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

Having followed along with previous Iron ChIF episodes, I already expected a dazzling and informative show, but the dishes have given me even more to chew on than I expected.

I have to say, first and foremost, that choosing a winner was very hard. I was one of the judges who submitted my scores in the final hours because I hesitated so much and wanted to make sure I considered everything… sorry, Otis!

Despite the initial uncertainty, I’m ultimately confident in my decision to back the Iron Chef; I hope I’ll manage to convey why that is. But both chefs truly did an exceptional job whipping up these great works in only 5 days, and in the end I’d be happy to see either of them be crowned. They certainly both deserve their flowers, regardless of the voting outcomes! :bouquet:

By the way, judges did not discuss their scores at all behind the scenes, so any interesting patterns or similarities are pure kismet. I was especially pleased to be “twinning”[1], as they say, with the venerable Mark Twang!

And I tried really, really hard to have nice transcripts I could share with you all… alas, it wasn’t meant to be! There were constant issues with the transcript system (especially with the Out of Luck game-overs, but even in A Bonded Harvester I would have random interruptions when RESTOREing or UNDOing). No one’s fault, just a surprise inconvenience. The fragments I did keep have still been very helpful for reviewing certain scenes.

One more note: even if I sound confident, it’s always possible I missed or misinterpreted or misremembered (or just forgot) something! Don’t be afraid to correct me or fill in any gaps, whether you’re on the set or in the audience. My palate is only human, and these dishes have so many layered flavours…

Now, with disclaimers out of the way, I’ll allow myself a bit of the self-importance befitting my role, and rattle off my thoughts with no regard for whether or not they’re original:

  1. Writing

The prose in both games is what I’d call very good.

In both cases, there’s clearly been effort put into customizing responses, maintaining a narrative voice, and crafting an engaging atmosphere. Dramatic scenes, like the showdowns in OOL or the fall and the swimming scenes in ABH, are appropriately dramatic. Environments are responsive to appropriate changes. NPCs are interesting to interact with; a small cast of them for OOL, just two very endearing ones for ABH (how can you not love the owl of disposal?!)

Details of the backstory and setting, in both games, are revealed progressively in a way that felt satisfying. Emotional beats and even philosophical themes, all executed with good impact. Both of them have somewhat convoluted explanations for why the dice work the way they do, and I was sometimes a little iffy on the details, but all in all I think they did a brilliant job of building a consistent system and working within in.

OOL has somewhat more detailed and elaborate descriptions in places, but I wouldn’t exactly call ABH’s prose terse or plain—it looked full enough to me, occasionally flexed a fun joke or pretty bit of description, and generally felt at least as characterful as it was utilitarian.

Just a couple of the responses I enjoyed:

> SWEEP
You sweep at the floor a little dispiritedly. In your experience it never looks clean.
(Out of Luck)

> TAKE SKELETON
You're already being accompanied by one who is no longer living; two would be excessive.
(A Bonded Harvester)

A few favourite moments from OOL: the conversations with Amë and Rodef, the nighttime scenes, the final showdown, the flashbacks, the ending.

A few favourite moments from ABH: the intro, Ed’s dialogue in the paint room, the owl interactions, the progression down into the sea and the rush back up, the ending.

I’d normally put a lot more focus on analyzing the thoroughness and appropriateness of responses, but both games understandably have lots of gaps here due to limited time! They each have at least a handful of responses to fun-but-nonessential commands, which is always something I look for and appreciate. ABH even has a XYZZY response!

Generally speaking, any less-than-perfect responses didn’t detract from my play experience, but a few will be relevant to the next section…

  1. Playability

Playability, in my opinion, is OOL’s biggest weak point, though it still earns itself a respectable score by being generally smooth and having a few thoughtful conveniences (the books each being given a distinct colour for ease of reference comes to mind, as well as the option to skip flashbacks so they don’t have to be replayed). Friction mainly comes in the form of unclear exits or underimplemented nouns/verbs, leading to the occasional moment of confusion or printing of You can't see any such thing—which in fairness is far better than You notice nothing special, so thank you for that!

I found most of the puzzles to be well-clued, but I had issues with the beginning of the game, which discourages player experimentation with a quick death. I do see the appeal of opening with a high-stakes chase! However, for me, the cost of that scene being structured the way it is felt a little too high, since it sacrifices the chance to get comfortably acquainted with our all-important dice. Also this is probably an incredibly petty quibble, but to me “a gun putting one hole in my body” does not equal “a bullet lightly grazing me”!

There is an alternate path through the game, with a branching point around the bar fight scene. The bloodier of the paths felt somewhat underdeveloped to me, lacking the clear throughline and logical consistency of the other branch; Amë’s saloon makes much more sense as a sleeping spot than the warden’s office, and the lock puzzle (as far as I could tell) lacks any of the direct questions which are supposed to serve as anchors for the Oracles. Considering how easy it is to get killed a the beginning of that branch, I also wonder how many players even naturally pushed through to actually see the rest of it, without being directed there by the walkthrough. I can’t help but admire the ambition to create a branching story, and it does work surprisingly well all things considered, but I question how much value it really added to the game, and whether that time and energy might have been better spent on polishing a single branch to even greater excellence.

(I will say that the non-bloody path, though my preferred one overall, has a character whose insanely stubborn disbelief in the magic of the dice felt pretty far-fetched to me!)

The conversation system deserves praise for its clear and convenient topic lists, but I unfortunately found the feature inconsistent, sometimes omitting important options or quietly dropping them in-between turns. Another small point of confusion was being blocked from repeating any conversation segments, including the simple TALK TO, until I leave the room and come back.

The inclusion of the aforementioned walkthrough, which separates game segments into handy command lists, was great and really helped me get unstuck at the start. I personally would have loved to see another version with hints instead of bare commands, but this version did its job perfectly well.

The same can’t quite be said of ABH’s hint system, which is entirely baked into the game itself. Don’t get me wrong, in-game hint systems are brilliant! But one massive downside is that if something goes wrong with in-game hints, and there’s no external walkthrough to fall back on, the player can get very badly stuck.

In my case, I decided to try the QUEST command soon after my unfortunate grabbing of the un-grabbable dice, and was told:

You need to find and pick up your necklace before you can do anything else.

OK, that’s a clear goal! I focused on searching the room, the herbs, etc… but the search options were limited, and there was no necklace in sight. I asked my mentor for advice, and he repeatedly asked whether I’d tried rolling the dice (yes, so many times)!

It turned out that the necklace could only be “found” by being accidentally dislodged by the dice, which did not feel like a sensible solution or a logical progression of the hints I’d been receiving. Thankfully, this was the one and only point of frustration in my entire playthrough, as the rest of the game was a joy and a breeze. I normally like to tough it out and try to beat games without hints, but when playing under a time limit I tend to seek them out more liberally, and I used them in quite a few areas of ABH (though not everywhere). I was pleasantly surprised by how natural it felt to ask Edward for advice, less like “cheating” and more like just working as a team with a wiser character, still often connecting the dots myself but with some guidance regarding which areas are still solvable. And seeing Edward’s ghostly-yet-friendly portrait pop up on the screen, or catching him lounging leisurely on a bench, was such a joy every time! Being able to refer to him as “Ed” was also a great touch.
(As a side note, one of my all-time favourite NPCs, from Christminster, is also named Edward!)

In contrast to OOL’s occasional issues with room implementations, ABH felt solid and stable. Exits (plus characters or notable items) are clearly highlighted in every room description. Every noun I’ve tried to interact with had been implemented at least on a basic level.

All in all, OOL gives me the impression of a very tasty but slightly undercooked 5-course meal, which could perhaps have been a just-perfectly-done 4-course meal instead. ABH’s scope and complexity, while still very impressive for speed-IF, feel nicely restrained and carefully measured by comparison. Where OOL had higher highs and lower lows, ABH felt more consistently nice, with fewer particularly notable bits because everything just flowed together so well (at least post-necklace!)

  1. Design

I’ve already harped on the design of the dishes’ opening bits, but in both cases I thoroughly enjoyed the rest of the game after getting unstuck from the beginning section.

One thing that’s worth noting is that I lucked out, in OOL, by picking the correct option to set me up for a successful endgame, which gave me possibly the best experience I could have had on my first playthrough. I went back to test the wrong option, and the game-over text does seem fairly good at pointing out what went wrong, potentially making for a cool puzzle as the player goes back to make things right. On paper, I really dig the concept, especially since the game is short enough that replaying that part isn’t a big commitment (and the ABOUT text does allude to potential unwinnable states). Adventuron does make it a little tricky in my opinion, as it’s not the smoothest system for this kind of thing, but the concept itself seems like a valid design approach. However I think I’d prefer to have some possibility of organically finding the right answer to the prophet’s weakness beforehand, so that a clever player could avoid the trial-and-error!

In terms of game design, ABH seems to follow more traditional puzzle-game tropes, but it does so effectively and with nice thematic twists—and thanks to the generally excellent baked-in hint system, it’s all very pleasant to navigate. I especially enjoyed the owl puzzle, which felt like a cool “a-ha” moment!

Going back to Adventuron, each chef made use of the system’s capabilities in wholly different but very successful ways. The challenger went all-in on the audio aspect, endowing OOL with a stunningly varied and high-quality soundtrack which really does a lot to enhance mood, story and gameplay. Extremely impressive! The iron chef opted for a strong focus on graphics with only very minimal sound effects, illustrating every room of the game in a way that’s 1) charming, 2) helpful, 3) properly reflects changes to the game world, and 4) actually includes the dynamic support NPC. Also very impressive given how many rooms there were to illustrate, as even simplified art can be quite a commitment!

I came onto the show hungry for some multimedia goodness, and I was absolutely not disappointed! I was a little surprised that neither chef attempted a balanced approach with a little bit of graphics and a little bit of music, but in retrospect that does seem like it would have been much harder to execute well (I’m not sure how much you could really get away with illustrating only half of the rooms in a game, for example, which would make game scope an even more complicated issue).

In terms of overall presentation, OOL borrows from Inform aesthetics and even some of the default Inform responses, as seen above with You can't see any such thing; meanwhile ABH sticks much more closely to the system’s retro roots. The challenger uses themes as a way to trigger style changes internally (very clever and effective), while the iron chef leaves them open and accessible for players to customize their experience (to be honest I dislike most of the default Adventuron themes so I chose to stick with the author’s pick anyway, but it’s always nice to have the option)!

There was a question earlier of whether retro stylings could cause players to be more lenient with a game’s implementation; I think that actually did happen for me, causing me to subconsciously judge OOL just a tiiiny bit more harshly for implementation flaws than ABH (though the latter truly was just more solidly rounded out to begin with, in my experience, so maybe it’s a moot point). Ultimately I genuinely appreciated both approaches: the experimental peek at the kinds of shockingly modern-styled games Adventuron is capable of producing, and the more classically old-school style polished up for modern audiences.

The major thing that sticks out to me, through it all, is that OOL feels more ambitious and experimental—but in achieving those more flashy goals, the challenger may have run out of time for that last coat of polish, in addition to letting a few important IF conventions and foundations fall by the wayside, impacting player communication. It should be mentioned that I was still impressed by the amount of polish in specific segments and descriptions, and consider OOL to be very successful and high-quality in general!

The question of boundary-pushing vs. the tried-and-true is one that’s close to my heart, because in my own work I tend to feel an extremely strong pull towards everything experimental or novel. And when I’m writing to a deadline, I often do end up having to skip some of that polish myself in pursuit of my boundary-pushing goals! Still, I believe the two sides can coexist harmoniously even under time pressure, and I think a big part of that is careful scoping; which seems to have been a particular strength of the iron chef in this episode.

  1. Inventiveness

Now it’s OOL’s turn to shine! It undoubtedly has the “wow factor”, with a concept that feels very fresh and intriguing and several high-stakes action scenes. It’s really outstanding in its engaging and rich execution of unconventional ideas, with a depth of layers that surprised me given the very limited development timeframe.

I admit I haven’t had time to finish it yet, but I did take a look at the challenger’s warm-up game, Escape from the MV Capricorn. It also comes across to me as being especially novel and inventive in its choice of setting, protagonist, objects and themes, though with a touch of clunkiness in the object manipulation which I wasn’t sure I could fully get on board with (no pun intended!)

To be clear, ABH did also feel nicely inventive—the unconventional dice faces, the use of said dice’s determination to chase the player as a puzzle-solving mechanic, tying the roll total to turns, the magical rigging of pips by the player, the village’s intriguing history and rituals… the owl of disposal (my beloved)… all truly great stuff! It just didn’t distinguish itself as much as the challenger’s game, in my eyes, feeling less “experimental and boundary-pushing” and more “comfortably familiar with some really nice surprises sprinkled in”.

  1. Challenge Ingredient

Both chefs knocked it out of the park here!

I gave the challenger a perfect score because the dish seemed to fit every criterion I could think of. A pair of dice fixed to 1 or 6, used to resolve unique number-based situations, with a significance baked into the way in-game societies function…

In particular, I think the challenger’s choice not to involve randomness after all was a great one, and kept the core idea nice and tight. My one complaint with ABH’s dice is that they didn’t really seem weighted to me, and felt a little too random! But ABH does have a satisfyingly different interpretation of the dice’s properties, with all the cool points mentioned above.

One small point of interest is the opposite approaches the contestants took to implementing the dice as basic objects. In OOL, the dice can never really be referred to as a pair, even just to examine them, as that just triggers a disambiguation prompt. Rolling happens one at a time—you can make the game roll them both by using AND, but it technically happens sequentially and not simultaneously. In ABH, they’re only interacted with and rolled as a pair (though they can be examined separately), and individual handling is a specific plot point that has to be solved via puzzle. I actually preferred ABH’s approach here, at least in terms of LOOK interactions, as it felt like a great balance of the dice forming an examinable set but still retaining their individual properties and descriptions.

Ultimately, two brilliant takes on the concept. I think we can safely declare our first compound-ingredient episode a success!

—— Verdict ——

What we have here are two excellent examples of speed-IF, surprisingly different despite the specificity of their shared ingredient, and both delicious; the advantage goes to Iron Chef Dee Cooke mainly for her judicious application of IF best practices.


  1. twanging? ↩︎

13 Likes

[A note to the audience: Just a reminder that, due to time zone considerations impacting the start of the voting period, the closing of the official poll will be delayed for a few hours to ensure that the full 48-hour voting period has passed. Stay tuned…]

3 Likes

I’m sorry to report that Ivan has declined to provide a written evaluation explaining the numeric scores assigned to each dish.

I know from private communication that Ivan has definite thoughts regarding their respective pros and cons, and that those thoughts are rooted in legitimate differences between the two dishes’ style and substance. As those thoughts were generally complimentary to both A Bonded Harvester and Out of Luck, I would prefer that they be elucidated for the benefit of you, the audience, and especially for our competing chefs. However, they were sent in confidence, and I can’t in good conscience share them without permission.

Although there is a protocol to bring in a replacement judge when necessary, in this case it is too late in the process to do so. Ivan’s scores have already been taken into account for the judges’ verdict, which will remain in place.

Iron ChIF is a community volunteer effort, and everyone involved trusts in the others to help make it the best it can be. I apologize for the irregularity of this episode and will do my best to make sure that it is not repeated in the future.

In the meantime, the show must go on, so we return to our guest chairman, who will reveal the audience’s choice of winner…

3 Likes

The audience has chosen.

With a score of seven to five[1]

a banner reading: "AUDIENCE CHOOSES: IRON CHEF"

“A Bonded Harvester”, by @dee_cooke, is our Iron Chef: Season One: Episode Three: Adventuron: The One With Graphics and Sound **WINNER**!!!

Congratulations to Dee! Hopefully, this goes a long way towards overcoming the nascent imposter syndrome, and fortifies you in the future if you return as Iron Chef. Your pastoral tale of an accidental curse thwarted by ingenuity and friendship has won over our audience, and cemented you as a true master of the Adventuron format. Which, to be fair, most people already knew, but it’s sometimes nice to be reminded.

And congratulations to FLACRabbit as well! The audience vote was nailbitingly close, and lest we forget, three out of five judges ultimately designated you as their personal favorite in this culinary competition. Your Weird West story of discarding a corrupting power spoke to all of us. May we all be reminded, going forward, of the ebbs and flows of power and corruption in our own lives.

And congratulations to all of us for another episode of this delightful show. I have long been a proponent of the belief that while we crown an official winner as part of the pageantry of the episode, it has always been a show where everyone wins. Both chefs prepared us with delightful games to consume. Our judges delighted our audience with insightful and humorous commentary, and gave our chefs huge amounts of focused feedback. That kind of attention is rare in this world, even in the delightfully supportive realm of interactive fiction.

And so! We invite all of our participants, if they wish, to bid you farewell!


The Iron Chefs have now been victorious four times in a row. How long can their winning streak last? More importantly: Who will be next to challenge them?


  1. 12 votes total! The max of 2d6! COINCIDENCE? I THINK NOT! ↩︎

15 Likes

Thank you everyone who voted! I am humbled. This has been a brilliant episode.

I want to congratulate @FLACRabbit on Out of Luck too. Your game was superbly soundtracked and written with verve, and I very much hope you will continue to make Adventuron games from time to time. You are a great addition to the system’s pool of authors.

All I wanted out of the Iron ChIF process was to show people that Adventuron is more than just verb-noun parser and ‘you can’t do that’. Over the years I’ve seen people say that they will skip Adventuron games if they show up in events like IFComp, and that always makes me really sad. In the hands of a skilled author, an Adventuron game can be just as smooth and enjoyable to play as one made in any other system.

I could not have asked for a better (I’m not going to say opponent – let’s say fellow creator!) than @FLACRabbit, whose fantastic game has aptly demonstrated the capabilities of Adventuron, especially its soundtracking and theming possibilities. I hope that we have encouraged people to give Adventuron games more of a chance and perhaps even to try out the system for themselves. Everyone is welcome in the madhouse :grinning_face:

Huge thanks also to the judges for their detailed and helpful feedback, and to @otistdog and @lpsmith for their organisation.

17 Likes

What a dramatic conclusion! Congratulations to @dee_cooke for creating such a perfectly tuned and well-designed game. A Bonded Harvester is well worth playing for anyone interested in seeing how smooth Adventuron can be in the hands of a true expert.

I’d also like to thank the organizer @otistdog, the guest chairman @lpsmith, and all the judges whose well-done writeups provided plenty of thoughtful commentary and actionable feedback. This has been a lot of fun!

In the near future, stay tuned for a post-jam update of Out of Luck, and maybe a postmortem. Over and out…

18 Likes

Congratulations to @dee_cooke for retaining her crown as the undisputed Queen of Adventuron (I think the coronation was some time ago), and to @FLACRabbit for producing an excellent contender that really demonstrates what Adventuron can do in hands a lot more technically skilled than mine, and shows off its multimedia capabilities to great effect. The judges clearly had a very difficult time picking a winner. Thanks to them, and also to @otistdog for inviting me along and for putting such a huge amount of time and effort into organising this thing, and ensuring it all runs like clockwork (there is a lot of behind the scenes work involved). I look forward to the next episode!

10 Likes

Thank you so, so much for inviting me to be on the panel!

I really appreciate all the effort and enthusiasm that went into this, notably on Otis’s side but also from our technical advisor and everyone else involved—including of course the audience, especially all of you who voted and/or who chimed in with fun and interesting commentary!

I have nothing but admiration for my fellow judges, who proved even funnier and more insightful than I expected. They truly made the episode such a pleasure both on- and offstage.

The chefs both completely dazzled me with what they could do.

And the final scores were amazingly close, with good reason! What a great show.

I also heartily applaud @Warrigal, @aschultz, @LozzyM, Geth Rees, @dgtziea, @Melisande, and @rh, for their beta-tasting efforts!

I’ve come away from this with a renewed appreciation for Adventuron, though I’ll probably need to go over those excerpts at least a few more times to really grasp the syntax… if either chef ever wants to release their source code, I for one would be very interested in learning from it.

P.S.: @jjmcc, I’ve been remiss. In the end, neither dish contained even a drop of Vitamin D10! To remedy this, I’ve ordered a special post-show dessert for you…

Lift the food cover lid platter thing...


It’s your favourite flavour, Garish Rainbow Mode!

14 Likes

A post was merged into an existing topic: Iron ChIF: Season One Episode 3 (Audience Commentary)

Just a final fare-well wave from the wings of the stage to you all, from me. I couldn’t have had any more fun. The final results couldn’t be more knee-slappingly “Well how do you like that!” than this.

I was planning the whole time to wait until the show was over to peek at the audience’s reaction, but now I think I may wait a while even yet. I’m not sure what effect it would have on my ego, but I’m not willing to roll the dice to see which way it would go.

Thanks again to @otistdog for the invitation! Bye-bye, folks.

7 Likes

Well Old Paint, our work here is done. You’ve been very patient, old girl, I’ve got one last thing to do.

What a humbling, wonderful experience this is. In exchange for a few days of stream of consciousness babbling (my favorite kind of babbling!) I get not one but TWO wonderful games to play! I get to ‘meet’ and hang with new people and old (para-social) friends. I get to indulge my worst, obsessive instincts and learn from the most accomplished in the community. Thanks to @otistdog for bringing this amazing thing to life. Kudos to our guest chairman @lpsmith who, as I mentioned in PM, wears the Nehru well. Thanks to my fellow judges for the lively speculation and fascinating analyses. And of course, our competitors who turned five short days into IF magic. Oh, hey, the audience, thank you folks too! The audience thread is a great, chaotic Greek Chorus to the structured goings on here.

I am an unabashed fan of this event, and look forward to the next one, on the other side of IFCOMP! Someday, perhaps, it will be my turn. It’s not so awful to be the bridesmaid instead of the bride. I get to show up, cut loose with the single groomsmen, give a long winded toast, and have no hard matrimonial work the next day! Yeah, the dress ain’t great but watcha gonna do?

Ok Old Girl, I think it’s time. Any tips on sidesaddle? This dress is just SUPER impractical. Oh! Also @Ally gave us some road snacks! They look delicious, like Fruit Loop randomizers! No, they seem to all be d10s, the most palatable of all the die. [ronch ronch ronch]

Hmm. No, I’m not exactly sure where she got them. They’re probably not left over from IronChIF’s preparation, right? Probably. [grrrobleromblegurg]

Oh dear.

8 Likes

And that’s a wrap, folks! One more shout-out to @otistdog for coming up with this crazy adventure, and all the people who came along to make it happen. I’ve said this before, but my own episode of Iron ChIF was a highlight of the year for me, and helping it continue has been an absolute pleasure.

Now go play IFComp games! As if you weren’t already. Thank you all!

9 Likes

That’s it for this episode!

I didn’t really even step into the role of “chairman” this time, because that role was so ably filled by our guest MC, so I simply want to thank:

  • @FLACRabbit, whose enthusiasm and dedication as a challenger motivated learning an entirely new system. This remarkable contribution toward a complete first season was much appreciated, and hopefully your experience was rewarding enough to justify the hard work. (Anyone who liked Out of Luck should definitely give A Matter of Heist Urgency a shot. It has a similar fast-paced style, and fun 8-bit-esque music.)

  • @dee_cooke, who turned out to have a core of pure steel beneath the surface of a regular nice person. Given recent circumstances, it would have been understandable to want to reschedule this match, but by choosing to soldier on, you’ve given Adventuron a great showing and hopefully raised awareness of its capabilities… not to mention your own!

  • Our dynamic panel of judges: @Ally, @Ivan, @jjmcc, @jrobinsonwheeler, and @lglasser, whose varied expertise brought several distinct and valuable perspectives to this episode’s commentary. You all have my thanks, and with a little luck you’ll be hearing from me about the possibility of returning for a future episode. Special thanks to jrobinsonwheeler and lglasser for making the time to return to the intfiction community for this; five-time XYZZY Award winners are not easy to come by, and having two on the same panel was a rare honor.

  • @ChristopherMerriner, who worked hard to provide an excellent overview of Adventuron and to highlight some of its apparently almost secret capabilities during the match. It’s clear that you know your way around the platform, and it seems the audience appreciated your contributions as much as I do. (Everyone: Play Custard & Mustard’s Big Adventure! It’s a delight!)

  • @lpsmith, who by participating in every episode so far this season – in a different capacity each time, no less – has obtained more expertise about Iron ChIF than anyone else. You’ve shown that a guest chairman can be a welcome addition to the show’s variety while upholding its core principles, and it was a real pleasure to watch you at work both on-stage and off.

  • All of the challengers patiently waiting for their turn, whose stoic endurance is inspiring. We’re nearing the end of Season One, but any first wave challengers who sign up for Season Two will retain priority for scheduling.

  • You, the audience, whose interest and participation are the sine qua non of this whole endeavor. If you had fun and learned something, then this thing’s twin aims have been achieved.

As for what comes next:

  • It’s been a long time coming, but we’re finally going to have a Twine match! A complete panel has already been assembled for S1E4, to be held in November, including three returning judges plus two new ones. I’m hoping to announce the dates and full cast by mid-September.

  • Recruitment and scheduling is almost complete for an Inform 6 episode, S1E5, to be held in February next year. We’ll see at least two new judges in that episode, too, including another author of a Top 25 game on IFDB.

  • The clock is now officially ticking for TADS on the show. If we’re able to find a replacement Iron Chef by next spring, then the last episode of the season will be devoted to that venerable platform. If not, then the position of Iron Chef TADS will be formally retired, possibly to be replaced by an Iron Chef for a new system. More later as the news on this front develops.

Thanks for watching!

animation of television static

15 Likes