IFReviewed by Paul OBrian
on 2006-07-19 08:22
Two years ago, the author whose rather silly nom de plume is "Digby McWiggle" submitted his first competition game, "Downtown Tokyo. Present Day.
" That game was a prospective entry in Adam Cadre's chicken-comp, but it wasn't finished by the deadline, and therefore ended up an entry in comp98 instead. I wonder if the same thing happened with this game, because it certainly would have fit the parameters for David Cornelson's Dragon-comp
. You see, YAGWAD stands for "Yes, Another Game With A Dragon!", and the cheeky spirit of that title permeates the whole game, to wonderful effect. YAGWAD has lots of spots that are very funny, and the whole thing takes a playful poke at fantasy conventions. Sure, fantasy conventions have been tweaked a lot at this point, but YAGWAD still manages a certain freshness, as well as a few artful nods to funny fantasies like The Princess Bride
. It seems the King (who, speaking of The Princess Bride, is burdened with a comic lisp) has had his daughter abducted by a ferocious dragon, and is offering sparkling rewards to anybody who can retrieve her. Naturally, every strapping adventurer in the province is instantly on the case. Then there's you: neither strapping nor adventurer (in fact, more of a portly, sloppy drunk), you still decide to undertake the quest.
From this premise, YAGWAD unfolds into an excellent melange of puzzles in the best Infocom style. In fact, with the exception of various Briticisms in spelling and grammar, YAGWAD feels like it could have been written by an Infocom Implementor -- it's not as lengthy as the typical Zork game, but definitely partakes of the same general feel. For example, at one point in your adventures, you may come across a massive set of reference books called the "Encyclopedia Gigantica" -- in the tradition of the Encyclopedia Frobozzica, this reference provides a great deal of humor, both in its actual entries and in the references to it scattered throughout the game. Also, as often happens to me with Infocom games, I found several of the puzzles in YAGWAD rather difficult. In this case, though, I think that might be mainly because of the time limit. I was quite keenly aware of the game's size, which is not insignificant -- I'd have to be about three times the puzzle-solver I am to be able to finish this in under two hours without hints -- and therefore was less restrained about consulting the hints than I would have been. If the competition is over (which of course it will be by the time anybody reads this review) and you haven't played YAGWAD yet, let me urge you not to use the hints. For one thing, the adaptive hint system is somewhat flawed, and it sometimes fails to give hints for puzzles that you may be facing. For another thing, pretty much all of the puzzles are clever and fair, notwithstanding my inability to solve them. In fact, one of the biggest problems I had is that there's one particular puzzle which must be solved before a number of others, and I was stymied on this puzzle purely because of my own thickheadedness. When I finally consulted the walkthrough, I looked at the answer and thought "but I did that!" In fact, I hadn't. I went back to an earlier save point and tried it, just so I'd know I wasn't crazy. Turns out I am crazy -- it worked at that point and at all other points. I was completely convinced I'd tried it, but I must not have. This happens to me sometimes in IF, and I sure do feel dumb when I encounter it.
To make matters worse, I had an unfortunate difficulty creating a transcript of the game, so I can't go back to my old game session and find out what it was that I really did that made me think I had already tried that solution. Guess it'll remain a mystery forever. In any case, there are one or two puzzles that just graze the "read-the- author's-mind" category, but even those have solutions that are fair and logical, if not particularly easy to think of spontaneously. The writing in YAGWAD is technically excellent, and I didn't find a single bug in the code, either. Like I said, if Infocom was a British company, they might easily have produced this game. I mean that compliment as strongly as it sounds. Anybody who likes Infocom-style IF ought to give this game a try. Even those of you who shudder at the thought of Yet Another Game With A Dragon. (And you know who you are.)