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                      Judges' 1999 Summer Reviews

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 Note: David Cylsdale was allowed to debug "Statue" before putting it on
 exhibit at the IF Art Gallery. These reviews are based on the original
 version entered in the IF Art Show.

 Due to the nature of one of the entries, several judges put spoiler
 warnings on their reviews. So you might want to play the entries first.

 Joint Spoiler Warning...

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 Contents:

 David Dyte's Reviews (Short)
 David Lebling's Reviews
 Michael Gentry's Reviews
 Doe's (Marnie Parker's) Reviews
 Mike Roberts' Reviews

 About the Judges

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 David Dyte's Reviews (Short)

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 wheel.z5: Random sentence generators are fun to play with, I must admit,
 but I would have gotten more of a sense of this as an object if you could
 do something else other than spin it. Rewrite some words. Turn one ring
 around to reveal a new set of words. Also, it seems like it would be cooler
 as a real object.

 statue.z5: Nice atmosphere, although when I did what I guessed was the key
 action (fixing the statue), the output was confusing. Was the almost
 repeated message a brilliant piece of writing or a bug? Very cute to play,
 I think. My vote goes to the statue.

 - David

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 Michael Gentry's Reviews

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 THE BOTTOM LINE:
 "Wheel" wins.

 THE OTHER STUFF:
 This was a tough choice. Both entries had comparable levels of interaction,
 both authors seemed to have an able grasp of the theory and purpose of the
 IF art show. One was more artistically interesting; the other was more
 technically proficient. On the other hand, the one that was more
 technically proficient was also less technically *impressive.* Ah, well.
 After much deliberation that took a bit longer than Doe would have liked it
 to, I have made my decision: the prize goes, insofar as it is my decision,
 which it isn't, to the wheel. Read on if you are interested in how I
 reached this decision. It's too late to change my vote, but you can still
 complain about my judgment on RAIF. Everyone else does.

 STATUE
 Begins with that poem, "Ozymandias," by wossisname, Shelley. Thank you,
 author, for giving credit, by the way. We find ourselves in the midst of a
 vast desert, standing before a half-buried statue, ostensibly the very one
 from Percy's verses. We then commence the interacting. X THE STATUE. So
 far, so good. SMELL THE STATUE. It has no odour. Well sure. Not very
 interesting, but the author took time to cover some of the old stand-bys,
 so that counts for something. Does it help that "Ozymandias" is an old
 favorite of mine? Does it help that I'm sucker for desolate landscapes and
 the odd "heap of broken images" motif? Sure it does. But this is an art
 show after all. I'm supposed to be a *little* subjective; I even wore my
 turtleneck and everything.

 Unfortunately, we soon start to notice imperfections through the shine. The
 level of detail quickly peters out after the first few verbs. The statue
 has arms, legs, shoulders, eyes, lips, a full anatomical suite, but
 examining any of them only gives you the general description of the whole
 statue. Fine in a full-sized game, where you have more to see and do than
 leer over every detail, but in an art show the whole point *is* the detail.
 The game experiences a few technical difficulties as well: a daemon that
 doesn't stop when it's supposed to, the odd parser quirk (UNCOVER won't
 work on the half-buried head; nor will DIG SAND; but DIG HEAD does the
 trick). There's a single, simple puzzle, too, which I liked, but it was
 awkwardly implemented, and when I solved it I got two different responses
 in sequence, as though there were two different ways to solve the puzzle,
 one good, one bad, and somehow I triggered the text to both. Odd.

 So: well written and captivating, but more could have been done, and what
 was there was buggy. Don't stop writing, author, but do start beta-testing.

 WHEEL
 This one starts out, self-referentially, in an art gallery. Before us is
 the main exhibit: a wheel. The wheel consists of a central hub, on which is
 written the word "THE," surrounded by three concentric wooden rings, on
 which are written, from innermost to outermost, a series of nouns, verbs,
 and adverbs. (The author says they're adjectives, but the author is wrong.
 They're adverbs.) Clearly, the wheel is made for spinning; so we spin it.
 And sure enough, the result is a short sentence containing one random noun,
 one random verb, and one random adverb (and the word "the"):

 "The author lectures greedily."
 "The programmer lectures gratuitously."
 "The nurse watches loudly."
 "The barber screams fretfully."

 And that's it, really. Like the tarot deck from the last IFart show
 (incidentally, can anyone else read that without giggling? how about say it
 out loud?), there's not much to do here other than keep triggering the
 randomizer until you get tired of reading the responses. Unlike the tarot
 cards, there are thousands more possible outcomes to this game, but on the
 other hand these responses are much, much shorter. And the mechanism is
 *simple*. This exhibition must have taken all of an hour to code, and most
 of that was probably spent thinking up the lists of words. But then again,
 I did vote for the tarot cards last time. Maybe I've got a thing for simple
 random systems. Somebody write a game about rolling dice: that should keep
 me occupied for a week or two.

 Well, it's like this: I very nearly took my vote to the statue, but the
 thing that tipped me over to this entry was when I finally got around to
 typing SMELL WHEEL.

 "The wheel smells like pine. Pine, with a hint of Pledge."

 Heh, that was pretty funny. So I tried something else, and got another
 pithy remark. I tried every verb I could think of in the standard Inform
 canon, and, with few exceptions, every one of them had been covered. And
 even though the statue was somewhat more involving, the wheel struck my
 fancy because of the details. And as I said before, that's the whole point.
 I went all over that wheel, up one side and down the other, until I had
 explored it in every way the IF medium would allow, and it held up
 throughout the whole thing. No bugs, no weird responses, just simple,
 amusing interaction. So the prize goes to "Wheel."

 'Til later:

 "The judge bows gracefully."

 -M.

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 David Lebling's Reviews

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 My pick is the wheel, by a nose (or a spoke?).

 When I first played with these objects, I zoomed by the wheel very quickly.
 I noted the basic idea, spun the wheel a few times and then probed it with
 a few choice verbs, most of which it blew off.

 I moved on to the statue. The statue is a relative of the famous statue of
 Ramses II celebrated by Shelley in "Ozymandias." This object is more richly
 described, keying off of the poem, and presents itself as a puzzle-object,
 though it is possible to just enjoy the descriptions. However, there is
 also a "solution" to the statue. Once you have found the solution you get a
 well-written cheering-dwarves scene (marred by what appears to be a bug)
 and are thrown back into the desert you started in, though there is a nice
 touch in an appropriately changed description. This object would be nice as
 the entry-point to a game set in ancient Egypt, or with slight
 modifications, as a puzzle (a relatively easy one) in an archaeological or
 mystical or Indiana Jones style game set in modern Egypt. The one apparent
 bug involves the cheering-dwarf scene, where you appear to get two
 different reactions to your winning move -- perhaps the original reaction
 was the "bad" one, and the author decided to change to the "good" one,
 which gave the opportunity of adding the nice touch of a changed statue
 description after the solution. All in all, a nice effort.

 After playing with both objects, I let it rest for a while then went back
 to them, concentrating on the wheel; I was pretty sure I had done all there
 was to do with the statue. The wheel consists of three concentric rings
 with words inscribed on them: people on one ring, verbs on the next, and
 adverbs on the third. You spin the rings and get a sentence. Each ring
 appears to have about thirty different possible settings, so there are a
 lot of possible outputs. This is not unlike the medieval "Lull Engine"
 described (among other places) by James Blish in his novel _Black Easter_
 -- it was used in divination. The interesting thing about this wheel is the
 amusement and oddity of spinning the rings and getting interesting or
 incongruous outputs. There seems to be some code which makes at least the
 first ten or fifteen spins generate unique outputs, which is a nice touch
 (if I'm not hallucinating it). Some of the more amusing outputs I got
 included:

 The programmer weeps justifiably.
 The film director prays furtively.
 The artist sins candidly.
 The scientist spends readily.
 The investor gives expensively.

 As you can see, you could construct an entire adventure game (or soap
 opera, for that matter) by implementing some of the actions described. That
 leads me to why I picked this object as the winner. First, the sheer
 variety of possible outputs made it a great digital toy -- I continued to
 spin the wheel long after I had (possibly) enumerated all possible sentence
 components -- or had I? Secondly, I could imagine many different things to
 do with this object (or one like it -- a true Lull Engine would produce
 sentences such as "Patience becoming Reality", which in the context of
 Blish's novel refers to Easter). The code could force appropriate responses
 at certain points in a game, responses that might be clues, or commentary,
 or predictions. With some modification the object could appear in a magical
 game or an SF game. Responses could be used as keys to doors, or passwords
 in a computer, or incantations.

 So, I picked the wheel as the winning object because it was fun to play
 with and got more of my creative juices going than the statue, in spite of
 its otherwise sparser appearance. Both, however, are fine objects which
 with a bit more work would be ornaments to any IF game.

 Dave

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 Doe's (Marnie Parker's) Reviews

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 There were only two entries for the Summer IF Art show, but I was very
 pleased with both. They definitely fulfilled my vision/concept of "IF Art".
 I was also happy to see both were by "newbies".

 A major quality of "Art", is a sense of discovery. Both have that sense.

 Wheel - Object

 I was quite intrigued by this. The wheel turns and has a noun, verb and
 adverb on its spokes. Essentially it is a random sentence generator.

 The sentences are all about people, by job description. It is fun to spin
 and infinitely replayable. The results are sometimes koan-like, seeming to
 impart insightful information. Other times they are silly.

 I was happy to find the wheel was interactive in other ways as well. You
 can touch it, smell it, taste it, feel it and try to take it. The author
 wisely didn't limit his interaction to just sentence generation.

 Very well done. I found no bugs, which is a big plus. However, if I had
 been judging I would have also taken off points for discovering the concept
 did not spring from the author's own inspiration, but was, in fact, a
 textural copy of an actual sculpture. I am glad the author disclosed that,
 but was a bit disappointed, though not really surprised. It would make a
 fantastic sculpture.

 Statue - Object

 Inspired by a famous poem, there is a crumbling statue in the desert. The
 player must reassemble it. Once they do, there is an interesting reaction.

 However, I found bugs. Misworded sentences and the "cut scene" that plays,
 weirdly, ran twice in a row. I also found the statue not as interactive in
 other ways as I would like, although it did also respond to touch and kiss.

 Additionally, assembling it was a bit confusing because I thought the
 statue was too big for me to pick parts of it up, but it soon became
 obvious that was the only way to do it. Prior to this particular IF Art
 Show there was a lot of discussion/argument about puzzles. But "Statue" met
 the puzzle limitation quite well, i.e., that any puzzles be fairly
 "obvious", not brain twisters.

 Despite its flaws, it was satisfying to play. I suspect, because of when it
 was emailed, the author worked up to the deadline. Word to the wise (been
 there, done that): next time plan ahead better and beta test. I would
 really like to see the bugs fixed and some other types of interactivity
 added.

 Summary

 For this Show I was an "alternate judge", ready to tie break and/or fill in
 if too many judges dropped out. Wheel was unusual, technically flawless,
 but not completely original. Statue was less fully-developed, flawed, but
 creative. I am glad I didn't have to vote, it would have been a tough call.

 Doe :-)

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 Mike Roberts' Reviews

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 Wheel

 Wheel is an interactive simulation of a random statement generator. The
 title's wheel is a mechanical device with three linked word wheels: one
 choosing a random noun, one choosing a verb, and one choosing an adverb.
 Spinning the wheel, naturally, randomizes the three wheels, picking one
 word from each to form a sentence.

 The wheel seems to have ten or twenty words per wheel, so it can produce a
 large number of sentences. The sentences are all of the same form as "the
 programmer lives wisely" and "the sales representative swears gratingly."

 That the sentences generated are all grammatically well-formed is
 guaranteed by the construction of the wheel, of course; the fun is that
 these random sentences are often seemingly insightful or amusingly
 nonsensical. In the former category, we find "the president sins
 regretfully" and "the scientist obfuscates charmingly." In the latter, I
 encountered "the contractor dies cordially" and "the barber spends
 internally." A surprising fraction create the same impression as the
 obscure utterances of an oracle or Zen master: superficially paradoxical or
 nonsensical, but with a hint of a deeper meaning that can only be gleaned
 through extensive reflection.

 It's fun to play with Wheel for a while to see the range of results
 possible with a cleverly-constructed random number generator.

 Statue

 Note: This review contains a spoiler for the work's single puzzle. The
 puzzle isn't complicated, though, and the puzzle as such isn't the work's
 main point anyway, so reading the spoiler probably won't significantly take
 away from the experience of playing.

 Statue is a sort of interactive adaptation of the poem Ozymandias , which
 serves as the work's introductory passage; or perhaps the work was merely
 inspired by the poem. We find ourselves before an ancient stone statue in
 the middle of the desert; the statue has worn over time and is now in
 pieces.

 We can do a few things with the statue, such as examining it and climbing
 it, but the statue doesn't have a great deal of depth; we can't find any
 more detail by examining any of its parts, for example. (I found this lack
 of detail a little disappointing, since the statue is the whole point of
 the work.)

 There is one significant thing we can do, though: we can reassemble the
 statue from its pieces. Since there are only two pieces, this is a trivial
 task, not apparently meant as a puzzle; it took me a few minutes to think
 to try, though, mostly because my initial sense of the scale of the statue,
 which came from the introductory poem, led me to believe that the pieces
 were all far too large for me to pick up. (If I were reviewing this work as
 a game, rather than in the context of an art show, I'd complain that this
 made the puzzle a little unfair; since this is an art show entry, I will
 instead say that the description was lacking, in that it didn't give me the
 correct sense of the scale.)

 Reassembling the statue leads to a fantastic sequence, or perhaps just a
 vision, in which the king in whose likeness the statue was made comes to
 life and addresses us, before fading back into the statue.

 The work was marred by an apparent bug in the important scene that appears
 after reassembling the statue. Two slightly different versions of the scene
 both appear, one after the other, as though the author rewrote the scene
 but didn't remove the older version. I looked at this several times,
 thinking that perhaps this was intentional (two simultaneous, overlapping
 visions? some kind of time travel loop with diverging histories?), but the
 purpose eludes me if this was indeed deliberate.

 The special effect of reassembling the statue takes excellent advantage of
 the combined nature of the medium -- both interactive and fiction. The
 interactive aspect is served by the simulation, simple as it is in this
 case; the fiction aspect is served by something unusual and unexpected
 happening in response to the player's actions. This is a good example of
 one important feature of a puzzle: an action produces a novel result. It's
 interesting to see a minimal puzzle like this in isolation, because it's
 still pleasing to reach the novel result, even though we didn't have to
 work very hard to get there.

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 About the Judges

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 David Dyte (ddyte) - Author of a "Bear's Night Out" , which placed fifth in
 the 1997 Annual IF Competition, also coordinated the 1998 competition. An
 Australian, he toured the U.S. in the Summer of 1998. Adam Cadre was his
 "ride" on the West Coast; David then flew East Coast to catch several
 baseball games and eat hot dogs with ketchup (no mustard). This was a perfect
 chance for some iffers to join him and madly snap pictures of each other.

 Michael Gentry - Author of "Little Blue Men", which placed seventh in the
 1998 Annual Competition, also wrote the popular Lovecraftian horror game,
 "Anchorhead". He is currently concentrating more on his regular fiction
 writing and recently made his first sale to a magazine.

 Christopher Huang (Miseri) - Author of "Muse", an Autumn Romance, which
 placed second in the 1998 Annual IF Competition, likes reading about saints
 and is currently working on a new game.

 David Lebling - Is an original Infocom Imp (implementor) who helped create
 ZIL (the Zork Interpreter Language) and authored/co-authored these titles
 for Infocom: "Zork", "Zork I", "Zork II", "Zork III", "Starcross",
 "Enchanter", "Spellbreaker", "The Lurking Horror" and "Suspect". Inventor
 of the grue, he also visited the first Imp Luncheon hosted by Mike Berlyn.
 But he made his biggest impression visiting the IF Mud unannounced the
 night before.

 Mike Roberts - Created TADS (Text Adventure Development System) , an IF
 programming language and compiler. He is currently taking it through
 several exciting additions: HtMLTads and TADS Workbench, an integrated
 graphical system. We can thank, first AGT, next TADS, and later, Inform,
 for keeping IF alive and kicking today. Mike also wrote the games: "Ditch
 Day Drifter", "Perdition's Flames" and "The Plant", which placed third in
 the 1998 Annual IF Competition.

 Lucian P. Smith (lpsmith) - Author of "Edifice", which placed first in the
 1997 Annual IF Competition, has coordinated the IF Comp Beta Testers for
 the last two years. His "IF of The Month" idea is also rapidly gaining
 momentum. Emulating a book reading group, one IF game will be played/
 discussed monthly. Additionally, Lucian posts frequent Inform programming
 tips.

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