Iron ChIF: Season One Episode 2 (Lancelot vs. SomeOne2, using ZIL)

The second episode of Season One will feature Challenger Onno Brouwer (@Lancelot), author of One King to Loot Them All and Moon Logic. The chosen platform is ZIL, and the defending Iron Chef will be Max Fog (@SomeOne2).

The event will start at noon UTC on Friday, May 22nd and last until noon UTC on Tuesday, June 2nd.

The actual development period will be from noon Sunday, May 24th through noon Friday, May 29th. Dishes will be released at the end of the development period, for audience play over the following weekend. Audience voting will take place between noon Sunday, May 31st and noon Tuesday, June 2nd.

The panel of judges will be

  • IF Comp winner and two-time XYZZY Award recipient J. J. Guest (@J_J_Guest)
  • three-time Spring Thing winner and XYZZY Award recipient Agnieszka Trzaska (@agat)
  • XYZZY Award winner and collaborator of note Joey Jones (@Joey)
  • ParserComp Classic class winner and IFDB Award winner Charm Cochran (@OverThinking)
  • returning judge and artiste extraordinaire Wade Clarke (@severedhand)
  • former challenger and noted forum reviewer Lucian P. Smith (@lpsmith) [substituting for Wade Clarke]

and the role of technical advisor will be fulfilled by Tara McGrew (@vaporware), creator of the ZILF compiler and the world’s foremost modern expert on the ZIL language.

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FAQ for Iron ChIF Season One Episode 2 (May 24 2026)

Following are Frequently Asked Questions for Iron ChIF, the intfiction.org version of Iron Chef.


Q: What is Iron Chef?

Iron Chef was a television show originally created in Japan in the early 1990s. (See its Wikipedia article.) It gained a certain level of popularity in other countries.

On the TV show as presented, two chefs are given a previously-unannounced “challenge ingredient” and have one hour to create five dishes using it. The dishes are served to a panel of judges, who score each dish and decide which chef is the winner.


Q: What is Iron ChIF?

Iron ChIF is an adaptation of the show to the format of an intfiction.org forum game. It is similar in structure to the real television show, but not the same.


Q: After which version of the original show is Iron ChIF modeled?

Although there were several attempts to create “local” versions of the show, we feel that the original Japanese version is the best, and that’s the model for Iron ChIF.


Q: What are the most important differences between the TV show and Iron ChIF?

The main differences are:

  1. Number of dishes – Where the chefs on the TV show prepare five different dishes for tasting, the chefs for the forum game produce only one “dish,” a short game that integrates the challenge ingredient.

  2. Nature of challenge ingredient – The TV show is based on cooking skills, so the challenge ingredient is always a food item. Iron ChIF is rooted in writing, programming and high-level craft, so the challenge ingredient is based on concepts. (See “What is the format of a challenge ingredient?”)

  3. Winner selection – On the TV show, judges’ scoring of the dishes results in a point value for each chef which is used to determine the winner, with a special bonus round of additional cooking in the event of a tie. For the forum game, the audience choosees the winner, with the judges’ choice of winner being used as a tiebreaker if necessary.


Q: Why are you doing this?

There are several reasons:

  • Fun: Iron Chef was a very fun show. Lots of people thought the pilot episode was fun. Everyone likes fun.

  • Education: New arrivals to the forum frequently ask for advice about which development system is the best, but this is a question best answered by personal experience. It is hoped that showing various systems in use, with under-the-hood peeks of examples in each system, will expose more people to the pros and cons of each platform.

  • Advancing the Art: Although coding is obviously a major portion of the effort in creating IF, there is a level of craft that goes beyond both coding and writing. The judges will be providing expert commentary to help participants hone their craft, and the audience will be able to benefit from these lessons.


Q: Is Iron Chef (the TV show) real?

The common wisdom is that it is not “real” in the sense that the events and timeline which are presented are what actually occurred in real life. Some consider it to be a total fabrication on the order of professional wrestling.

The show is certainly edited to make it as high-energy as possible.


Q: Is Iron ChIF (the forum game) real?

Yes! Competing chefs have agreed to strict limits on the time that they will have to work with the challenge ingredient: 120 hours (5 days) from the start of the development period until the time that their dishes must be turned over for judging.

This “show” is “broadcast” live, with no editing.


Q: When will the next episode be?

The next episode will be Season One Episode 2, and it will be conducted from Friday May 22 to Tuesday Jun 02 in 2026, right on this very thread.


Q: What are the main roles in the show, and who will fulfill them?

A lot of people have volunteered to help make this effort a success! Each of them will participate in one of the following roles:

Iron Chefs

A fixed cast of Iron Chefs, each of whom is a distinctive expert for their chosen development system, has agreed to defend against challenges using that system. At present, the Iron Chefs are:

  • Iron Chef Inform 7: Ryan Veeder (Afterward)
  • Iron Chef Twine: SV Linwood (svlin)
  • Iron Chef Dialog: Daniel Stelzer (Draconis)
  • Iron Chef TADS: TBD
  • Iron Chef ZIL: Max Fog (SomeOne2)
  • Iron Chef Inform 6: Garry Francis (Warrigal)
  • Iron Chef Adventuron: Dee Cooke (dee_cooke)

Challengers

Before the pilot episode, sixteen confirmed challengers covering five different systems stepped up to contend with the Iron Chefs. They are (in alphabetical order by handle):

  • Mike Tarbert (BadParser)
  • Caleb Wilson (caleb)
  • Ellric (Ellric)
  • FLACRabbit (FLACRabbit)
  • John Ziegler (johnnywz00)
  • JJ McC (jjmcc)
  • Onno Brouwer (Lancelot)
  • Lucian Smith (lpsmith) [who challenged Afterward in S1E1]
  • Sarah Willson (malacostraca)
  • Nils Fagerberg (nilsf)
  • Norbez Jones (Norbez)
  • Pacian (Pacian) [who challenged Draconis in the pilot episode and won the judges’ verdict]
  • Phil Riley (rileypb)
  • Roger (Roger)
  • Vyner Vanderhumeken (Vyner_Vanderhumeken)
  • Zed Lopez (Zed) [who has withdrawn his bid as challenger but is fulfilling the role of Technical Advisor for Inform 7]

Judges

A pool of over fifteen judges, selected from among prominent authors, reviewers and critics, have volunteered to scrutinize each dish and to entertain the audience while the chefs work. Listed alphabetically by handle, the judges revealed so far are:

  • Three-time Spring Thing winner and XYZZY Award recipient Agnieszka Trzaska (agat)
  • Talented new author Amanda Walker (AmandaB)
  • Prolific author and IFComp winner Chandler Groover (CMG)
  • Rosebush editor and #3 IFDB reviewer Mike Russo (DeusIrae)
  • Choice author and noted critic Emery Joyce (EJoyce)
  • IF Comp winner and two-time XYZZY Award recipient J. J. Guest (J_J_Guest)
  • Uniquely exuberant #6 IFDB reviewer J. J. McC (jjmcc)
  • XYZZY Award winner and collaborator of note Joey Jones (Joey)
  • Record-holding player and two-time ParserComp winner Brian Rushton (mathbrush)
  • ParserComp Classic class winner and IFDB Award winner Charm Cochran (OverThinking)
  • Game enthusiast and #5 IFDB reviewer Rovarsson (rovarsson)
  • Creative juggernaut and noted critic Wade Clarke (severedhand)
  • Five-time XYZZY Award winner and Rosebush associate editor Victor Gijsbers (VictorGijsbers)

Other judges have agreed in private to participate in future episodes, but their identities have not yet been disclosed.

Technical Advisors

To ensure that judges and audience get the most insight into what the competing chefs are doing, additional experts for the various platforms have volunteered to provide answers to questions about technical details of the system in use. At present, they are:

  • Adventuron: Christopher Merriner (ChristopherMerriner), author of Custard & Mustard’s Big Adventure
  • Dialog: improvmonster (improvmonster), author of Frankenfingers
  • Inform 6: Fredrik Ramsberg (fredrik), co-creator of the PunyInform library
  • Inform 7: Zed Lopez (Zed), the original Mad Scientist and contributor to Inform 7
  • TADS: John Ziegler (johnnywz00), author of How Prince Quisborne the Feckless Shook His Title
  • Twine: Greyelf (Greyelf), community Twine expert
  • ZIL: Tara McGrew (vaporware), creator of ZILF

Audience

That’s you! Unlike the real TV show, in Iron ChIF the audience members play an active part in the show. (See “How does an episode work?” and “How can I participate as an audience member?”)


Q: How does an episode work?

Here are the steps of the typical show:

  1. Challenger intro and opening interview - The selected challenger is welcomed, and a short biography of the highlights of the challenger’s IF career is presented, followed by a pre-match interview consisting of between 6 and 10 questions. Season One Episode 2’s challenger will be Onno Brouwer (Lancelot).

  2. Challenger’s opponent selection - The selected challenger makes a formal challenge to one of the Iron Chefs. In doing so, the challenger is also selecting the development system that will be used for the match. Audience members who have joined the official Tasters group can send in suggestions for the episode’s challenge ingredient during the week before the event. (See the question “I’d like to suggest a challenge ingredient! May I?”)

  3. Introduction of judges - The judges for the episode are introduced. Each episode features a panel of five judges drawn from forum participants. Season One Episode 2’s panel will consist of: J. J. Guest (J_J_Guest), Agnieszka Trzaska (agat), Joey Jones (Joey), Charm Cochran (OverThinking), and Wade Clarke (severedhand). [Note that due to exigent circumstances, Lucian P. Smith (lpsmith) substitued for Wade Clarke in this episode.]

  4. Overview of platform - The episode’s technical advisor provides an overview of the platform to be used, as an introduction to its unique strengths.

  5. Announcement of challenge ingredient - The challenge ingredient for the episode is announced. Following the successful formula used in the pilot episode, the Iron Chef and challenger are presented with three choices for the challenge ingredient on the day before the development period, and each chef has the opportunity to veto one of them. The remaining choice is the ingredient used. Note that this allows the competing chefs an additional partial day to think about the challenge ingredient before the development period begins, but chefs are honor-bound to not begin coding until the development period officially starts.

  6. Development period - The two competing chefs have 120 hours (5 days) to create their “dishes.” During this period, each chef posts at least daily to provide “WIP bits,” i.e. peeks into their development process. (See the question “What is a WIP Bit?”) Judges react to these in a wide-ranging conversation, and may call on the technical advisor for the platform in use to provide additional context about its features or to explain the function of any code that is shared. When the development period ends, the chefs release their finalized dishes for play by the judges and the audience.

  7. “Post-game” interviews" - Short interviews (3 to 5 questions) with both challenger and defending Iron Chef are conducted, to discuss how the match went and how they feel about their dishes. One chef’s interview is posted each day. During this two-day period, audience discussion of the two dishes is encouraged, and judges submit their numeric scores for each dish. (See the question “How are dishes judged?”)

  8. Announcement of Judges’ Scoring - 48 hours (2 days) after the dishes have been released, the judges’ scores are posted. Although the judges post their choice of the winner, the winner is not yet determined at this point.

  9. Audience voting - The audience has another 48 hours (2 days) in which to cast votes in favor of one dish or the other. During this period, the judges post their in-depth written evaluations of the two dishes as they finish them, explaining the reasoning behind their scoring and offering other observations and constructive criticism.

  10. Declaration of winner - When the period for audience voting ends, the vote is closed. If the audience vote is not a tie, the winner is declared immediately based on the audience choice. If the audience vote is a tie, the judges’ verdict (worst case 3-2) acts as tiebreaker.

  11. Wrap-up and news – The winner is congratulated, judges make closing remarks, and brief announcements are made about what to expect next from the show.


Q: What happens if there is an emergency affecting one of the participants?

For chefs:

  • If there has been no contact from a chef for 36 consecutive hours, an announcement will be made to prepare the audience for a possible cancellation.
  • Should there be no contact from that chef within the next 12 hours, i.e. at 48 consecutive hours of no contact, the match will be canceled.

For judges:

  • If there has been no contact from a judge for 36 consecutive hours, an alternate judge will be selected from the pool of those not participating in the episode.
  • Should there be no contact from that judge within the next 12 hours, i.e. at 48 consecutive hours of no contact, the alternate judge will be announced and will fill the role for the remainder of that episode.

For the technical advisor:

  • An announcement will be made to notify the audience, but the show will continue without technical advisor input.

Q: How are challengers being selected?

An open invitation to sign up as a challenger was included in the original post suggesting the event. Sixteen brave individuals signed up and confirmed their acceptance of the ground rules for challengers, which were:

  1. No use of AI allowed – Use of generative AI by competing chefs is strictly forbidden. (See also: “What is the policy regarding use of generative AI?”)

  2. Daily posting requirement – Challengers must agree to post something from their development materials at least once every day (i.e. 24-hour period) during the five-day development period. Almost anything relevant to the production process qualifies here: code snippets, screenshots, sketches, references, short dev log entries, etc. It will be up to each chef to decide which materials to share.

  3. Challenger selection vote – The premier challenger (for the pilot episode) will be decided by audience vote. Those not selected will be eligible to participate as challengers in future episodes.

To decide which challenger became the Premier Challenger, an anonymous vote was held with voters allowed to choose up to five candidates. The winner, Pacian, was the Premier Challenger for the pilot episode. Season One challengers are being selected from the highest-voted challengers for each platform.

Note that two platforms, Inform 6 and Adventuron, have not yet received any challengers. Anyone interested in being a challenger for one of those platforms should send a PM to @otistdog.


Q: What is the format of a challenge ingredient?

A challenge ingredient generally takes the form of one story element that has one defined behavior.

A “story element” generally means an object or NPC. A “behavior” is something that the object does within the game, which may or may not be under the player’s control.

As examples, these were the challenge ingredient candidates for the pilot episode:

  • a device that emits one or more mysterious messages in a non-human language
  • a person who is awake only one day per year and does not age between those days
  • an experimental time camera that allows one to take Polaroid-style pictures of the past

Q: How can I participate as an audience member?

There are several ways that you can participate:

  1. You can sign up as an official Taster. Doing so lets you use the official Taster flair icon to show your support, and gives you the chance to submit challenge ingredient suggestions.

  2. You can contribute to the audience discussion thread which will be started at the same time as the main “broadcast” thread. This thread will be set up to allow anyone to make comments about the ongoing action without interrupting the broadcast, but it’s important! The audience commentary thread will be actively monitored so that we can answer questions, make clarifications, etc.

  3. You can play the games and rate them on IFDB. Like any author, the chefs are making these games so that others can enjoy them. Enjoy the fruits of their labor of love!

  4. Importantly, you can cast a vote for the winner. Although the panel of judges will be subjecting both chefs’ dishes to rigorous scrutiny, it’s the audience vote that determines the winner of each Iron ChIF battle. The judges’ verdict determines the winner only if the audience vote results in a tie.


Q: I'd like to suggest a challenge ingredient! May I?

If you’re an official Taster and you’re using the special group flair (a fork icon), you can submit suggestions for challenge ingredients starting one week before the start of the episode. Suggestions will be accepted up until the point that the challenger formally issues a challenge to the defending Iron Chef. See the question “What is the format of a challenge ingredient?” for guidance about the form your suggested ingredient should take.

Please note: At most one suggestion can be accepted per person per episode. If you send more than one suggestion, please specify which one you are suggesting for the upcoming episode. Any others will go into the pool of candidates, marked with your name, so that if they are picked in the future you will be credited.

Also note: If there are multiple suggestions for a given episode, the chairman reserves the right to select at least one from those submitted or the the pre-existing pool. The remaining slots will be filled by choosing at random from those newly submitted.

To join the Tasters group, go to the official Tasters group page. Just click the “Join” button at top right, and you’ll immediately be able to use the distinctive Taster flair via your account preferences. (The specific control is a few items below selection of your avatar image.)


Q: What are the chefs supposed to do with the challenge ingredient?

As part of the format of the show, it is required that the story element defined by the challenge ingredient be incorporated into the game that is produced. The competing chefs are given wide latitude in their interpretation of the challenge ingredient, but the central challenge is to make it an integral and substantially significant part of the produced dish, and one of the categories for judging is dedicated to this aspect.

Chefs with more inventive interpretations are likely to do better, but the contest is ultimately one of high-level craft and audience appeal.


Q: What if a chef doesn't like the challenge ingredient?

They’re called “challenge ingredients” for a reason! Some of the most famous episodes of the TV show involve challenge ingredients that are very difficult to work with.

In order to ensure the best possible results for the audience, however, for Season One the competing chefs will be allowed to choose the challenge ingredient to be used from a group of three options. (See next question.)


Q: What?? Chefs get to choose the challenge ingredient? What kind of nonsense is that?

The person choosing the challenge ingredients has absolutely no relevant experience when it comes to making complete games on a tight deadline. In order to ensure that the competing chefs are not given something completely unworkable, a process was developed to allow the competing chefs to winnow out one of three possible challenge ingredient candidates.

The feedback from competing chefs in the pilot indicated that this approach was beneficial, so it has been adopted as the standard format for Season One. If the two competing chefs both wish it, they can elect to hold a “no warning” challenge in which neither has an influence on the choice of ingredient and they learn it only at the start of the development period.


Q: Are chefs allowed to use pre-developed code?

Yes. Chefs are allowed to use code from extensions (both their own and those available to the public), segments from their own previous projects, or even suitable public source code from another author. The intent is to make it possible for the chefs to make better dishes within the tight time constraint, and not to force them to reproduce basics during the contest.

Chefs are forbidden to create any new code for their dish until the start of the development period, even if they know the challenge ingredient slightly in advance. They are also forbidden to use code produced less than 24 hours prior to the start of the development period.

In keeping with the policy regarding use of generative AI, chefs may not knowingly make use of code produced by LLMs. (See also: “What is the policy regarding use of generative AI?” For Season One Episode 2, the use of the current version of the ZILF compiler and standard library are being allowed on an exception basis.)


Q: Are chefs allowed to use pre-developed images, sounds, music and/or video?

Yes. Simliar to the rule regarding use of pre-developed code, chefs may make use of any legally-obtained multimedia asset that was produced no later than 24 hours prior to the start of the development period. They are also allowed to make use of any assets that they personally create during the development period.

Chefs are required to acknowledge the source(s) of any asset(s) that they did not personally produce within their produced dish, e.g. via a response to a >CREDITS command or similar.

In keeping with the policy regarding use of generative AI, chefs may not knowingly make use of any multimedia asset produced through generative AI. (See also: “What is the policy regarding use of generative AI?”)


Q: Are chefs allowed to obtain beta testing for their dishes?

That question is being decided over the course of Season One.

For the pilot episode, beta testing was not allowed because (oh, so ironically) it never came up during planning discussions. For Season One Episode 1, judges have approved a liberal beta testing policy that allows the competing chefs to recruit and make use of as many beta testers as desired. These testers can be consulted at any point during the development period, as often as desired.

For transparency’s sake, chefs must name all beta testers consulted via in-game credits.

This policy is provisional but at present has been approved for the duration of Season One, based on cast and audience feedback.


Q: Are beta testers allowed to vote for the winner?

Yes, beta testers may cast their votes for which game is the winner. This is in keeping with the “free for all” approach to beta testing being tested in Season One. The policy may change in the future.


Q: What is the policy regarding use of generative AI?

Generative AI is considered to be antithetical to both the spirit of Iron ChIF and the nature of the competition on which it is based. All challengers have agreed not to use generative AI in any capacity when producing their dishes.

Season One Episode 2 will feature the ZIL language, for which the most recent versions of the compiler have been produced in part through code generated by LLM. Because the match was arranged before this information was known, use of the compiler and default library by chefs will not count as a volation of the rule against use of generative AI.

This exception is provisional for this episode only, and does not change the core policy. The same exception may not apply to future episodes.


Q: How are dishes judged?

Judges provide a numeric score for each of the two dishes produced in an episode. There are five (5) categories for numeric scoring, with a range of 1-10 per category for a total of 5-50 points per dish.

Categories are defined via a list of questions to be considered when determining the score. Scoring is explicitly based on each judge’s interpretation of the relevant questions, and is specifically to be given in terms of relative score between the two dishes as opposed to an absolute score according to some externally-defined ideal. This means that scores between dishes that are prepared in different episodes (with different judging panels) are only loosely comparable.

The five categories and their questions are:

  1. Writing

    • How effective and engaging is the prose?
    • Does the dish have a distinctive narrative voice?
    • How well does the output prose flow in response to the player’s commands?
    • How well are mood and atmosphere conveyed?
    • Do stylistic choices cohere into an overall style?
    • Is the story compelling?
    • Does the story have satisfying dynamics?
    • Is the story thematically coherent?
    • Are any narrative tropes used well?
    • Are any twists effective?
    • Are characters distinct and/or well-drawn?
    • Do the characters change over time (in personality or behaviour) if the dish demands it?
    • If the PC is a specific character, are default responses in-character?
    • Do any NPCs feel like people and not obstacles?
    • Does the world convince on its own terms? Examples: Does an inhabited world feel inhabited? An abandoned world feel abandoned? Can the player imagine the world beyond the map?
    • Is the PC appropriately integrated into the setting?
    • Is there any backstory or lore that is revealed naturally?
    • Does the setting change or develop over time?
  2. Playability

    • Is the central play experience interesting and satisfying?
    • Do gameplay mechanics work properly? Are they easy to understand? Are they engaging?
    • Is the implementation solid? Are any bugs or oversights negatively affecting the dish?
    • Is the player’s relationship to the PC clear to the player?
    • How novel are any puzzles? Are they appropriately clued? Are they unified with the gameworld?
    • Are the map and any navigation coherent?
    • Did the first taste of interaction make me crave more?
    • When I interact with this piece, am I playing, i.e. engaging in a fun and curious manner with the work, no matter if it’s easy or difficult or scary or comedic?
  3. Design

    • Do the design choices add up to a coherent and effective overall design?
    • Is there a harmony between whole and parts or does the dish feel lopsided?
    • Do the writing and programming work together to cause the fiction’s ideas and feelings to be sustained in the player’s mind?
    • Has the chef worked with their chosen platform to best effect?
    • Is the player’s relationship to the PC presented consistently?
    • Are any mechanical tropes used well?
    • Is the whole greater than the sum of its parts?
  4. Inventiveness

    • To what extent has the chef responded to the overall challenge in a fresh, surprising or original way?
    • Were game mechanics inventive?
    • Was the use of the platform clever, inventive or novel?
    • Has the author shown originality within the scope given to them?
  5. Challenge Ingredient

    • How has the challenge ingredient been used? Well? Harmoniously? Sufficiently? Or just incidentally?
    • Is the whole dish suffused with the challenge ingredient concept?

Note that many questions are recognized to be applicable to only some dishes, i.e. several questions under “Writing” about characters would be less applicable in a dish that has no NPCs (though the PC also counts as a character). Whether or not this results in a lower score is highly judge-dependent; in general, the judges are prepared to judge each dish on its own merits, so a well-executed dish without NPCs but with a well-constructed PC should do fine for those questions. Likewise, a “puzzleless” story-oriented game would not necessarily suffer under “Playability” due to a lack of puzzles. However, chefs are advised that, all other things being equal, a better-balanced and coherent smaller dish is likely to do better than a more ambitious but unevenly-developed dish.

Also note, and importantly: Judges are allowed to choose a winner in contradiction to their numeric scoring. The main purpose of the numeric scoring is to provide feedback about the chefs’ relative accomplishments across the five dimensions that the working group decided were most important for this contest; the working group intentionally left room for “X factor” elements not covered by the category rubric to be decisive.


Q: Is any other feedback provided by the judges?

In addition to the numeric scoring, judges provide a written evaluation that generally (but not always) is in the range of 500-1000 words in length. The contents of written evaluations are the domain of each individual judge.


Q: How and when will I get to play the games made by the competing chefs?

The two dishes will be posted to the episode thread (as ZIP files) shortly after the end of the development period, and will be available for immediate play by the audience. Audience voting will begin 48 hours after the end of the development period, following the posting of the judges’ numeric scores.

After the match, the games will also be submitted to the IF Archive and listings created on IFDB. Authors may choose to make their games available in other places; if this is done then the associated IFDB page(s) will be updated to include appropriate links.


Q: What is a WIP Bit?

A “WIP Bit” is the nickname for an item posted by a competing chef during the development period. WIP Bits are analogous to the brief shots of the chefs at work on the TV show. They are the basis for quite a bit of the banter between the judges, who speculate about what is being made and ask questions about the ingredients and techniques in use.

Both Iron Chefs and challengers post these during the development period to illustrate some aspect of their development process. A WIP Bit can be just about anything that the competing chef chooses to release: short dev log entries, design notes, code snippets, screenshots, sketches, references to inspirational materials, citations from documentation, etc.

Judges react to these and may ask clarifying questions to be answered by the technical advisor for the episode.


Q: Who was 'Fukui-san,' and is there someone like that for Iron ChIF?

“Fukui-san” was Kenji Fukui, the primary announcer for the TV show during the matches themselves. There is no direct equivalent for the forum game.

The person who most often said “Fukui-san?” on the TV show was Shinichiro Ohta, another announcer who would interrupt Kenji Fukui with information from the floor of the kitchen arena.

For Iron ChIF, the role of technical advisor is intended to provide audience members and judges with insight into the chefs’ methods in a manner similar to that provided by the dynamic between Fukui and Ohta on the TV show.


Q: Who came up with the name Iron ChIF?

That honor goes to @caleb, who proposed it on the original thread.


Q: Who came up with the concept art, flair icons, and other graphical assets?

That honor goes to @FLACRabbit, who developed all of them.

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Two weeks remain until Season One Episode 2 of Iron ChIF, featuring challenger Lancelot vs. Iron Chef ZIL SomeOne2. A brief note to the community about the upcoming episode…

The rules of the competition state:

Use of generative AI by competing chefs is strictly forbidden.

It’s come to my attention that ZILF, the compiler for ZIL, has been produced in part through the use of LLMs to generate code. The compiler was originally produced solely through the work of its author, vaporware, but that is not the case for recent releases.

After much consideration, I’ve decided that use of the current iteration of ZILF in this episode will be allowed. The most important facts driving my thinking are:

  • Neither SomeOne2 nor Lancelot has control over the decision to involve LLMs.

  • ZIL has historical value to the IF community.

  • There is no publicly-available alternative compiler for ZIL.

Any use of LLMs by chefs would be antithetical to the nature of the competition, and the rule remains that chefs are not allowed to use LLMs while producing their dishes. However, for this episode, neither use of the current ZILF compiler nor inclusion of the current standard library will be considered to be in violation of the “no AI” rule.

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There’s only a week to go until the start of S1E2, and that means that you can now send in challenge ingredient suggestions. In the last episode, an ingredient suggested by rh was the one selected by the chefs, and it was a resounding success.

See the FAQ above for details on the format for challenge ingredients and how to submit them.

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[Season One Episode 2 of Iron ChIF will begin in about twelve hours. Please stand by.]

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(A note for members of the audience: As with the pilot episode and S1E1, a separate thread has been started for audience discussion of the ongoing show. Everyone is encouraged to make use of it! Audience comments posted to this thread will be moved there.)

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In 2025, a forum member’s fantasy became reality in a form never seen before: a giant virtual coding arena, the Keyboard Stadium.

The motivation for spending his free time to create Keyboard Stadium was to encounter new, original works of interactive fiction which could be called true artistic creations.

To realize this dream, he first secretly started selecting the top experts of the various IF development platforms, and he named these experts the “Iron Chefs,” the invincible wielders of coding skills:

  • Iron Chef Inform 7 is Ryan Veeder (Afterward),
  • Iron Chef Dialog is Daniel Stelzer (Draconis),
  • Iron Chef Twine is SV Linwood (svlin),
  • Iron Chef Inform 6 is Garry Francis (Warrigal),
  • Iron Chef Adventuron is Dee Cooke (dee_cooke),
  • and Max Fog (SomeOne2) is Iron Chef ZIL!

The Keyboard Stadium is the arena where Iron Chefs await the challenges of brave and ambitious authors from around the world. Both the Iron Chef and challenger have five days to tackle the theme ingredient of the match, using all their experience, skills and creativity… there to prepare artistic “dishes” never tasted before.

And if ever a challenger wins over the Iron Chef, he or she will gain the people’s ovation and fame forever!

Every battle, reputations are on the line in Keyboard Stadium, where master crafters pit their artistic creations against each other.

What inspiration will this episode’s challenger bring, and how will the Iron Chef fight back? The heat will be on!

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All things have a beginning, even our common hobby here. We all know the story of Infocom: its rise… and its fall. During its brief reign, it was a veritable supernova within the popular culture surrounding early personal computers. A huge fraction of personal computer owners bought their games, and both the trade and mainstream press frequently ran features about the company, its technology, and its vision.

As might be expected – especially given their tremendous early commercial success – the Infocom phenomenon inspired countless imitations. Most of these were doomed to be ignored, or to share the same fate as the crew from MIT once interactive fiction gave way to point-and-click adventure games. The shock wave of their supernova continued to propagate through the imagination of computer enthusiasts, however, eventually resulting in a dedicated effort to reverse engineer the company’s technology. This laid the foundation for Inform 6, a new star that created a steady (if less glaring) beacon for those who find IF uniquely compelling.

A new generation of creators and enthusiasts flocked to this platform, pushing the art form into unexplored territory and beyond. Community traditions such as IFComp and the XYZZY Awards sprang up, establishing a set of core traditions that drew more fans into IF’s orbit. Pioneers within this industrious society in miniature produced fresh and powerful tools to support their expanded vision – tools such as Inform 7, Twine, Dialog and others – each offering its own strengths and weaknesses, and each catering to different writers’ styles and temperaments.

While many early authors picked a single platform and stuck to it, in recent years a growing number have produced works using more than one. Today’s challenger is among them – a fearless experimenter who dares to issue a challenge on unfamiliar terrain.

Onno Brouwer (@Lancelot) is a relative newcomer to the ranks of IF authors, whose debut work One King to Loot Them All tied for 18th place in the 2023 IFComp and went on to win that year’s IFDB Award for Outstanding Use of Interactivity. The game, originally written in Inform 7, was later adapted into choice-based format using Twine. In 2024, Lancelot released two more choice-based works written in Dendry: Poetic Justice and Losing Track, and these were followed in 2025 by Mini-Cluedo. 2025 also saw a return to Twine for Moon Logic. With this challenge, new territory is being entered; never before has Lancelot released a game written in ZIL.

Stay tuned for Lancelot’s pre-match interview, which covers his first exposure to the idea of interactive fiction, lessons learned from platforms tried, and more!

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Let us now hear from this episode’s challenger, ONNO BROUWER, who tells us something of the journey that has led to the stadium floor…


Q: You got your start in IF during the “magazine era” and cite a pair of 1980 articles (in Creative Computing and Byte) as the things that started your interest in interactive fiction – even before you had access to a computer. What drew you to the concept itself? Do you recall anything specific about the articles which piqued your interest?

OB: Before IF there were other games/simulations, but most of those games used numbers for input. Far easier to handle, of course, but less interesting to me.

One notable exception was ELIZA, which used pattern matching and some rewriting to simulate a conversation with a therapist. But it had no world model or state behind it, and no memory of past actions by the user.

And then I read those articles about ZORK. It reminded me of an earlier article by Scott Adams which also featured a parser, but felt a bit primitive at the time. ZORK was much more sophisticated, as the numerous examples showed. Unfortunately I was referred to an article published in IEEE Computer a year earlier. “Nope, magazine publishers generally don’t do reprints”. I was out of luck.

Still, the idea of creating a virtual machine dedicated to running IF coupled with some kind of data structure for the game content stuck with me. Scott Adams and Greg Hassett both wrote several adventure games using a similar mechanic: A game engine written in BASIC and a lot of DATA statements containing the game itself.

When I published my first IFComp game One King to Loot them All in 2023, I was reminded of this idea and literally created a “game engine” within Inform7 and stored most of the dynamic “game content” in tables, which allowed me to easily handle the UNDO / RESTART trickery I had in mind for the game.

I still have some of the magazines of those early days. Creative Computing was by far my favorite magazine at the time, followed by Dr. Dobb’s and BYTE. Communications of the ACM was the last magazine I read in print until I left the ACM.


Q: As someone with an interest in IF during the “magazine era,” you are familiar with “type-ins,” i.e. programs that were published in magazines for users to type in on their own computers. Are there any of these that stand out in your memory? Was the experience of a type-in game ruined in advance by seeing the source code?

OB: Oh my gosh, the type-ins. Yes, I do remember some of those. And no, typing them in didn’t ruin the experience for me; I was too focused on trying to type exactly what was printed, for fear of running into hard-to-find bugs later on.

Some IF games from magazines:

Some simulation games from magazines:

  • Three Mile Island, a nuclear reactor simulation game
  • Imhotep, a pyramid builder simulation game
  • The Oregon Trail, a pioneering simulation game

Some games from the (More) BASIC Computer Games books:

  • Animal, a “guess the animal” game where the computer tries to guess which animal the player has in mind and asks a bunch of yes/no questions. I came across this game in the Science Museum in London before I learned how it was coded, and interrupted the program to see what made it tick. I was politely asked to leave the premises due to “disruptive behavior.” Typing RUN to restart the game “fixed it” and I was allowed to stay (I guess they didn’t realize that stopping the program made it forget about the animals it had learned from the museum visitors.)

  • Ha(m)murabi, one of the early resource management games. Someday I want to publish an IF version of this game. Only much later did I learn this game was based
    on “The Sumerian Game”, which turned out to be a lot more interesting, but unfortunately not enough information has been preserved to fully reconstruct it.

  • Super Star Trek, my favorite space simulation game at the time. Also by far the biggest non-IF game to type in.

  • ELIZA, I just had to try this one out. Ah well, at least I learned quite a bit about string handling in BASIC.

  • Wumpus, my favorite monster hunting game at the time. Looking for an IF way to recreate this game led me to Andrew Plotkin’s Hunter, in Darkness, and eventually to this forum. I still haven’t dropped the idea of recreating it as IF, though.


Q: At the time, you experimented with writing your “own simple adventure game” in your native language (Dutch) but ran into difficulties. Have you ever found a development system that made it easier to write a game in Dutch? What specific challenges need to be overcome for a Dutch parser?

OB: If such a system existed at the time, I was unaware of it. Most of my knowledge came from magazines or books from the local library. No Internet in sight, and certainly no Google. By the time I did learn about languages and tools that might have made the job easier, I had lost interest in trying.

As for the challenges, I recall a few:

  • Gendered nouns, which affect adjectives and articles. This affected both parsing input and generating output. Some examples:
	A large door		Een grote deur
	A large window		Een groot raam
	The large door		De grote deur
	The large window	Het grote raam
	The large doors		De grote deuren
	The large windows	De grote ramen
  • Separable verbs, which broke the simple verb-noun pattern common in IF at the time. Viable alternatives do sometimes exist, but not always. Some examples:
	Take the coin		Raap de munt op			Pak de munt
	Drop the coin		Laat de munt vallen		Laat de munt los
	Wear the coat		Doe de jas aan			Draag de jas
	Unwear the coat		Doe de jas uit			Trek de jas uit

In the end, English seemed much easier to parse for me.


Q: You’re a fan of Steve Meretzky of Infocom fame. Which of his games are your favorite(s)? What aspects of his authoring style do you admire the most?

OB: I’ve played 8 out of his top 10 games on IFDB. I haven’t played A Mind Forever Voyaging or Zork Zero: The Revenge of Megaboz yet; maybe I should try them sometime. My favorites are Planetfall and Stationfall (because of Floyd - creating a single, fleshed-out NPC sidekick was a stroke of genius in my opinion, and both games became quite emotional toward the end, which is rare for me) and The Hitchhiker’s Guide to the Galaxy (because of Douglas Adams; I’ve read all his books, so this was a no-brainer).

As for aspects of his authoring style that I admire, I can think of a few:

  • worldbuilding - most games had a “sensible map,” and recreating them was relatively painless, a huge relief compared to mapping out the maze in Zork I, for example.

  • character building - Floyd being the prime example; I do not recall any other games from around that time featuring character development like the one Steve achieved with Floyd. I suspect that my desire to include one or more sidekick NPCs to liven up things in a game can be traced back to this.

  • rule systems - there always appears to be some kind of internal logic behind the game mechanics; of course the challenge is in figuring out the rules. Even then, I would still occasionally fall into a trap. I distinctly recall getting quite upset with the maze in Sorcerer: I thought I had it all figured out, had prepared my spells, and made it through the maze and back, only to realize at that point that everything I had dropped at the maze entrance was now inaccessible, forcing me to attempt it all over again. I should have known.


Q: In addition to Steve Meretzky, you cite Andrew Plotkin and Emily Short as authors whose work you admire. Which games best demonstrate the features that you admire about them?

OB: I admire Andrew Plotkin for his ability to take a single idea or mechanic and build an entire game around it. As for which games best demonstrate this, I admit I’m a bit biased: Hunter, in Darkness was the first game I encountered when looking for Wumpus-like games. Spider and Web also undoubtedly falls into this category; its mechanic was quite a surprise to me when I first came across it. I also like his more straightforward, puzzle-like IF, such as the Advent series.

I also liked his tutorial game The Dreamhold and am looking forward to have a go at his Hadean Lands.

I admire Emily Short for her numerous blog posts on topics such as modeling conversation flow. Until now, I’ve relied only on the “talk to NPC” mechanic to sidestep conversation handling, but I’d like to move beyond such a simplified approach. Of the games I’ve played, Galatea stands out to me as a prime example of what one can achieve when going beyond simple conversation mechanics. I also quite liked Alabaster, but not sure I can include it here, since there are multiple authors involved.

I also liked her tutorial game Bronze. I wish my command of English were sufficient to tackle Counterfeit Monkey on my own, but I found myself getting stuck often and, in the end, had to rely on a walkthrough.


Q: Since the end of the commercial era, which innovations in interactive fiction most amazed you the first time that you encountered them?

OB: It is hard to isolate events related to interactive fiction from events happening more generally. When I first created software on a minicomputer, computers were rare outside corporate environments, and anyone using one was probably considered a nerd. Text-based interfaces were the only means for input, and parser-based interactive fiction was a natural match for this.

Then graphics came along, and we could have parser-based games with graphics. I was quite impressed by The Hobbit, which featured color graphics and a sophisticated parser to boot. IMHO, its only downside was that NPCs ran on their own schedules and sometimes killed off important characters elsewhere.

I remember the Spellcasting series as a hybrid, where one could either type commands or click them together from lists of verbs and nouns. (To be honest, I preferred the parser interface; it was much faster for me to type commands than to scroll through those lists and click them together.)

And then we had companies like LucasArts, where the parser interface was dropped altogether in favor of a point-and-click interface with a minimal verb set. IMHO the “guess the verb” challenge now became a “find the hotspot” challenge.

All of this feels evolutionary rather than revolutionary. Even with the appearance of tools like Inform and TADS, one still needed some programming skill to create interactive fiction. I guess all of this changed with tools like Twine; suddenly, anyone could create interactive fiction, without even needing to install anything on their computer or tablet.

Twine allowed me to port my parser game One King to Loot them All into a choice-based game that could be readily played on a smartphone; without Twine, creating my Moon Logic game (which is my first attempt at creating a parser-like world model in JavaScript) would have been impossible within the limited time available to me.

P.S. That minicomputer was the DEC PDP-8, and I could program it in BASIC. I remember running out of the museum where it was exhibited, excitedly heading to the nearest phone booth to look up DEC and give them a call to tell them how great their machine was. Unfortunately, it was the weekend, and I reached an answering machine. I left my contact details and forgot all about it until a few days later, when a small package arrived in the mail containing the OS/8 handbook.

My first computer manual! It’s now literally a museum piece; I once spotted a copy in the British Science Museum.


Q: Have you been interested in interactive fiction continuously since your first introduction, or has your interest wandered and returned over time? What other interests do you have that you would like to share?

OB: Although I never completely lost interest in IF, at times other genres attracted my attention; notably fantasy RPGs (e.g. The Elder Scrolls series by Bethesda) and science-fiction flight simulators (e.g. the Wing Commander series by Origin/EA).

As for other interest I have, I will try to be brief:

  • My family
  • Reading
  • Role-playing sessions with my friends (we currently use D&D 5e but have also tried homegrown systems)
  • Nearly all puzzle categories published by Nikoli, of which Slitherlink is my favorite
  • Japanese chess (shogi) and Chinese chess (xiangqi)
  • Chess engines (I have created a shogi tsume engine in Inform 7 for another WIP)
  • Computer languages in general (I have used quite a few over the years)
  • Cryptography and mathematics (especially number theory)
  • Computer graphics algorithms (I have created a few graphics editors)

Q: In your IF career to date, you seem to be making a sport out of trying out different development platforms (Inform 7, Dendry, Twine). What has your experience in working with each one been like?

OB: I began experimenting with Inform 7 in the summer of 2022 and joined this forum shortly afterward. I was drawn to the expressiveness of the language, but I also found its fundamentals difficult to grasp. I often returned to the documentation, searching for sample code that would more or less demonstrate the mechanics I was looking for. I found the handling of so-called “edge cases” frustrating, and eventually decided not to worry about them, since I was spending more time on them than I care to admit.

I now have a few Inform 7 repositories with WIPs in various states of completion. I hope to get them into good shape for public release in the near future; time will tell. As a programmer, I might have found it easier to start with Inform 6, but that’s my eagle-eyed hindsight speaking.

While beta-testing my Inform 7 game One King to Loot Them All at ClubFloyd, Pinkunz said “You know, with the limited verb set, this would translate to choice fairly well.” That idea stuck in my mind and wouldn’t let go. So I started looking for ways to convert my parser game into a choice-based one. I settled on Twine, in particular the SugarCube story format. I converted all rooms and actions into widgets, which allowed me to wire appropriate phrases in my room descriptions to the corresponding actions.

Two things did not quite work out for me. First, I had limited experience customizing the Twine UI, and I chose to portray the UNDO command as a separate button on the side panel. It would have been better to replace the native UI element used for navigation instead. Second, some reviewers expressed confusion about the links embedded within the room descriptions. This is entirely my fault; I originally envisioned links in three different colours: yellow for moving to another room (think “yellow brick road”), blue for examining something (think “intelligence”), and red for everything else (think “action”). Unfortunately, I could not find a suitable colour scheme that would work across all browser emulations.

By the time I created Moon Logic, I felt more confident in handling the UI, and I essentially created a custom StoryInterface and handled nearly everything myself.

I’m afraid I do not recall the exact trigger that caused me to have a look at Dendry. I do remember going through its tutorial and talking to Autumn Chen about some features that were not quite clear from the examples shown, as well as some phrases I had spotted in the implementation of Emily Short’s Bee.

Although its handling of variables felt a bit limited, I quite liked the way it integrated with JavaScript; it allowed me to bundle JavaScript with the scenes, in contrast to Twine, where all JavaScript code lives in a separate passage.

I created Poetic Justice for SeedComp; I put all scenes in one large file because I found it easier to locate and track things that way. When I got around to creating Losing Track for Neo-Twiny Jam, I had learned my lesson and gave each scene its own file. And then there was the Mini-Cluedo challenge. I could not resist the temptation and created a Dendry version of it. I hope more authors consider Dendry as a potential tool of choice; it is relatively easy to pick up, in my opinion.

I should mention Borogove here. Without it, I would be unable to create and test interactive fiction written in Inform 7 or Dendry (Twine has its own web based editor). The only challenge I faced when using Borogove is its inability to produce final releases. In the end, I had to resort to running scripts in a containerized environment to build my releases.


Q: One of your games, One King to Loot Them All, was originally written in Inform 7 but later re-released in Twine. What strengths and weaknesses did each platform reveal during this exercise?

OB: Inform 7 is very good at simulating environments and tracking the state of things; I was able to create the game world and its contents with little difficulty. However, I wanted to do more than create a simple “medium dry goods” game, so I had to go off the beaten track to implement my own game mechanics. Fortunately, Inform 7 allowed me to do so, with a bit of some Inform 6 code to get everything working.

In the end, I disabled nearly all standard commands and implemented my own set of verbs using a table-driven state machine, which was perfect for the scenario I had in mind. This approach allowed me to implement my own undo, restart, and story mode. Customizing the messages I used from the standard library was a lot of work, but well worth it.

Challenges did arise in ways I had not originally anticipated. For example, when undoing a TAKE action (known as the SEIZE action in my One King game), one cannot simply drop the item just taken, because the order in which things are printed in the room description mirrors the order in which they appear in internal data structures. As a result, I had to go back and enforce a fixed ordering on things so that the room would look the same after my simulated UNDO action was executed.

Playtesting my Inform 7 game on a mobile device turned out to be unexpectedly challenging. Perhaps I was using the wrong tools, but keyboard handling on a device with a relatively small screen is less than ideal, to put it mildly. In the end, I did all my playtesting on my PC.

Recreating my One King experience in a choice-based format was an interesting exercise. I was able to port nearly all objects and actions into Twine. I defined custom macros (called widgets in Twine) for all rooms and for all actions allowed within each room, including undoing them. I implemented the UNDO mechanic with a stack on which I pushed executed actions so they could be popped off the stack later when executing the UNDO action.

I did have to tweak things a bit, since Twine does not have a world model like Inform 7 does. I ended up using simple state variables for all things in the game. Since our Barbarian never dropped things, tracking state was easy. For example, the sword could be -1:gone, 0:on the throne, 1:wielded, 2:broken(hilt).

Twine does need some help to make the game look good. With Inform 7, I relied on the interpreter used by the player to handle any customizations. With Twine, I used a custom font and added options for light/dark mode and font size. I also experimented with using background images to make things look even better, but I realized that I would need to ask my artist for a lot more artwork. Since the game was not entering the main competition at Spring Thing, I decided to drop that idea.

At least now I had a One King version I could actually play on my mobile and show off to my friends! I definitely wanted to do more with Twine, but that had to wait for the right opportunity…


Q: One King to Loot Them All includes a “story mode,” an innovation (to my knowledge) first suggested (and developed for TADS) by John Ziegler and later developed into a working extension for Inform 7 by Wade Clarke. It also seems that both you and Drew Cook developed your own implementations of the idea. What value do you see in the idea of a story mode for parser games? What kind of feedback have you gotten from players about it?

OB: Mileage may vary depending on the complexity of the game, but I have seen several uses for having a story mode in a parser game.

Benefit for the author

The author can quickly navigate through parts of the game to reach an appropriate testing spot. I have used story mode to verify the flow of the story and to check whether any changes made had the desired effect. I should add that I also included a few debugging commands in my game to facilitate this:

>testing on
Testing mode has been enabled. Use TESTING OFF to disable it. You now have the following commands available:
 
ALL: Try all actions which do not progress the story.
TABLE: Show the contents of the current journey table.
 
The game now shows the list of all allowed actions at each turn.
The prompt now reflects the game state (where we are in the storyline).
 
Allowed actions: {looting your bed}.
 
Choices.1 >table
Table of Choices
Row | Action                                | Type | Flag | Object
  1 | looting your bed                      |    1 |    0 | your loincloth
  2 | regarding the mirror                  |   -1 |    0 | --
  3 | marching west                         |    1 |    0 | Royal Bedroom
  4 | looting the table                     |    1 |    0 | bottle of wine
  5 | marching west                         |    1 |    0 | Dining Room
  6 | toggling the magical portal           |    0 |    0 | --
  7 | transferring the demon to Throne Room |    0 |    0 | Black Hole
 
Allowed actions: {looting your bed}.
 
Choices.1 >
[ loot my bed ]
You approach your bed and reach down with strong, calloused hands, fingers deftly sifting through the fabric. You pull your loincloth free from its concealed spot, and you deftly don it.
 
Allowed actions: {regarding the mirror, marching west}.
 
Choices.2 
>

Benefit for the proofreader

The proofreader benefits because they can focus on the game text without having to play the game over and over again.

Benefit for the player who is stuck in the game

Players who get stuck also benefit. I have seen several IFComp transcripts in which players temporarily enabled story mode when they got stuck, allowing them to get through the rough spots of the game. I suspect they might have given up otherwise.

Benefit for the player new to parser games

I know of at least two players who normally only play choice-based games and probably would not have given my game a try otherwise. That is a definite plus in my book.

Most player feedback has been generally positive; the one thing I needed to fix was including the actual command being executed when stepping through the game using story mode.

I should add that my implementation of story mode is tailored to the mechanics of my game. There is no “leaving story mode” when the player tries out commands, and no “returning to story mode” when they press ENTER; the game does not jerk the player back to the “golden path” at the point where they started experimenting. Instead, it follows the player along and continues to provide the next logical command. In my next Inform 7 game, I will implement story mode as well; the game will be less linear, but I’m confident I can manage its complexity.


Q: You’ve just released a new Inform 7 version of One King to Loot Them All which includes a “secret” commentary track featuring Roger and Wilco, the observer characters from Moon Logic. What motivated you to graft this layer onto your original game?

OB: To set things straight: I did not “graft this layer onto my original game.” It was already present in the code but disabled, as I ran out of time to include the actual commentary before the competition deadline.

I sent out the draft version around the end of 2023 / beginning of 2024, but did not get around to processing the feedback and releasing the updated V2 version until now.

I got the idea of a commentary track from looking at ClubFloyd transcripts; I thought it would be the perfect way to include author’s notes and the like.


Q: Moon Logic has one of the most technically impressive interfaces that I’ve ever seen in a Twine game. Which parts were the most difficult to implement?

OB: I did a post mortem of my Moon Logic game at Moon Logic - a post-mortem which provides some implementation details.

Now, when you ask me which parts were the most difficult, the UI comes first. Although, to be honest, I was reusing the UI design from another game I was working on, so I’m not sure I should count that. Still, I remember having discussions on the Twine Games and Neo-Interactives Discord servers about UI design in Twine, since I had done very little for that on my One King game. Here, however, I was trying to go all out and deliver the best UI experience I could manage within the time I had.

I received a lot of help on most topics, so in the end I was able to manage, except for one challenge: support for screen readers. I asked for testing help on this forum and in other places, but only received assistance from Josh Grams as far as I remember, for which I am grateful. I’m not sure I want to go through all that again the next time I decide to do something complex with the UI, I would rather focus on providing the best overall player experience.

Creating the “parser engine” in JavaScript was easier for me. I had already settled on the Inform 7 model of having separate Check, Carry Out, and Report stages, so I could easily handle populating the command buttons (Check stage), creating a walkthrough (Check and Carry Out stages), and executing the player’s choice (Carry Out and Report stages).

Maybe I spent too much time on this, but I wanted to make sure the walkthrough would always provide a solution and that the player would never get stuck. To achieve this, I built some scaffolding around my JavaScript parser engine to perform automated testing and verify that no path would ever lead to a dead end. I was especially worried about getting through the maze, of all things.


Q: In an article titled “Zork and the Future of Computerized Fantasy Simulations” (Byte, Dec 1980), Dave Lebling says: “In early versions of Zork, the troll’s axe disappeared when he was killed. We finally decided to let the player recover it, as advances in Zork weapons technology removed the reason for destroying it. Unfortunately, we didn’t think it through. One of our best play testers, on hearing that ‘you can finally get the axe,’ immediately said, ‘Great, I’m going to go up to the forest and chop down some trees.’” When I read that, I immediately thought of Moon Logic, in which the PC does chop down trees with the troll’s axe. Was that a deliberate reference, or just something that lingered in your subconscious?

OB: I remember that passage. And I read it over 45 years ago. Oh my gosh, how time flies… Yes, the tree-chopping axe was definitely a reference to this. Also, when I got my hands on Zork I a while later, I tried to use that same axe to chop down the boarded front door. That didn’t work either, of course… See also my invisiclues page where I shed some light on my design decisions.

[editor’s note: If the link to the Invisiclues page does not work for you, you may be able to obtain the downloadable version from IF Archive.]


Q: You’ve had some time to study ZIL in advance of this match. What is your impression so far?

OB: I’ve read some ZIL code in the past, particularly while preparing my Moon Logic game for IFComp 2025, when I read through the code of Zork I to get ideas for spoofing its mechanics. I am familiar with Lisp, which also uses list structures to organize code. That said, I have to admit that ZIL’s handling of atoms differs from Lisp and took some getting used to.

Some things stand out to me when comparing mechanics with Inform 7:

  • In ZIL, I can specify nouns (called synonyms) and adjectives to refer to objects; in Inform 7, there is no such explicit distinction. On the other hand, Inform 7 provides an extensive way of specifying grammar using Understand statements.

  • In ZIL, I get a parser error (I don’t know the word “...”) when I use a word that is not in the vocabulary. In Inform 7, I get a message (You can’t see any such thing.) that does not reveal this fact.

  • In ZIL, I can create action routines and tie them to objects; it took me some experimentation and reading through sample code and manuals to figure out how these routines are invoked and in which order. In Inform 7 we have rule-based action handling, which is a more indirect approach.


Q: What do you see as the highest skills in the craft of IF?

OB: I would include…

Communicating effectively: Using clear, concise language that guides the player and makes interactions feel intuitive. I tend to err on the side of verbosity, which is something I still need to get a better handle on.

Connecting with your audience: Creating a strong sense of engagement and immersion. In my One King game, I aimed for a “full vibe” experience, focusing on atmosphere and tone. However, this was hindered by the limited parser experience, which led to frustration for some players and broke their immersion.

And then there’s the tightrope-walking feeling I get when reading reviews:

One King to Loot them All:

While I’m picking nits, I also felt like the writing could have been a little zestier.

Moon Logic:

Just please, no need for zestiness next time.

20 Likes

Our challenger this time has a long and varied programming background, as well as a penchant for clever mechanical systems. Against this, the Iron Chef brings youthful energy and enthusiasm, backed by years of experience with the chosen platform. The opponents are well-matched, and their tool of battle ancient and honorable.

With the courageous figure of the challenger looming large in our hearts and minds, we now wait for his formal challenge… and for the reply of the Iron Chef!

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To Max Fog, known as SomeOne2, the esteemed and formidable Iron ChIF of ZIL, and architect of futuristic worlds:

Know this: your summons has not gone unanswered.

I, Lancelot, do hereby challenge you and step forth onto the field of creation. With wit sharpened as a blade and ZILF as my forge, I shall meet you in fair contest to craft a work of interactive fiction worthy of legend.

So I say unto you:

Prepare thy code, and ready thyself. For soon, upon the appointed hour, our works shall stand revealed, and the realm shall judge whose tale shall endure.

May your logic be sound, and your puzzles no match for mine.

Lancelot

20 Likes

Huh???

Oh! Uh Grabs guitar, bumps into a microphone, which emits loud feedback This is… Uh, I had an idea, but… Pieces of paper scatter onto the floor Volume is… on. Check. Ready.

Breathes deeply.

Raises guitar.                             Wait, what?

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The challenge has been issued… and accepted! Challenger Lancelot strides bravely forward to meet his chosen opponent:

Max Fog (@SomeOne2), Iron Chef ZIL, is the first person to have completed a feature-length work of interactive fiction using ZIL since the dissolution of Infocom. Weighing in at 237K, Milliways: the Restaurant at the End of the Universe approaches Infocom’s largest works in scale, falling just 1K short of Bureaucracy while being over half again as large as The Hitchhiker’s Guide to the Galaxy. Subsequent released works have tended toward the short and experimental, generally written in Twine but most recently using this forum itself as the medium. Now, the title that no other could claim must be defended, and SomeOne2 enters Keyboard Stadium to do battle!

This contest will be a true test of mettle: not only that of the competing chefs, but also their preferred platform. Success will be earned by whichever chef shows the superior vision, to discern the heart of the challenge ingredient, and speed to produce the code and story needed to secure the approval of both judges and audience.

Let us now bid welcome to the panel of experts who will be presiding over this match.

These five individuals have each been chosen for their unique blends of talent and fame in their respective histories as authors, critics and/or players. Together, they will subject each dish to their most penetrating gazes. Unworthy works will surely be revealed as flawed, but those of quality will gleam like diamond. I now introduce to you this episode’s exceptional panel of judges, presented alphabetically by handle:

  • Agnieszka Trzaska (@agat) has authored 10 games listed on IFDB, including three games that haved earned Best in Show ribbons at Spring Thing: 4x4 Galaxy (2020), The Bones of Rosalinda (2022), and The Trials of Rosalinda (2024). Her games have also been awarded three XYZZY Awards (including two for Best Use of Innovation) and been nominated for six others. As a final feather in her cap, her game Plasmorphosis was included in the most recent edition of the Interactive Fiction Top 50. Her most recent release, The Universal Robot (Assembled by Hex) was just awarded the ribbons for “Most Relevant Satire,” “Funniest Dystopia,” and “Best Endings” in this year’s Spring Thing.

  • J. J. Guest (@J_J_Guest) is author of 9 games found on IFDB. Some of his earliest works (Goldilocks is a FOX! and To Hell in a Hamper) took first place in ADRIFT competitions in 2002 and 2003, but he is best known for his IFComp-winning Alias ‘The Magpie’, which also won that year’s Miss Congeniality vote and the 2018 XYZZY Award for Best Individual PC, and which appeared in the 2019 edition of the Interactive Fiction Top 50. Guest has also produced To Sea in a Sieve, the second (after To Hell in a Hamper) in a thematic trilogy that he is working to complete with To the Moon in a Microbus, and is co-author of Excalibur, which is currently on the IFDB Top 100 list.

  • Joey Jones (@Joey) is author or co-author of two dozen games listed on IFDB. His solo work includes three titles in the Apollo 18 Tribute album project, as well as two in the Andromeda series, but he is best known for his collaborative efforts, which make up a third of his catalog. These include the two large-scale multi-author works Cragne Manor and Moondrop Isle, and also include Sub Rosa, which tied for second in that year’s Miss Congeniality vote and earned a XYZZY Award for Best Puzzles. Other notable collaborative works to which he has contributed include The Chinese Room (2007) and Escape from Summerland (2012).

  • Charm Cochran (@OverThinking) is author or co-author of a score of games found on IFDB, including two IFDB Award winners: Sundown, which received the 2024 award for Outstanding Horror, and Retool Looter, which earned the 2025 award for Outstanding Espionage. Cochran’s 2024 work 1 4 the $ tied for first in three separate categories in that year’s SeedComp, and in the same year PARANOIA won first place in the Classic class in ParserComp.

… “But wait – that is only four,” you point out very reasonably. I must regretfully announce that Wade Clarke (@severedhand) is undergoing a family emergency and will not be able to participate as a judge as expected for this episode. We hope that you will join the rest of the cast in wishing him well and good luck in the coming days; his presence will be missed, and we look forward to his return in a later episode.

However, in the meantime we have activated the emergency protocol, and we will be announcing the replacement judge no later than 6:00P UTC Saturday May 23, i.e. a little more than half a day from now. The show will definitely go on, and the two chefs will soon be choosing the challenge ingredient to be used in this episode. I ask that you bear with us while we make last-minute adjustments.

Please welcome our judges as they take their seats of honor and make their opening remarks.

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I’m honoured to be here at the Keyboard Stadium, and eager to witness the creation of two brand-new dishes. Since I’m mostly familiar with the modern cooking methods of Twine, the prospect of witnessing our bold Challenger (whose first Twine game, the re-release of One King to Loot Them All, I once beta-tested – but this won’t affect my impartiality) and excellent Iron Chef whip up two games using the historic recipes of ZIL is especially fascinating. May they both wield the cast-iron skillets of ZIL over the open fire of their creativity with grace and skill! I shall watch their techniques with utmost interest and do my best to judge their work fairly and according to the highest standards when the time comes.

Which may be not be easy for me, since I am a glutton. Not only that – I’m going to the mountains for a week’s holidays today, and the fresh air is certain to whet my appetite.

Welcome to my fellow judges as well. I’m saddened Wade could not join us – best wishes to him and his family!

With this, I’m leaving on my journey, but will join you again soon, from the scenic mountains of southern Poland. Good luck, Challenger and Iron Chef!

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You see one of the famed Iron ChIF judges walk into the stadium. He is not as imposing as you had expected, though he is carrying a tiny frying pan. It is Joey Jones.

"Welcome one and all!" he says, bowing perhaps a little too extravagently. "I can't wait to see what is cooked up!"

> x Joey
Not so much nondescript, as under-described. Let's say he's relatively hirsute and he is carrying a tiny frying pan, and is wearing the expected garb of ChiF judge.

> x pan
The pan, exquisitely small, is filled with letters and punctuation. These shift endlessly, briefly forming words before dispersing again. You could just about make out a phrase, if you squint.

> squint
Squinting at the tiny pan, the letters spell out 'The quick brown fox mopes over a ZIL judge?" before swiftly dispersing.

> squint
Squinting again at the tiny pan, the letters spell out 'Sphinx of black quartz, judge my vow/game." before swiftly dispersing.

Joey gives an apologetic smile. "Don't mind that. Its just my pangram gram pan. I'm sure you both can come up with something much better than that!"
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A tall man shambles into the stadium, distractedly, as though not really sure what he is doing there. He’s bald, with a grey goatee and an unruly handlebar moustache. Despite the warm weather, he’s wearing a dark blue frock overcoat and battered lace-up boots. He stops, looks up, turns around and suddenly seems to notice that the stadium is ringed with expectant faces. This is one of those situations, then.

“Ah!” he says. “Hello!” And then, seeming to realise that more is expected, adds “So—here we are. Iron ChIF, ZIL division, eh? You know, interactive fiction languages have come on a lot since the early days. Natural language. Skeins. Graphical User Interfaces. Debuggers. Which makes it all the more extraordinary that there are people out there determined to do things the hard way. Choosing ZIL over Inform 7 is a little like choosing an open fire over a temperature-controlled induction hob, but I’ll give you a tip.” He lowers his voice to a hush. “The secret is to bang the rocks together, guys.”

There is a mutter of laughter from the few who get the reference. “But seriously, contestants—you have my respect, and my sympathy. I’d take my hat off to you, if I had a hat, but I seem to have mislaid it.”

Somebody throws a chef’s hat into the ring. J. J. Guest—for it is he—stoops to pick it up and puts it on. It completely covers his eyes.

“Right, then—off we go!” he says, striding off in completely the wrong direction. OtisTDog runs over and guides him, gently, towards the judges’ panel, reassuring the audience—and himself—with a slightly worried smile.

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A harried-looking person, dissheveled and taller than you’d expect, rushes into the stadium. They overshoot the microphone and have to scramble backwards.

“Um-” they begin, but are cut off by a squeal of feedback. “Um, for the record, I knew this was happening today, was not planning on hibernating for like another year, and did not run here on foot from my house.” They give a smile that seems calculated to be disarmingly oafish as they fish some notecards out of their pocket.

“‘It’s a sweltering day in the tent, and our bakers-’ no, that’s the wrong show. Um. ‘Aw, I wanted to be Famine-’ no, that’s the wrong episode. ‘For the record, I knew this was happening today-’ no, I already said that.”

They sigh and drop the note cards. “Look, it’s a brave thing to write in a language as old as ZIL, and it’s a brave thing to submit your work for judgment. Doing both at the same time is downright commendable, and I’m looking forward to seeing both our iron chIF and our challenger excel. Let’s get these games a-cookin’!”

“So I stand over here? Oh, over there. Right, right.”

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I’m now able to introduce our alternate fifth judge for this episode:

  • Lucian P. Smith (@lpsmith), who was the challenger for our most recent episode, returns to the stadium in a new capacity as judge. A well-know reviewer here on the intfiction.org forum, he is best known as an author for The Edifice and course correction, as well as for his contribution to Cragne Manor. As the first panel member who has also been though the fire on the stadium floor, we look forward to his unique perspective in this episode.

Please welcome him as he makes his opening remarks.

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Lucian jogs in from backstage, holding a bucket of popcorn and waving to the audience. He’s wearing jeans and a t-shirt, plus a tie that looks suspiciously like the ties the ushers are wearing. He runs his hands through his unkempt hair, increasing its kemptness by a factor of approximately 0.4, and takes a seat at the judges table. Charm hands him the microphone.

"Hey, everyone! I was looking forward to this episode, and, uh, now I get a better seat! Being a contestant here was–is!–a huge gift. Just enormous. Getting that much intense personal feedback on something you create is absolutely invaluable. And the invitation to be intensely creative for five solid days is just not something we offer people very often. So Otis! You set up that gift for me, so I will always be here to help if you need it, if only to shave off part of the interest from the huge debt I owe you. And chefs! My advice is to pour yourself into this competition with wild abandon! Wear your heart on your sleeve! Remove any and all roadblocks between the creativity your brain is capable of and your fingertips! Let it flow and find out what happens.

OK! That’s probably good. Let’s MAKE SOME GAMES! And judge them!"

Lucian raises his popcorn bucket over his head like a trophy, inviting cheers from the audience. Then he picks up a couple kernels that spilled out, pops them in his mouth, and sits back with a ginormous goofy grin on his face.

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