_________________________________________________________________

                            Judges' 2000 Reviews
    _________________________________________________________________

  Note:  Judges reviews were optional.
    _________________________________________________________________

  Contents:

  Sam Barlow's Reviews - Long    (All)
  Ian Finley's Reviews    (Cove, Galatea, Guitar)
  Doe's (Marnie Parker's) Reviews    (All)
  Mike Roberts' Reviews - Long   (All)
  About the Judges
    _________________________________________________________________

  Sam Barlow's Reviews
    _________________________________________________________________

  I'll start by explaining what I think the Art Show brief is so you know
  what I'm judging the games on. In one sentence: to take the
  conventions of IF and using them to produce not a game, but a
  modeling* of the writer's imaginary world. We should lose most of the
  puzzles, but have to rely on the strength of the rendering and of the
  image itself to hold the piece together.

  * not necessarily a "realistic" or scientific modeling.

  Also note that I'm probably quite harsh in a few of these reviews. I'm
  the type of person who if they dislike a game doesn't look hard for
  good things and in the same way, if I like a game I won't look hard
  for things that are wrong. None of the authors should be discouraged,
  but it's only fair that we judge on a level playing field, which means
  some games will fare worse than others.

  I would also point out that I myself have written an IF Art entry that
  was quite crap (which is why I never entered it). And so I'm all the
  more impressed that the authors of Cove and Galatea managed to look
  beyond the dangerous A word and produce some works that answer a few
  of the questions that Doe's show set out to ask.

  Anyhow, on with the show:

  (My reviews pretty much fell out of my head roughly in reverse order)

                                Visitor.

  Visitor forsakes any detailed description of the scenery or any
  attempt at establishing presence in the room -- the author tries to stick
  us straight into a conversation. No problem there. My initial thoughts
  were that I would, undoubtedly, be expected to surprise myself with
  just how interesting this old woman was. We would maybe have a story
  recounted by the NPC -- an idea I have often had but never figured out
  how to implement --

  However, there are a few problems. The conversation does not flow.
  It's hard to follow any path through it, beyond working your way
  through the names of her family and a few other key words. Then, there
  is little to talk about. Gladys has little to say and what she does
  say is quite uninteresting (her most responsive topic is her rheumatic
  joints). Any attempts to delve into her family's problems are
  fruitless. And finally, there seems to be no goal or progression. I
  never felt I was pursuing a conversation -- just kept plugging away to
  see if a topic would give an answer. I could never forget about the
  interface and involve myself in the IF because I never become involved.

  In the end, Gladys herself was quite uninteresting. Her default
  responses made her seem distant and vague. The lack of flow in the
  conversation was irritating and left me feeling that we hadn't bonded
  as much as the final score implied -- this was a very uncomfortable
  conversation full of pauses and stalled questions.

  I left Visitor without having learnt anything about me, about the old
  woman (save a family tree), about the author, about anything that I
  felt I should have been learning.

  So for me, this work remains a preparatory sketch. Perhaps in another
  competition the work would have fared better, but this is a competition
  after all and everything that Visitor does badly is made to look easy
  by Galatea.

                                 Guitar.

  As someone who knows nothing about guitars I could examine and mess
  about with a real guitar. With a virtual one, it seems, I am left to
  type in a list of commands given to me by the author. With Guitar of
  the Immortal bard we have the Art Show version of Time All Things Come
  To An End interaction destroyed by puzzle. But wasn't the guitar
  richly rendered? Not to me -- I don't know any of the "parts" of a guitar
  and so was limited to referring only to the guitar itself. And then
  when I read the author's list of parts there was no sense of it being
  rendered -- the fact that I was typing a walkthrough removed the
  dimension. Whereas in conventional IF it is easy to enjoy a game
  whilst using a walkthrough -- we can enjoy the plot and the details,
  scenery, characters, etc. whilst missing out on the puzzle
  satisfaction -- when a game is just the details, using a walkthrough
  removes the interactive part of the equation.

  For the fiction part, I wasn't sure what the point was, why all the
  magic and mystery. What was going on? What was the piece saying about
  music, nature, magic, mythology, tradition, story telling...? Back to
  the interaction then. Interaction does not happen without feedback.
  There was no feedback here. Just a list of descriptions of a guitar
  and some strange things that happen when you play the blues. No flow,
  no causality, no feeling whatsoever of presence in the fictive world.

  What I'm trying to say is that the interaction is very shallow. In a
  normal game interaction can become quite deep -- one thing leads to
  another, and we drill down into the game's world -- the longer the chain
  of interaction, the deeper the world. Here we either "examine" a bit
  of the guitar or "play" a guitar style. There is no way our
  interactions lead onto each other. They are all disjoint. As are the
  outcomes of the actions. Whatever order we do things in, we get the
  same responses -- this doesn't feel clever, this feels like a machine.
  We never get away from the fact that we are sitting in front of a
  virtual machine exchanging input for output.

  If we are losing the exploration of an IF world, losing the sense of
  interaction that puzzles bring then we must bring something new to the
  table. We should be interacting with the guitar, exploring it.
  Exploration and interaction require depth. Nothing is gained between
  moves here -- Nothing is done that could not be accomplished by splicing
  together the different descriptions*. As a closing note, I couldn't
  "strum" the guitar, which seemed unfair seeing as how that's all I can
  do with a guitar in reality.

  (there were some grammatical and punctuation issues but they were
  largely ignored in light of the problems I had with this piece)

  * before you point out that the same is true of Aisle that had
  meta-puzzles to play. There was progression in the reader's head.

                             Sparky & Boots.

  Sparky and Boots offers a minimal description of the world and events.
  Interaction with the pets is linear and so feels scripted and false.
  These interactions are puzzles and very much so -- they are not motivated
  by a desire to explore and interact but by the desire to progress and
  "finish" this game (in my case). The animals had no personality -- Look
  to the dog in Losing Your Grip for an example of how well animals can
  be implemented. There seemed to be very little difference between the
  cat and the dog (maybe this is a problem with me though, cf: my review
  of Soft Food ).

  I personally really dislike it when live things (people, animals) are
  described as bog standard objects (You can see a carrot, a sword, Joe
  and Sue here or There are a rock, a cat and a gold coin here, etc)
  rather than having a special Initial or Describe quality (Joe is here,
  slumped against the wall. Sparky is sitting at your feet, etc.) I also
  dislike random messages. Put these two together and things look old
  fashioned. They drain the life out of the people/animals. And who
  would ever describe the scene as "You can see two animals (Sparky and
  boots)". Surely you would say "You can see Sparky and Boots". If we
  know their names then we know that they are animals, right?

                                Custard.

  Of course this is Not What the Art Show is About , but it's a neat
  kind of trick. Unless, of course, what I saw was my interpreter
  packing in and this is just a boring game about a custard pie laced
  with acid.

                                  Art.

   I evo evo
   l   l   l
    o     e
     v   v
      e o
       l

  Apollinaire. So it was nice to see some calligrams (also strangely
  relevant; Apollinaire on his Calligrams: "they are an idealization of
  typographical precision at the dawn of new methods of reproduction,
  the cinema, the gramophone"). Not Art Show material though. Not IF. No
  presence, movement... Hardly interactive . Didn't irritate or bore me
  though.

                                Statuette

  This was an Interesting one. Intriguing maybe . However sometimes the
  world was minimally described and had missing responses. Mysterious
  even . I wasn't sure about the end however -- After finding the music I
  smashed the animal because it was the only thing left to do, not
  because I wanted to get to the heart/music (which I think was the
  point?) But certainly more along the lines of the Art Show that some
  other entries -- Definitely an artist's vision/image rendered with the
  tools of traditional IF. And I was a little scared that the animal
  would come alive whilst I was touching it.

                                  Cove.

  Now we're cooking. A seascape, rendered nicely -- a few missing details
  and a bit of repetition with some of the animal activities, but very
  nicely crafted overall. Lots of actions implemented. Canned responses
  removed. Feels real. A kind of A Change in the Weather without
  ridiculous puzzles and on a beach.

  I felt that the inclusion of the plot was slightly muddled -- there maybe
  needs to be more rigor in terms of deciding what the piece is setting
  out to do. Though there is definitely a shared emotional dimension to
  the PC and to the location and atmosphere, so it doesn't not work. I
  think it's the intrusion of the character at the end of the story that
  has me thinking there's a problem -- the change from observing and
  remembering to suddenly being in the now and having things happen .

  Cove felt like Infocom games felt when I first played them -- "convincing"
  is the word. When I play Infocom games now, (mostly) they feel sparse
  and minimal but when I first played them they were rich, textured and
  dense. And that's where Cove is heading.

                                Galatea.

  Enigmatic. Seductive. Mesmerizing.

  The thing that really interests me with traditional IF is the point
  where things become real -- when the combination of the engrossing text
  and the interaction make the experience Lucid dream-like and where
  reality and fiction become meshed slightly. Like the time I played
  Anchorhead and a flat mate asked if I wanted to go to the shops, but
  I said no because I didn't want to go out whilst it was raining. It
  wasn't raining in the real world.

  Galatea works like that. I really couldn't have been much more against
  it when I started playing -- having an Art Show entry in an art gallery
  seemed like such a cliche... and classical references; not in the mood
  for them, thank you.

  But, wow -- the conversation flows . Her personality seems alive -- she
  reacts to me, or so it appears (the appearance is all that matters
  here). There's tension between us -- the narrator -- and her. It's one of
  the best of the recent trend to incorporate IF conventions into the
  story/message/atmosphere of the text -- the narrator's disappointment
  when Galatea's responses run out and then her subsequent observation that
  real people get bored when you repeat questions is superbly done.

  There are lots of things to talk about and they lead into each other
  from all different angles. Our PC has presence, and personality.
  When I think of the sweat and tears (or maybe just sweat) put into
  their work by the AIF crowd, it's funny (though perhaps inevitable)
  that Galatea manages to be sexier, more interactive, more engrossing
  and more seductive an interactive toy (and that's what she is, until
  she steps off the pedestal) than any denizen of that field.

  I shan't go on much more about Galatea , shan't attempt to focus on
  any of it's themes -- the relationship between Art & Observer, beauty
  real & synthetic, the sensuality of sculpture, the line between
  entertainment & art -- because ultimately the thing that I enjoyed about
  Galatea was the experience , the raw suspension-of-disbelief, tactile
  and tangible rendering of the author's imaginings.

  The PC might have quite fancied her, but I loved Galatea.
    _________________________________________________________________

  Ian Finley's Reviews
    _________________________________________________________________

  Ok, forgive me, I'm a horrible review writer. These are the first real
  reviews I've written...ever, and I have no real format forgive me, I'm
  an actor, we aren't that good on organization. While I examined the
  whole of the work, my first criteria in judging was the completeness
  of the subject. If something was mentioned I wanted to touch it, to
  examine it in detail. Indeed if something could be inferred as having
  to exist I wanted to be able to look at it. And, for the most part I
  was pleasantly surprised by the completeness of the subjects. I've
  only written reviews for the games I voted for as best of their
  categories because finals are starting, but I hope to write out short
  reviews for all the pieces because they were all quite enjoyable, and
  surprisingly original. Congratulations to all the authors and thank
  you for giving me a LOVELY afternoon judging them.

  The Cove:   What a joy! This and "Galatea" were both pieces that fully
  explored the interactivity of the subject, in this case a location.
  Everything mentioned could be examined or played with, but it wasn't
  merely pretty, this was also a full game involving a very moving plot
  and some of the mostly subtly drawn and compelling characters I've
  seen in ages. Shoe-in for a XYZZY nomination for Best PC. The only
  problem is that some of the actions are somewhat counter intuitive.
  Let me explain: You can fully explore the environment without
  "solving" much of anything, but to get the whole story requires you to
  do certain things that are occasionally a bit of a stretch. To warn
  you: you do have inventory to begin with and if a memory is mentioned,
  try to think or remember on the consecutive turn or the memory will
  pass. These semi-puzzles made it more difficult to see all there was
  to see, not because they were hard, but because they were subtle.
  However, in one sense these puzzles can also be very rewarding. The
  first "puzzle" of the game, which allows you to reach the beach from
  the cliff, I at first didn't realize was a puzzle, so until turn 36 I
  thought that the opening cliff was all there was to the game. But the
  moment when I went, "Aha!" and realized the obvious action to get down
  the slope was tremendously rewarding and one of my favorite moments of
  the competition. The game actually had several of these moments, like
  the coming of the storm, that practically had me putting exclamation
  marks after all of my commands. I would highly suggest this game, for
  it really is a game, not just an experiment, to anyone as a wonderful
  way to spend an afternoon. It fits in admirably with the line of fine
  short IF pieces that have been released lately and was utterly
  enjoyable. Ms. Fischer, promise us to write more!

  Galatea:   Wow. Oh, wow. This sort of thing makes me become very
  jealous because the piece is everything I would want to write, and I
  didn't. I don't want to give much away in this review because the
  dozens of little moments of realization, from the first instant of
  knowing the identify of the PC in this portrait, to the twisting,
  post-modern ending, create a shocking and beautiful piece. And can we
  say complete? The NPC practically passes the Turing test, her moods
  change based on what you've said and done, she has multiple responses
  to anything you can think of and, she is aware of her limitations.
  Often times she will chide you for trying to test just how real she
  can be. This is the sort of paradoxical awareness of the illusion that
  makes me giggle like a school girl. And, like The Cove, this is a game
  as well as an experiment because progress can be made, in a very
  subtle, almost imperceptible way, but the progress is, to quote my
  notes "SO damn rewarding!" The pregnant pauses, the poetry, the
  punsoh, just download this game and play it. It's the most fulfilling
  short piece I've played to date and has left a definite impression on
  the way I approach IF. Mr. Cadre, Mr. Plotkin, meet Ms. Short. Watch
  her.

  Oh, and coincidence of the month: my brother turned on the TV while I
  was playing this piece and "My Fair Lady" was on the television.
  Eerie.

  The Guitar of the Immortal Bard:   A beautiful still life, the focus
  was clearly on the guitar itself, the surrounding area forming a
  lovely frame. Every part of the guitar was described, simply and
  beautifully, the only shortcoming was the verbs allowed. You couldn't,
  for example, "strum" the guitar. However, you can "play" different
  styles of music, (another somewhat counter intuitive action, I had to
  check the hints to understand the necessary syntax, but then, I'm dim)
  each resulting in an evocative description. As a musician, I was
  particularly affected by this choice and found the piece, while small,
  an utterly lovely gem of an experience. Play it if you get a chance,
  it only takes a few moments to explore (the still life category
  creates, of necessity, smaller pieces than the others), you'll be
  pleased.
    _________________________________________________________________

  Doe's (Marnie Parker's) Reviews
    _________________________________________________________________

  Spoiler warning...










  I mean it, spoilers...






  Note:   I was not a judge in the IF Art Show. This may seem a bit
  strange since the concept/contest is one I started, but I took myself
  out of the judging so I could answer questions up to the last minute
  and to be sure to keep the judging totally impartial. If I had
  voted...  (reviews altered slightly from first publication)

  Best of Show / Best of Portrait
  Galatea by Emily Short

  Outstanding. A little less completely implemented than Cove, so for me
  Best of Show was a toss up, but this is an unusually interesting
  dialogue with an NPC. Galatea is the statue brought to life by Pygmalion,
  and she sits in a gallery, eerily alive, interviewable by the protagonist,
  an art reviewer. What an interesting concept! The natural stilted of NPCs,
  limited by our IF languages, is also used in service of the piece. Although
  alive, Galatea is a statue and a bit "wooden". This deliberate employment
  of NPC woodenness was extremely clever.

  But Galatea doesn't remain wooden, because her conversation is
  artfully constructed. She will respond to an amazing number of topics
  and the piece can end in more than one way. The player is cued about
  what to ask next by previous responses; the cuing is very well done. I
  especially liked being able to ask Galatea about: life, death,
  breathing, and food. "Hey, what's it like to be a statue?" You can
  also lead the conversation in several different directions, but this
  is where I found the piece slightly less effective. One time Galatea
  paused and said nothing further, another time when she paused she did
  say something more on the next turn, so I suspect that unfollowed up
  on pause was a "bug". Also I didn't find out I could tell Galatea
  about me, my childhood, until I asked her about the artist's childhood
  -- the disambiguation process is what tipped me off. Also when I
  started to take the conversation in one direction then switched
  mid-stream to different direction, I wasn't sure it always "worked."

  Although Galatea usually responded differently based on previous
  questions asked, sometimes she seemed inconsistent, but, actually,
  only sometimes. Overall, the conversation programming was outstanding.
  One really nice touch was that ask and tell were abbreviated to make a
  more involved conversation easier on the player. So I felt this only
  needed a bit more "polishing" to be flawless.

  Although the conversation technique is impressive, the subtext is even
  more fascinating. I discovered when I started telling Galatea about
  "me" that she was a great listener. As I treated her less like an
  object on display to be examined (she was also nicely touchable, etc.)
  and shared more with her, she shared more with me -- beautiful but
  slightly repugnant woman on pedestal transformed to real, warm woman.
  Galatea is the best NPC conversations I have seen. But as a feminist,
  the implicit message of, "Don't treat a woman like an object," is,
  naturally, what made this piece for me.

  Best of Show / Best of Landscapes
  Cove by Kathleen M. Fischer

  This is as much like walking along a beach as an all-text Interactive
  Fiction piece could be. All the scenery is very well-described and
  reminds me of beaches I have walked. It is also the most completely
  fleshed out and developed piece in the show, almost flawless, and I
  admire good crafting. I was impressed with how everything mentioned
  was an object I could examine further, either by: looking, touching,
  and/or smelling. Sea anemones, algae, on and on. And one object I
  thought I wouldn't be able to pick up, a starfish in the tidal pool, I
  could. I could even drop it, as it turns out, in an interesting and
  believable way. Also, the flying sea gulls, ornery sea lion, and
  fishing sea otter, added a great deal of verisimilitude, portraying
  the liveliness of nature.

  As Galatea buries a subtext in conversation, Cove buries a plot in a
  walk. Although this is not an NPC entry, there is a character in this
  period piece, the female protagonist. An romantic old-fashioned woman,
  as her turn-of-the-century clothes attest. Using her to "frame" the
  experience of exploring the beach also gives the player a story to
  explore, a very effective technique.

  Walking along a beach can be a time for reflection. Our protagonist
  uses it to reflect on a past love. But what starts as an-idle-along,
  take-your-time, meandering beach walk and trip down memory lane soon
  becomes more frantic with the onslaught of pounding, slashing rain
  and... pounding, painful memories. The juxtaposition of the two
  emphasizes both, and gives this piece its poignancy.

  This piece also can end in more than one way. Unfortunately, that is
  where I encountered some problems. They weren't problems of bugginess
  or guess the verb, but problems of pacing. I had no problem
  discovering the "special verb", but I thought maybe it shouldn't be
  tied to specific locations, more to events. However, my main problem
  is I got stuck in the tunnel because the memory that would have clued
  me in on what to do seemed to occur later. In other words, I needed to
  be tipped off sooner. I also needed more of a hint about the exit.

  ---------

  One additional comment that may seem a bit strange, but I'll make it
  anyway. For me it was very much a toss up between Galatea and Cove for
  Best of Show. However, all the judges were male, and for most of them
  Galatea was the clear choice. I had to stop and think about that,
  because it surprised me. Then I finally realized that, for once, I had
  really enjoyed playing a FEMALE . Especially one I knew was written by
  a female (there may be more female protagonists written by females out
  there, I just haven't played them yet). A protagonist that actually
  "felt" female to me. My feeling of direct participation in exploring
  the Cove was contrasted to my more remote appreciation of playing a
  male that was obviously attracted to an impressive Galatea. When I
  stopped to analyze it, I found my gender reaction very, very
  interesting, so I thought it worth mentioning.

  All I can say is I am glad I didn't have to choose between Ms. Short
  and Ms. Fischer. Well, that's not all, I hope they both write a LOT
  more IF.


  Best of Still Life -
  The Guitar of the Immortal Bard by Jason Burns

  This is less involved than Galatea or Cove, almost by necessity,
  because a still life is naturally less complicated than a landscape or
  portrait, but it is still outstanding in its own right. The player
  finds a "magical" guitar that will play different kinds of music. No
  music lessons are required. The help screens are used very effectively
  in this piece to let the player know the parts of a guitar (each is
  examinable), and what kind of music can be played. Each type of music
  has a description that literally, and sometimes magically, soars.
  While I am not very musical, I am auditory (re:  Iffy Theory ;-)), so
  I swear could almost "hear" each song/ballad/riff.

  The only problem I found was sometimes not having a blank line before
  the prompt and between paragraphs, (highly visual I notice things like
  that, probably too much), but that is only a quibble. It could also
  have been a bit more interactive, although I have no recommendations
  how that could have been achieved. I am not sure how those unfamiliar
  with a guitar could have been lead to examine its parts without help.
  But the music descriptions were excellent and definitely made me want
  to "play more". Maybe someone with a better musical ear than I would
  disagree, but I felt this really captured the essence of various types
  of music. In an all-text medium that is quite a feat.

  Honorable Mention for Unusual Exploration of Interactivity -
  Untitled by Gunther Schmidl

  Gunther is different. Gunther does different things. This is
  different. A fun, highly visual, somewhat interactive, intuitive word
  play. Poetry, word pictures, and combination thereof. Play it, I can't
  describe it. But I am seriously thinking of adding a Gunther category
  to the next IF Art Show. Except I'll call it something else, so people
  not named Gunther may also enter that category. (Note: I did not
  consider these word pictures to be actual ASCII art, although they
  bordered on it.)

  The Visitor by Peter Polkinghorne

  This is a gentle, low-key piece about befriending an elderly person
  who lives in a nursing home. Not a bad implementation of an NPC
  conversation. Although the artist probably thought he couldn't have
  separate takeable objects in a NPC piece (he could have), I would have
  preferred that Gladys' family photos could have been showable to
  Gladys one by one. Or personal things from her cupboard. As it was, it
  took me a while to hit on the one thing that would get Gladys talking
  (looking through the window). Then it was fairly easy to keep her
  talking, as new topics were well cued by her previous responses. Also,
  Gladys responded with additional information to the same topic on
  subsequent queries. Well done. This piece can also end in more than
  one way.

  However, I felt it needed a bit more fleshing out to be able to fully
  stand on its own. Maybe more of a dialogue/relationship between the
  protagonist and subject, although sometimes old people do tend to
  ramble on. Maybe takeable objects to show to Gladys, or more of a
  "story" in what she said. It could have been more fully developed in
  several ways. But Gladys still had a quiet charm.

  Sparky and Boots by James Bernsen

  The author demonstrated he can write, program, and debug. I found no
  serious flaws, although I couldn't get Sparky and Boots to move to the
  living room. This may have been a bug, or it may have been because I
  didn't do things in exactly the right order. Because this piece
  suffered from having too many sequential puzzles. Yes, the ban on
  puzzles was lifted, but the rules also state "encourage the player to
  explore". Exploration is the key word. So while this was an adequate
  implementation of NPCs, it was not something I would consider
  especially "iffy arty".

  To explain how I think it could have been IF Art will be difficult.
  But I'll try. Sequential puzzles stop the player again and again,
  stopping exploration. I didn't get very far each time. Without the
  help screens I wouldn't have been able to explore. So in this piece,
  the help screens ended up dominating, and by that very fact,
  subtracting from my experience. I would have found it more "iffy
  arty", if what was in the help screens had been put into the piece
  instead . In other words, Sparky and Boots themselves gave me very
  little indication about what to do next. More and varied behavior
  (even if slightly unrealistic), might have clued me in. Also, it could
  have been made more challenging or experiential, if it had been
  written with no puzzles at all. I suggest the author try it some time.
  I have and have discovered writing "puzzleless IF" makes me rethink
  what a puzzle is . But, IF Art considerations aside, I can easily see
  Sparky and Boots fitting into a larger game.

  Custard by Evin Robertson

  When Evin emailed me his entry he said he hoped it was sufficiently
  weird. I probably should let that comment stand. But I'll say a little
  more -- after a specific event took place I couldn't see well enough
  to find out if there was any more to do. However, that may have been
  the point, I simply couldn't decide. So, yes, it was sufficiently
  weird.

  The Statuette by Ian Ball

  Unfortunately, I felt this was seriously flawed. It had misspellings,
  poor spacing (before the prompt), and the strange appearance of
  question marks where apostrophes should be -- but those weren't the
  flaw. There is an interesting concept submerged in this statue, but it
  took me awhile to bring it to the surface and even then I wasn't sure
  I fished it all out. I would have liked more things to be examinable
  (surface, substance), and more verbs to be implemented (penetrate
  pool, put hand in pool, enter pool, drink pool), so I could have been
  more positive I had seen all of the concept. Also, although the poetry
  was good, I couldn't really connect it that much with the subject of
  the statue. So the flaw was -- although the statue was interesting to
  explore, to me the concept was "muddy"or not fully realized -- or not
  clear enough for me to "get it". (Reading Sam Barlow's reviews, I know
  now I didn't see it all, but I also have no idea what I could have
  done to see more.) Therefore, my main reaction to this piece was that
  it had potential, but needed a lot more polishing.
    _________________________________________________________________

  It is hard for me to give negative feedback, especially within the
  framework of the IF Art Show, because I am the hostess and certainly
  don't want to discourage entries. So I hope all the artists take any
  negative comments I made in context, as me honestly trying to say what
  I thought worked and what I thought didn't. I was very happy to
  receive and play all the entries and am delighted that the IF Art Show
  is a place where people can not only experiment, but also get their
  "feet wet" iffy-wise. Thanks to all the entrants for entering! Thanks
  to all the judges for judging!

  Doe :-)
    _________________________________________________________________

  Mike Roberts' Reviews
    _________________________________________________________________

  Index to the Reviews

  Untitled by gunther schmidl
  The Cove by Kathleen M. Fischer
  Custard by Evin Roberston
  Galatea by Emily Short
  Guitar of the Immortal Bard by Jason Burns
  Sparky and Boots by James Bernsen
  The Statuette by Ian Ball
  The Visitor by Peter Polkinghorne
    _________________________________________________________________

  Untitled
  by gunther schmidl

  The best term I can think of to describe this piece is "word
  paintings," not in the sense of descriptions that create visual images
  in the mind of the reader but rather more literally: Art draws
  pictures out of letters.

  Superficially, the pictures are just ASCII graphics * , but there's
  another layer in the way the letters used to draw the pictures also
  form words that in most cases refer back to the pictures they draw.
  There are no puzzles here in the usual sense - user interaction is
  limited to selecting one of the drawings by pressing a numbered key -
  but the pictures take a little thinking to interpret, in a way
  reminiscent of those word games that encode obscure messages in
  arrangements of letters, such as

      0
    -----
     MBA
     BA
     PhD
     MS
     MD

  The piece also seems to have some underlying theme, although I wasn't
  able to discern it beyond vague generalities. World Wars I and II are
  referenced pretty directly in one place, a few of the other screens
  are war references of one kind or another, there's a Pink Floyd
  reference that could conceivably point very indirectly to war; but
  it's hard to find the connections in other screens. Perhaps there's a
  larger meta-puzzle of piecing together an overarching meaning from the
  smaller puzzles.

  This piece is worth a look for the experience of noticing that there's
  more to it than first meets the eye. How much more is something we are
  left to ponder.
    ______________________________________________________________

    *For those who weren't using computers back before today's modern
    internet age, "ASCII graphics" are pictures drawn out of text
    characters. In the days of text-only terminals, it wasn't possible
    to show JPEG's or other graphics on most computers, so some people
    made drawings out of letters and numbers. This was obviously very
    low-resolution, and usually monochrome, but it was the only way to
    show graphics on a lot of systems. ASCII graphics even showed up in
    interactive fiction once in a while, although it always seemed
    out-of-character to me.
    _________________________________________________________________

  The Cove
  by Kathleen M. Fischer

  This piece describes itself as "an interactive seascape," but that's a
  bit of a ruse; the setting's true purpose is to serve as a medium for
  telling the player character's story. That's not to say that the
  setting isn't well-developed - the map is small, but the locations are
  deeply described, with every description leading to several others at
  successively greater magnifications.

  The detailed setting, though, serves as more than just a picture to
  look at. Everything we look at is seen through the player character's
  eyes, and what the player character sees reveals the character's
  story. We have a sense of discovery as we gradually assemble the
  character's story from the jigsaw puzzle pieces. It is an effective
  device; rather than just dumping back-story on us in the introduction
  or after some important scene, the work reveals the PC's personality,
  history, and current situation incrementally. This is not an
  unprecedented device, but it is executed well here, and is especially
  interesting to see isolated like this, with the story revealed
  principally through exploration of the setting, rather than through
  events and actions.

  This work does thoroughly constrain the player's actions, forcing us
  to move along a narrow course; this creates a plot of sorts, since we
  must see things in a particular order. This aspect makes the work
  quite linear (in the interactive fiction sense), which is a
  counterpoint to the non-linearity (in the traditional static fiction
  sense) of the way the character's story is revealed.

  One minor complaint I might make is that the work is less than
  forthcoming about one unusual verb that must be used several times to
  get the story's full effect. I'm not even sure how I hit upon it,
  because it's not one of the "standard" verbs and not one I usually
  think to try. It has become common for authors to disclose any unusual
  verbs or other user interface quirks they employ in a brief set of
  instructions before the introduction or in response to a "help"
  command, which is part of a larger (and, in my opinion, good) trend
  away from the once-prevailing attitude that figuring out the user
  interface is part of the fun; given that this work's focus isn't
  puzzles, I doubt it would spoil anyone's enjoyment for the game to
  disclose the verb at the outset. (Nonetheless, I won't actually reveal
  what the verb is here, except to say that I've used it somewhere in
  this paragraph.)
    _________________________________________________________________

  Custard
  by Evin Robertson

  This work was entered in the "Portrait/NPC" category of the show, but
  its only non-player character is a cardboard cut-out - I don't mean to
  say the player is two-dimensional, or flat, or not well-developed, I
  mean that the NPC is literally a piece of cardboard.

  Which is well in keeping with the rest of this work, where nothing is
  as it leads you to expect. The game's introductory screen asks for
  your name, which it promptly throws away and replaces with one of its
  own choosing. Most of the game must be played in an especially
  irritating display mode in which all of the blank space on the screen
  is filled with scrolling garbage text. And the "custard" of the title
  is the gateway to a psychedelic trip.

  I'm not sure it's "art," but it's kind of amusing.
    _________________________________________________________________

  Galatea
  by Emily Short

  This work presents an amazing counter-example to the opinion I have
  formed that the traditional "ask/tell" conversation system never
  creates the illusion of personal involvement in a conversation.
  Galatea proves that it's possible after all.

  This work consists almost solely of conversation with the non-player
  character of the title. The story that unfolds during the conversation
  is intriguing, and the world in which the story is set is richly
  imagined and detailed; the story world has many surprises, so I won't
  say much about it here except that it reminds me a little of some of
  Gene Wolfe's extreme-future science fiction.

  This is the first time I've seen an "ask/tell" system *
  produce such a convincing illusion of actual conversation. In ask/tell
  games, I almost never feel any sense of involvement in conversations;
  I feel as though I'm a tourist in a country where I don't speak the
  language, and my ability to communicate is limited to pointing at
  things. The effect for me is very distancing; I don't feel as though
  I'm really interacting with the characters at all.

  This distancing effect is usually compounded by the statelessness of
  most ask/tell conversations. The non-player characters are busily
  going about their business (which might be just sitting there blocking
  the entrance to the treasure room), and if we ask them a question (or,
  rather, point at something and shrug), we merely attract their
  attention long enough to elicit a response; the character immediately
  returns to its scripted activities. The scripted activities are
  frequently so incompatible with conversation that one almost has the
  sense that there are two characters in the room - one going around
  vacuuming the floor or blocking the door or whatever, and another one
  who pops into existence long enough to respond to a point-and-shrug,
  then immediately vanishes again.

  Real conversations are full of state and context. If I ask you a
  question, you might answer it, but you might also then ask me why I
  wanted to know, or you might ask me how I learned about some part of
  what I was asking, or what I thought of your response. Ask/tell
  conversations don't normally have any sort of this give-and-take.

  The conversation in Galatea does several things that go a long way
  toward creating the illusion of real conversation, using only a
  traditional ask/tell system. I'm impressed to see that it actually can
  be done.

  Perhaps the most obvious thing that this work does to produce a good
  conversation is also the most difficult: the character simply responds
  to lots and lots of topics. The limited horizons of the setting
  probably help some here, but the range of topics is quite large anyway
  because many elements of the conversation suggest new topics.

  This work also uses a simple but effective technique that dispels a
  lot of my mute-foreigner feelings: when the player types an "ask" or
  "tell" command, the work doesn't merely show the character's response,
  but first shows the question that the player character is asking, in
  the player character's words. While we as the player can't introduce
  nuances into our questions, since we're limited to the simple "ask"
  syntax, the player character can and does, by asking actual questions
  in conversational language. This technique can only work in a game
  with a well-defined player character, and in fact the player
  character's questions prove to be an amazingly powerful mechanism for
  defining his character, and they even help tell the overall story.
  Some players are sure to object to the idea of having words put in
  their mouths, but I find the effect to be very involving.

  There also seems to be some internal context to the discussion, as
  though the character is actually paying attention to us and knows
  she's conversing with us. This conversation does not feel as stateful
  as a real conversation, but it's certainly not as stateless as a
  typical ask/tell interaction. I would like to see this area explored
  more fully, because I can see the beginnings of it in this work, but I
  think there's even more potential. I certainly don't mean to encourage
  authors to add more puzzles of the kind where you have to ask the
  troll about the treasure nine times in a row to make him finally
  relent - that's not the kind of statefulness I'm talking about. I'm
  talking about the way natural conversations have a sort of shared
  agreement on what the topic is at any given time; the topic shifts and
  changes as the conversation evolves, but each party usually has some
  idea of where the conversation is and where it's going, and whose turn
  it is to speak and what sort of thing they're expected to say.

  I've mostly talked about the conversation mechanics, but I don't want
  to leave the impression that Galatea is merely a technical
  achievement. This is a wonderful piece of interactive fiction with
  great writing and a fascinating story.
    ______________________________________________________________

    *The "ask/tell" system is one of the conventional forms of
    non-player character interaction that we find in many works of
    interactive fiction. Computers are as yet not able to mimic actual
    natural language conversation well enough to fool even the most
    credulous users, so IF authors have had to find other ways to allow
    players to interact with characters. Ask/tell is one of these
    approaches. In an ask/tell system, the player converses by using
    commands of the form "ask character about topic " and "tell
    character about topic ."
    _________________________________________________________________

  Guitar of the Immortal Bard
  by Jason Burns

  This is a simple but competent still-life piece. The work is centered
  on an exquisite guitar we find in a forest. We can examine the guitar,
  including all of the parts one would expect to find on a guitar, and
  we can play different kinds of music with the guitar.

  This work didn't feel very interactive to me, even though we can do
  the usual things with the guitar - examine it in detail, tune it, play
  music on it. I think the reason is that the work relies on a "help"
  command to list the different things to look at and the types of music
  to play.

  I don't mean to suggest that simply removing the help command would
  help matters. This work with the help command is hugely preferable to
  the same work without it; removing the help message would transform
  this into a "guess-the-genre" puzzle, which would be no different than
  a guess-the-verb puzzle.

  I suppose, though, that the game might feel more interactive if the
  information we need to explore the possible genres and parts of the
  guitar were given to us within the context of the setting, rather than
  as an add-on to the user interface. "Help" is clearly a system command
  - when using it we are acting in the persona of the player, not of the
  player character.

  I can think of a couple of ways of moving the "help" information more
  into the story context. For the guitar parts, the usual technique of
  having inspection of the guitar lead to the guitar's main parts, and
  inspection of a part lead to its sub-parts, seems like it would work.
  For the music genres, perhaps the forest setting could be divided into
  more locations, each of which suggests a particular genre to the
  player character. (I'm not suggesting that the player would have to
  figure out, as a puzzle, what genre a location suggests, but simply
  that each location might suggest something to the player character ,
  and that this information would be relayed to the player via the
  location's description. This might even offer a chance to flesh out
  the player character, since the associations that the character makes
  between setting and music might reveal memories or personality
  traits.)
    _________________________________________________________________

  Sparky and Boots
  by James Bernsen

  This is a character simulation, where the characters are a puppy and a
  kitten. We can interact with the animals by playing with them, feeding
  them, and petting them. The simulation doesn't go very deep, but
  there's enough to explore for a little while.

  As a game, this simulation would need a little work to remove some odd
  bits of feedback that make the behavior of the animals a little
  confusing. For example, once we do something to get the puppy
  interested in a toy, the puppy "watches you intently," but if you try
  giving the puppy the toy, he "could care less" about it. Also, we must
  repeat some actions to get the desired effect, but there's no feedback
  to tell us that the repetition is intensifying anything, or that
  anything needs intensifying in the first place. Fortunately, the work
  has on-line hints, so these rough spots in the puzzle-like parts don't
  get in the way for long; but it would be better if the hints were
  unnecessary.

  I was little disappointed that the puppy's behavior is essentially
  identical to the kitten's, the only differences being which objects
  they're interested in. The two also have no interaction with one
  another.
    _________________________________________________________________

  The Statuette
  by Ian Ball

  This is a small and unusual work involving a "virtual statuette." We
  can look at the sculpture and its parts, and we can use other senses
  as well.

  The "virtual" aspect seems to be that the statuette changes in subtle
  ways as we observe it. Why or how it changes is not made clear; the
  work doesn't even draw attention to the changes, but lets us notice on
  our own.

  This piece has a few interesting tricks, but I really don't know what
  it all means.
    _________________________________________________________________

  The Visitor
  by Peter Polkinghorne

  This piece is a fairly standard NPC conversation, where the non-player
  character is an elderly woman whom we're visiting. I'm not sure what
  the relationship between the player character and the NPC is meant to
  be, but we can ask questions about her family and her past.

  The conversation is implemented competently, with a good range of
  topics to ask about. Most of the topics have several different replies
  that we can elicit by asking repeatedly; there's no direct indication
  that asking again would give us more information, but we can easily
  tell that we've reached the last reply when the reply starts
  repeating.

  The elderly woman's life story doesn't hold a lot of surprises, but
  the character is fairly well drawn and the responses stay consistently
  in character.
    _________________________________________________________________

  About the Judges
    _________________________________________________________________

  Other judges' profiles to be filled in...

  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. While his innovative IF Bookclub is
  already on its second selection. Emulating a book reading group, one
  IF game is played/discussed monthly or every two months. Lucian also
  posts Inform programming tips.
    _________________________________________________________________