Iron ChIF: Season One Episode 3 (FLACRabbit vs. dee_cooke, using Adventuron)

The third episode of Season One will feature Challenger FLACRabbit (@FLACRabbit), author of A Matter of Heist Urgency and A Smörgåsbord of Pain. The chosen platform is Adventuron, and the defending Iron Chef will be Dee Cooke (@dee_cooke).

The event will start at noon UTC on Friday, August 21st and last until noon UTC on Tuesday, September 1st.

The actual development period will be from noon Sunday, August 23rd through noon Friday, August 28th. 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, August 30th and noon Tuesday, September 1st.

The panel of judges will be

  • IFComp winner and five-time XYZZY Award recipient Leon (fka Lynnea) Glasser (@lglasser)
  • Five-time XYZZY Award winner J. Robinson Wheeler (@jrobinsonwheeler)
  • Five-time IFDB Award winner Allyson Gray (@Ally)
  • XYZZY Award winner Ivan Cockrum (@Ivan)
  • returning judge and perpetual Challenger-in-Waiting J. J. McC (@jjmcc)

and the role of technical advisor will be fulfilled by Christopher Merriner (@ChristopherMerriner), author of The Faeries of Haelstowne and Custard & Mustard’s Big Adventure, the latter of which won the 2022 IFDB Award for Most Sequel-Worthy Game (Author’s Choice).

In addition, this episode will feature a guest chairman, Lucian P. Smith (@lpsmith). Although I’ll still be making all standardized posts (i.e. those that don’t change) and providing administrative support for the episode, lpsmith will be the master of ceremonies and will make any chairman rulings that may be required.

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FAQ for Iron ChIF Season One Episode 3 (August 20 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 chooses 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. 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 3, and it will be conducted from Friday Aug 21 to Tuesday Sep 01 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) [who is challenging dee_cooke in S1E3]
  • John Ziegler (johnnywz00)
  • JJ McC (jjmcc)
  • Onno Brouwer (Lancelot) [who challenged SomeOne2 in S1E2]
  • 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 highly qualified 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)
  • Five-time IFDB Award winner Allyson Gray (Ally)
  • 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)
  • XYZZY Award winner Ivan Cockrum (Ivan)
  • 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)
  • Five-time XYZZY Award winner J. Robinson Wheeler (jrobinsonwheeler)
  • IFComp winner and five-time XYZZY Award recipient Leon (fka Lynnea) Glasser (lglasser)
  • 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 proceedings. (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 containing 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 3’s challenger will be FLACRabbit (FLACRabbit).

  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 3’s panel will consist of: Leon (fka Lynnea) Glasser (lglasser), J. Robinson Wheeler (jrobinsonwheeler), Allyson Gray (Ally), Ivan Cockrum (Ivan), and J. J. McC (jjmcc).

  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’ verdict - 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, 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.

As we near the end of Season One, new challengers are being sought for a potential Season Two. Note that there is already a large backlog of challengers for Inform 7, so no new challengers are being accepted for that platform. Anyone interested in being a challenger for one of those platforms should send a PM to @otistdog. Previously-registered challengers who have not yet appeared will have priority for scheduling.


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 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?

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 between the presentation of challenge ingredient candidates and the start of the development period, even though they will know the selected challenge ingredient slightly in advance.

In keeping with the policy regarding use of generative AI, chefs may not knowingly make use of code produced by LLMs.


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 create 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, the official beta testing policy 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 will be used 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.


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. For example, 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 larger 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 complete a written evaluation of each dish that provides insight into the reasoning behind their scoring and choice of winner. 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 portions 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.


Q: Who composed and arranged the theme music?

Once again, that honor goes to @FLACRabbit.

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We’re now just one week away from Season One Episode 3. That means that suggestions for challenge ingredient candidates are open! EDIT: I forgot to mention that instructions about how to submit challenge ingredients can be found in the FAQ above – see “I’d like to suggest a challenge ingredient! May I?” for details.

Please note that all suggestions for this episode should be sent directly to the guest chairman, @lpsmith. Any suggestions sent to me will go into the pool for future episodes.

The hours are counting down to the start of the episode at noon UTC on Friday August 21st!

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4 posts were split to a new topic: Ivan’s Killatorium

[Season One Episode 3 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 previous episodes, 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 ZIL is Max Fog (SomeOne2),
  • and Dee Cooke (dee_cooke) is Iron Chef Adventuron!

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!

[cue theme music: Iron ChIF Theme.ogg.zip (1.5 MB)]


A special note to the audience: For this episode, Lucian P. Smith (@lpsmith) will be guest chairman. Due to time zone considerations, some of the chairman’s posts may be delayed a few hours while the sun reaches that side of the planet. When necessary, brief placeholder updates will be made to keep the audience informed about progress.

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Greetings, everyone, to our fourth Iron ChIF episode: Episode 3! That’s right, we’re all programmers here, and start counting at zero. It’s OK, you’re among friends. I’m your guest chairman, Lucian Smith, who you might remember from Iron ChIF Episode 1 (as a challenger) and Iron ChIF Episode 2 (as a judge). Look, I like this show a lot, OK? If they keep inviting me to participate, I’m going to keep participating. Anyway!

If memory serves me right, Adventuron is… [checks notes] um, OK, look, I didn’t know anything about Adventuron until now. Which means that this episode of Iron ChIF is already going great for me, because I’m learning about cool things I didn’t know about before. So! Adventuron came out in 2017, as a system for developing games in the style of 80’s and 90’s adventure games with text, graphics, and sound. It targets the modern virtual machine known as a ‘web browser’, meaning that just like the invention of the Z-machine allowed you to play IF on your Amigatron 5002, Adventuron allows you to play IF on your SamXiao Local Cluster 10.7, just as God intended.

Adventuron has now been used to create nigh-250 different games (which I found at solutionarchive), and you can author a game online as well, using the Adventuron Classroom. And our challenger, no doubt intrigued by its garish rainbow colored logo in a retro font, has challenged themselves to do just that, authoring their very first practice game using this system last week, and now stepping into the harsh spotlight of Keyboard Stadium to do it again, this time in FULL COMPETITION MODE!!

But who is our challenger? [checks notes again] Aha! This time I have something:

FLACRabbit (@FLACRabbit) has published two Inform 7 games, A Matter of Heist Urgency and A Smörgåsbord of Pain, but (except for an evident fondness of ponies) remains a complete enigma on a personal level. By choosing to take on Iron Chef Adventuron, this mysterious challenger is entering unfamiliar territory, but, as a practiced musician and artist, FLACRabbit is well-positioned to make good use of the platform’s multimedia capabilities.

But can we learn the full truth about this mysterious author? Peel back the facade, lay their soul bare for everyone to see? No, of course not, that would be silly, but I do at least have a list of questions to ask them, so if you’ll hang on a moment, I’m going to go find them and ask. Be right back! Talk amongst yourselves.

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Our cameras turn backstage, where @lpsmith has cornered @FLACRABBIT by the snack table, peppering them with questions to which @FLACRABBIT is gamely answering…


Q: You said that initially, IF seemed most compelling as a medium in which to write, not necessarily play. What about the form made you think, “I want to do that”?

FR: It’s the thrill of creating something that takes on life of its own, as if your game code merely opened a window into a world that existed all along. That’s why the scenes I’m most proud of are ones based on freeform systems with complicated states. It’s magical to see emergent behaviors, strategies, and interactions appearing out of nowhere, even though I wrote all the rules.


Q: You cite Emily Short as the author who has most influenced you to date, because she “really tries to fulfill the promise of the command prompt - allowing players to take a variety of actions and have the situation react and evolve logically, instead of constraining their actions to a narrow set of game-advancing commands.” What approach to writing and design do you take that has assisted you the most when you attempt to fulfil that same promise?

FR: No author can implement infinite commands, only a set of them, and the desire to make a huge set of actions available to the player is countered by the necessity of making each one have a real and perceivable impact on the game’s state. So, to me, the “promise of the command prompt” is more about some or all of the commands not being disclosed to the player, rather than the total number of actions implemented. Overcoming an obstacle becomes a two-stage process: the player must think not only of the ways in which the world state must be changed, but also of some actions that can change it.

When I’m designing gameplay like that, I break the problem down by asking myself specific questions and then writing down the answers. For the scene as a whole: “what actions can the player/PC take,” “what state does the game need to track,” and “how does each action affect each part of the state.” For each action: “how important is it for the player to know about this action,” “how will the player guess that this action exists (because of genre conventions, real-life knowledge, and/or in-game hinting),” and “how will the results of this action be made clear to the player.”

As a side note, it’s interesting to me that most recent, successful parser games have moved away from that type of gameplay (i.e. with undisclosed commands). Games that still try to do so wholeheartedly, like Alex Crossley’s Imperial Throne from last IFComp, tend to provoke irritation and puzzlement. Still, I don’t think that parser authors should give up on it altogether!


Q: The “rule-based mechanical system covered by layers of hand-written descriptions” in Savoir-Faire also intrigued you. Have you started at or drifted towards a similar design in any of your own works?

FR: Yes, I have used that structure for every combat scene I have written. It helps keep the code organized (by cleanly splitting it into world logic and description sections), and it also helps me quickly iterate on the mechanics: I put in standardized placeholder responses at first, and only write detailed/adaptive ones once I’m confident that the skeleton of the scene is fun to play by itself.


Q: This will be your first published game that was not written with Inform 7. How would you compare and contrast Adventuron to Inform 7, based on your experience so far?

FR: Adventuron is much more primitive. Its parser is fundamentally based on pattern matching. Everything seems to be a string, except for integers and booleans. There are subroutines, but not real functions with arguments and return values. On the plus side, it has much stronger guarantees about multimedia support, and you can do some fun tricks with styling and colors.

As with any low-level language, the sky is the limit for what you can build in Adventuron, but you’ll have to lay down every brick above the first floor yourself. No wonder many Adventuron authors choose to focus on making the best one-story building they can.


Q: You’ve also worked in “traditional” video game development. What role(s) have you taken on there, and what kind of crossover to IF have you found?

FR: The skill I’ve developed in the areas of programming, art, and music are directly transferrable to IF. As for how video game design influences my thinking about IF design, I’ll give an example.

One famous lecture that really influenced me is “The Art of Screenshake” by Jan Willem Nijman. His action game-specific examples aren’t really relevant to IF; however, IF authors can make use of the principles behind them, particularly providing redundant feedback to the player via multiple channels, and what Nijman calls “permanence” - making the player’s actions have some permanent impact on the game world whenever possible, even if it’s just cosmetic. For instance:

  • When the player >SEARCHes a pile of clothes, the game could start describing them as “clothes scattered about on the floor” instead of a pile.

  • Often, NPCs that move around the map simply “arrive from the [direction]” and then “go [the opposite of that direction]” one turn later. To give more feedback, the game could describe sounds the NPC is making, even when it’s not in the same room. That way, the player could determine roughly where the NPC is, what it’s doing or interacting with, and which way it’s going.

  • Many modern games, to avoid unwinnable states, make sure puzzle situations alwaysreturn to a baseline “start” state. A typical example is an NPC returning to a single location after unsuccessfully searching for you. Without changing the mechanics, one could add permanence by making the NPC increasingly frustrated and grumpy every time it looks for you, with some unique comments.

I’ve seen many other gamedev talks, papers, and blog posts that have advice that can be applied to IF with some creativity.


Q: Both of your published works make significant use of music, and including Ataraxia, there are now three works with soundtracks designed by you. What do you find compelling about combining music and gameplay?

FR: I find that it’s very difficult to convey a mood or emotion via plain text without explicitly stating it outright, e.g. “You feel hopeless.” (Better authors can do so, of course, but I’m not one of them.) Music is a natural solution; it vividly sets the tone, while allowing the author to concentrate on expressing more immediate aspects of the situation within the text.


Q: Let’s say, hypothetically, that I’m one of those people who usually listens to the first 15 seconds of music in an IF game, then turns it off. Sell me on leaving it on for the whole game.

FR: I love this question so much that instead of just “selling” you on leaving it on, I will prove, with logic, that you MUST leave it on.

Premise 1. Games may provide content to their players via multiple channels, such as gameplay, story, line-by-line writing, artwork, and music.

Premise 2. The value that a player derives from playing a game is caused by experiencing its content. I don’t think this is controversial.

By Premise 1 and Premise 2, we have:

Lemma 1. The value that a player derives from playing a game may come from any or all of the channels by which it delivers its content.

Corollary of Lemma 1. A player who does not experience one or more of the aforementioned channels may not obtain the value imparted by the content of those channels.

Premise 3. A player seeking entertainment should attempt to derive all the value possible from a game. Similarly, a reviewer should consider all the value that may be derived from playing the game when judging how valuable it is, in the interest of fairness. (Of course, reviewers actually unable to experience the content delivered via a channel [i.e. by being deaf] are exempted.)

By Premise 3 and the corollary of Lemma 1 we derive our conclusion:

Conclusion. Leave the music on!

Q. E. D.

(However, if the music is really unpleasant, formal logic takes a back seat to preserving your sanity and/or eardrums.)


Q: What’s your process for composing a soundtrack?

FR: If I’m scoring an existing work, I take a very analytical approach during the planning phase. In general, I start with one or two tracks that I feel form the emotional or thematic core of the game. For instance, with Ataraxia, I wrote the track for arriving at the island first.

Once I have the core of the soundtrack, I pick out motifs (the classical music term for a short, identifiable melodic phrase) from it and decide what each one represents. I like putting motifs from one track into others; it gives the soundtrack a sense of cohesion, and also simplifies my job by letting me steal from myself instead of having to invent totally new melodies and harmonies for every track.

When I’m composing for one of my own projects, my process is a little more haphazard, as I write some music in the same order that I write parts of the game. That means that I often end up revising or replacing earlier tracks as the whole of the soundtrack comes into focus.


Q: Both of your published games have featured extensive combat scenes, which, like soundtracks, are relatively rare in IF. What makes a combat scene worthwhile in your book?

FR: “Worthwhile” is an interesting word choice here. I would give a different answer depending on whether you mean “worthwhile to play” or “worthwhile to write.”

I think humans derive a deep instinctive thrill from overcoming difficulties by being smart. In IF, where authors don’t have the easy out of posing repeated reflex challenges, winning a combat scene has to depend on being smart instead of brute force. (I’m ignoring some edge cases, like a JRPG-style game where fights could be made trivial by grinding.) For that reason, I think players who are looking for entertainment, and who are willing to think about strategy and tactics, will find it to be worth their time.

I’d also say that developing an action scene is worthwhile for an author (as in, it’s an effective use of your development time) because it viscerally engages the player in your world, and it lets you showcase NPCs’ personalities and your game’s setting in a very naturalistic way.


Q: In my mind, combat scenes and music both share a difficulty in making them work for IF: pacing. Do you try to pull the player to your own pacing, try to meet them at their own pacing, or do something else? How effective do you think you’ve been?

FR: In a systems-driven action scene, the pacing will be decided mostly by the mechanics you implement, not by the player, nor by the author. I personally would fix only serious and recurring problems with it, and even then only in ways that are justifiable within the game world. If there’s always an annoyingly long “mop-up” phase at the end of a fight, for instance, you could make the remaining enemies surrender or flee once a certain number of them are neutralized.

I think this laissez-faire approach is relatively effective, based solely on the IFComp transcripts I’ve received; very few people quit in the middle of a battle (although some quit before one).


Q: What are the particular challenges that you see in implementing action scenes effectively, and how have you overcome them?

FR: Designing a mechanical system that supports some interesting tactics isn’t easy, but it’s well-trodden ground in game design. By far the bigger challenge in IF is creating a natural and engaging flow of text to describe the results of actions and the ongoing situation.

The obvious problem is that if a message is repeated word-for-word, or paragraph breaks start revealing the underlying code blocks, the illusion of reading a book or interacting with a seamless world is broken. Even once that’s fixed, the author is faced with the even greater problem of economically conveying everything relevant to the player without causing information overload or decision paralysis.

It would be hubris to say that I’ve overcome these challenges. As for how I’ve attempted to overcome them, I recommend you check out my postmortems for A Matter of Heist Urgency and (especially) A Smörgåsbord of Pain. In the latter I go into some detail about the custom systems handling text output. I think these ideas are relevant for both parser and choice games.


Q: What’s Commissioner Mumblebumble really saying in the opening scene of A Matter of Heist Urgency?

FR: If I could understand him, I would have given the translations in-game! It was only out of necessity that I left it in the original Mumblese.


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

FR: To me, the very highest skill in the craft of IF is the ability to create a world, not just a game.

In pursuit of this elusive and subjective goal, an author has to master several subordinate skills. I personally value the ability to create a compelling aesthetic and mood (which involves knowing how to realize archetypes and cliches, so that you can recombine and alter them with intention) and the ability to design turn-by-turn or click-by-click gameplay that’s inherently engaging.


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Well, with a promise to leave the sound on in their final game, we approach readiness! But no guest chairman can ready themselves for an infinite number of possibilities, only a set of them. Armed, therefore, with an unearned self-confidence that probably will work out anyway, we press on to the main event!

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

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Dee Cooke’s 25 published games dispel any doubt that she is a skilled and experienced author. But the Iron Chefs cannot rest on their laurels; it is their fate to be called upon to defend their titles. And although I respect her expertise and admire her many works, these things do not intimidate me any more than does her intense, pixelated gaze.

I hereby challenge you to a duel, Iron Chef Dee Cooke!

The weapons shall be Adventuron Classroom browser tabs; the setting, Keyboard Stadium. Each of us may bring 432,000 seconds. May the best chef win!

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Is this a challenger I see before me?

A challenger who has never even released an Adventuron game before this event?

pauses

thinks about this

This is EXACTLY the kind of madness we like to see in the House of Adventuron. I accept the challenge!

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The challenge has been issued… and accepted! Let us now turn our attention to this episode’s defender:

Dee Cooke (@dee_cooke), Iron Chef Adventuron, is the author of 25 games published on IFDB, and, having written more than twice as many works as the nearest competitor, is the most prolific author in Adventuron. Best known for Things That Happened in Houghtonbridge, Cooke also wrote The Last Mountain, Morris, and the Barry Basic series. This Iron Chef has hinted that this first challenge will be “a laugh,” but the commitment to excellence evinced by prior works suggests that a serious contest looms ahead.

Will this Iron Chef continue our three-episode streak, each successive Iron Chef defeating each successive challenger? Or will this challenger be the first to shine brighter, causing the Iron Curtain to finally fall? Will our first multi-media show inspire and delight our audience? Will excellent games be dished out, satisfying and entertaining our judges and audience? ONLY TIME WILL TELL. About a week’s worth of time, specifically.

In the end, 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:

  • Allyson Gray (@Ally) authored The Little Four, The Apothecary’s Assistant, Nonverbal Communication and Dysfluent , and was also a contributor to the large-scale collaborative effort The Maze Gallery. Excluding The Maze Gallery, this catalog – all published since 2023 – has received five IFDB Awards: Outstanding Educational Game of 2023, Outstanding Slice of Life Game of 2023, Outstanding Short Game of 2024, Trailblazer Award of 2024, and Outstanding Slice of Life Game of 2025.

  • Ivan Cockrum (@Ivan) is the author of Sunset Over Savannah, an influential early work of the hobbyist era which received the 1997 XYZZY Award for Best Writing and was nominated for two others, and also placed 22nd in the 2011 edition of the Interactive Fiction Top 50 of All Time. Cockrum recently returned to the intfiction.org community and is currently developing a new JavaScript-based platform for interactive fiction.

  • J. J. McC (@jjmcc) is a well-known figure on IFDB, who currently holds the #5 spot on the list of top reviewers. While waiting for a chance to be a challenger for the TADS platform, McC joins us as a returning judge and Rider of the Apocalypse (Pestilence Division).

  • J. Robinson Wheeler (@jrobinsonwheeler) is the author of 19 works listed on IFDB, including First Things First, ASCII and the Argonauts, Being Andrew Plotkin, The Tale of the Kissing Bandit, and Centipede, and was a contributor to Pick Up the Phone Booth and Aisle and Coke Is It!. Wheeler’s works have together received five XYZZY Awards between 2000 and 2003, including Best Game, Best Puzzles, Best Individual PC, Best NPCs, and Best Use of Medium.

  • Leon (fka Lynnea) Glasser (@lglasser) is the author of Coloratura, which took first place in the 2013 IFComp and currently ranks #23 on the IFDB Top 100 list, and Creatures Such As We, which placed second in the 2014 IFComp. The two works were nominated for a dozen XYZZY Awards and won five: Best Game 2013, Best Puzzles 2013, Best Individual Puzzle 2013, Best Individual PC 2013, and Best NPCs 2014. Glasser’s ChoiceScript Interactive Tutorial, published 2016, is an interactive tutorial for the ChoiceScript platform.

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

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Happy to return to the IF Community, now as Leon and thank you for this honor in guest judging Iron ChIF S1E3, sure to be known as The Better Browser Battle!

With multi-media expertise, challenger @FLACRabbit taking on the well-rounded Adventuron Iron expert Chef @dee_cooke, it’s too early to say who has the (Microsoft) Edge! The challenge will be in working with the medium when designing puzzles because play testing time is at a minimum!

Whether you just watch these Explorers break new ground or take part in the Safari, this competition will truly be an Opera song for the ages. There’s nothing default about these veritable Firefoxes of creativity and I cannot wait to help Chrome one the victor!

I urge everyone to keep tabs on this session of the browser-based Adventuron challenge!

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I am cantankerously pleased to take a sit at this banquet table, and have brought my own bib just in case things get too delicious. I’m a bit of a lapsed IF player and reviewer at this point, but my attentions have not completely collapsed as yet. The fact that we’ll be judging games created on a system that is only a few years old while I’m closing out my third decade in the IF community certainly leaves me nonplussed. My overgrown eyebrows have reached a state of permanent supercility. I would say, “But who am I to judge?” but precisely me, I am here to judge!

Everyone roll up their sleeves. I await this feast as a man nourished on nothing but half buttered bread for the period of Lent, eagerly awaiting the feast of Eastertide. I got a taste of the challenger’s pre-show appetizer, and I think the kid can cook. I even left the sound on when I tried it, and it seemed to go down easy on the ears.

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I have this weird Deja Vu, but no time to dwell. Into the breach, fellow judges WE RIDE!!!.. wait. Am I the only one on horseback? Things look a little off here. My fellow judges seem uber-competent but not whom I expected. Whew, there is our redoubtable challenger, @lpsmith ready for, hold on is he in the Chairman’s throne?? Where am I?? WHAT HAVE YOU DONE NOW MULTIVERSE?? Have I somehow slipped into a wormhole, landed in this alternate universe? So like the one I left but with intriguing new challenges and competitors? Fortunately, I have seen enough Marvel movies to know. The only way back is to adjudicate this universe’s Iron ChIF competition, so like the one in my own universe! Very well, multiverse, I am ready!

Rest here Old Paint, once my judging task is complete, I will collect you for the return trip. Honestly, I should count my lucky stars. I could have landed in a universe of broccoli cats! Brrr.

I do wonder what THIS universe's JJMcC is like. Probably a cuddly sweetheart. Twisted.

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Saibankan-sama![1] Apologies for the interruption, but the first ingredient is about to be eliminated!

Our cameras switch to a shot of our two chefs, elevated on a black plinth, examining three covered dishes, each sitting on individual pillars. @dee_cooke carefully paces from one to the next, lifting each ingredient’s lid, and nodding thoughtfully. She looks back at @FLACRabbit, then back at the dishes. Finally, with a decisive shaking of her head, she presses a button on the third pillar, eliminating that ingredient! The cover retracts, revealing…

A constantly “failing upward” deity[2]

Aha! Well, I must say this isn’t too surprising: no NPC ingredient has survived the elimination process in any episode thus far. We’ll have to see what @FLACRabbit eliminates next, but thus far, this contest is falling into lines we’ve seen before. Back to you!

As our cameras pan away, @FLACRabbit steps forward to the remaining pillars with a gleam in their eyes…


  1. Judges! ↩︎

  2. Submitted by @Ellric ↩︎

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Well, by Crackey! I suppose we can thank St Blunderbuss[1] for that one. There were too many ways to go wrong with that in the stew. Not least is whether this hypothetical deity would themselves be rising in whatever hapless pantheon they inhabit, or would be in charge of somehow tormenting or granting boons to the player character along the way. If you ask me, that’s the author’s job to do, not some would-be Zeus-a-like.

Camera zooms away as the judge scribbles notes on a private notepad, his jotted thoughts kept to himself…


  1. The patron saint of miserable middle-management fools who rise until they are revealed to be utterly incompetent at their final posts. ↩︎

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Who are all you people and why are you in my kitchen? Did the maid invite you in?

All right, well, as long as you’re here, I guess you’d better make yourself useful. There’s a party of twelve waiting to be fed. Did I hear something about a group of Seventh-day Adventists? They can be feisty when the service is late - it’s all that plant protein making them dyspeptic. The last time a course was delayed, Agatha wound up with a tureen wedged over her head. @FLACRabbit and @dee_cooke, best you get to chopping up vegetables.

Just stay out of the rhubarb preserves. They’re mine and they’re special. Perhaps I’d better write my name on them.

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