The Curse of Hell's Cheesecake

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So, there first game in interactive fiction that I downloaded was called, "The Great Escape." This game is ancient....from 1984. Well, what I mean is, all you can do is move north, south, east, and west. Occasionally the game will ask you a yes or no question. Other than that. Blah. I did not like it. Every time I moved a new direction, this villain came closer to me. There were 100 rooms to maneuver around, and by the time I went north four times, there was a ghost in the room and he wouldn't let me out. There were not objects in the room and you could not "examine ghost." I was extremely confused, so I found another one called “The Curse of Hell’s Cheesecake.” Random, yes, but the very first thing you are confronted with is the cheesecake, so I examined it and received this response:
“The cheesecake of Hell was left behind after the famous Diable Disaster of 1997, when the legions of Hell invaded Woking (no one noticed until 2003). Eggs from Satan’s own hens, milk from the Unholdy Herd and biscuit crumbs from the Cerberus Vomit went into the dish. Mrs. Satan originally bake it to celebrate her Satan’s five thousandth wedding anniversary, but had never gotten round to eating it after the Hellhounds escaped. It is now in the capable hands of the Special Secret Service, and when eaten, transports the consumer to some other universe.”Then out of curiosity, I typed, “eat cheesecake,” just to end up with this response:
Your score has just gone up by five points. You bring the cheesecake up to you face and attempt to take a nibble, but the smell of the Damned puts you off. You wouldn’t want to eat it anyway, you’d only end up somewhere less fun that this.”Aside from this ridiculous plot and humor involved, I find the responses to be creative that it actually forms a story for the player. In addition, you get points for trying. Some of the ideas I had were simple and did not contain too much detail. I want to be as creative as this author, offering detailed responses of “no,” instead of just saying. “You can’t do that.” If I have a telephone in my game that I don’t want a player to use, I could use the response, “Shockwaves sizzle in your ear. The unpleasant striking sound forces you to gently put down the phone.” A much better response as, “You can’t use that.”

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3 Comments

Good work, you're demonstrating how specific interactions in the texts you've chosen to study are sparking your own creative exploration of the interactivity in IF.

Jeremy Barrick said:

The cheesecake game sounds enticing, as I am a cheesecake fan as well. IF games are extremely hard considering I am not a fan of them. I get lost and confused in them all the time.

Daniella Choynowski said:

I'm not really a fan of the games, but the ones that parody plays (like the Figaro game I played) actually do amuse me. They're sort of interactive fan fictions. I have a chance to re-write Harry Potter and end it the way I wanted to.

The cheesecake game sounds hysterical.

Some of the games confuse me greatly. I never did figure out "another goddam escape the locked room game." I couldn't open the door (imagine that?)

It's strange how these games give you ideas for your own.

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