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That is to say, had Mark Goodson and Bill Todman, the legendary architects of
46 television game shows, including The Price is Right and Match
Game, been computer programmers with PhDs in artificial intelligence,
perhaps they would have found their niche on IRC instead of on daytime TV. And
rather than having to rely on the Teflon charm of hosts like Bob Barker and Gene
Rayburn, maybe they would have programmed their own robot hosts, or "bots," to
run 24-hour Internet games, entertaining legions of competing minutia hounds
desiring arcane trivia questions, witty zingers and a healthy dose of game show
kitsch.
That is what Mock did three-and-a-half years ago. A Cal-Davis grad student at
the time, he created his first IRC game channel, now known as #RiskyBus. The
allure of the channel, hosted by a quick-witted "gamebot," was that trivia buffs
could participate rather than just watch. And while there are no celebrities on
#RiskyBus, or on #Chaos, #Boggle and #Acro--three subsequent Mock creations--
IRC games have managed to thrive without the draw of Charles Nelson Reilly and
Paul Lynde. Many players, in fact, point to the clever, everyday folk the channels
attract--students, housewives, 9-to-5 slackers and late-night insomniacs--as part of
the games' social appeal.
"One of the things I like about #Acro is that the people on the channel are
absolutely brilliant," notes Katherine Minges-Albrecht, a Harvard graduate student
and #Acro and #Boggle devotee. "I mean, they are among the smartest people I
have met on the Net, and I have made some friends because
I found that we all had similar personalities in a lot of ways."
Risky Business, played on #RiskyBus, is the current version of Mock's first game.
Originally called #Jeopardy, the game was similar to the popular television quiz
show. AlexBot, the host, took his name from the real Jeopardy!'s Alex
Trebek, and was brought to life by a C program that communicates with IRC
servers the same way a human would. Given the game's instant popularity, it was
remarkable that Mock's channel lasted for about a year before he received a
threatening letter from the killjoys at Tristar-Columbia-Sony, the owners of the real
Jeopardy!. The letter warned of a lawsuit if Mock didn't "cease his
infringement of their copyright and trademark."
The result was a new channel name, as well as several cosmetic changes to
distinguish the IRC game from Jeopardy!. The most notable change was
the reworking of the "daily double." In the real Jeopardy!, contestants
can wage big bets on a single question when they arrive on a "daily double." But
#RiskyBus players can instead use the question to steal other players' winnings.
Hence, AlexBot's new name, RobBot.
A disclaimer before each game further sets things straight: "Any similarities are
purely coincidental, and this game is in no way related to or sponsored by the
producers of Jeopardy!the TV show. Amen and Praise the Lard." The
sophomoric repudiation is typical of Mock's sense of humor, which he managed to
program into his bot's temperamental personality.
Players are greeted by name when they enter the channel: "Hi Hawk, thanks for
joining the game," or "Welcome to Risky Business Corky." But don't be fooled.
Cross Rob, and you might find yourself on the receiving end of acerbic one-liners
like, "Are you just babbling?" and "Gee, what an enlightenment!" There are more
than 1,500 canned responses triggered by player remarks. They range from silly
non sequiturs like, "You have the body of a 19-year-old," to deceptively intelligent
replies to words and phrases the bot was programmed to recognize. Ask Rob what
smells, for instance, and he might respond, "Is that a beer I smell?" More than one
frustrated player exclaiming, "I hate this category, Rob," has been startled by a
comeback like, "How long have you felt this hatred?"
The mercurial bot's rapid success caught Mock by surprise. "It
really wasn't meant to be a big thing," he says, explaining how he hung out on
#AppleIIGS where channel regulars often quizzed each other with trivia. "I said, 'I
bet I can make a bot do this,' and I made this thing for our little group of people.
But then other people started joining, and I just started adding other questions, and
it ballooned from there."
Originally programmed with a few thousand trivia questions, RobBot now brims
with more than 42,000 questions in 1,020 categories. Still, the breadth of topics
hasn't stopped a devoted group of #RiskyBus aficionados from playing again and
again--these fans return so often that they've memorized most of the game's
questions and frustrate newbies with their lightning-fast responses. "I am pretty
good at trivia, and the game is fun, but there are people who spend way too much
time on the channel and are absurdly quick with answers to esoteric questions,"
says Stacy Snover, a graphic designer and occasional #RiskyBus player from
Michigan. "What is the fun in only knowing the answers through rote
memorization?"
For those willing to battle the zealots competing for places on the bot's high
score and lifetime wins lists, the rules are straightforward. Each game consists of 30
questions in six categories. The bot poses a question, along with a point value, and
the first correct answer prefaced by "Rob," wins the points. Thus, for the
"Babylonian Mythology" question, "The Babylonians thought these caused
toothaches," the first to type, "Rob worms," wins points. Players chiming in with
incorrect answers have points subtracted from their score.
In addition to predictable trivia fare like "English History" and "Classical Music,"
the game boasts several unique categories that aren't capable of being telecast on
the real game show. In the category "Typing Contest," one question prompts
players to retype "The rain in Spain falls mainly on the plain," sans vowels. The first
player to come up with "Th rn n Spn flls mnly n th pln" is awarded points. Other
offbeat categories, such as "Human Oddities," feature questions like, "Buck Fulford
could kill, pluck, cut up, cook and eat this in 100 seconds." (Answer:a chicken.)
In true game show form, at the end of each contest, the bot awards a winner
make-believe prizes, like a year's supply of Pampers, 5,000 Twix bars and a
"slimedog." Joke prizes are a mainstay of every Mock game, including #Chaos and
#Boggle, shows patterned after the games Outburst and the Parker Brothers classic
Boggle, respectively.
In #Boggle, hosted by BogBot, each three-minute round opens with a 4X4 grid
of letters. Competitors frenetically spell out words, at least three letters long,
created from adjoining letters. The first to type any word in BogBot's 87,000 word
dictionary wins a point for each letter used. "I like Boggle, because it's a game you
can't really memorize the answers to, so I began playing it more than Risky
Business," says Subash Shankar, a graduate student at the University of Minnesota,
who's won a staggering 4,000 #Boggle games.
For "Expert Boggle," played on QNet, a private IRC server created for Mock's
games, words must be at least four letters long. QNet is accessed by server
irc.qnet.com, and hosts a version of each game. The advantage of playing on the
stand-alone server instead of playing versions on the popular EFNet and Undernet
networks, is less "lag." EFNet and Undernet each connect dozens of servers, and
when servers fall out of synch, or split from the network, players not on the
gamebot's server find themselves at a serious disadvantage.
Many #Boggle players use an IRC interface for Windows called IGM (IRC
Game Machine) developed by game enthusiast Dwight Duensing. It's available for
download at www.tyrell.net/home2/duensing/public_html/igm.html. IGM offers
graphical views of Mock's games, as well as several other IRC games like #poker
and #blackjack. It's particularly useful in #Boggle, where the letter grid, which is
integral to the game, gets lost in the scroll of most other IRC client programs.
The interface's advantage is less useful, however, for games like #Chaos, the
team game hosted by ChaosBot. #Chaos has grown to become the most popular of
IRC games. "I like #Chaos because you team with other people," explains Alan
Barton, a graduate student at Cornell University who enjoys the game's
camaraderie. "I wouldn't say it requires the most skill necessarily, but (it has) the
most variety, in terms of the categories and things you have to come up with."
#Chaos players join one of two teams that usually sport silly names like "the
Chia Pets," or "the stoopids." The bot delivers a category, and en masse, members
from each team must chaotically submit words that fit with that category. Each
category has 10 acceptable answers, and the first person to match each answer
correctly wins a point for their team. Currently, #Chaos has more than 1,875
categories, many with a lighthearted edge. For instance, in the category "slang
terms for bathrooms and toilets," ChaosBot accepts answers like crapper,
backhouse and little girls' room. A tight group of game regulars have also created
their own set of IRC lingo, things like "WTG 1!" which means "Way to go, team 1."
It's a unique language that's also spoken on #Acro, Mock's fourth game creation.
Acrophobia, the game played on #Acro, was the brainchild of Anthony Shubert,
an IRCer who approached Mock with the game concept. The idea was brought to
life by AcroBot, who presents player with an acronym three to seven letters long to
open each round of the game. In one minute or less, players must attempt to devise
an original expanded phrase of the acronym, and privately send it to the bot. A
stop at the Acrophobia Hall of Fame located at
www.primenet.com/~doppler/acrohof.html, can give users an idea of the
kind of witticisms the game is capable of spawning. For example, on e user cleverly
defined LSDTGN as, "Last Supper: didn't tip, got nailed." Another user turned HSS
into "Hitler sneezed snazis."
Every round, the first user to send a valid "acro" message to the bot wins two
speed bonus points. But creativity pays more than speed. After the minute is up,
AcroBot prints all of the expanded phrases on the channel, and players secretly
vote for the best one (users may not vote for their own entry). The voting process
has given rise to the acronym "vfy," meaning "voted for you," a way of signaling
kudos to other players. One point is awarded for each vote your acro receives, and
the player with the most votes also wins one point for each letter in the acronym.
The first player to reach 30 points takes the match.
#Acro boasts more Web pages than any other IRC game. "With the right crowd,
#Acro is a blast, and a great way to pass the time," says Chipp Morrow, who hosts
the Acrophobia home page at www.iobbs.com/~acro/. "But the channel
should come with a warning label. It is right up there with nicotine." One junkie
has even written an official "acroholics song."
IRC game channels, with their addicted followers, defy the Net's
conventional wisdom that images are a necessary ingredient for fun. The Internet
has blossomed into a graphically driven medium, but games on the textual IRC
remain incredibly popular. "I think for pure socialization and word-based games,
IRC is the purest form of communication there is," says the pioneering Mock, who
concedes he has considered bringing his unique style of game show to
the Web, perhaps in conjunction with IRC. "You could be doing a lot of
your communications on IRC, but then any graphics you might need, like a game
board or pictures, or audio questions would be on a Web browser," he says.
Can you see the wheels spinning? Stay tuned, folks. He'll be back after a message
from our sponsor. . .
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