SOMETHING ABOUT THE BUNNY An Inform text adventure by GLYPH (Part of Disk 1268) Review by Bev Truter This was a short entry in the 1998 Mini-Comp, which apparently is not the same thing as the annual I-F competition run on the Net. Anyhow, SOMETHING is a well-written text game, containing several really excellent little poems about various objects in the game - more on this later. In fact, these little poems were the best thing about the game, as I found SOMETHING irritatingly illogical and overly difficult to play. The inputs you are required to enter when conversing with people over a telephone are so annoyingly obscure that I reckon without a solution to refer to (frequently) SOMETHING is unplayable and unfinishable. There is an inbuilt hint system, which provides a few hints for the easy earlier sections of the game, but none for the later and much harder sections. It's the most useless hint section I've yet seen in an Inform game. The solution I refer to is one I downloaded from the Net, and it's a step-by- step walkthrough of SOMETHING. SOMETHING opens with almost no introduction, but very soon you discover what is going on, and you are quickly drawn into the plot. You are at some kind of family reunion, when your Uncle Ogdajon bursts through the front doors with the cryptic news that a close relative, Biff, has apparently been killed very recently by the Mafia. Uncle Ogdajon then unfolds a crumpled napkin he's carrying, which contains Biff's hastily-scrawled last will and testament. It appears he has left his entire estate to whichever member of the family can retrieve most items from the following list, where the items are listed in order of importance. Your uncle enters his study, and makes several photocopies of the napkin to distribute to the various relatives. You can get the napkin, or a photocopy, to read what the list of items are, but apart from the top item on the list - one medium-sized cute little bunny - most of the items appear to be red herrings, and you can win the game by finding just the bunny. There is no score in SOMETHING, and all you have to do for the first 20 moves or so is WAIT until the game reaches the point where you can take the napkin. So far, so good; and up to now the game is breathtakingly simple. If you UNFOLD NAPKIN you notice a logo on the reverse side, and this is where things start turning difficult. You have to get the phonebook from the study, read the logo on the napkin, look up in phonebook, and then phone the number. And from here onwards the game takes a sudden turn into the impossibly difficult category. You have to conduct phone conversations with, and meet, 2 different people; and the inputs required for these phone conversations to end in the desired way are totally obscure, with no clues as to what you should type to move the conversations along. As an example, when ringing either person you have to use the following form of address: PHONE, HI. Then when one of the characters responds with a "Hi", your response to that has to be: PHONE, I SHOULD GO. (?) Typing anything else results in the character at the other end of the line repeating "Huh", or "Ummm", and you'll have no idea of what you're meant to do next. Progress through the game relies entirely on you conducting 2 phone conversations successfully, and finding 3 addresses (from the phonebook) to drive to. So if you don't type in the exact inputs required while talking on the phone, you'll never discover the information you need to complete the game. Driving to the 3 locations is simple enough - enter car, drive to ; but talking on the phone was impossible without resorting to the full solution. I had the feeling this could have been a much better game if it were made more user-friendly, with a far simpler method of talking on the phone. Other games I've played where the use of a phone is involved have handled the phone conversations much better than SOMETHING, requiring only short or even monosyllabic inputs, with clues sprinkled about as to exactly how you should phrase phone queries. There were only a few locations in SOMETHING, so there were no problems with mapping, and the short poems that kept on popping up in boxes were gorgeous, particularly the one about the bunny. There is a twist of sorts at the end - yes, you do find a bunny, and you do inherit Biff's entire estate - but the game didn't end quite as I expected; in fact, it didn't seem to have a really conclusive ending at all. This is certainly a different type of game to play, relying so heavily as it does on telephone conversations and driving to different locations. Apart from these activities, there are no "puzzles" in the traditional sense to solve, and yet I wouldn't describe SOMETHING as a "puzzleless" game either. It's a hard one to categorise! I'd recommend SOMETHING to anyone who has loads of patience, a complete walkthrough for the game, and is not easily frustrated. Otherwise, give it a miss - I'd give it 4/10, or thereabouts. - o -