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The Corn Identity, an IF-Whispers experiment written with John Cater, Duchess, Admiral Jota, Jacqueline A. Lott, Serhei Makarov, Carl Muckenhoupt, A O Muniz, Mark Musante, Andrew Schepler, Dan Shiovitz, J. Robinson Wheeler, and Tama Wise. Nonsensical, but with an eerie sense of hidden purpose that persists almost... well, almost to my section, actually. I just threw in some overblown goofy shit.
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Within a Wreath of Dewdrops, written with Jacqueline Lott for 24 Hours of Inform (as Alphonse de l'Entaille). A few nice ideas, but unintuitive and short. A great deal of fun to write, though, and it may get extended into a proper game later.
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Dead by Morning. It's an AIF parody written in AAS, and as such is an intentionally awful game written in an intentionally awful system. There are many zombies, two sex scenes, and at the end the AAS countdown system fucks itself sideways and chases its tail. The comment by some unsung genius here says it all.
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My SpeedIFs, listed in the order of how much I like 'em.
Yellow Dog Running. Hugely derivative, but derivative of enough things that hopefully none of them are immediately obvious. An attempt at a dark, atmospheric primitive-myth feel.
Manna. The central gimmick (the game cycles through protagonists every turn) didn't work very well, but I still kind of like this. The implied-world is a bit heavy-handed, but I guess that's sort of the point.
Dithyrambic Bastards. This was kind of an attempt to fuse film-noir and highbrow literary criticism in one funny package. It didn't quite work, mostly because I don't know enough about either film noir or litcrit. And there are huge textdumps.
Upwards: Nanotech Futurism Meets Orpheus & Eurydice Downtown. Features a sentient pomegranate, inexpertly stolen from Emily Short's A Day For Fresh Sushi.
I wrote Things with Jacqueline Lott. It uses one noun, if you don't count plurals and pronouns.
Ugly Chapter suffers from me wanting to be asleep for the second half of coding it, and also running out of ideas; hence the implementation gets more and more hideous as the game progresses. I quite like the suggested world around it, though.Badland Machine represents an attempt to get beyond the random-wackiness barrier that would have been better left unattempted.
A Spliff In Time, fairly standard-issue speedIF random wackiness. Aims at satire, doesn't really make it.
stupidgame, my first attempt at speedIF. It shows. There's an exploding kitten.
Final Assault of the Big Green Cliches... the less said the better, quite frankly.

