Review: A common enemy

As mentioned in my preview post, I had guessed that this work was written in something other than English, and it’s clear from some holdover ¡punctuation! that this must have been either written in Spanish and then translated or at least written in a word processor with Spanish language settings. Regardless, the prose makes sense although at times word choice comes across as awkward. A few passes by a native speaker would have helped, but as it is, I had no problems following the story. If this is a translation, it would be nice to have access to the original language version in parallel to the one actually submitted to the competition.

[Some spoilers follow beyond this point]

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Review: Grue

Ceci n’est pas une grue.

As expected, this is more or less Colossal Cave from the perspective of an old school grue. That’s a fun premise, and reminds me of John Gardner’s story Grendel, which is the Beowulf saga from the monster’s perspective.

Reliance on senses other than sight is a core mechanic in this story, since grues spend their lives in the dark. Here, the author had to make a decision: to require the player to type an action every time they use one of their senses other than sight, or to assume that these senses are always engaged and to constantly update the scene description in terms of these sensory modalities. In this game, the author went with the former.

However, because the standard turn loop for Inform games is visually oriented, without sight, room descriptions are omitted. Similarly, the room title is printed before the room description and often appears in the title bar as well — unless you are in the dark. In that case, you are just informed that you are in the dark. Entering a new room for the first fires off a description of what you see. By setting the game in the dark, these niceties are lost — but they shouldn’t be for a grue.

[Some spoilers follow beyond this point]

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Review: Deshaun Steven’s Ship Log

In this short Twine game, Deshaun works tech for shows on the intergalactic equivalent of the Love Boat. As the story begins, he has a few not very ambitious aspirations to improve his station in life: things like do more exercise, work out his relationship with his ex-girlfriend (or maybe find a new one), and perhaps get a better job.

The story is told through his personal log entries, which serve as a diary. The informal language, abbreviations, and content make it clear that he expects that he is the only one who would read this log, so he is honest in what he records in it. As you would expect, the reader follows the log entries in chronological order, learning Deshaun’s story as he sets down his thoughts and impressions of the day. Occasionally, there must be nothing to write about, and the date skips forward.

[Some spoilers follow beyond this point]

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Review: a partial list of things for which i am grateful

This short work is implemented in twine and is more something that you play with than play. There is no narrative thread. Unless I am missing something, this really is a list (partial) of things about which the author is grateful.

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Review: The Fifth Sunday

In my post about first impressions of games based on the IF listing and their cover art and blurbs, I criticized a few of the entries for lack of detail, but have since become aware that some of these entries are ports of games developed by Chinese authors. As far as I know, this is the first time these games have made their appearance in IFcomp, and I want to welcome them and thank them for making the effort. Still, I hope that in future IFcomps they submit some sort of blurb for the listing page, because that would improve their chances in the competition and also increase the chances that their games will get played and judged.

The first of these games that I played was “The Fifth Sunday”, which does not have religious significance as I had speculated, but relates to a month with five weeks. On that last week in this particular April, the main character is invited to a week-long party, which turns into a setting for serial murders. Finding the murderer is the goal of the game, but I won’t say in this review who the murderer is, so it’s safe to keep reading.

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Review: The Cube in the Cavern

Make a note: today, for the first time, I got through an entire game by Andrew Schultz, more or less on my own. I’ve played many of Andrew’s wordplay games, and I have always had a hard time getting on the same wavelength, but in this game, the logical seemed to flow naturally once I caught onto the general scheme.

[Some spoilers follow beyond this point]

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IFcomp 2017: First Impressions

I haven’t done online reviews for IFcomp since 2013, but this year I will give it a try.

Let me start with first impressions of the 2017 IFcomp entries based on nothing beyond the list provided on the contest website. For each entry, this list provides a cover image, blurb, content warnings, and a download link. For each, I tried to glean what I could from this sparse information. Based entirely on my own speculation and without having seen anything of the games themselves, I also made a [perhaps wildly inaccurate] prediction for each entry. I make no claim that these predictions will have anything to do with the actual games, but by sheer numbers, I hope I’m on the mark with a few of them.

I mostly did this for my own amusement, and should point out that when I started I didn’t really appreciate how very many entries IFcomp received this year. This is probably TLDR; for most folks, so feel free to skip around to any entries that interest you. The order of listing is based on my personal shuffle, and will be the order that I follow for subsequent reviews, except where noted.

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LED Audio Spectrum Display

 

An LED bar graph fabricated on a perf board. Some of the columns are lit up.This project came about, as usual, by accident. I was rooting through my box of IC’s for another project and came across a chip that I must have ordered sometime in the past and forgot about: the MSGEQ7, a “Seven Band Graphic Equalizer” chip. Not the best name — the chip doesn’t do any sort of equalization; it just analyzes an audio signal to generate information that can drive a display.

When I looked up the datasheet, it dawned on me that I had ordered the chip at one point with the intent of making something along the lines of a sound organ. Now that I had looked it up, though, I thought it would be more interesting to make bar-graph display that I could integrate into some future project.

This is a typical application for this chip and some quick web surfing turned up a few descriptions of arduino-based projects that put the chip to just such a use [1,2,3,4]. Between their descriptions and plenty of sample code, it didn’t seem like that big a task to roll my own.

So, let me describe what I did. The overall goal was to take an audio signal, feed it to the MSGEQ7 chip, and have it essentially break the signal into seven frequency bands, i.e., take the signal and display it very coarsely in frequency domain — sort of a poor man’s FFT.

Details are below, or skip right the demo video to see a working version of the display.

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SOTA: Hermannskogel (OE/WI-001)

I think it is due to a reshuffle of Austrian SOTA summits, but according to the current database, there is only one summit in the Vienna (Wien) region, WI-001, Hermannskogel. I guess that made the choice of which peak to activate easy.

The Hermannskogel is the highest point near Vienna, and up to World War I, served as the cartographic zero point for Austria-Hungary. The Habsburgwarte, pictured here, is a rebuilt stone tower that sits on top of the hill and sports a variety of antennas and radomes.

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