I’m having difficulty making up my mind about this. It’s definitely true that when a seeker pyramid is approaching me from due north, and I shoot due north, my shot will occasionally go right through it, possibly destroying a red pyramid directly behind it. But understand that seekers don’t simply glide rigidly from place to place. Rather, they trundle and sway, wobbling like they’re made of rubber. Sometimes they look like they’re actually leaping. I can almost convince myself that they’re leaping over my shots, or, more likely, swaying out of their way — the oblique isometric view means that the grid-lines are diagonal, so what looks like moving straight down could be a series of diagonal tacks. Or it could just be a glitch. The framerate and the speed of the shots are such that the shots actually do skip stretches of pixels between frames, visually if not internally.

But there’s another factor, and one which has got to be deliberate. I said that the grid lines are diagonal. And I said that you could fire in eight directions, including diagonally. But diagonal shots don’t follow the grid lines. They’re at a slightly different angle — off enough that you can stand still and blast at a row of three red pyramids, and destroy the first two but not the third. I’m not entirely sure if the same applies to diagonal movement, because movement typically involves frequent small stops and adjustments to deal with attackers, but it probably does. This difference sometimes allows the player to pull off shots that would otherwise be impossible — for example, shooting a red pyramid on the other side of a green one that would otherwise block the shot. But mostly it’s just something that you have to get used to.

The Humans: Finally Done

The basic injustice of this blog is that the amount of attention a game receives is proportional to the time it takes me to finish it, not how significant or interesting it is. In fact, the less interesting a game is, the more likely I am to play it in short sessions, dragging it out. Thus, a sprawling mediocrity like The Humans gets two full weeks of posts, while its fellow puzzle-platformer Braid gets only one. But I have vague plans to return to Braid someday, to give it amore thorough analysis, whereas I’m pretty sure that this is my last post about The Humans.

Towards the end, the Witch Doctor pretty much disappears, presumably because it makes things too easy if you can have a rope at the very beginning. The rope is definitely the one tool that has the biggest impact on where you can go in this game. Most challenges can be reduced to alternately stacking Humans, and using the rope to haul everyone up to the platform that the stack let you reach (or, conversely, using the rope to let everyone down to a lower platform, then forming a stack to get the rope bearer down.) The only thing wrong with this approach is that it’s so time-consuming, and many of the later levels attempt to create difficulty by making their time limits low.

In fact, I found the hardest level in the game to be level 159, the second-to-last one, simply because it had such a tight time limit. The last level has a limit of 9:59, the maximum the game is capable of displaying, and seems to be included more or less to close things off with a nice pleasant experience, a reward to the player for coming that far. 159’s limit, even on Easy difficulty, strains things enough that I honestly wonder if it’s a mistake. There’s an obvious route to victory, and I suppose it might be possible to execute it in time given lots of practice and clever optimizations, but this would make it take time and effort way out of proportion to the rest of the game. Instead, I hit on the gimmick of leaping halfway into a bush from a platform slightly higher than it; once there, I could walk the rest of the way through it, which spared me the time I would have needed to fetch a torch. There was an earlier level that involved jumping over a bush in a similar way, but there, I cleared it completely. The messiness of winding up embedded in an obstacle makes it seem like a glitch, but who knows? It could just be the game’s last mean trick.

And yes, the needs-more-QA moments continued to the end. There was a level that exhorted me to “find the idol”, but which instead used the queen as a reward. There was a level that ended with the pet-dinosaur cutscene, despite not having any pet dinosaur in it — this was the only cutscene I had seen in the Jurassic levels, so it seems like the mistake is that it’s there at all, rather than that it’s the wrong one. Also, there’s one major glitch I failed to mention in my post on glitches: on Swamp-themed levels, where the floors are uneven, one sometimes falls through them when jumping. I wonder if the Amiga version had these problems too, or if it’s all a matter of hasty porting.

Speaking of cutscenes, there is in fact an outro scene, despite my doubts. Predictably, it riffs on 2001. And, having seen it, I’m well and truly finished with this game. It’ll be a while before I get it out of my head, though; I’ve played enough of it this week that it’s started haunting my dreams. I’ll have to try to choose as my next game something capable of muscling it out of my head.

The Humans: Glitches

humans-impossibleI’ve just been through level 117 — that is, level 37 of the expansion. Thanks to that Wikipedia article, I had advance warning that this level was bugged and impossible to complete. I didn’t really trust the article, though, and had to give it a try for myself. It is in fact possible to reach the red floor tile on this level — in fact, it’s possible to reach it much more efficiently than the designer probably intended. There’s an obvious route that goes clockwise around the entire level, picking up an extra human and killing a dinosaur along the way, but once you have the rope, you can take a shortcut straight from the start point to the exit. I’ve been encountering a lot of that lately. It doesn’t do much good here, though, because the exit doesn’t work. Even when you have multiple humans standing right on it, the level doesn’t end. So I’ll take what I’ve done as good enough and skip ahead to 118 with the level password.

The reason I didn’t trust Wikipedia on this matter is that I had independently seen someone on a web forum (which I can’t find now) complaining that level 39 of the original levels was impossible, which it wasn’t. It was probably trickier than intended, though. The accusation was that you couldn’t make a particular jump on the loathsome wheel, and indeed I was unable to do so — but with a little luck, I managed to work around it. This is not the only place where wheel jumps seem to be more difficult than intended. I suspect the increased framerate is to blame, but it could just be a glitch.

It wouldn’t be the only one. I’ve repeatedly had trouble riding pterodactyls: a lot of them seem to be flying just a little too low to allow you to step off onto the platform they’re obviously taking you toward. In some cases this may be deliberate: the platform at the end of the pterodactyl’s route is a red herring and you’re really meant to step off and drop onto a different platform in the middle of the route. In other cases that’s definitely not the answer. I’ve found that it’s actually possible to make stacks on the top of a pterodactyl’s back, allowing the guy on top to step off onto a higher platform — it’s a weird thing to do, but when you come down to it, a pterodactyl is just a kind of moving platform in this game. And I’ve seen one level where it seemed to be actually necessary to do this. But the consequences are blatantly bugged: whenever I try to unstack humans on a pterodactyl’s back, they vanish and go somewhere they’re not supposed to be — offscreen somewhere, or in the middle of a wall or something. Often they immediately die, which isn’t so bad: as long as I still have humans in my pool, I’ll just get a new one standing on the last stable ground that the dead guy touched.

The pterodactyl-unstacking bug seems like a serious problem. I don’t see any other mention of it on the web — not that this is an easy title to google for — so it could be specific to fast systems, or to DOSBox. But I can believe that it’s mere carelessness on the part of the developers. If I understand corerctly, the game was developed primarily for the Amiga, so the DOS port may not have received the same attention. But then, the way that so many of the puzzles can be short-circuited suggests a lack of attention in all versions, as does a certain comment found in the startup sequence of the Amiga CD release:

the game to me is fucking crap – and i’m doing humans 2 now as well and guess what???
its FUCKING CRAP TOO!!!!!

The thing is, the mistakes that make the game harder and the ones that make it easier kind of cancel out. I’m not exactly playing the game that the designers had in mind, but sometimes it seems like I’m playing a more interesting one.

IFComp 2008: Dracula’s Underground Crypt

A humorous day in the life of an assistant vampire hunter. Spoilers follow the break.
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IFComp 2008: Everybody Dies

A weird little story by novelist Jim Munroe. Spoilers follow the break.
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IFComp 2008: The Missing Piece

Another GUI-based RPG by C. Yong, the author of last year’s The Lost Dimension. Spoilers follow the break.
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