Stephen’s Sausage Roll: The Fork

Puzzle spoilers ahead. (Puzzle spoilers are the worst kind. According to studies, plot spoilers actually increase people’s enjoyment of a story. I’m a bit skeptical about that myself, and suspect that it doesn’t really apply to all kinds of story, but even so, it’s undeniable that plot spoilers hurt a story less than puzzle spoilers hurt a puzzle. The pleasure of a puzzle lies mostly in the process of figuring it out.)

The puzzles in world 5 become a lot easier once you’ve solved even just one of them, because once you’ve done that, you know their uniting theme. It’s even a theme that I was anticipating: the first time I accidentally lost my fork back in world 3, my reaction was “There are going to be puzzles based around making you do this deliberately, aren’t there?”

And that’s a tricky thing to require of the player! When it first happened, I didn’t really understand what I had done wrong, or how to reproduce it. It turns out to be fairly simple, once you know how. You just have to put yourself into a situation where you’re falling but the fork isn’t, separated by a cliff edge. And since you’re not permitted to just walk off cliffs directly, the only way to fall is to do it while riding a sausage.

After you’ve dropped your fork, you can pick it up again just by being in the right position to do so, standing at the handle end and facing it. In fact, this happens automatically, and that can be a problem. You can’t tell the player character that it’s not time to pick up the fork yet. One of the reasons to drop your fork is to get it past an obstacle that you can’t pass while holding it. To do this without inadvertently picking it up, you might need to walk backwards, so the player character can’t see what they’re pushing.

I spoke before about how the controls are alienating. Fork-dropping puzzles are alienating in the specific sense that they clash with the instinct to identify with the player character. In these puzzles, you’re tricking the player character into doing what you want. The PC has a number of automatic behaviors that aren’t under your direct control — not dropping the fork, not stepping off cliffs, picking up the fork whenever possible — and your job is to fight them. In a strange way, it reminds me of The Fall, an adventure game where you play an AI with constraints on its behavior, where the puzzles are largely solved by deliberately provoking emergencies for the sake of the emergency powers they grant you.

Stephen’s Sausage Roll: Some Patterns

By now, I’ve blown past where I stopped playing Stephen’s Sausage Roll the first time. Back then, I had gotten stuck on the third world, the cold-themed world. Having now gotten through that, I took world 4 at a leap, and am now having trouble getting started at all in world 5. The game reminds me of this at the start of each session: your initial position is at the location of the last puzzle you solved, which, for me, is pointedly still in world 4.

By now, I’m noticing repeated structures. If there are three grill tiles in an L shape that’s accessible from only one side, that’s recognizable as a device for completely grilling a single sausage in a specific orientation. Quite a few levels in world 4 contain a small tower with a ladder up it, with a 3×3 cross section and a little knob in the center of the top. The usual purpose of such towers: you can climb up with a sausage stuck to your fork, pull the sausage off against the knob, and then push it off the edge to stack it on top of another sausage waiting below. If the knob also has a ladder, you need to use it get on top of the sausage yourself before you roll it off the edge by trying to walk crosswise.

And sometimes there are passageways you can’t traverse with your fork, an effect produced by the constraints of ladders and/or inconveniently placed pillars. This is most commonly a pattern that means exit route: you can’t go that way, but you can come back through it.

Return to Stephen’s Sausage Roll

A Monster’s Expedition reminded me enough of Stephen’s Sausage Roll that I had to pull it out and give it another try, starting over from the beginning and hoping to finish it this time. And playing the one right after the other, it’s striking how vastly different their attitudes are. AME is the “good twin” here, all gentle and welcoming. SSR wants to make you uncomfortable. Suspiciously tinkly music that occasionally goes discordant, noisy and unclear textures, weird movement rules — in AME, pressing an arrow key always just attempts to move you in that direction, but in SSR, what it does depends on your orientation. Even after playing for most of a day, I still spend a lot of my time fruitlessly pivoting in place.

And when you do move, you have to be careful to avoid smacking sausages into the wrong place with your fork, because you take up two tiles and it’s awkward. The easiest way to avoid trouble is to walk backwards most of the time. You can’t just walk up to a ladder and climb it, because you can’t reach it past your fork; you have to back up to it, then turn and climb it sideways. Once you’re at the top of the ladder, the controls make it impossible to turn to face it, because pressing in that direction will just make you climb back down. An inadvertant flaw? No: there are puzzles based around it. I’d complain about the controls a lot more if I didn’t think they were deliberately alienating.

And when you make a mistake, you can explicitly fail. Burning a sausage, or knocking it off the island, results in a big failure message and the necessity of undoing or resetting the puzzle (although I notice that you can keep on playing while the message is up). AME never did that. That is, it’s certainly possible to render a puzzle unsolvable in AME, but it never tells you that you failed.

A Monster’s Expedition: Final Words

I’ve reached the end of the expedition, the point where the monster gets on a boat to go home and the credits roll, but I clearly haven’t solved all the puzzles. There are still islands that I can see but not reach. This game will probably last me a while, but unless it does something really unexpected, this is going to be my last post about it.

Overall, I’m really impressed by how pleasant it is, how it goes above and beyond to make sure your experience is a good one, even when you’re stuck and frustrated. Take the music. Lots of puzzle games play soothing ambient music in the background — so much so that I’ve joked about “Abstract Puzzle Game with Soothing Ambient Music” as a distinct genre. A Monster’s Expedition has gentle ambient chords, but then it adds musical sounds on top of it that reflect your actions: a few notes on a piano or guitar when you push a log, a little tap on a cymbal whenever you undo a turn. I half-suspect that there are hints encoded in this, that you get more pleasing notes when you’re on the right track.

The undo functionality is particularly sweet. Normal movement is animated, and can lag slightly behind your keypresses, but undo is instant, even when you’re in the middle of a lengthy raft trip. It took me a while to notice this, because other games have trained me to not expect to be able to undo in the middle of what is effectively a cutscene. But what really impresses me is the reset functionality. Consider the problem of what it means to be able to reset a puzzle in a game built entirely in a single coherent space. Reset applies to just your current island, the extents of which are a little vague, because you can be on a log in the water and still reset. But the islands aren’t self-contained. If you manage to roll a log across a raft onto a different island, what happens then? The answer is that when you reset an island, all logs originating there teleport back to their initial positions, no matter where they are in the world. That’s more state-tracking than I expected.

I suspect that some of the puzzles I haven’t solved yet exploit this. I’ve definitely solved a few puzzles by means of similar meta shenanigans, although I’m not sure if they were necessary or not.

A Monster’s Expedition: Double Parity

I’m getting into the tougher parts of A Monster’s Expedition, and I’m noticing patterns. Islands are grouped into clusters, separated by long raft rides, each with its own distinct skin for the terrain and trees. And they function on the DROD model. That is, there don’t seem to be any new gameplay elements introduced after you start encountering double-length trees fairly early on, but each island cluster focuses on a particular interaction. You’ll have a group of puzzles where you need to position a log where it’ll stop another log from rolling too far, a group of puzzles where you have to push a log into the water in a place where it doesn’t make a complete bridge so you can climb onto it and push another log from an otherwise inaccessible direction, and so forth. Recognizing these themes can be a great help. Sometimes when I return to an incompletely-solved cluster, I re-solve some of the easier puzzles to remind myself what I should be looking for in the harder ones.

Another useful pattern: parity. When you push a single-length log lengthwise, it doesn’t shift, but rather, tumbles. If it’s positioned east-west, and you push it from the west side, it’ll pivot up and come to rest upright, one tile east of where it was. Once it’s upright, you can choose to push it down from the north or south, changing its direction. This scheme has the consequence that if you never roll a log from the side — and you frequently can’t roll logs without losing them over the edge of the island — then its possible positions and orientations are bound by parity in two directions. In any 2×2 square, you’ll have one tile where it can only be upright, one where it can only be east-west, one where it can only be north-south, and one where it can never be at all. Rolling the log, making it move until it hits an obstacle such as a rock or another log, can break this: if it rolls an odd number of spaces, its parity will be changed in the direction it rolled.

Trees always start off upright, so I find it useful to think of the grid of the world in terms of places where a particular tree can be upright without rolling. This is a pattern you can just perceive, if you try. If you know where a log needs to go, and what orientation it needs to have there, then you can scan to see if it has the right parities, and if not, what obstacles could change that. It takes a good long time to reach the point in the game where it’s at all useful to think in these terms, though. Mostly you can just assume rocks are useful because they’re there.

A Monster’s Expedition

A Monster’s Expedition (Through Puzzling Exhibitions) is a new sort-of-Sokoban-like puzzle game from the creators of Cosmic Express, Sokobond, and, most particularly, A Good Snowman is Hard to Build, which it resembles in a number of ways, starting with the appearance of the player character. Where Snowman had you pushing around large snowballs in the chambers of a hedge maze, Expedition has you push logs around in a network of tiny islands. (The logs start off as trees, but turn into logs when you give them a shove.) The islands and the pushing of cylindrical objects remind me a fair bit of Stephen’s Sausage Roll (which I should get around to finishing sometime), as do the numerous informational plaques. But Expedition is infinitely gentler than SSR, both aesthetically and in terms of difficulty curve.

One of the key factors in this gentleness is that not every island is a puzzle. The islands all exist in a frankly enormous connected space, impressive when you pan around it in fast travel mode. And some of them are just connections between other islands, ways to control the flow. You get from island to island by pushing logs into the water to make bridges or, sometimes, rafts (about which more later). When you get to an island and all it has is a couple of trees in exactly the right positions to make bridges to other islands, it feels like a respite from puzzling, an easy task as a cushion between the hard tasks.

One thing I’m really liking about it is the elegance of the behaviors. Although the rules are complex enough to produce puzzles, they feel simple because they make sense, visually if not logically. Logs move one space if pushed lengthwise, but roll until they hit an obstacle if pushed from the side. You can stand on a stump and walk onto an adjacent log, but you can’t step onto a log directly unless it’s in the water. If a log is in the water, you can walk along it, but attempting to step off laterally just makes it spin in place. This stuff is very easy to internalize. Similarly, the goals are natural and implicit. You’re not trying to push things to demarcated destinations that arbitrarily make doors open. The way that logs bridge gaps to other islands follows naturally from their behavior.

There’s one moment in particular where I was in awe of the designer’s mastery of their craft. Mild spoilers for the game’s beginning follow.

When two logs fall into the same water space, they spontaneously turn into a raft. This is something you discover early on. You can walk on rafts like logs, but unlike logs, you can step off them in any direction, and this seems like the main thing distinguishing them. You reach an island that has a windmill on it — clearly an important landmark that you want to reach, but the way is blocked by a tree, and you can’t push the tree down because the spot you’d have to stand to push it from is water. With a little cleverness, however, you can use a couple of other trees to make a raft there! And so you stand on the raft, and you push the tree, expecting it to fall, but instead, the force of your push launches the raft, sending it drifting far away into unexplored waters, revealing a larger world. It’s at this point that the game displays the title, effectively telling you that you’ve left the prologue and entered the main part of the game, but more importantly reassuring you that what you just did was right. Even though you were tricked into guessing wrong about what was going to happen, the game isn’t going to punish you. Rather, it’s rewarding you with something better than you expected, because it wants you to keep trying things.

I’ve managed to find my way back to the windmill, but I haven’t finished the game yet. On the basis of precedent (particularly Snowman), I expect that eventually everything will feed into a semi-hidden metapuzzle that makes you re-solve old puzzles in new ways. The thing is, even this follows kind of naturally. Because the goals are implicit, they’re flexible. Sure, most islands are set up so that there’s only one useful thing you can do with the logs. But you inevitably consider other possibilities when you haven’t yet figured out what that one thing is.

Clue Chronicles: Conclusion

I’ve been a little defensive about Clue Chronicles: Fatal Illusion, trying to see the best in it and focus on what it does right, so let me be completely clear: This is not a good game. Even starting from “It’s based on a board game IP”, I think it’s disappointing, because the story doesn’t involve all of the characters from the game in a satisfying way. By the end, the only ones that are at all relevant are Mr. Green and Miss Scarlet. I feel like what we have is a truncated version of a larger and more ambitious design with more murders in it.

But I can’t complain much about truncation, because it spares us more of the puzzles. I wound up seeking hints for three, and brute-forcing combinations on a fourth — that one being the game’s climactic puzzle, placing gems to match hieroglyphs. One placement, Miss Scarlet’s red gem to match “Nefer, the symbol of beauty”, seemed very clear, but who gets “Was – Sceptre, the symbol of power” and who gets “Bow – Junet, pedjet, used against the many enemies”? Also, I found that a lack of clarity in the graphics sometimes got in the way of proper solving. The game runs at 640×480, which would be easily enough to display the various symbols and diagrams in the game well if they were hand-drawn pixel art, but not with 1990s 3D models.

Speaking of 3D art, there are frequent problems with the animation, especially as it goes on. Movement animations frequently don’t match the still images; objects will disappear while you’re moving and reappear when you stop, and such. Sometimes you can see a still version of a character as part of the room image behind their animated self. There are a few animations that are swapped, so that pushing a lever right shows the animation of pushing it left and vice versa. Things like that. Things that clearly show that meeting a contractual deadline was top priority.

Every once in a while, someone at Hasbro decides that the reason people aren’t buying Clue as much as they used to is that it’s dated, and they try to modernize it. And it always seems like a mistake, because evoking the bygone era of Agatha Christie novels is part of the point. Clue Chronicles, to its merit, avoids this mistake, setting the whole thing shortly before the Second World War, and working that fact into some of the extra characters: one is rumored to be a German spy, another to be a Soviet spy. This is never expanded upon, and is irrelevant to the story. It’s all very well to have red herrings, but the international intrigue angle doesn’t even get enough attention to qualify as a distraction. It reminds me of certain tabletop role-playing campaigns I’ve been in, where people write backgrounds on their character sheets and then forget about them.

But it also supports the truncation theory. This really seems like a game whose initial design document far exceeded its budget. The initial concept was, after all, essentially budgetary: “We already have these character models built, so let’s use them again!” But then what do they do? Double the cast.

Clue Chronicles: Gem Hunt

The boat chapter is followed by a short section where you have to get a cable car working to get up the mountain to Ian Masque’s castle. Once there, you’re cut off from the outside world, which would be ideal for additional murders, but there have been no additional murders yet. Instead, the story shunts off into a puzzle hunt. Each of the six standard Clue characters was, at some point in the past, given a riddle hinting at the location of a hidden gemstone. They’re all hopeless at riddles, though, and spend their time standing in one place instead of hunting through the castle, so it’s up to the player find all the gems for them.

The biggest obstacle to this is the navigation system. The movement model in this game is Myst-like, a set of fixed camera positions with hotspots to turn and move between them. And sometimes the obvious and direct way to get to somewhere isn’t supported. You’ll enter a room and see a character to your right as you enter, but they wind up off-camera. So you click to turn right, but it turns you too far, possibly 180 degrees. That character is only accessible if you’re standing on some other spot, and you just have to keep looking for movement hotspots until you chance upon it.

At any rate, the puzzle design in this chapter isn’t bad. You’ve got six simultaneous goals to pursue, with complications in many: one person can’t remember their riddle, another doesn’t trust you enough to share it, and so forth. The special abilities of the extra cast are useful here, as when you help Professor Plum recover his memories with the aid of a hypnotist. (Not that the hynotist can go to him personally — that would involve moving from one spot! — but she can at least teach hypnosis to you so you can do her job for her.) And once you solve a riddle and know where the gem is, there’s still some kind of self-contained adventure-game puzzle or minigame. My only real complaint is that one of the minigames is a Lights Out puzzle, which seems like filler.

Mr. Masque’s corpse, if it is in fact his, spends all this time stashed in a walk-in freezer. Meanwhile, another of the guests, a stage magician, is preparing to perform a trick called “Escape from Death”. You might think this would be in poor taste after their host dropped dead in front of everyone, but this is not the sort of story were people react to death in normal human ways. It wouldn’t take a lot to adjust the dialogue to make them more human — just make everyone acknowledge that the sudden presence of death is the reason no one’s in the mood for riddle-games! But that assumes priorities that aren’t in evidence for the designers or, most likely, the players.

Clue Chronicles: Fatal Illusion

The other day, some friends, who have been playing occasional board games online while unable to meet in person, decided to play Clue (aka Cluedo). I personally had never actually played Clue before, although I had seen the movie and was familiar with the characters and weapons. The computer adaptation we used is of course just the latest and most modern in a long line of adaptations, stretching back to a SNES release from 1992. The 1998 CD-ROM version for PC is of particular note for being the first game in the franchise to spawn a spin-off, Clue Chronicles: Fatal Illusion, a first-person adventure game that reuses its predecessor’s character models. Even though I had not yet played the board game when it came out, the idea of an adventure game based on a board game was novel enough to get me to purchase it probably a year or two after its release — although not enough to make me finish it.

Amazingly, it installs and runs without problems under Windows 10. As of this writing, I’ve played through the first chapter, which takes place on the boat taking the cast to a mysterious castle they’ve all been invited to. I think this is farther than I got on my first attempt, but that was about 20 years ago, so my memories are hazy.

It’s a slow-paced game, consisting of a lot of asking every character about every dialogue topic and certain amount of object puzzles, and as far as I’ve seen so far, not very concerned with detective work or deduction. There’s a very B-movie feel to it. Not just because of the dated-looking pre-rendered CGI, but because of the adventure-game unreality, the world of arbitrary illogic. Both contribute to a creeping sense of wrongness that actually fits the murder-house story pretty well. The game gives the usual Clue suspects backstories and relationships, but at the same time, none of them quite seem real. For the most part I’m choosing to let the strangeness just wash over me, Twin-Peaks-like, but it would be easy to choose to laugh at it instead. In fact, there was one moment that made me laugh out loud despite myself: in the intro cutscene, an unknown person opens a case to reveal all six canonical Clue weapons in molded insets. Yes, someone in this blatantly false world made a special carrying case for clearly improvised weapons like the wrench, candlestick, and lead pipe.

In addition to the various Professor Plums and Colonel Mustards and so forth, we get an assortment of early-20th-century magicians, occultists, and experts in the paranormal, all invited to a New Year’s Eve party by an eccentric antiquarian who gets killed before they even get off the boat. It seems likely that he won’t be the last victim, because what else are all these extra guests for? In fact, the obvious twist would be that he faked his death to escape blame when he starts slaughtering his guests. The biggest clue would be that his apparent death was caused by a booby-trapped puzzle box rather than by any of the six standard weapons in the case.

Frostborn Wrath: Field Tokens

I’ve mentioned “field tokens” a few times, so let me explain what I mean. In every Gemcraft game except Labyrinth, battlefields are shown on the map as a sort of frame-like icon, usually in the same bulging triangle shape as a grade 1 gem. Gemcraft Chapter 0: Gem of Eternity, the second game, additionally used this frame to keep track of which play modes you had completed the field in, dividing it into segments and illuminating the ones completed. Chasing Shadows turned these indicators into glowing gems held within holes in the frame. But it also presented it as a literal token, a trinket that could be found in a locked chest or otherwise handed to you as part of your rewards on completing a level. How exactly a physical object grants you access to battlefields was left unexplained.

Chasing Shadows had four shapes of field tokens. You had your standard triangular ones with a circular gem slot at each corner, for normal fields. Vision fields had their special circular tokens with only one slot, shaped like flames. Then there were trangular ones with a sort of spiral pattern to the slots, indicating a field with a Tome Chamber that teaches a new skill, and square ones with stripes, for Wizard Towers where you have to unlock certain mechanisms before the last monster wave to win and unlock other benefits. (Usually adding more waves makes a field harder to beat, but in Wizard Tower fields, it buys you more time to destroy the locks.) I don’t think these meanings were ever explained explicitly, but it was an easy pattern to notice.

Frostborn Wrath, now. Frostborn Wrath uses the three token shapes from Chasing Shadows (excluding the one for Vision fields), as well as a couple entirely new ones. But it doesn’t have Tome Chambers or Wizard Towers. Their function as dispensers of unlockables is taken by locked chests, but locked chests aren’t indicated by the shape of the token; there are plenty of locked chests in fields with just the base token. What does the shape indicate, then? I have no idea. Maybe they’re just assigned haphazardly, but I’m not quite willing to believe that. Maybe even without Tome Chambers, there’s a token shape that indicates a field where you can obtain a new skill — but if so, the connection is a lot harder to notice than it was in CS, where skills were always linked to permanent environmental features. There’s probably a lesson in that.

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